mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-07-21 05:09:46 -06:00
first attempt at things
(also fix softrenderer reset)
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138
src/GPU3D_OpenGL43.cpp
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138
src/GPU3D_OpenGL43.cpp
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/*
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Copyright 2016-2019 Arisotura
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This file is part of melonDS.
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melonDS is free software: you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free
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Software Foundation, either version 3 of the License, or (at your option)
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any later version.
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melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with melonDS. If not, see http://www.gnu.org/licenses/.
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*/
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include <stdio.h>
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#include <string.h>
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#include "NDS.h"
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#include "GPU.h"
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#include "Platform.h"
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namespace GPU3D
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{
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namespace GLRenderer43
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{
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PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
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PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
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PFNGLFRAMEBUFFERTEXTUREPROC glFramebufferTexture;
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GLuint FramebufferID;
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u8 Framebuffer[256*192*4];
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u8 CurLine[256*4];
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bool InitGLExtensions()
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{
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#define LOADPROC(type, name) \
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name = (PFN##type##PROC)Platform::GL_GetProcAddress(#name); \
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if (!name) return false;
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LOADPROC(GLGENFRAMEBUFFERS, glGenFramebuffers);
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LOADPROC(GLBINDFRAMEBUFFER, glBindFramebuffer);
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LOADPROC(GLFRAMEBUFFERTEXTURE, glFramebufferTexture);
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#undef LOADPROC
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return true;
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}
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bool Init()
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{
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if (!InitGLExtensions()) return false;
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u8* test_tex = new u8[256*192*4];
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u8* ptr = test_tex;
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for (int y = 0; y < 192; y++)
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{
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for (int x = 0; x < 256; x++)
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{
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if ((x & 0x10) ^ (y & 0x10))
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{
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*ptr++ = 0x00;
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*ptr++ = 0x00;
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*ptr++ = 0x3F;
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*ptr++ = 0x1F;
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}
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else
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{
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*ptr++ = 0;
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*ptr++ = y>>2;
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*ptr++ = 0x3F;
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*ptr++ = 0x1F;
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}
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}
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}
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glGenFramebuffers(1, &FramebufferID);
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID);
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GLuint frametex;
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glGenTextures(1, &frametex);
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glBindTexture(GL_TEXTURE_2D, frametex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 192, 0, GL_RGBA, GL_UNSIGNED_BYTE, test_tex);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, frametex, 0);
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return true;
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}
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void DeInit()
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{
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//
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}
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void Reset()
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{
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//
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}
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void VCount144()
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{
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}
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void RenderFrame()
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{
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//
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}
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void RequestLine(int line)
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{
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//
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}
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u32* GetLine(int line)
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{
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if (line == 0)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glReadPixels(0, 0, 256, 192, GL_RGBA, GL_UNSIGNED_BYTE, Framebuffer);
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}
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return (u32*)&Framebuffer[256*4 * line];
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}
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}
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}
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