mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2024-12-27 19:45:43 +00:00
video_core: Implement the remaining framebuffer formats in the OpenGL renderer.
This commit is contained in:
parent
12181c8a64
commit
c439b3074d
|
@ -53,6 +53,7 @@ struct Regs {
|
|||
"Structure size and register block length don't match")
|
||||
#endif
|
||||
|
||||
// All of those formats are described in reverse byte order, since the 3DS is little-endian.
|
||||
enum class PixelFormat : u32 {
|
||||
RGBA8 = 0,
|
||||
RGB8 = 1,
|
||||
|
@ -61,6 +62,24 @@ struct Regs {
|
|||
RGBA4 = 4,
|
||||
};
|
||||
|
||||
/**
|
||||
* Returns the number of bytes per pixel.
|
||||
*/
|
||||
static int BytesPerPixel(PixelFormat format) {
|
||||
switch (format) {
|
||||
case PixelFormat::RGBA8:
|
||||
return 4;
|
||||
case PixelFormat::RGB8:
|
||||
return 3;
|
||||
case PixelFormat::RGB565:
|
||||
case PixelFormat::RGB5A1:
|
||||
case PixelFormat::RGBA4:
|
||||
return 2;
|
||||
default:
|
||||
UNIMPLEMENTED();
|
||||
}
|
||||
}
|
||||
|
||||
INSERT_PADDING_WORDS(0x4);
|
||||
|
||||
struct {
|
||||
|
|
|
@ -61,15 +61,13 @@ void RendererOpenGL::SwapBuffers() {
|
|||
for(int i : {0, 1}) {
|
||||
const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
|
||||
|
||||
if (textures[i].width != (GLsizei)framebuffer.width || textures[i].height != (GLsizei)framebuffer.height) {
|
||||
if (textures[i].width != (GLsizei)framebuffer.width ||
|
||||
textures[i].height != (GLsizei)framebuffer.height ||
|
||||
textures[i].format != framebuffer.color_format) {
|
||||
// Reallocate texture if the framebuffer size has changed.
|
||||
// This is expected to not happen very often and hence should not be a
|
||||
// performance problem.
|
||||
glBindTexture(GL_TEXTURE_2D, textures[i].handle);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer.width, framebuffer.height, 0,
|
||||
GL_BGR, GL_UNSIGNED_BYTE, nullptr);
|
||||
textures[i].width = framebuffer.width;
|
||||
textures[i].height = framebuffer.height;
|
||||
ConfigureFramebufferTexture(textures[i], framebuffer);
|
||||
}
|
||||
|
||||
LoadFBToActiveGLTexture(GPU::g_regs.framebuffer_config[i], textures[i]);
|
||||
|
@ -98,13 +96,12 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
|
|||
|
||||
const u8* framebuffer_data = Memory::GetPointer(framebuffer_vaddr);
|
||||
|
||||
// TODO: Handle other pixel formats
|
||||
ASSERT_MSG(framebuffer.color_format == GPU::Regs::PixelFormat::RGB8,
|
||||
"Unsupported 3DS pixel format.");
|
||||
int bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format);
|
||||
size_t pixel_stride = framebuffer.stride / bpp;
|
||||
|
||||
size_t pixel_stride = framebuffer.stride / 3;
|
||||
// OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
|
||||
ASSERT(pixel_stride * 3 == framebuffer.stride);
|
||||
ASSERT(pixel_stride * bpp == framebuffer.stride);
|
||||
|
||||
// Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
|
||||
// only allows rows to have a memory alignement of 4.
|
||||
ASSERT(pixel_stride % 4 == 0);
|
||||
|
@ -118,7 +115,7 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
|
|||
// TODO: Applications could theoretically crash Citra here by specifying too large
|
||||
// framebuffer sizes. We should make sure that this cannot happen.
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
|
||||
GL_BGR, GL_UNSIGNED_BYTE, framebuffer_data);
|
||||
texture.gl_format, texture.gl_type, framebuffer_data);
|
||||
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
|
||||
|
@ -171,6 +168,59 @@ void RendererOpenGL::InitOpenGLObjects() {
|
|||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
|
||||
const GPU::Regs::FramebufferConfig& framebuffer) {
|
||||
GPU::Regs::PixelFormat format = framebuffer.color_format;
|
||||
GLint internal_format;
|
||||
|
||||
texture.format = format;
|
||||
texture.width = framebuffer.width;
|
||||
texture.height = framebuffer.height;
|
||||
|
||||
switch (format) {
|
||||
case GPU::Regs::PixelFormat::RGBA8:
|
||||
internal_format = GL_RGBA;
|
||||
texture.gl_format = GL_RGBA;
|
||||
texture.gl_type = GL_UNSIGNED_INT_8_8_8_8;
|
||||
break;
|
||||
|
||||
case GPU::Regs::PixelFormat::RGB8:
|
||||
// This pixel format uses BGR since GL_UNSIGNED_BYTE specifies byte-order, unlike every
|
||||
// specific OpenGL type used in this function using native-endian (that is, little-endian
|
||||
// mostly everywhere) for words or half-words.
|
||||
// TODO: check how those behave on big-endian processors.
|
||||
internal_format = GL_RGB;
|
||||
texture.gl_format = GL_BGR;
|
||||
texture.gl_type = GL_UNSIGNED_BYTE;
|
||||
break;
|
||||
|
||||
case GPU::Regs::PixelFormat::RGB565:
|
||||
internal_format = GL_RGB;
|
||||
texture.gl_format = GL_RGB;
|
||||
texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
|
||||
break;
|
||||
|
||||
case GPU::Regs::PixelFormat::RGB5A1:
|
||||
internal_format = GL_RGBA;
|
||||
texture.gl_format = GL_RGBA;
|
||||
texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
|
||||
break;
|
||||
|
||||
case GPU::Regs::PixelFormat::RGBA4:
|
||||
internal_format = GL_RGBA;
|
||||
texture.gl_format = GL_RGBA;
|
||||
texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
|
||||
break;
|
||||
|
||||
default:
|
||||
UNIMPLEMENTED();
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture.handle);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
|
||||
texture.gl_format, texture.gl_type, nullptr);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD rotation.
|
||||
*/
|
||||
|
|
|
@ -43,9 +43,14 @@ private:
|
|||
GLuint handle;
|
||||
GLsizei width;
|
||||
GLsizei height;
|
||||
GPU::Regs::PixelFormat format;
|
||||
GLenum gl_format;
|
||||
GLenum gl_type;
|
||||
};
|
||||
|
||||
void InitOpenGLObjects();
|
||||
static void ConfigureFramebufferTexture(TextureInfo& texture,
|
||||
const GPU::Regs::FramebufferConfig& framebuffer);
|
||||
void DrawScreens();
|
||||
void DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h);
|
||||
void UpdateFramerate();
|
||||
|
|
Loading…
Reference in a new issue