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-rw-r--r--src/video_core/renderer_opengl/gl_shaders.h46
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp308
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.h68
-rw-r--r--src/video_core/video_core.h4
4 files changed, 193 insertions, 233 deletions
diff --git a/src/video_core/renderer_opengl/gl_shaders.h b/src/video_core/renderer_opengl/gl_shaders.h
index 380648f45..0f88ab802 100644
--- a/src/video_core/renderer_opengl/gl_shaders.h
+++ b/src/video_core/renderer_opengl/gl_shaders.h
@@ -6,34 +6,40 @@
namespace GLShaders {
-static const char g_vertex_shader[] = R"(
+const char g_vertex_shader[] = R"(
#version 150 core
-in vec3 position;
-in vec2 texCoord;
-out vec2 UV;
+in vec2 vert_position;
+in vec2 vert_tex_coord;
+out vec2 frag_tex_coord;
-mat3 window_scale = mat3(
- vec3(1.0, 0.0, 0.0),
- vec3(0.0, 5.0/6.0, 0.0), // TODO(princesspeachum): replace hard-coded aspect with uniform
- vec3(0.0, 0.0, 1.0)
- );
+// This is a truncated 3x3 matrix for 2D transformations:
+// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
+// The third column performs translation.
+// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
+// implicitly be [0, 0, 1]
+uniform mat3x2 modelview_matrix;
void main() {
- gl_Position.xyz = window_scale * position;
- gl_Position.w = 1.0;
-
- UV = texCoord;
-})";
+ // Multiply input position by the rotscale part of the matrix and then manually translate by
+ // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
+ // to `vec3(vert_position.xy, 1.0)`
+ gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
+ frag_tex_coord = vert_tex_coord;
+}
+)";
-static const char g_fragment_shader[] = R"(
+const char g_fragment_shader[] = R"(
#version 150 core
-in vec2 UV;
-out vec3 color;
-uniform sampler2D sampler;
+
+in vec2 frag_tex_coord;
+out vec4 color;
+
+uniform sampler2D color_texture;
void main() {
- color = texture(sampler, UV).rgb;
-})";
+ color = texture(color_texture, frag_tex_coord);
+}
+)";
}
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index cad278381..8483f79be 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -3,64 +3,51 @@
// Refer to the license.txt file included.
#include "core/hw/gpu.h"
-
+#include "core/mem_map.h"
+#include "common/emu_window.h"
#include "video_core/video_core.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/gl_shaders.h"
-#include "core/mem_map.h"
-
#include <algorithm>
-static const GLfloat kViewportAspectRatio =
- (static_cast<float>(VideoCore::kScreenTopHeight) + VideoCore::kScreenBottomHeight) / VideoCore::kScreenTopWidth;
-
-// Fullscreen quad dimensions
-static const GLfloat kTopScreenWidthNormalized = 2;
-static const GLfloat kTopScreenHeightNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth);
-static const GLfloat kBottomScreenWidthNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth);
-static const GLfloat kBottomScreenHeightNormalized = kBottomScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth);
-
-static const GLfloat g_vbuffer_top[] = {
- // x, y z u v
- -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
- 1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
- -1.0f, kTopScreenHeightNormalized, 0.0f, 0.0f, 0.0f,
- -1.0f, 0.0f, 0.0f, 0.0f, 1.0f
-};
+/**
+ * Vertex structure that the drawn screen rectangles are composed of.
+ */
+struct ScreenRectVertex {
+ ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
+ position[0] = x;
+ position[1] = y;
+ tex_coord[0] = u;
+ tex_coord[1] = v;
+ }
-static const GLfloat g_vbuffer_bottom[] = {
- // x y z u v
- -(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f,
- (kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 1.0f, 1.0f,
- (kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
- (kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
- -(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 0.0f, 0.0f,
- -(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f
+ GLfloat position[2];
+ GLfloat tex_coord[2];
};
+/**
+ * Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
+ * corner and (width, height) on the lower-bottom.
+ *
+ * The projection part of the matrix is trivial, hence these operations are represented
+ * by a 3x2 matrix.
+ */
+static std::array<GLfloat, 3*2> MakeOrthographicMatrix(const float width, const float height) {
+ std::array<GLfloat, 3*2> matrix;
+
+ matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
+ matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
+ // Last matrix row is implicitly assumed to be [0, 0, 1].
+
+ return matrix;
+}
+
/// RendererOpenGL constructor
RendererOpenGL::RendererOpenGL() {
-
resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
-
- // Initialize screen info
- const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
- const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
-
- screen_info.Top().width = VideoCore::kScreenTopWidth;
- screen_info.Top().height = VideoCore::kScreenTopHeight;
- screen_info.Top().stride = framebuffer_top.stride;
- screen_info.Top().flipped_xfb_data = xfb_top_flipped;
-
- screen_info.Bottom().width = VideoCore::kScreenBottomWidth;
- screen_info.Bottom().height = VideoCore::kScreenBottomHeight;
- screen_info.Bottom().stride = framebuffer_sub.stride;
- screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped;
}
/// RendererOpenGL destructor
@@ -71,16 +58,23 @@ RendererOpenGL::~RendererOpenGL() {
void RendererOpenGL::SwapBuffers() {
render_window->MakeCurrent();
- // EFB->XFB copy
- // TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
- // register write.
- //
- // TODO(princesspeachum): (related to above^) this should only be called when there's new data, not every frame.
- // Currently this uploads data that shouldn't have changed.
- Common::Rect framebuffer_size(0, 0, resolution_width, resolution_height);
- RenderXFB(framebuffer_size, framebuffer_size);
+ for(int i : {0, 1}) {
+ const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
+
+ if (textures[i].width != framebuffer.width || textures[i].height != framebuffer.height) {
+ // 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;
+ }
+
+ LoadFBToActiveGLTexture(GPU::g_regs.framebuffer_config[i], textures[i]);
+ }
- // XFB->Window copy
DrawScreens();
// Swap buffers
@@ -89,116 +83,111 @@ void RendererOpenGL::SwapBuffers() {
}
/**
- * Helper function to flip framebuffer from left-to-right to top-to-bottom
- * @param raw_data Pointer to input raw framebuffer in V/RAM
- * @param screen_info ScreenInfo structure with screen size and output buffer pointer
- * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
- */
-void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) {
- for (int x = 0; x < screen_info.width; x++) {
- int in_coord = x * screen_info.stride;
- for (int y = screen_info.height-1; y >= 0; y--) {
- // TODO: Properly support other framebuffer formats
- int out_coord = (x + y * screen_info.width) * 3;
- screen_info.flipped_xfb_data[out_coord] = raw_data[in_coord + 2]; // Red
- screen_info.flipped_xfb_data[out_coord + 1] = raw_data[in_coord + 1]; // Green
- screen_info.flipped_xfb_data[out_coord + 2] = raw_data[in_coord]; // Blue
- in_coord += 3;
- }
- }
-}
-
-/**
- * Renders external framebuffer (XFB)
- * @param src_rect Source rectangle in XFB to copy
- * @param dst_rect Destination rectangle in output framebuffer to copy to
+ * Loads framebuffer from emulated memory into the active OpenGL texture.
*/
-void RendererOpenGL::RenderXFB(const Common::Rect& src_rect, const Common::Rect& dst_rect) {
- const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
- const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
- const u32 active_fb_top = (framebuffer_top.active_fb == 1)
- ? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2)
- : Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1);
- const u32 active_fb_sub = (framebuffer_sub.active_fb == 1)
- ? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2)
- : Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1);
-
- DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x",
- framebuffer_top.stride * framebuffer_top.height,
- active_fb_top, (int)framebuffer_top.width,
- (int)framebuffer_top.height, (int)framebuffer_top.format);
-
- FlipFramebuffer(Memory::GetPointer(active_fb_top), screen_info.Top());
- FlipFramebuffer(Memory::GetPointer(active_fb_sub), screen_info.Bottom());
-
- for (int i = 0; i < 2; i++) {
- ScreenInfo* current_screen = &screen_info[i];
-
- glBindTexture(GL_TEXTURE_2D, current_screen->texture_id);
-
- // TODO: This should consider the GPU registers for framebuffer width, height and stride.
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, current_screen->width, current_screen->height,
- GL_RGB, GL_UNSIGNED_BYTE, current_screen->flipped_xfb_data);
- }
+void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
+ const TextureInfo& texture) {
+ const VAddr framebuffer_vaddr = Memory::PhysicalToVirtualAddress(
+ framebuffer.active_fb == 1 ? framebuffer.address_left2 : framebuffer.address_left1);
+
+ DEBUG_LOG(GPU, "0x%08x bytes from 0x%08x(%dx%d), fmt %x",
+ framebuffer.stride * framebuffer.height,
+ framebuffer_vaddr, (int)framebuffer.width,
+ (int)framebuffer.height, (int)framebuffer.format);
+
+ const u8* framebuffer_data = Memory::GetPointer(framebuffer_vaddr);
+
+ // TODO: Handle other pixel formats
+ _dbg_assert_msg_(RENDER, framebuffer.color_format == GPU::Regs::PixelFormat::RGB8,
+ "Unsupported 3DS pixel format.");
+
+ size_t pixel_stride = framebuffer.stride / 3;
+ // OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
+ _dbg_assert_(RENDER, pixel_stride * 3 == framebuffer.stride);
+ // Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
+ // only allows rows to have a memory alignement of 4.
+ _dbg_assert_(RENDER, pixel_stride % 4 == 0);
+
+ glBindTexture(GL_TEXTURE_2D, texture.handle);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride);
+
+ // Update existing texture
+ // TODO: Test what happens on hardware when you change the framebuffer dimensions so that they
+ // differ from the LCD resolution.
+ // 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);
+
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindTexture(GL_TEXTURE_2D, 0);
-
- // TODO(princesspeachum):
- // Only the subset src_rect of the GPU buffer
- // should be copied into the texture of the relevant screen.
- //
- // The method's parameters also only include src_rect and dest_rec for one screen,
- // so this may need to be changed (pair for each screen).
}
/**
* Initializes the OpenGL state and creates persistent objects.
*/
void RendererOpenGL::InitOpenGLObjects() {
- glGenVertexArrays(1, &vertex_array_id);
- glBindVertexArray(vertex_array_id);
-
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glDisable(GL_DEPTH_TEST);
+ // Link shaders and get variable locations
program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader);
- sampler_id = glGetUniformLocation(program_id, "sampler");
- attrib_position = glGetAttribLocation(program_id, "position");
- attrib_texcoord = glGetAttribLocation(program_id, "texCoord");
-
- // Generate vertex buffers for both screens
- glGenBuffers(1, &screen_info.Top().vertex_buffer_id);
- glGenBuffers(1, &screen_info.Bottom().vertex_buffer_id);
-
- // Attach vertex data for top screen
- glBindBuffer(GL_ARRAY_BUFFER, screen_info.Top().vertex_buffer_id);
- glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_top), g_vbuffer_top, GL_STATIC_DRAW);
-
- // Attach vertex data for bottom screen
- glBindBuffer(GL_ARRAY_BUFFER, screen_info.Bottom().vertex_buffer_id);
- glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_bottom), g_vbuffer_bottom, GL_STATIC_DRAW);
-
- // Create color buffers for both screens
- glGenTextures(1, &screen_info.Top().texture_id);
- glGenTextures(1, &screen_info.Bottom().texture_id);
-
- for (int i = 0; i < 2; i++) {
+ uniform_modelview_matrix = glGetUniformLocation(program_id, "modelview_matrix");
+ uniform_color_texture = glGetUniformLocation(program_id, "color_texture");
+ attrib_position = glGetAttribLocation(program_id, "vert_position");
+ attrib_tex_coord = glGetAttribLocation(program_id, "vert_tex_coord");
+
+ // Generate VBO handle for drawing
+ glGenBuffers(1, &vertex_buffer_handle);
+
+ // Generate VAO
+ glGenVertexArrays(1, &vertex_array_handle);
+ glBindVertexArray(vertex_array_handle);
+
+ // Attach vertex data to VAO
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
+ glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, position));
+ glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, tex_coord));
+ glEnableVertexAttribArray(attrib_position);
+ glEnableVertexAttribArray(attrib_tex_coord);
- ScreenInfo* current_screen = &screen_info[i];
+ // Allocate textures for each screen
+ for (auto& texture : textures) {
+ glGenTextures(1, &texture.handle);
- // Allocate texture
- glBindTexture(GL_TEXTURE_2D, current_screen->vertex_buffer_id);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, current_screen->width, current_screen->height,
- 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ // Allocation of storage is deferred until the first frame, when we
+ // know the framebuffer size.
+ glBindTexture(GL_TEXTURE_2D, texture.handle);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
-
glBindTexture(GL_TEXTURE_2D, 0);
}
/**
+ * Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD rotation.
+ */
+void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h) {
+ std::array<ScreenRectVertex, 4> vertices = {
+ ScreenRectVertex(x, y, 1.f, 0.f),
+ ScreenRectVertex(x+w, y, 1.f, 1.f),
+ ScreenRectVertex(x, y+h, 0.f, 0.f),
+ ScreenRectVertex(x+w, y+h, 0.f, 1.f),
+ };
+
+ glBindTexture(GL_TEXTURE_2D, texture.handle);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+}
+
+/**
* Draws the emulated screens to the emulator window.
*/
void RendererOpenGL::DrawScreens() {
@@ -207,37 +196,22 @@ void RendererOpenGL::DrawScreens() {
glUseProgram(program_id);
+ // Set projection matrix
+ std::array<GLfloat, 3*2> ortho_matrix = MakeOrthographicMatrix((float)resolution_width, (float)resolution_height);
+ glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
+
// Bind texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
+ glUniform1i(uniform_color_texture, 0);
- glEnableVertexAttribArray(attrib_position);
- glEnableVertexAttribArray(attrib_texcoord);
-
- for (int i = 0; i < 2; i++) {
-
- ScreenInfo* current_screen = &screen_info[i];
-
- glBindTexture(GL_TEXTURE_2D, current_screen->texture_id);
-
- // Set sampler on Texture Unit 0
- glUniform1i(sampler_id, 0);
-
- glBindBuffer(GL_ARRAY_BUFFER, current_screen->vertex_buffer_id);
-
- // Vertex buffer layout
- const GLsizei stride = 5 * sizeof(GLfloat);
- const GLvoid* uv_offset = (const GLvoid*)(3 * sizeof(GLfloat));
-
- // Configure vertex buffer
- glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, stride, NULL);
- glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, stride, uv_offset);
-
- // Draw screen
- glDrawArrays(GL_TRIANGLES, 0, 6);
- }
+ const float max_width = std::max((float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenBottomWidth);
+ const float top_x = 0.5f * (max_width - VideoCore::kScreenTopWidth);
+ const float bottom_x = 0.5f * (max_width - VideoCore::kScreenBottomWidth);
- glDisableVertexAttribArray(attrib_position);
- glDisableVertexAttribArray(attrib_texcoord);
+ DrawSingleScreenRotated(textures[0], top_x, 0,
+ (float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenTopHeight);
+ DrawSingleScreenRotated(textures[1], bottom_x, (float)VideoCore::kScreenTopHeight,
+ (float)VideoCore::kScreenBottomWidth, (float)VideoCore::kScreenBottomHeight);
m_current_frame++;
}
diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h
index 3dcb331be..82ef4b14b 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.h
+++ b/src/video_core/renderer_opengl/renderer_opengl.h
@@ -7,12 +7,13 @@
#include "generated/gl_3_2_core.h"
#include "common/common.h"
-#include "common/emu_window.h"
-
+#include "core/hw/gpu.h"
#include "video_core/renderer_base.h"
#include <array>
+class EmuWindow;
+
class RendererOpenGL : public RendererBase {
public:
@@ -23,13 +24,6 @@ public:
void SwapBuffers();
/**
- * Renders external framebuffer (XFB)
- * @param src_rect Source rectangle in XFB to copy
- * @param dst_rect Destination rectangle in output framebuffer to copy to
- */
- void RenderXFB(const Common::Rect& src_rect, const Common::Rect& dst_rect);
-
- /**
* Set the emulator window to use for renderer
* @param window EmuWindow handle to emulator window to use for rendering
*/
@@ -42,32 +36,21 @@ public:
void ShutDown();
private:
+ /// Structure used for storing information about the textures for each 3DS screen
+ struct TextureInfo {
+ GLuint handle;
+ GLsizei width;
+ GLsizei height;
+ };
+
void InitOpenGLObjects();
void DrawScreens();
+ void DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h);
void UpdateFramerate();
- /// Structure used for storing information for rendering each 3DS screen
- struct ScreenInfo {
- // Properties
- int width;
- int height;
- int stride; ///< Number of bytes between the coordinates (0,0) and (1,0)
-
- // OpenGL object IDs
- GLuint texture_id;
- GLuint vertex_buffer_id;
-
- // Temporary
- u8* flipped_xfb_data;
- };
-
- /**
- * Helper function to flip framebuffer from left-to-right to top-to-bottom
- * @param raw_data Pointer to input raw framebuffer in V/RAM
- * @param screen_info ScreenInfo structure with screen size and output buffer pointer
- * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
- */
- void FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info);
+ // Loads framebuffer from emulated memory into the active OpenGL texture.
+ static void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
+ const TextureInfo& texture);
EmuWindow* render_window; ///< Handle to render window
u32 last_mode; ///< Last render mode
@@ -75,22 +58,15 @@ private:
int resolution_width; ///< Current resolution width
int resolution_height; ///< Current resolution height
- // OpenGL global object IDs
- GLuint vertex_array_id;
+ // OpenGL object IDs
+ GLuint vertex_array_handle;
+ GLuint vertex_buffer_handle;
GLuint program_id;
- GLuint sampler_id;
+ std::array<TextureInfo, 2> textures;
+ // Shader uniform location indices
+ GLuint uniform_modelview_matrix;
+ GLuint uniform_color_texture;
// Shader attribute input indices
GLuint attrib_position;
- GLuint attrib_texcoord;
-
- struct : std::array<ScreenInfo, 2> {
- ScreenInfo& Top() { return (*this)[0]; }
- ScreenInfo& Bottom() { return (*this)[1]; }
- } screen_info;
-
- // "Flipped" framebuffers translate scanlines from native 3DS left-to-right to top-to-bottom
- // as OpenGL expects them in a texture. There probably is a more efficient way of doing this:
- u8 xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopHeight * 4];
- u8 xfb_bottom_flipped[VideoCore::kScreenBottomWidth * VideoCore::kScreenBottomHeight * 4];
-
+ GLuint attrib_tex_coord;
};
diff --git a/src/video_core/video_core.h b/src/video_core/video_core.h
index 5e8129b5a..609aac513 100644
--- a/src/video_core/video_core.h
+++ b/src/video_core/video_core.h
@@ -17,6 +17,10 @@ namespace VideoCore {
// 3DS Video Constants
// -------------------
+// NOTE: The LCDs actually rotate the image 90 degrees when displaying. Because of that the
+// framebuffers in video memory are stored in column-major order and rendered sideways, causing
+// the widths and heights of the framebuffers read by the LCD to be switched compared to the
+// heights and widths of the screens listed here.
static const int kScreenTopWidth = 400; ///< 3DS top screen width
static const int kScreenTopHeight = 240; ///< 3DS top screen height
static const int kScreenBottomWidth = 320; ///< 3DS bottom screen width