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-rw-r--r--src/video_core/gpu_debugger.h11
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp62
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.h7
3 files changed, 50 insertions, 30 deletions
diff --git a/src/video_core/gpu_debugger.h b/src/video_core/gpu_debugger.h
index 5d909beba..d92ceaa72 100644
--- a/src/video_core/gpu_debugger.h
+++ b/src/video_core/gpu_debugger.h
@@ -50,7 +50,7 @@ public:
virtual void GXCommandProcessed(int total_command_count)
{
const GSP_GPU::GXCommand& cmd = observed->ReadGXCommandHistory(total_command_count-1);
- ERROR_LOG(GSP, "Received command: id=%x", cmd.id);
+ ERROR_LOG(GSP, "Received command: id=%x", (int)cmd.id.Value());
}
/**
@@ -78,11 +78,13 @@ public:
void GXCommandProcessed(u8* command_data)
{
+ if (observers.empty())
+ return;
+
gx_command_history.push_back(GSP_GPU::GXCommand());
GSP_GPU::GXCommand& cmd = gx_command_history[gx_command_history.size()-1];
- const int cmd_length = sizeof(GSP_GPU::GXCommand);
- memcpy(cmd.data, command_data, cmd_length);
+ memcpy(&cmd, command_data, sizeof(GSP_GPU::GXCommand));
ForEachObserver([this](DebuggerObserver* observer) {
observer->GXCommandProcessed(this->gx_command_history.size());
@@ -91,6 +93,9 @@ public:
void CommandListCalled(u32 address, u32* command_list, u32 size_in_words)
{
+ if (observers.empty())
+ return;
+
PicaCommandList cmdlist;
for (u32* parse_pointer = command_list; parse_pointer < command_list + size_in_words;)
{
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index 70af47c59..d0a8ec1da 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -12,8 +12,8 @@
/// RendererOpenGL constructor
RendererOpenGL::RendererOpenGL() {
- memset(m_fbo, 0, sizeof(m_fbo));
- memset(m_fbo_rbo, 0, sizeof(m_fbo_rbo));
+ memset(m_fbo, 0, sizeof(m_fbo));
+ memset(m_fbo_rbo, 0, sizeof(m_fbo_rbo));
memset(m_fbo_depth_buffers, 0, sizeof(m_fbo_depth_buffers));
m_resolution_width = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
@@ -35,7 +35,7 @@ void RendererOpenGL::SwapBuffers() {
m_render_window->MakeCurrent();
// EFB->XFB copy
- // TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
+ // TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
// register write We're also treating both framebuffers as a single one in OpenGL.
common::Rect framebuffer_size(0, 0, m_resolution_width, m_resolution_height);
RenderXFB(framebuffer_size, framebuffer_size);
@@ -61,24 +61,40 @@ void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) {
int in_coord = 0;
for (int x = 0; x < VideoCore::kScreenTopWidth; x++) {
for (int y = VideoCore::kScreenTopHeight-1; y >= 0; y--) {
+ // TODO: Properly support other framebuffer formats
int out_coord = (x + y * VideoCore::kScreenTopWidth) * 3;
- out[out_coord] = in[in_coord];
- out[out_coord + 1] = in[in_coord + 1];
- out[out_coord + 2] = in[in_coord + 2];
+ out[out_coord] = in[in_coord]; // blue?
+ out[out_coord + 1] = in[in_coord + 1]; // green?
+ out[out_coord + 2] = in[in_coord + 2]; // red?
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
*/
void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect& dst_rect) {
- FlipFramebuffer(GPU::GetFramebufferPointer(GPU::g_regs.framebuffer_top_left_1), m_xfb_top_flipped);
- FlipFramebuffer(GPU::GetFramebufferPointer(GPU::g_regs.framebuffer_sub_left_1), m_xfb_bottom_flipped);
+ const auto& framebuffer_top = GPU::g_regs.Get<GPU::Regs::FramebufferTop>();
+ const auto& framebuffer_sub = GPU::g_regs.Get<GPU::Regs::FramebufferBottom>();
+ const u32 active_fb_top = (framebuffer_top.active_fb == 1)
+ ? framebuffer_top.address_left2
+ : framebuffer_top.address_left1;
+ const u32 active_fb_sub = (framebuffer_sub.active_fb == 1)
+ ? framebuffer_sub.address_left2
+ : framebuffer_sub.address_left1;
+
+ DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x",
+ framebuffer_top.stride * framebuffer_top.height,
+ GPU::GetFramebufferAddr(active_fb_top), (int)framebuffer_top.width,
+ (int)framebuffer_top.height, (int)framebuffer_top.format);
+
+ // TODO: This should consider the GPU registers for framebuffer width, height and stride.
+ FlipFramebuffer(GPU::GetFramebufferPointer(active_fb_top), m_xfb_top_flipped);
+ FlipFramebuffer(GPU::GetFramebufferPointer(active_fb_sub), m_xfb_bottom_flipped);
// Blit the top framebuffer
// ------------------------
@@ -98,7 +114,7 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
glReadBuffer(GL_COLOR_ATTACHMENT0);
// Blit
- glBlitFramebuffer(src_rect.x0_, src_rect.y0_, src_rect.x1_, src_rect.y1_,
+ glBlitFramebuffer(src_rect.x0_, src_rect.y0_, src_rect.x1_, src_rect.y1_,
dst_rect.x0_, dst_rect.y1_, dst_rect.x1_, dst_rect.y0_,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
@@ -110,7 +126,7 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
// Update textures with contents of XFB in RAM - bottom
glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight,
- GL_RGB, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped);
+ GL_BGR, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped);
glBindTexture(GL_TEXTURE_2D, 0);
// Render target is destination framebuffer
@@ -124,7 +140,7 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
// Blit
int offset = (VideoCore::kScreenTopWidth - VideoCore::kScreenBottomWidth) / 2;
- glBlitFramebuffer(0,0, VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight,
+ glBlitFramebuffer(0,0, VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight,
offset, VideoCore::kScreenBottomHeight, VideoCore::kScreenBottomWidth + offset, 0,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
@@ -133,7 +149,7 @@ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect&
/// Initialize the FBO
void RendererOpenGL::InitFramebuffer() {
- // TODO(bunnei): This should probably be implemented with the top screen and bottom screen as
+ // TODO(bunnei): This should probably be implemented with the top screen and bottom screen as
// separate framebuffers
// Init the FBOs
@@ -146,12 +162,12 @@ void RendererOpenGL::InitFramebuffer() {
for (int i = 0; i < kMaxFramebuffers; i++) {
// Generate color buffer storage
glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_rbo[i]);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth,
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth,
VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
// Generate depth buffer storage
glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_depth_buffers[i]);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth,
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth,
VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
// Attach the buffers
@@ -167,7 +183,7 @@ void RendererOpenGL::InitFramebuffer() {
} else {
ERROR_LOG(RENDER, "couldn't create OpenGL frame buffer");
exit(1);
- }
+ }
}
glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind our frame buffer(s)
@@ -175,8 +191,8 @@ void RendererOpenGL::InitFramebuffer() {
// -------------------------------
// Create XFB textures
- glGenTextures(1, &m_xfb_texture_top);
- glGenTextures(1, &m_xfb_texture_bottom);
+ glGenTextures(1, &m_xfb_texture_top);
+ glGenTextures(1, &m_xfb_texture_bottom);
// Alocate video memorry for XFB textures
glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top);
@@ -192,13 +208,13 @@ void RendererOpenGL::InitFramebuffer() {
// Create the FBO and attach color/depth textures
glGenFramebuffers(1, &m_xfb_top); // Generate framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_top);
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
m_xfb_texture_top, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glGenFramebuffers(1, &m_xfb_bottom); // Generate framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_bottom);
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
m_xfb_texture_bottom, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
@@ -214,7 +230,7 @@ void RendererOpenGL::RenderFramebuffer() {
glReadBuffer(GL_COLOR_ATTACHMENT0);
// Blit
- glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width,
+ glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width,
m_resolution_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
// Update the FPS count
@@ -230,7 +246,7 @@ void RendererOpenGL::RenderFramebuffer() {
void RendererOpenGL::UpdateFramerate() {
}
-/**
+/**
* Set the emulator window to use for renderer
* @param window EmuWindow handle to emulator window to use for rendering
*/
@@ -264,7 +280,7 @@ void RendererOpenGL::Init() {
GLenum err = glewInit();
if (GLEW_OK != err) {
- ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...",
+ ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...",
glewGetErrorString(err));
exit(-1);
}
diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h
index dd811cad6..30f4febe0 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.h
+++ b/src/video_core/renderer_opengl/renderer_opengl.h
@@ -84,7 +84,6 @@ private:
// "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 m_xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth * 4];
- u8 m_xfb_bottom_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopWidth * 4];
-
-}; \ No newline at end of file
+ u8 m_xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopHeight * 4];
+ u8 m_xfb_bottom_flipped[VideoCore::kScreenBottomWidth * VideoCore::kScreenBottomHeight * 4];
+};