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-rw-r--r--src/video_core/primitive_assembly.cpp9
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp48
-rw-r--r--src/video_core/vertex_shader.cpp75
-rw-r--r--src/video_core/video_core.cpp3
-rw-r--r--src/video_core/video_core.h1
5 files changed, 50 insertions, 86 deletions
diff --git a/src/video_core/primitive_assembly.cpp b/src/video_core/primitive_assembly.cpp
index 1776a1925..0120f2896 100644
--- a/src/video_core/primitive_assembly.cpp
+++ b/src/video_core/primitive_assembly.cpp
@@ -33,12 +33,9 @@ void PrimitiveAssembler<VertexType>::SubmitVertex(VertexType& vtx, TriangleHandl
case Regs::TriangleTopology::Strip:
case Regs::TriangleTopology::Fan:
- if (strip_ready) {
- // TODO: Should be "buffer[0], buffer[1], vtx" instead!
- // Not quite sure why we need this order for things to show up properly.
- // Maybe a bug in the rasterizer?
- triangle_handler(buffer[1], buffer[0], vtx);
- }
+ if (strip_ready)
+ triangle_handler(buffer[0], buffer[1], vtx);
+
buffer[buffer_index] = vtx;
if (topology == Regs::TriangleTopology::Strip) {
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index db7538ddd..95ab96340 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -254,28 +254,26 @@ void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x
* Draws the emulated screens to the emulator window.
*/
void RendererOpenGL::DrawScreens() {
- auto viewport_extent = GetViewportExtent();
- glViewport(viewport_extent.left, viewport_extent.top, viewport_extent.GetWidth(), viewport_extent.GetHeight()); // TODO: Or bottom?
+ auto layout = render_window->GetFramebufferLayout();
+
+ glViewport(0, 0, layout.width, layout.height);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program_id);
// Set projection matrix
- std::array<GLfloat, 3*2> ortho_matrix = MakeOrthographicMatrix((float)resolution_width, (float)resolution_height);
+ std::array<GLfloat, 3 * 2> ortho_matrix = MakeOrthographicMatrix((float)layout.width,
+ (float)layout.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);
- 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);
-
- 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);
+ DrawSingleScreenRotated(textures[0], (float)layout.top_screen.left, (float)layout.top_screen.top,
+ (float)layout.top_screen.GetWidth(), (float)layout.top_screen.GetHeight());
+ DrawSingleScreenRotated(textures[1], (float)layout.bottom_screen.left,(float)layout.bottom_screen.top,
+ (float)layout.bottom_screen.GetWidth(), (float)layout.bottom_screen.GetHeight());
m_current_frame++;
}
@@ -292,34 +290,6 @@ void RendererOpenGL::SetWindow(EmuWindow* window) {
render_window = window;
}
-MathUtil::Rectangle<unsigned> RendererOpenGL::GetViewportExtent() {
- unsigned framebuffer_width;
- unsigned framebuffer_height;
- std::tie(framebuffer_width, framebuffer_height) = render_window->GetFramebufferSize();
-
- float window_aspect_ratio = static_cast<float>(framebuffer_height) / framebuffer_width;
- float emulation_aspect_ratio = static_cast<float>(resolution_height) / resolution_width;
-
- MathUtil::Rectangle<unsigned> viewport_extent;
- if (window_aspect_ratio > emulation_aspect_ratio) {
- // Window is narrower than the emulation content => apply borders to the top and bottom
- unsigned viewport_height = static_cast<unsigned>(std::round(emulation_aspect_ratio * framebuffer_width));
- viewport_extent.left = 0;
- viewport_extent.top = (framebuffer_height - viewport_height) / 2;
- viewport_extent.right = viewport_extent.left + framebuffer_width;
- viewport_extent.bottom = viewport_extent.top + viewport_height;
- } else {
- // Otherwise, apply borders to the left and right sides of the window.
- unsigned viewport_width = static_cast<unsigned>(std::round(framebuffer_height / emulation_aspect_ratio));
- viewport_extent.left = (framebuffer_width - viewport_width) / 2;
- viewport_extent.top = 0;
- viewport_extent.right = viewport_extent.left + viewport_width;
- viewport_extent.bottom = viewport_extent.top + framebuffer_height;
- }
-
- return viewport_extent;
-}
-
/// Initialize the renderer
void RendererOpenGL::Init() {
render_window->MakeCurrent();
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
index bc8c0041c..4eb3e743e 100644
--- a/src/video_core/vertex_shader.cpp
+++ b/src/video_core/vertex_shader.cpp
@@ -17,6 +17,7 @@
#include "vertex_shader.h"
#include "debug_utils/debug_utils.h"
+using nihstro::OpCode;
using nihstro::Instruction;
using nihstro::RegisterType;
using nihstro::SourceRegister;
@@ -154,10 +155,10 @@ static void ProcessShaderCode(VertexShaderState& state) {
}
};
- switch (instr.opcode.GetInfo().type) {
- case Instruction::OpCodeType::Arithmetic:
+ switch (instr.opcode.Value().GetInfo().type) {
+ case OpCode::Type::Arithmetic:
{
- bool is_inverted = 0 != (instr.opcode.GetInfo().subtype & Instruction::OpCodeInfo::SrcInversed);
+ bool is_inverted = 0 != (instr.opcode.Value().GetInfo().subtype & OpCode::Info::SrcInversed);
// TODO: We don't really support this properly: For instance, the address register
// offset needs to be applied to SRC2 instead, etc.
// For now, we just abort in this situation.
@@ -197,15 +198,15 @@ static void ProcessShaderCode(VertexShaderState& state) {
src2[3] = src2[3] * float24::FromFloat32(-1);
}
- float24* dest = (instr.common.dest < 0x08) ? state.output_register_table[4*instr.common.dest.GetIndex()]
- : (instr.common.dest < 0x10) ? dummy_vec4_float24
- : (instr.common.dest < 0x20) ? &state.temporary_registers[instr.common.dest.GetIndex()][0]
+ float24* dest = (instr.common.dest.Value() < 0x08) ? state.output_register_table[4*instr.common.dest.Value().GetIndex()]
+ : (instr.common.dest.Value() < 0x10) ? dummy_vec4_float24
+ : (instr.common.dest.Value() < 0x20) ? &state.temporary_registers[instr.common.dest.Value().GetIndex()][0]
: dummy_vec4_float24;
state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
- switch (instr.opcode.EffectiveOpCode()) {
- case Instruction::OpCode::ADD:
+ switch (instr.opcode.Value().EffectiveOpCode()) {
+ case OpCode::Id::ADD:
{
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
@@ -217,7 +218,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
}
- case Instruction::OpCode::MUL:
+ case OpCode::Id::MUL:
{
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
@@ -229,7 +230,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
}
- case Instruction::OpCode::MAX:
+ case OpCode::Id::MAX:
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
@@ -238,11 +239,11 @@ static void ProcessShaderCode(VertexShaderState& state) {
}
break;
- case Instruction::OpCode::DP3:
- case Instruction::OpCode::DP4:
+ case OpCode::Id::DP3:
+ case OpCode::Id::DP4:
{
float24 dot = float24::FromFloat32(0.f);
- int num_components = (instr.opcode == Instruction::OpCode::DP3) ? 3 : 4;
+ int num_components = (instr.opcode.Value() == OpCode::Id::DP3) ? 3 : 4;
for (int i = 0; i < num_components; ++i)
dot = dot + src1[i] * src2[i];
@@ -256,7 +257,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
}
// Reciprocal
- case Instruction::OpCode::RCP:
+ case OpCode::Id::RCP:
{
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
@@ -271,7 +272,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
}
// Reciprocal Square Root
- case Instruction::OpCode::RSQ:
+ case OpCode::Id::RSQ:
{
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
@@ -285,7 +286,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
}
- case Instruction::OpCode::MOVA:
+ case OpCode::Id::MOVA:
{
for (int i = 0; i < 2; ++i) {
if (!swizzle.DestComponentEnabled(i))
@@ -298,7 +299,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
}
- case Instruction::OpCode::MOV:
+ case OpCode::Id::MOV:
{
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
@@ -309,7 +310,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
}
- case Instruction::OpCode::CMP:
+ case OpCode::Id::CMP:
for (int i = 0; i < 2; ++i) {
// TODO: Can you restrict to one compare via dest masking?
@@ -350,7 +351,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
default:
LOG_ERROR(HW_GPU, "Unhandled arithmetic instruction: 0x%02x (%s): 0x%08x",
- (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);
+ (int)instr.opcode.Value().EffectiveOpCode(), instr.opcode.Value().GetInfo().name, instr.hex);
DEBUG_ASSERT(false);
break;
}
@@ -358,9 +359,9 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
}
- case Instruction::OpCodeType::MultiplyAdd:
+ case OpCode::Type::MultiplyAdd:
{
- if (instr.opcode.EffectiveOpCode() == Instruction::OpCode::MAD) {
+ if (instr.opcode.Value().EffectiveOpCode() == OpCode::Id::MAD) {
const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.mad.operand_desc_id];
const float24* src1_ = LookupSourceRegister(instr.mad.src1);
@@ -408,9 +409,9 @@ static void ProcessShaderCode(VertexShaderState& state) {
src3[3] = src3[3] * float24::FromFloat32(-1);
}
- float24* dest = (instr.mad.dest < 0x08) ? state.output_register_table[4*instr.mad.dest.GetIndex()]
- : (instr.mad.dest < 0x10) ? dummy_vec4_float24
- : (instr.mad.dest < 0x20) ? &state.temporary_registers[instr.mad.dest.GetIndex()][0]
+ float24* dest = (instr.mad.dest.Value() < 0x08) ? state.output_register_table[4*instr.mad.dest.Value().GetIndex()]
+ : (instr.mad.dest.Value() < 0x10) ? dummy_vec4_float24
+ : (instr.mad.dest.Value() < 0x20) ? &state.temporary_registers[instr.mad.dest.Value().GetIndex()][0]
: dummy_vec4_float24;
for (int i = 0; i < 4; ++i) {
@@ -421,7 +422,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
}
} else {
LOG_ERROR(HW_GPU, "Unhandled multiply-add instruction: 0x%02x (%s): 0x%08x",
- (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);
+ (int)instr.opcode.Value().EffectiveOpCode(), instr.opcode.Value().GetInfo().name, instr.hex);
}
break;
}
@@ -448,31 +449,31 @@ static void ProcessShaderCode(VertexShaderState& state) {
};
// Handle each instruction on its own
- switch (instr.opcode) {
- case Instruction::OpCode::END:
+ switch (instr.opcode.Value()) {
+ case OpCode::Id::END:
exit_loop = true;
break;
- case Instruction::OpCode::JMPC:
+ case OpCode::Id::JMPC:
if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
state.program_counter = &shader_memory[instr.flow_control.dest_offset] - 1;
}
break;
- case Instruction::OpCode::JMPU:
+ case OpCode::Id::JMPU:
if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
state.program_counter = &shader_memory[instr.flow_control.dest_offset] - 1;
}
break;
- case Instruction::OpCode::CALL:
+ case OpCode::Id::CALL:
call(state,
instr.flow_control.dest_offset,
instr.flow_control.num_instructions,
binary_offset + 1, 0, 0);
break;
- case Instruction::OpCode::CALLU:
+ case OpCode::Id::CALLU:
if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
call(state,
instr.flow_control.dest_offset,
@@ -481,7 +482,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
}
break;
- case Instruction::OpCode::CALLC:
+ case OpCode::Id::CALLC:
if (evaluate_condition(state, instr.flow_control.refx, instr.flow_control.refy, instr.flow_control)) {
call(state,
instr.flow_control.dest_offset,
@@ -490,10 +491,10 @@ static void ProcessShaderCode(VertexShaderState& state) {
}
break;
- case Instruction::OpCode::NOP:
+ case OpCode::Id::NOP:
break;
- case Instruction::OpCode::IFU:
+ case OpCode::Id::IFU:
if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
call(state,
binary_offset + 1,
@@ -508,7 +509,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
- case Instruction::OpCode::IFC:
+ case OpCode::Id::IFC:
{
// TODO: Do we need to consider swizzlers here?
@@ -527,7 +528,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
}
- case Instruction::OpCode::LOOP:
+ case OpCode::Id::LOOP:
{
state.address_registers[2] = shader_uniforms.i[instr.flow_control.int_uniform_id].y;
@@ -542,7 +543,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
default:
LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
- (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);
+ (int)instr.opcode.Value().EffectiveOpCode(), instr.opcode.Value().GetInfo().name, instr.hex);
break;
}
diff --git a/src/video_core/video_core.cpp b/src/video_core/video_core.cpp
index 0a236595c..b9d4ede3a 100644
--- a/src/video_core/video_core.cpp
+++ b/src/video_core/video_core.cpp
@@ -18,7 +18,6 @@ namespace VideoCore {
EmuWindow* g_emu_window = nullptr; ///< Frontend emulator window
RendererBase* g_renderer = nullptr; ///< Renderer plugin
-int g_current_frame = 0;
/// Initialize the video core
void Init(EmuWindow* emu_window) {
@@ -27,8 +26,6 @@ void Init(EmuWindow* emu_window) {
g_renderer->SetWindow(g_emu_window);
g_renderer->Init();
- g_current_frame = 0;
-
LOG_DEBUG(Render, "initialized OK");
}
diff --git a/src/video_core/video_core.h b/src/video_core/video_core.h
index b782f17bd..1b51d39bf 100644
--- a/src/video_core/video_core.h
+++ b/src/video_core/video_core.h
@@ -30,7 +30,6 @@ static const int kScreenBottomHeight = 240; ///< 3DS bottom screen height
// ---------------------
extern RendererBase* g_renderer; ///< Renderer plugin
-extern int g_current_frame; ///< Current frame
extern EmuWindow* g_emu_window; ///< Emu window
/// Start the video core