// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include #include "common/common_types.h" #include "common/math_util.h" #include "core/hw/gpu.h" #include "video_core/renderer_base.h" #include "video_core/renderer_opengl/gl_resource_manager.h" #include "video_core/renderer_opengl/gl_state.h" class EmuWindow; /// Structure used for storing information about the textures for each 3DS screen struct TextureInfo { OGLTexture resource; GLsizei width; GLsizei height; GPU::Regs::PixelFormat format; GLenum gl_format; GLenum gl_type; }; /// Structure used for storing information about the display target for each 3DS screen struct ScreenInfo { GLuint display_texture; MathUtil::Rectangle display_texcoords; TextureInfo texture; }; class RendererOpenGL : public RendererBase { public: RendererOpenGL(); ~RendererOpenGL() override; /// Swap buffers (render frame) void SwapBuffers() override; /** * Set the emulator window to use for renderer * @param window EmuWindow handle to emulator window to use for rendering */ void SetWindow(EmuWindow* window) override; /// Initialize the renderer bool Init() override; /// Shutdown the renderer void ShutDown() override; private: void InitOpenGLObjects(); void ConfigureFramebufferTexture(TextureInfo& texture, const GPU::Regs::FramebufferConfig& framebuffer); void DrawScreens(); void DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h); void UpdateFramerate(); // Loads framebuffer from emulated memory into the display information structure void LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& framebuffer, ScreenInfo& screen_info); // Fills active OpenGL texture with the given RGB color. void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture); EmuWindow* render_window; ///< Handle to render window OpenGLState state; // OpenGL object IDs OGLVertexArray vertex_array; OGLBuffer vertex_buffer; OGLShader shader; /// Display information for top and bottom screens respectively std::array screen_infos; // Shader uniform location indices GLuint uniform_modelview_matrix; GLuint uniform_color_texture; // Shader attribute input indices GLuint attrib_position; GLuint attrib_tex_coord; };