Make the initial 3D renderer configurable via `NDSArgs` (#1913)

* Allow 3D renderers to be created without passing `GPU` to the constructor

* Make the initial 3D renderer configurable via `NDSArgs`

* Fix a compiler error
This commit is contained in:
Jesse Talavera 2023-12-15 08:53:31 -05:00 committed by GitHub
parent 6f47c9ed4c
commit c867a7f1c0
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
12 changed files with 259 additions and 246 deletions

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@ -30,6 +30,7 @@
#include "DSi_NAND.h"
#include "FATStorage.h"
#include "FreeBIOS.h"
#include "GPU3D_Soft.h"
#include "SPI_Firmware.h"
#include "SPU.h"
@ -118,6 +119,11 @@ struct NDSArgs
/// Defaults to disabled.
/// Ignored in builds that don't have the GDB stub included.
std::optional<GDBArgs> GDB = std::nullopt;
/// The 3D renderer to initialize the DS with.
/// Defaults to the software renderer.
/// Can be changed later at any time.
std::unique_ptr<melonDS::Renderer3D> Renderer3D = std::make_unique<SoftRenderer>();
};
/// Arguments to pass into the DSi constructor.

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@ -67,7 +67,7 @@ GPU::GPU(melonDS::NDS& nds, std::unique_ptr<Renderer3D>&& renderer3d, std::uniqu
NDS(nds),
GPU2D_A(0, *this),
GPU2D_B(1, *this),
GPU3D(nds, renderer3d ? std::move(renderer3d) : std::make_unique<SoftRenderer>(*this)),
GPU3D(nds, renderer3d ? std::move(renderer3d) : std::make_unique<SoftRenderer>()),
GPU2D_Renderer(renderer2d ? std::move(renderer2d) : std::make_unique<GPU2D::SoftRenderer>(*this))
{
NDS.RegisterEventFunc(Event_LCD, LCD_StartHBlank, MemberEventFunc(GPU, StartHBlank));
@ -209,7 +209,7 @@ void GPU::Stop() noexcept
memset(Framebuffer[1][0].get(), 0, fbsize*4);
memset(Framebuffer[1][1].get(), 0, fbsize*4);
GPU3D.Stop();
GPU3D.Stop(*this);
}
void GPU::DoSavestate(Savestate* file) noexcept
@ -294,7 +294,7 @@ void GPU::AssignFramebuffers() noexcept
void GPU::SetRenderer3D(std::unique_ptr<Renderer3D>&& renderer) noexcept
{
if (renderer == nullptr)
GPU3D.SetCurrentRenderer(std::make_unique<SoftRenderer>(*this));
GPU3D.SetCurrentRenderer(std::make_unique<SoftRenderer>());
else
GPU3D.SetCurrentRenderer(std::move(renderer));
@ -899,7 +899,7 @@ void GPU::StartHBlank(u32 line) noexcept
}
else if (VCount == 215)
{
GPU3D.VCount215();
GPU3D.VCount215(*this);
}
else if (VCount == 262)
{
@ -925,7 +925,7 @@ void GPU::FinishFrame(u32 lines) noexcept
if (GPU3D.AbortFrame)
{
GPU3D.RestartFrame();
GPU3D.RestartFrame(*this);
GPU3D.AbortFrame = false;
}
}
@ -1018,7 +1018,7 @@ void GPU::StartScanline(u32 line) noexcept
// texture memory anyway and only update it before the start
//of the next frame.
// So we can give the rasteriser a bit more headroom
GPU3D.VCount144();
GPU3D.VCount144(*this);
// VBlank
DispStat[0] |= (1<<0);
@ -1038,7 +1038,7 @@ void GPU::StartScanline(u32 line) noexcept
// Need a better way to identify the openGL renderer in particular
if (GPU3D.IsRendererAccelerated())
GPU3D.Blit();
GPU3D.Blit(*this);
}
}
@ -1068,7 +1068,7 @@ void GPU::SetVCount(u16 val) noexcept
}
template <u32 Size, u32 MappingGranularity>
NonStupidBitField<Size/VRAMDirtyGranularity> VRAMTrackingSet<Size, MappingGranularity>::DeriveState(u32* currentMappings, GPU& gpu)
NonStupidBitField<Size/VRAMDirtyGranularity> VRAMTrackingSet<Size, MappingGranularity>::DeriveState(const u32* currentMappings, GPU& gpu)
{
NonStupidBitField<Size/VRAMDirtyGranularity> result;
u16 banksToBeZeroed = 0;
@ -1131,12 +1131,12 @@ NonStupidBitField<Size/VRAMDirtyGranularity> VRAMTrackingSet<Size, MappingGranul
return result;
}
template NonStupidBitField<32*1024/VRAMDirtyGranularity> VRAMTrackingSet<32*1024, 8*1024>::DeriveState(u32*, GPU& gpu);
template NonStupidBitField<8*1024/VRAMDirtyGranularity> VRAMTrackingSet<8*1024, 8*1024>::DeriveState(u32*, GPU& gpu);
template NonStupidBitField<512*1024/VRAMDirtyGranularity> VRAMTrackingSet<512*1024, 128*1024>::DeriveState(u32*, GPU& gpu);
template NonStupidBitField<128*1024/VRAMDirtyGranularity> VRAMTrackingSet<128*1024, 16*1024>::DeriveState(u32*, GPU& gpu);
template NonStupidBitField<256*1024/VRAMDirtyGranularity> VRAMTrackingSet<256*1024, 16*1024>::DeriveState(u32*, GPU& gpu);
template NonStupidBitField<512*1024/VRAMDirtyGranularity> VRAMTrackingSet<512*1024, 16*1024>::DeriveState(u32*, GPU& gpu);
template NonStupidBitField<32*1024/VRAMDirtyGranularity> VRAMTrackingSet<32*1024, 8*1024>::DeriveState(const u32*, GPU& gpu);
template NonStupidBitField<8*1024/VRAMDirtyGranularity> VRAMTrackingSet<8*1024, 8*1024>::DeriveState(const u32*, GPU& gpu);
template NonStupidBitField<512*1024/VRAMDirtyGranularity> VRAMTrackingSet<512*1024, 128*1024>::DeriveState(const u32*, GPU& gpu);
template NonStupidBitField<128*1024/VRAMDirtyGranularity> VRAMTrackingSet<128*1024, 16*1024>::DeriveState(const u32*, GPU& gpu);
template NonStupidBitField<256*1024/VRAMDirtyGranularity> VRAMTrackingSet<256*1024, 16*1024>::DeriveState(const u32*, GPU& gpu);
template NonStupidBitField<512*1024/VRAMDirtyGranularity> VRAMTrackingSet<512*1024, 16*1024>::DeriveState(const u32*, GPU& gpu);

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@ -49,7 +49,7 @@ struct VRAMTrackingSet
Mapping[i] = 0x8000;
}
}
NonStupidBitField<Size/VRAMDirtyGranularity> DeriveState(u32* currentMappings, GPU& gpu);
NonStupidBitField<Size/VRAMDirtyGranularity> DeriveState(const u32* currentMappings, GPU& gpu);
};
class GPU

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@ -142,7 +142,7 @@ void MatrixLoadIdentity(s32* m);
GPU3D::GPU3D(melonDS::NDS& nds, std::unique_ptr<Renderer3D>&& renderer) noexcept :
NDS(nds),
CurrentRenderer(renderer ? std::move(renderer) : std::make_unique<SoftRenderer>(nds.GPU))
CurrentRenderer(renderer ? std::move(renderer) : std::make_unique<SoftRenderer>())
{
}
@ -2367,20 +2367,20 @@ void GPU3D::CheckFIFODMA() noexcept
NDS.CheckDMAs(0, 0x07);
}
void GPU3D::VCount144() noexcept
void GPU3D::VCount144(GPU& gpu) noexcept
{
CurrentRenderer->VCount144();
CurrentRenderer->VCount144(gpu);
}
void GPU3D::RestartFrame() noexcept
void GPU3D::RestartFrame(GPU& gpu) noexcept
{
CurrentRenderer->RestartFrame();
CurrentRenderer->RestartFrame(gpu);
}
void GPU3D::Stop() noexcept
void GPU3D::Stop(const GPU& gpu) noexcept
{
if (CurrentRenderer)
CurrentRenderer->Stop();
CurrentRenderer->Stop(gpu);
}
@ -2473,9 +2473,9 @@ void GPU3D::VBlank() noexcept
}
}
void GPU3D::VCount215() noexcept
void GPU3D::VCount215(GPU& gpu) noexcept
{
CurrentRenderer->RenderFrame();
CurrentRenderer->RenderFrame(gpu);
}
void GPU3D::SetRenderXPos(u16 xpos) noexcept
@ -2935,10 +2935,10 @@ void GPU3D::Write32(u32 addr, u32 val) noexcept
Log(LogLevel::Debug, "unknown GPU3D write32 %08X %08X\n", addr, val);
}
void GPU3D::Blit() noexcept
void GPU3D::Blit(const GPU& gpu) noexcept
{
if (CurrentRenderer)
CurrentRenderer->Blit();
CurrentRenderer->Blit(gpu);
}
Renderer3D::Renderer3D(bool Accelerated)

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@ -101,12 +101,12 @@ public:
void CheckFIFOIRQ() noexcept;
void CheckFIFODMA() noexcept;
void VCount144() noexcept;
void VCount144(GPU& gpu) noexcept;
void VBlank() noexcept;
void VCount215() noexcept;
void VCount215(GPU& gpu) noexcept;
void RestartFrame() noexcept;
void Stop() noexcept;
void RestartFrame(GPU& gpu) noexcept;
void Stop(const GPU& gpu) noexcept;
void SetRenderXPos(u16 xpos) noexcept;
[[nodiscard]] u16 GetRenderXPos() const noexcept { return RenderXPos; }
@ -125,7 +125,7 @@ public:
void Write8(u32 addr, u8 val) noexcept;
void Write16(u32 addr, u16 val) noexcept;
void Write32(u32 addr, u32 val) noexcept;
void Blit() noexcept;
void Blit(const GPU& gpu) noexcept;
private:
melonDS::NDS& NDS;
typedef union
@ -334,19 +334,19 @@ public:
Renderer3D(const Renderer3D&) = delete;
Renderer3D& operator=(const Renderer3D&) = delete;
virtual void Reset() = 0;
virtual void Reset(GPU& gpu) = 0;
// This "Accelerated" flag currently communicates if the framebuffer should
// be allocated differently and other little misc handlers. Ideally there
// are more detailed "traits" that we can ask of the Renderer3D type
const bool Accelerated;
virtual void VCount144() {};
virtual void Stop() {}
virtual void RenderFrame() = 0;
virtual void RestartFrame() {};
virtual void VCount144(GPU& gpu) {};
virtual void Stop(const GPU& gpu) {}
virtual void RenderFrame(GPU& gpu) = 0;
virtual void RestartFrame(GPU& gpu) {};
virtual u32* GetLine(int line) = 0;
virtual void Blit() {};
virtual void Blit(const GPU& gpu) {};
virtual void PrepareCaptureFrame() {}
protected:
Renderer3D(bool Accelerated);

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@ -97,9 +97,8 @@ void SetupDefaultTexParams(GLuint tex)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
GLRenderer::GLRenderer(GLCompositor&& compositor, melonDS::GPU& gpu) noexcept :
GLRenderer::GLRenderer(GLCompositor&& compositor) noexcept :
Renderer3D(true),
GPU(gpu),
CurGLCompositor(std::move(compositor))
{
// GLRenderer::New() will be used to actually initialize the renderer;
@ -107,7 +106,7 @@ GLRenderer::GLRenderer(GLCompositor&& compositor, melonDS::GPU& gpu) noexcept :
// so we can just let the destructor clean up a half-initialized renderer.
}
std::unique_ptr<GLRenderer> GLRenderer::New(melonDS::GPU& gpu) noexcept
std::unique_ptr<GLRenderer> GLRenderer::New() noexcept
{
assert(glEnable != nullptr);
@ -117,7 +116,7 @@ std::unique_ptr<GLRenderer> GLRenderer::New(melonDS::GPU& gpu) noexcept
// Will be returned if the initialization succeeds,
// or cleaned up via RAII if it fails.
std::unique_ptr<GLRenderer> result = std::unique_ptr<GLRenderer>(new GLRenderer(std::move(*compositor), gpu));
std::unique_ptr<GLRenderer> result = std::unique_ptr<GLRenderer>(new GLRenderer(std::move(*compositor)));
compositor = std::nullopt;
glEnable(GL_DEPTH_TEST);
@ -333,7 +332,7 @@ GLRenderer::~GLRenderer()
}
}
void GLRenderer::Reset()
void GLRenderer::Reset(GPU& gpu)
{
// This is where the compositor's Reset() method would be called,
// except there's no such method right now.
@ -786,14 +785,14 @@ int GLRenderer::RenderPolygonEdgeBatch(int i) const
return numpolys;
}
void GLRenderer::RenderSceneChunk(int y, int h)
void GLRenderer::RenderSceneChunk(const GPU3D& gpu3d, int y, int h)
{
u32 flags = 0;
if (GPU.GPU3D.RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
if (gpu3d.RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
if (h != 192) glScissor(0, y<<ScaleFactor, 256<<ScaleFactor, h<<ScaleFactor);
GLboolean fogenable = (GPU.GPU3D.RenderDispCnt & (1<<7)) ? GL_TRUE : GL_FALSE;
GLboolean fogenable = (gpu3d.RenderDispCnt & (1<<7)) ? GL_TRUE : GL_FALSE;
// TODO: proper 'equal' depth test!
// (has margin of +-0x200 in Z-buffer mode, +-0xFF in W-buffer mode)
@ -865,7 +864,7 @@ void GLRenderer::RenderSceneChunk(int y, int h)
glEnable(GL_BLEND);
glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX);
if (GPU.GPU3D.RenderDispCnt & (1<<3))
if (gpu3d.RenderDispCnt & (1<<3))
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
else
glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ONE);
@ -877,7 +876,7 @@ void GLRenderer::RenderSceneChunk(int y, int h)
// pass 2: if needed, render translucent pixels that are against background pixels
// when background alpha is zero, those need to be rendered with blending disabled
if ((GPU.GPU3D.RenderClearAttr1 & 0x001F0000) == 0)
if ((gpu3d.RenderClearAttr1 & 0x001F0000) == 0)
{
glDisable(GL_BLEND);
@ -941,7 +940,7 @@ void GLRenderer::RenderSceneChunk(int y, int h)
if (rp->PolyData->IsShadow)
{
// shadow against clear-plane will only pass if its polyID matches that of the clear plane
u32 clrpolyid = (GPU.GPU3D.RenderClearAttr1 >> 24) & 0x3F;
u32 clrpolyid = (gpu3d.RenderClearAttr1 >> 24) & 0x3F;
if (polyid != clrpolyid) { i++; continue; }
glEnable(GL_BLEND);
@ -1089,7 +1088,7 @@ void GLRenderer::RenderSceneChunk(int y, int h)
}
}
if (GPU.GPU3D.RenderDispCnt & 0x00A0) // fog/edge enabled
if (gpu3d.RenderDispCnt & 0x00A0) // fog/edge enabled
{
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
@ -1111,7 +1110,7 @@ void GLRenderer::RenderSceneChunk(int y, int h)
glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID);
glBindVertexArray(ClearVertexArrayID);
if (GPU.GPU3D.RenderDispCnt & (1<<5))
if (gpu3d.RenderDispCnt & (1<<5))
{
// edge marking
// TODO: depth/polyid values at screen edges
@ -1123,19 +1122,19 @@ void GLRenderer::RenderSceneChunk(int y, int h)
glDrawArrays(GL_TRIANGLES, 0, 2*3);
}
if (GPU.GPU3D.RenderDispCnt & (1<<7))
if (gpu3d.RenderDispCnt & (1<<7))
{
// fog
glUseProgram(FinalPassFogShader[2]);
if (GPU.GPU3D.RenderDispCnt & (1<<6))
if (gpu3d.RenderDispCnt & (1<<6))
glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA);
else
glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_ALPHA);
{
u32 c = GPU.GPU3D.RenderFogColor;
u32 c = gpu3d.RenderFogColor;
u32 r = c & 0x1F;
u32 g = (c >> 5) & 0x1F;
u32 b = (c >> 10) & 0x1F;
@ -1150,7 +1149,7 @@ void GLRenderer::RenderSceneChunk(int y, int h)
}
void GLRenderer::RenderFrame()
void GLRenderer::RenderFrame(GPU& gpu)
{
CurShaderID = -1;
@ -1159,11 +1158,11 @@ void GLRenderer::RenderFrame()
ShaderConfig.uScreenSize[0] = ScreenW;
ShaderConfig.uScreenSize[1] = ScreenH;
ShaderConfig.uDispCnt = GPU.GPU3D.RenderDispCnt;
ShaderConfig.uDispCnt = gpu.GPU3D.RenderDispCnt;
for (int i = 0; i < 32; i++)
{
u16 c = GPU.GPU3D.RenderToonTable[i];
u16 c = gpu.GPU3D.RenderToonTable[i];
u32 r = c & 0x1F;
u32 g = (c >> 5) & 0x1F;
u32 b = (c >> 10) & 0x1F;
@ -1175,7 +1174,7 @@ void GLRenderer::RenderFrame()
for (int i = 0; i < 8; i++)
{
u16 c = GPU.GPU3D.RenderEdgeTable[i];
u16 c = gpu.GPU3D.RenderEdgeTable[i];
u32 r = c & 0x1F;
u32 g = (c >> 5) & 0x1F;
u32 b = (c >> 10) & 0x1F;
@ -1186,7 +1185,7 @@ void GLRenderer::RenderFrame()
}
{
u32 c = GPU.GPU3D.RenderFogColor;
u32 c = gpu.GPU3D.RenderFogColor;
u32 r = c & 0x1F;
u32 g = (c >> 5) & 0x1F;
u32 b = (c >> 10) & 0x1F;
@ -1200,12 +1199,12 @@ void GLRenderer::RenderFrame()
for (int i = 0; i < 34; i++)
{
u8 d = GPU.GPU3D.RenderFogDensityTable[i];
u8 d = gpu.GPU3D.RenderFogDensityTable[i];
ShaderConfig.uFogDensity[i][0] = (float)d / 127.0;
}
ShaderConfig.uFogOffset = GPU.GPU3D.RenderFogOffset;
ShaderConfig.uFogShift = GPU.GPU3D.RenderFogShift;
ShaderConfig.uFogOffset = gpu.GPU3D.RenderFogOffset;
ShaderConfig.uFogShift = gpu.GPU3D.RenderFogShift;
glBindBuffer(GL_UNIFORM_BUFFER, ShaderConfigUBO);
void* unibuf = glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY);
@ -1218,13 +1217,13 @@ void GLRenderer::RenderFrame()
glBindTexture(GL_TEXTURE_2D, TexMemID);
for (int i = 0; i < 4; i++)
{
u32 mask = GPU.VRAMMap_Texture[i];
u32 mask = gpu.VRAMMap_Texture[i];
u8* vram;
if (!mask) continue;
else if (mask & (1<<0)) vram = GPU.VRAM_A;
else if (mask & (1<<1)) vram = GPU.VRAM_B;
else if (mask & (1<<2)) vram = GPU.VRAM_C;
else if (mask & (1<<3)) vram = GPU.VRAM_D;
else if (mask & (1<<0)) vram = gpu.VRAM_A;
else if (mask & (1<<1)) vram = gpu.VRAM_B;
else if (mask & (1<<2)) vram = gpu.VRAM_C;
else if (mask & (1<<3)) vram = gpu.VRAM_D;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i*128, 1024, 128, GL_RED_INTEGER, GL_UNSIGNED_BYTE, vram);
}
@ -1234,12 +1233,12 @@ void GLRenderer::RenderFrame()
for (int i = 0; i < 6; i++)
{
// 6 x 16K chunks
u32 mask = GPU.VRAMMap_TexPal[i];
u32 mask = gpu.VRAMMap_TexPal[i];
u8* vram;
if (!mask) continue;
else if (mask & (1<<4)) vram = &GPU.VRAM_E[(i&3)*0x4000];
else if (mask & (1<<5)) vram = GPU.VRAM_F;
else if (mask & (1<<6)) vram = GPU.VRAM_G;
else if (mask & (1<<4)) vram = &gpu.VRAM_E[(i&3)*0x4000];
else if (mask & (1<<5)) vram = gpu.VRAM_F;
else if (mask & (1<<6)) vram = gpu.VRAM_G;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i*8, 1024, 8, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, vram);
}
@ -1264,13 +1263,13 @@ void GLRenderer::RenderFrame()
glUseProgram(ClearShaderPlain[2]);
glDepthFunc(GL_ALWAYS);
u32 r = GPU.GPU3D.RenderClearAttr1 & 0x1F;
u32 g = (GPU.GPU3D.RenderClearAttr1 >> 5) & 0x1F;
u32 b = (GPU.GPU3D.RenderClearAttr1 >> 10) & 0x1F;
u32 fog = (GPU.GPU3D.RenderClearAttr1 >> 15) & 0x1;
u32 a = (GPU.GPU3D.RenderClearAttr1 >> 16) & 0x1F;
u32 polyid = (GPU.GPU3D.RenderClearAttr1 >> 24) & 0x3F;
u32 z = ((GPU.GPU3D.RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
u32 r = gpu.GPU3D.RenderClearAttr1 & 0x1F;
u32 g = (gpu.GPU3D.RenderClearAttr1 >> 5) & 0x1F;
u32 b = (gpu.GPU3D.RenderClearAttr1 >> 10) & 0x1F;
u32 fog = (gpu.GPU3D.RenderClearAttr1 >> 15) & 0x1;
u32 a = (gpu.GPU3D.RenderClearAttr1 >> 16) & 0x1F;
u32 polyid = (gpu.GPU3D.RenderClearAttr1 >> 24) & 0x3F;
u32 z = ((gpu.GPU3D.RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
glStencilFunc(GL_ALWAYS, 0xFF, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
@ -1289,20 +1288,20 @@ void GLRenderer::RenderFrame()
glDrawArrays(GL_TRIANGLES, 0, 2*3);
}
if (GPU.GPU3D.RenderNumPolygons)
if (gpu.GPU3D.RenderNumPolygons)
{
// render shit here
u32 flags = 0;
if (GPU.GPU3D.RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
if (gpu.GPU3D.RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
int npolys = 0;
int firsttrans = -1;
for (u32 i = 0; i < GPU.GPU3D.RenderNumPolygons; i++)
for (u32 i = 0; i < gpu.GPU3D.RenderNumPolygons; i++)
{
if (GPU.GPU3D.RenderPolygonRAM[i]->Degenerate) continue;
if (gpu.GPU3D.RenderPolygonRAM[i]->Degenerate) continue;
SetupPolygon(&PolygonList[npolys], GPU.GPU3D.RenderPolygonRAM[i]);
if (firsttrans < 0 && GPU.GPU3D.RenderPolygonRAM[i]->Translucent)
SetupPolygon(&PolygonList[npolys], gpu.GPU3D.RenderPolygonRAM[i]);
if (firsttrans < 0 && gpu.GPU3D.RenderPolygonRAM[i]->Translucent)
firsttrans = npolys;
npolys++;
@ -1319,15 +1318,15 @@ void GLRenderer::RenderFrame()
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, NumIndices * 2, IndexBuffer);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, EdgeIndicesOffset * 2, NumEdgeIndices * 2, IndexBuffer + EdgeIndicesOffset);
RenderSceneChunk(0, 192);
RenderSceneChunk(gpu.GPU3D, 0, 192);
}
FrontBuffer = FrontBuffer ? 0 : 1;
}
void GLRenderer::Stop()
void GLRenderer::Stop(const GPU& gpu)
{
CurGLCompositor.Stop(GPU);
CurGLCompositor.Stop(gpu);
}
void GLRenderer::PrepareCaptureFrame()
@ -1345,9 +1344,9 @@ void GLRenderer::PrepareCaptureFrame()
glReadPixels(0, 0, 256, 192, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
void GLRenderer::Blit()
void GLRenderer::Blit(const GPU& gpu)
{
CurGLCompositor.RenderFrame(GPU, *this);
CurGLCompositor.RenderFrame(gpu, *this);
}
u32* GLRenderer::GetLine(int line)

View File

@ -31,7 +31,7 @@ class GLRenderer : public Renderer3D
{
public:
~GLRenderer() override;
void Reset() override;
void Reset(GPU& gpu) override;
void SetRenderSettings(bool betterpolygons, int scale) noexcept;
void SetBetterPolygons(bool betterpolygons) noexcept;
@ -39,22 +39,22 @@ public:
[[nodiscard]] bool GetBetterPolygons() const noexcept { return BetterPolygons; }
[[nodiscard]] int GetScaleFactor() const noexcept { return ScaleFactor; }
void VCount144() override {};
void RenderFrame() override;
void Stop() override;
void VCount144(GPU& gpu) override {};
void RenderFrame(GPU& gpu) override;
void Stop(const GPU& gpu) override;
u32* GetLine(int line) override;
void SetupAccelFrame();
void PrepareCaptureFrame() override;
void Blit() override;
void Blit(const GPU& gpu) override;
[[nodiscard]] const GLCompositor& GetCompositor() const noexcept { return CurGLCompositor; }
GLCompositor& GetCompositor() noexcept { return CurGLCompositor; }
static std::unique_ptr<GLRenderer> New(melonDS::GPU& gpu) noexcept;
static std::unique_ptr<GLRenderer> New() noexcept;
private:
// Used by New()
GLRenderer(GLCompositor&& compositor, GPU& gpu) noexcept;
GLRenderer(GLCompositor&& compositor) noexcept;
// GL version requirements
// * texelFetch: 3.0 (GLSL 1.30) (3.2/1.50 for MS)
@ -74,7 +74,6 @@ private:
u32 RenderKey;
};
melonDS::GPU& GPU;
GLCompositor CurGLCompositor;
RendererPolygon PolygonList[2048] {};
@ -86,7 +85,7 @@ private:
int RenderSinglePolygon(int i) const;
int RenderPolygonBatch(int i) const;
int RenderPolygonEdgeBatch(int i) const;
void RenderSceneChunk(int y, int h);
void RenderSceneChunk(const GPU3D& gpu3d, int y, int h);
enum
{

View File

@ -42,14 +42,16 @@ void SoftRenderer::StopRenderThread()
}
}
void SoftRenderer::SetupRenderThread()
void SoftRenderer::SetupRenderThread(GPU& gpu)
{
if (Threaded)
{
if (!RenderThreadRunning.load(std::memory_order_relaxed))
{
RenderThreadRunning = true;
RenderThread = Platform::Thread_Create(std::bind(&SoftRenderer::RenderThreadFunc, this));
RenderThread = Platform::Thread_Create([this, &gpu]() {
RenderThreadFunc(gpu);
});
}
// otherwise more than one frame can be queued up at once
@ -71,8 +73,8 @@ void SoftRenderer::SetupRenderThread()
}
SoftRenderer::SoftRenderer(melonDS::GPU& gpu, bool threaded) noexcept
: Renderer3D(false), GPU(gpu), Threaded(threaded)
SoftRenderer::SoftRenderer(bool threaded) noexcept
: Renderer3D(false), Threaded(threaded)
{
Sema_RenderStart = Platform::Semaphore_Create();
Sema_RenderDone = Platform::Semaphore_Create();
@ -92,7 +94,7 @@ SoftRenderer::~SoftRenderer()
Platform::Semaphore_Free(Sema_ScanlineCount);
}
void SoftRenderer::Reset()
void SoftRenderer::Reset(GPU& gpu)
{
memset(ColorBuffer, 0, BufferSize * 2 * 4);
memset(DepthBuffer, 0, BufferSize * 2 * 4);
@ -100,19 +102,19 @@ void SoftRenderer::Reset()
PrevIsShadowMask = false;
SetupRenderThread();
SetupRenderThread(gpu);
}
void SoftRenderer::SetThreaded(bool threaded) noexcept
void SoftRenderer::SetThreaded(bool threaded, GPU& gpu) noexcept
{
if (Threaded != threaded)
{
Threaded = threaded;
SetupRenderThread();
SetupRenderThread(gpu);
}
}
void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const
void SoftRenderer::TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const
{
u32 vramaddr = (texparam & 0xFFFF) << 3;
@ -167,10 +169,10 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
case 1: // A3I5
{
vramaddr += ((t * width) + s);
u8 pixel = ReadVRAM_Texture<u8>(vramaddr);
u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
texpal <<= 4;
*color = ReadVRAM_TexPal<u16>(texpal + ((pixel&0x1F)<<1));
*color = ReadVRAM_TexPal<u16>(texpal + ((pixel&0x1F)<<1), gpu);
*alpha = ((pixel >> 3) & 0x1C) + (pixel >> 6);
}
break;
@ -178,12 +180,12 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
case 2: // 4-color
{
vramaddr += (((t * width) + s) >> 2);
u8 pixel = ReadVRAM_Texture<u8>(vramaddr);
u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
pixel >>= ((s & 0x3) << 1);
pixel &= 0x3;
texpal <<= 3;
*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1), gpu);
*alpha = (pixel==0) ? alpha0 : 31;
}
break;
@ -191,12 +193,12 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
case 3: // 16-color
{
vramaddr += (((t * width) + s) >> 1);
u8 pixel = ReadVRAM_Texture<u8>(vramaddr);
u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
if (s & 0x1) pixel >>= 4;
else pixel &= 0xF;
texpal <<= 4;
*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1), gpu);
*alpha = (pixel==0) ? alpha0 : 31;
}
break;
@ -204,10 +206,10 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
case 4: // 256-color
{
vramaddr += ((t * width) + s);
u8 pixel = ReadVRAM_Texture<u8>(vramaddr);
u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
texpal <<= 4;
*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1), gpu);
*alpha = (pixel==0) ? alpha0 : 31;
}
break;
@ -221,30 +223,30 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
if (vramaddr >= 0x40000)
slot1addr += 0x10000;
u8 val = ReadVRAM_Texture<u8>(vramaddr);
u8 val = ReadVRAM_Texture<u8>(vramaddr, gpu);
val >>= (2 * (s & 0x3));
u16 palinfo = ReadVRAM_Texture<u16>(slot1addr);
u16 palinfo = ReadVRAM_Texture<u16>(slot1addr, gpu);
u32 paloffset = (palinfo & 0x3FFF) << 2;
texpal <<= 4;
switch (val & 0x3)
{
case 0:
*color = ReadVRAM_TexPal<u16>(texpal + paloffset);
*color = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu);
*alpha = 31;
break;
case 1:
*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu);
*alpha = 31;
break;
case 2:
if ((palinfo >> 14) == 1)
{
u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset);
u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu);
u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu);
u32 r0 = color0 & 0x001F;
u32 g0 = color0 & 0x03E0;
@ -261,8 +263,8 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
}
else if ((palinfo >> 14) == 3)
{
u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset);
u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu);
u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu);
u32 r0 = color0 & 0x001F;
u32 g0 = color0 & 0x03E0;
@ -278,20 +280,20 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
*color = r | g | b;
}
else
*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 4);
*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 4, gpu);
*alpha = 31;
break;
case 3:
if ((palinfo >> 14) == 2)
{
*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 6);
*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 6, gpu);
*alpha = 31;
}
else if ((palinfo >> 14) == 3)
{
u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset);
u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu);
u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu);
u32 r0 = color0 & 0x001F;
u32 g0 = color0 & 0x03E0;
@ -320,10 +322,10 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
case 6: // A5I3
{
vramaddr += ((t * width) + s);
u8 pixel = ReadVRAM_Texture<u8>(vramaddr);
u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
texpal <<= 4;
*color = ReadVRAM_TexPal<u16>(texpal + ((pixel&0x7)<<1));
*color = ReadVRAM_TexPal<u16>(texpal + ((pixel&0x7)<<1), gpu);
*alpha = (pixel >> 3);
}
break;
@ -331,7 +333,7 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
case 7: // direct color
{
vramaddr += (((t * width) + s) << 1);
*color = ReadVRAM_Texture<u16>(vramaddr);
*color = ReadVRAM_Texture<u16>(vramaddr, gpu);
*alpha = (*color & 0x8000) ? 31 : 0;
}
break;
@ -388,7 +390,7 @@ bool DepthTest_LessThan_FrontFacing(s32 dstz, s32 z, u32 dstattr)
return false;
}
u32 SoftRenderer::AlphaBlend(u32 srccolor, u32 dstcolor, u32 alpha) const noexcept
u32 SoftRenderer::AlphaBlend(const GPU3D& gpu3d, u32 srccolor, u32 dstcolor, u32 alpha) const noexcept
{
u32 dstalpha = dstcolor >> 24;
@ -399,7 +401,7 @@ u32 SoftRenderer::AlphaBlend(u32 srccolor, u32 dstcolor, u32 alpha) const noexce
u32 srcG = (srccolor >> 8) & 0x3F;
u32 srcB = (srccolor >> 16) & 0x3F;
if (GPU.GPU3D.RenderDispCnt & (1<<3))
if (gpu3d.RenderDispCnt & (1<<3))
{
u32 dstR = dstcolor & 0x3F;
u32 dstG = (dstcolor >> 8) & 0x3F;
@ -418,7 +420,7 @@ u32 SoftRenderer::AlphaBlend(u32 srccolor, u32 dstcolor, u32 alpha) const noexce
return srcR | (srcG << 8) | (srcB << 16) | (dstalpha << 24);
}
u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const
u32 SoftRenderer::RenderPixel(const GPU& gpu, const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const
{
u8 r, g, b, a;
@ -428,7 +430,7 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s
if (blendmode == 2)
{
if (GPU.GPU3D.RenderDispCnt & (1<<1))
if (gpu.GPU3D.RenderDispCnt & (1<<1))
{
// highlight mode: color is calculated normally
// except all vertex color components are set
@ -442,7 +444,7 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s
{
// toon mode: vertex color is replaced by toon color
u16 tooncolor = GPU.GPU3D.RenderToonTable[vr >> 1];
u16 tooncolor = gpu.GPU3D.RenderToonTable[vr >> 1];
vr = (tooncolor << 1) & 0x3E; if (vr) vr++;
vg = (tooncolor >> 4) & 0x3E; if (vg) vg++;
@ -450,12 +452,12 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s
}
}
if ((GPU.GPU3D.RenderDispCnt & (1<<0)) && (((polygon->TexParam >> 26) & 0x7) != 0))
if ((gpu.GPU3D.RenderDispCnt & (1<<0)) && (((polygon->TexParam >> 26) & 0x7) != 0))
{
u8 tr, tg, tb;
u16 tcolor; u8 talpha;
TextureLookup(polygon->TexParam, polygon->TexPalette, s, t, &tcolor, &talpha);
TextureLookup(gpu, polygon->TexParam, polygon->TexPalette, s, t, &tcolor, &talpha);
tr = (tcolor << 1) & 0x3E; if (tr) tr++;
tg = (tcolor >> 4) & 0x3E; if (tg) tg++;
@ -503,9 +505,9 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s
a = polyalpha;
}
if ((blendmode == 2) && (GPU.GPU3D.RenderDispCnt & (1<<1)))
if ((blendmode == 2) && (gpu.GPU3D.RenderDispCnt & (1<<1)))
{
u16 tooncolor = GPU.GPU3D.RenderToonTable[vr >> 1];
u16 tooncolor = gpu.GPU3D.RenderToonTable[vr >> 1];
vr = (tooncolor << 1) & 0x3E; if (vr) vr++;
vg = (tooncolor >> 4) & 0x3E; if (vg) vg++;
@ -526,7 +528,7 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s
return r | (g << 8) | (b << 16) | (a << 24);
}
void SoftRenderer::PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow)
void SoftRenderer::PlotTranslucentPixel(const GPU3D& gpu3d, u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow)
{
u32 dstattr = AttrBuffer[pixeladdr];
u32 attr = (polyattr & 0xE0F0) | ((polyattr >> 8) & 0xFF0000) | (1<<22) | (dstattr & 0xFF001F0F);
@ -556,7 +558,7 @@ void SoftRenderer::PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 pol
if (!(dstattr & (1<<15)))
attr &= ~(1<<15);
color = AlphaBlend(color, ColorBuffer[pixeladdr], color>>24);
color = AlphaBlend(gpu3d, color, ColorBuffer[pixeladdr], color>>24);
if (z != -1)
DepthBuffer[pixeladdr] = z;
@ -672,7 +674,7 @@ void SoftRenderer::SetupPolygon(SoftRenderer::RendererPolygon* rp, Polygon* poly
}
}
void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y)
{
Polygon* polygon = rp->PolyData;
@ -749,7 +751,7 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
std::swap(zl, zr);
// CHECKME: edge fill rules for swapped opaque shadow mask polygons
if ((GPU.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (GPU.GPU3D.RenderDispCnt & (1<<3))) || wireframe)
if ((gpu3d.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (gpu3d.RenderDispCnt & (1<<3))) || wireframe)
{
l_filledge = true;
r_filledge = true;
@ -777,7 +779,7 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
rp->SlopeR.EdgeParams<false>(&r_edgelen, &r_edgecov);
// CHECKME: edge fill rules for unswapped opaque shadow mask polygons
if ((GPU.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (GPU.GPU3D.RenderDispCnt & (1<<3))) || wireframe)
if ((gpu3d.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (gpu3d.RenderDispCnt & (1<<3))) || wireframe)
{
l_filledge = true;
r_filledge = true;
@ -798,7 +800,7 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
// similarly, we can perform alpha test early (checkme)
if (wireframe) polyalpha = 31;
if (polyalpha <= GPU.GPU3D.RenderAlphaRef) return;
if (polyalpha <= gpu3d.RenderAlphaRef) return;
// in wireframe mode, there are special rules for equal Z (TODO)
@ -900,7 +902,7 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
rp->XR = rp->SlopeR.Step();
}
void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y)
{
Polygon* polygon = rp->PolyData;
@ -984,7 +986,7 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
// edges are always filled if antialiasing/edgemarking are enabled,
// if the pixels are translucent and alpha blending is enabled, or if the polygon is wireframe
// checkme: do swapped line polygons exist?
if ((GPU.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (GPU.GPU3D.RenderDispCnt & (1<<3))) || wireframe)
if ((gpu.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (gpu.GPU3D.RenderDispCnt & (1<<3))) || wireframe)
{
l_filledge = true;
r_filledge = true;
@ -1019,7 +1021,7 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
// * edges are filled if both sides are identical and fully overlapping
// edges are always filled if antialiasing/edgemarking are enabled,
// if the pixels are translucent and alpha blending is enabled, or if the polygon is wireframe
if ((GPU.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (GPU.GPU3D.RenderDispCnt & (1<<3))) || wireframe)
if ((gpu.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (gpu.GPU3D.RenderDispCnt & (1<<3))) || wireframe)
{
l_filledge = true;
r_filledge = true;
@ -1118,17 +1120,17 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
s16 s = interpX.Interpolate(sl, sr);
s16 t = interpX.Interpolate(tl, tr);
u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t);
u32 color = RenderPixel(gpu, polygon, vr>>3, vg>>3, vb>>3, s, t);
u8 alpha = color >> 24;
// alpha test
if (alpha <= GPU.GPU3D.RenderAlphaRef) continue;
if (alpha <= gpu.GPU3D.RenderAlphaRef) continue;
if (alpha == 31)
{
u32 attr = polyattr | edge;
if (GPU.GPU3D.RenderDispCnt & (1<<4))
if (gpu.GPU3D.RenderDispCnt & (1<<4))
{
// anti-aliasing: all edges are rendered
@ -1158,11 +1160,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
else
{
if (!(polygon->Attr & (1<<11))) z = -1;
PlotTranslucentPixel(pixeladdr, color, z, polyattr, polygon->IsShadow);
PlotTranslucentPixel(gpu.GPU3D, pixeladdr, color, z, polyattr, polygon->IsShadow);
// blend with bottom pixel too, if needed
if ((dstattr & 0xF) && (pixeladdr < BufferSize))
PlotTranslucentPixel(pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
PlotTranslucentPixel(gpu.GPU3D, pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
}
}
@ -1214,17 +1216,17 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
s16 s = interpX.Interpolate(sl, sr);
s16 t = interpX.Interpolate(tl, tr);
u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t);
u32 color = RenderPixel(gpu, polygon, vr>>3, vg>>3, vb>>3, s, t);
u8 alpha = color >> 24;
// alpha test
if (alpha <= GPU.GPU3D.RenderAlphaRef) continue;
if (alpha <= gpu.GPU3D.RenderAlphaRef) continue;
if (alpha == 31)
{
u32 attr = polyattr | edge;
if ((GPU.GPU3D.RenderDispCnt & (1<<4)) && (attr & 0xF))
if ((gpu.GPU3D.RenderDispCnt & (1<<4)) && (attr & 0xF))
{
// anti-aliasing: all edges are rendered
@ -1247,11 +1249,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
else
{
if (!(polygon->Attr & (1<<11))) z = -1;
PlotTranslucentPixel(pixeladdr, color, z, polyattr, polygon->IsShadow);
PlotTranslucentPixel(gpu.GPU3D, pixeladdr, color, z, polyattr, polygon->IsShadow);
// blend with bottom pixel too, if needed
if ((dstattr & 0xF) && (pixeladdr < BufferSize))
PlotTranslucentPixel(pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
PlotTranslucentPixel(gpu.GPU3D, pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
}
}
@ -1306,17 +1308,17 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
s16 s = interpX.Interpolate(sl, sr);
s16 t = interpX.Interpolate(tl, tr);
u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t);
u32 color = RenderPixel(gpu, polygon, vr>>3, vg>>3, vb>>3, s, t);
u8 alpha = color >> 24;
// alpha test
if (alpha <= GPU.GPU3D.RenderAlphaRef) continue;
if (alpha <= gpu.GPU3D.RenderAlphaRef) continue;
if (alpha == 31)
{
u32 attr = polyattr | edge;
if (GPU.GPU3D.RenderDispCnt & (1<<4))
if (gpu.GPU3D.RenderDispCnt & (1<<4))
{
// anti-aliasing: all edges are rendered
@ -1346,11 +1348,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
else
{
if (!(polygon->Attr & (1<<11))) z = -1;
PlotTranslucentPixel(pixeladdr, color, z, polyattr, polygon->IsShadow);
PlotTranslucentPixel(gpu.GPU3D, pixeladdr, color, z, polyattr, polygon->IsShadow);
// blend with bottom pixel too, if needed
if ((dstattr & 0xF) && (pixeladdr < BufferSize))
PlotTranslucentPixel(pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
PlotTranslucentPixel(gpu.GPU3D, pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
}
}
@ -1358,7 +1360,7 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
rp->XR = rp->SlopeR.Step();
}
void SoftRenderer::RenderScanline(s32 y, int npolys)
void SoftRenderer::RenderScanline(const GPU& gpu, s32 y, int npolys)
{
for (int i = 0; i < npolys; i++)
{
@ -1368,19 +1370,19 @@ void SoftRenderer::RenderScanline(s32 y, int npolys)
if (y >= polygon->YTop && (y < polygon->YBottom || (y == polygon->YTop && polygon->YBottom == polygon->YTop)))
{
if (polygon->IsShadowMask)
RenderShadowMaskScanline(rp, y);
RenderShadowMaskScanline(gpu.GPU3D, rp, y);
else
RenderPolygonScanline(rp, y);
RenderPolygonScanline(gpu, rp, y);
}
}
}
u32 SoftRenderer::CalculateFogDensity(u32 pixeladdr) const
u32 SoftRenderer::CalculateFogDensity(const GPU3D& gpu3d, u32 pixeladdr) const
{
u32 z = DepthBuffer[pixeladdr];
u32 densityid, densityfrac;
if (z < GPU.GPU3D.RenderFogOffset)
if (z < gpu3d.RenderFogOffset)
{
densityid = 0;
densityfrac = 0;
@ -1392,8 +1394,8 @@ u32 SoftRenderer::CalculateFogDensity(u32 pixeladdr) const
// on hardware, the final value can overflow the 32-bit range with a shift big enough,
// causing fog to 'wrap around' and accidentally apply to larger Z ranges
z -= GPU.GPU3D.RenderFogOffset;
z = (z >> 2) << GPU.GPU3D.RenderFogShift;
z -= gpu3d.RenderFogOffset;
z = (z >> 2) << gpu3d.RenderFogShift;
densityid = z >> 17;
if (densityid >= 32)
@ -1407,20 +1409,20 @@ u32 SoftRenderer::CalculateFogDensity(u32 pixeladdr) const
// checkme (may be too precise?)
u32 density =
((GPU.GPU3D.RenderFogDensityTable[densityid] * (0x20000-densityfrac)) +
(GPU.GPU3D.RenderFogDensityTable[densityid+1] * densityfrac)) >> 17;
((gpu3d.RenderFogDensityTable[densityid] * (0x20000-densityfrac)) +
(gpu3d.RenderFogDensityTable[densityid+1] * densityfrac)) >> 17;
if (density >= 127) density = 128;
return density;
}
void SoftRenderer::ScanlineFinalPass(s32 y)
void SoftRenderer::ScanlineFinalPass(const GPU3D& gpu3d, s32 y)
{
// to consider:
// clearing all polygon fog flags if the master flag isn't set?
// merging all final pass loops into one?
if (GPU.GPU3D.RenderDispCnt & (1<<5))
if (gpu3d.RenderDispCnt & (1<<5))
{
// edge marking
// only applied to topmost pixels
@ -1440,7 +1442,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
((polyid != (AttrBuffer[pixeladdr-ScanlineWidth] >> 24)) && (z < DepthBuffer[pixeladdr-ScanlineWidth])) ||
((polyid != (AttrBuffer[pixeladdr+ScanlineWidth] >> 24)) && (z < DepthBuffer[pixeladdr+ScanlineWidth])))
{
u16 edgecolor = GPU.GPU3D.RenderEdgeTable[polyid >> 3];
u16 edgecolor = gpu3d.RenderEdgeTable[polyid >> 3];
u32 edgeR = (edgecolor << 1) & 0x3E; if (edgeR) edgeR++;
u32 edgeG = (edgecolor >> 4) & 0x3E; if (edgeG) edgeG++;
u32 edgeB = (edgecolor >> 9) & 0x3E; if (edgeB) edgeB++;
@ -1453,7 +1455,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
}
}
if (GPU.GPU3D.RenderDispCnt & (1<<7))
if (gpu3d.RenderDispCnt & (1<<7))
{
// fog
@ -1466,12 +1468,12 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
// TODO: check the 'fog alpha glitch with small Z' GBAtek talks about
bool fogcolor = !(GPU.GPU3D.RenderDispCnt & (1<<6));
bool fogcolor = !(gpu3d.RenderDispCnt & (1<<6));
u32 fogR = (GPU.GPU3D.RenderFogColor << 1) & 0x3E; if (fogR) fogR++;
u32 fogG = (GPU.GPU3D.RenderFogColor >> 4) & 0x3E; if (fogG) fogG++;
u32 fogB = (GPU.GPU3D.RenderFogColor >> 9) & 0x3E; if (fogB) fogB++;
u32 fogA = (GPU.GPU3D.RenderFogColor >> 16) & 0x1F;
u32 fogR = (gpu3d.RenderFogColor << 1) & 0x3E; if (fogR) fogR++;
u32 fogG = (gpu3d.RenderFogColor >> 4) & 0x3E; if (fogG) fogG++;
u32 fogB = (gpu3d.RenderFogColor >> 9) & 0x3E; if (fogB) fogB++;
u32 fogA = (gpu3d.RenderFogColor >> 16) & 0x1F;
for (int x = 0; x < 256; x++)
{
@ -1481,7 +1483,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
u32 attr = AttrBuffer[pixeladdr];
if (attr & (1<<15))
{
density = CalculateFogDensity(pixeladdr);
density = CalculateFogDensity(gpu3d, pixeladdr);
srccolor = ColorBuffer[pixeladdr];
srcR = srccolor & 0x3F;
@ -1510,7 +1512,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
attr = AttrBuffer[pixeladdr];
if (!(attr & (1<<15))) continue;
density = CalculateFogDensity(pixeladdr);
density = CalculateFogDensity(gpu3d, pixeladdr);
srccolor = ColorBuffer[pixeladdr];
srcR = srccolor & 0x3F;
@ -1531,7 +1533,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
}
}
if (GPU.GPU3D.RenderDispCnt & (1<<4))
if (gpu3d.RenderDispCnt & (1<<4))
{
// anti-aliasing
@ -1584,10 +1586,10 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
}
}
void SoftRenderer::ClearBuffers()
void SoftRenderer::ClearBuffers(const GPU& gpu)
{
u32 clearz = ((GPU.GPU3D.RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
u32 polyid = GPU.GPU3D.RenderClearAttr1 & 0x3F000000; // this sets the opaque polygonID
u32 clearz = ((gpu.GPU3D.RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
u32 polyid = gpu.GPU3D.RenderClearAttr1 & 0x3F000000; // this sets the opaque polygonID
// fill screen borders for edge marking
@ -1617,17 +1619,17 @@ void SoftRenderer::ClearBuffers()
// clear the screen
if (GPU.GPU3D.RenderDispCnt & (1<<14))
if (gpu.GPU3D.RenderDispCnt & (1<<14))
{
u8 xoff = (GPU.GPU3D.RenderClearAttr2 >> 16) & 0xFF;
u8 yoff = (GPU.GPU3D.RenderClearAttr2 >> 24) & 0xFF;
u8 xoff = (gpu.GPU3D.RenderClearAttr2 >> 16) & 0xFF;
u8 yoff = (gpu.GPU3D.RenderClearAttr2 >> 24) & 0xFF;
for (int y = 0; y < ScanlineWidth*192; y+=ScanlineWidth)
{
for (int x = 0; x < 256; x++)
{
u16 val2 = ReadVRAM_Texture<u16>(0x40000 + (yoff << 9) + (xoff << 1));
u16 val3 = ReadVRAM_Texture<u16>(0x60000 + (yoff << 9) + (xoff << 1));
u16 val2 = ReadVRAM_Texture<u16>(0x40000 + (yoff << 9) + (xoff << 1), gpu);
u16 val3 = ReadVRAM_Texture<u16>(0x60000 + (yoff << 9) + (xoff << 1), gpu);
// TODO: confirm color conversion
u32 r = (val2 << 1) & 0x3E; if (r) r++;
@ -1652,13 +1654,13 @@ void SoftRenderer::ClearBuffers()
else
{
// TODO: confirm color conversion
u32 r = (GPU.GPU3D.RenderClearAttr1 << 1) & 0x3E; if (r) r++;
u32 g = (GPU.GPU3D.RenderClearAttr1 >> 4) & 0x3E; if (g) g++;
u32 b = (GPU.GPU3D.RenderClearAttr1 >> 9) & 0x3E; if (b) b++;
u32 a = (GPU.GPU3D.RenderClearAttr1 >> 16) & 0x1F;
u32 r = (gpu.GPU3D.RenderClearAttr1 << 1) & 0x3E; if (r) r++;
u32 g = (gpu.GPU3D.RenderClearAttr1 >> 4) & 0x3E; if (g) g++;
u32 b = (gpu.GPU3D.RenderClearAttr1 >> 9) & 0x3E; if (b) b++;
u32 a = (gpu.GPU3D.RenderClearAttr1 >> 16) & 0x1F;
u32 color = r | (g << 8) | (b << 16) | (a << 24);
polyid |= (GPU.GPU3D.RenderClearAttr1 & 0x8000);
polyid |= (gpu.GPU3D.RenderClearAttr1 & 0x8000);
for (int y = 0; y < ScanlineWidth*192; y+=ScanlineWidth)
{
@ -1673,7 +1675,7 @@ void SoftRenderer::ClearBuffers()
}
}
void SoftRenderer::RenderPolygons(bool threaded, Polygon** polygons, int npolys)
void SoftRenderer::RenderPolygons(const GPU& gpu, bool threaded, Polygon** polygons, int npolys)
{
int j = 0;
for (int i = 0; i < npolys; i++)
@ -1682,38 +1684,38 @@ void SoftRenderer::RenderPolygons(bool threaded, Polygon** polygons, int npolys)
SetupPolygon(&PolygonList[j++], polygons[i]);
}
RenderScanline(0, j);
RenderScanline(gpu, 0, j);
for (s32 y = 1; y < 192; y++)
{
RenderScanline(y, j);
ScanlineFinalPass(y-1);
RenderScanline(gpu, y, j);
ScanlineFinalPass(gpu.GPU3D, y-1);
if (threaded)
Platform::Semaphore_Post(Sema_ScanlineCount);
}
ScanlineFinalPass(191);
ScanlineFinalPass(gpu.GPU3D, 191);
if (threaded)
Platform::Semaphore_Post(Sema_ScanlineCount);
}
void SoftRenderer::VCount144()
void SoftRenderer::VCount144(GPU& gpu)
{
if (RenderThreadRunning.load(std::memory_order_relaxed) && !GPU.GPU3D.AbortFrame)
if (RenderThreadRunning.load(std::memory_order_relaxed) && !gpu.GPU3D.AbortFrame)
Platform::Semaphore_Wait(Sema_RenderDone);
}
void SoftRenderer::RenderFrame()
void SoftRenderer::RenderFrame(GPU& gpu)
{
auto textureDirty = GPU.VRAMDirty_Texture.DeriveState(GPU.VRAMMap_Texture, GPU);
auto texPalDirty = GPU.VRAMDirty_TexPal.DeriveState(GPU.VRAMMap_TexPal, GPU);
auto textureDirty = gpu.VRAMDirty_Texture.DeriveState(gpu.VRAMMap_Texture, gpu);
auto texPalDirty = gpu.VRAMDirty_TexPal.DeriveState(gpu.VRAMMap_TexPal, gpu);
bool textureChanged = GPU.MakeVRAMFlat_TextureCoherent(textureDirty);
bool texPalChanged = GPU.MakeVRAMFlat_TexPalCoherent(texPalDirty);
bool textureChanged = gpu.MakeVRAMFlat_TextureCoherent(textureDirty);
bool texPalChanged = gpu.MakeVRAMFlat_TexPalCoherent(texPalDirty);
FrameIdentical = !(textureChanged || texPalChanged) && GPU.GPU3D.RenderFrameIdentical;
FrameIdentical = !(textureChanged || texPalChanged) && gpu.GPU3D.RenderFrameIdentical;
if (RenderThreadRunning.load(std::memory_order_relaxed))
{
@ -1721,17 +1723,17 @@ void SoftRenderer::RenderFrame()
}
else if (!FrameIdentical)
{
ClearBuffers();
RenderPolygons(false, &GPU.GPU3D.RenderPolygonRAM[0], GPU.GPU3D.RenderNumPolygons);
ClearBuffers(gpu);
RenderPolygons(gpu, false, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
}
}
void SoftRenderer::RestartFrame()
void SoftRenderer::RestartFrame(GPU& gpu)
{
SetupRenderThread();
SetupRenderThread(gpu);
}
void SoftRenderer::RenderThreadFunc()
void SoftRenderer::RenderThreadFunc(GPU& gpu)
{
for (;;)
{
@ -1745,8 +1747,8 @@ void SoftRenderer::RenderThreadFunc()
}
else
{
ClearBuffers();
RenderPolygons(true, &GPU.GPU3D.RenderPolygonRAM[0], GPU.GPU3D.RenderNumPolygons);
ClearBuffers(gpu);
RenderPolygons(gpu, true, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
}
Platform::Semaphore_Post(Sema_RenderDone);

View File

@ -29,19 +29,19 @@ namespace melonDS
class SoftRenderer : public Renderer3D
{
public:
SoftRenderer(melonDS::GPU& gpu, bool threaded = false) noexcept;
SoftRenderer(bool threaded = false) noexcept;
~SoftRenderer() override;
void Reset() override;
void Reset(GPU& gpu) override;
void SetThreaded(bool threaded) noexcept;
void SetThreaded(bool threaded, GPU& gpu) noexcept;
[[nodiscard]] bool IsThreaded() const noexcept { return Threaded; }
void VCount144() override;
void RenderFrame() override;
void RestartFrame() override;
void VCount144(GPU& gpu) override;
void RenderFrame(GPU& gpu) override;
void RestartFrame(GPU& gpu) override;
u32* GetLine(int line) override;
void SetupRenderThread();
void SetupRenderThread(GPU& gpu);
void StopRenderThread();
private:
// Notes on the interpolator:
@ -429,16 +429,16 @@ private:
};
template <typename T>
inline T ReadVRAM_Texture(u32 addr) const
inline T ReadVRAM_Texture(u32 addr, const GPU& gpu) const
{
return *(T*)&GPU.VRAMFlat_Texture[addr & 0x7FFFF];
return *(T*)&gpu.VRAMFlat_Texture[addr & 0x7FFFF];
}
template <typename T>
inline T ReadVRAM_TexPal(u32 addr) const
inline T ReadVRAM_TexPal(u32 addr, const GPU& gpu) const
{
return *(T*)&GPU.VRAMFlat_TexPal[addr & 0x1FFFF];
return *(T*)&gpu.VRAMFlat_TexPal[addr & 0x1FFFF];
}
u32 AlphaBlend(u32 srccolor, u32 dstcolor, u32 alpha) const noexcept;
u32 AlphaBlend(const GPU3D& gpu3d, u32 srccolor, u32 dstcolor, u32 alpha) const noexcept;
struct RendererPolygon
{
@ -452,23 +452,22 @@ private:
};
melonDS::GPU& GPU;
RendererPolygon PolygonList[2048];
void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const;
u32 RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const;
void PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow);
void TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const;
u32 RenderPixel(const GPU& gpu, const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const;
void PlotTranslucentPixel(const GPU3D& gpu3d, u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow);
void SetupPolygonLeftEdge(RendererPolygon* rp, s32 y) const;
void SetupPolygonRightEdge(RendererPolygon* rp, s32 y) const;
void SetupPolygon(RendererPolygon* rp, Polygon* polygon) const;
void RenderShadowMaskScanline(RendererPolygon* rp, s32 y);
void RenderPolygonScanline(RendererPolygon* rp, s32 y);
void RenderScanline(s32 y, int npolys);
u32 CalculateFogDensity(u32 pixeladdr) const;
void ScanlineFinalPass(s32 y);
void ClearBuffers();
void RenderPolygons(bool threaded, Polygon** polygons, int npolys);
void RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y);
void RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y);
void RenderScanline(const GPU& gpu, s32 y, int npolys);
u32 CalculateFogDensity(const GPU3D& gpu3d, u32 pixeladdr) const;
void ScanlineFinalPass(const GPU3D& gpu3d, s32 y);
void ClearBuffers(const GPU& gpu);
void RenderPolygons(const GPU& gpu, bool threaded, Polygon** polygons, int npolys);
void RenderThreadFunc();
void RenderThreadFunc(GPU& gpu);
// buffer dimensions are 258x194 to add a offscreen 1px border
// which simplifies edge marking tests

View File

@ -94,7 +94,7 @@ NDS::NDS(NDSArgs&& args, int type) noexcept :
ARM9BIOS(args.ARM9BIOS),
JIT(*this, args.JIT),
SPU(*this, args.BitDepth, args.Interpolation),
GPU(*this),
GPU(*this, std::move(args.Renderer3D)),
SPI(*this, std::move(args.Firmware)),
RTC(*this),
Wifi(*this),
@ -1322,7 +1322,7 @@ void NDS::SetIRQ(u32 cpu, u32 irq)
{
CPUStop &= ~CPUStop_Sleep;
CPUStop |= CPUStop_Wakeup;
GPU.GPU3D.RestartFrame();
GPU.GPU3D.RestartFrame(GPU);
}
}
}

View File

@ -328,6 +328,14 @@ public:
Firmware& GetFirmware() { return SPI.GetFirmwareMem()->GetFirmware(); }
void SetFirmware(Firmware&& firmware) { SPI.GetFirmwareMem()->SetFirmware(std::move(firmware)); }
const Renderer3D& GetRenderer3D() const noexcept { return GPU.GetRenderer3D(); }
Renderer3D& GetRenderer3D() noexcept { return GPU.GetRenderer3D(); }
void SetRenderer3D(std::unique_ptr<Renderer3D>&& renderer) noexcept
{
if (renderer != nullptr)
GPU.SetRenderer3D(std::move(renderer));
}
virtual bool NeedsDirectBoot() const;
void SetupDirectBoot(const std::string& romname);
virtual void SetupDirectBoot();

View File

@ -544,11 +544,11 @@ void EmuThread::run()
if (videoRenderer == 0)
{ // If we're using the software renderer...
NDS->GPU.SetRenderer3D(std::make_unique<SoftRenderer>(NDS->GPU, Config::Threaded3D != 0));
NDS->GPU.SetRenderer3D(std::make_unique<SoftRenderer>(Config::Threaded3D != 0));
}
else
{
auto glrenderer = melonDS::GLRenderer::New(NDS->GPU);
auto glrenderer = melonDS::GLRenderer::New();
glrenderer->SetRenderSettings(Config::GL_BetterPolygons, Config::GL_ScaleFactor);
NDS->GPU.SetRenderer3D(std::move(glrenderer));
}
@ -677,11 +677,11 @@ void EmuThread::run()
if (videoRenderer == 0)
{ // If we're using the software renderer...
NDS->GPU.SetRenderer3D(std::make_unique<SoftRenderer>(NDS->GPU, Config::Threaded3D != 0));
NDS->GPU.SetRenderer3D(std::make_unique<SoftRenderer>(Config::Threaded3D != 0));
}
else
{
auto glrenderer = melonDS::GLRenderer::New(NDS->GPU);
auto glrenderer = melonDS::GLRenderer::New();
glrenderer->SetRenderSettings(Config::GL_BetterPolygons, Config::GL_ScaleFactor);
NDS->GPU.SetRenderer3D(std::move(glrenderer));
}