Add basic software GPU renderer
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71
src/core/gpu_sw.h
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71
src/core/gpu_sw.h
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#pragma once
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#include "common/gl_texture.h"
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#include "gpu.h"
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#include <array>
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#include <memory>
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#include <vector>
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namespace GL {
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class Texture;
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}
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class GPU_SW final : public GPU
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{
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public:
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GPU_SW();
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~GPU_SW() override;
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bool Initialize(System* system, DMA* dma, InterruptController* interrupt_controller, Timers* timers) override;
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void Reset() override;
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u16 GetPixel(u32 x, u32 y) const { return m_vram[VRAM_WIDTH * y + x]; }
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const u16* GetPixelPtr(u32 x, u32 y) const { return &m_vram[VRAM_WIDTH * y + x]; }
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u16* GetPixelPtr(u32 x, u32 y) { return &m_vram[VRAM_WIDTH * y + x]; }
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void SetPixel(u32 x, u32 y, u16 value) { m_vram[VRAM_WIDTH * y + x] = value; }
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protected:
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enum : u32
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{
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MAX_VERTICES_PER_POLYGON = 4
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};
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struct SWVertex
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{
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s32 x, y;
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u8 color_r, color_g, color_b;
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u8 texcoord_x, texcoord_y;
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};
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void ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer) override;
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void FillVRAM(u32 x, u32 y, u32 width, u32 height, u16 color) override;
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void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) override;
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void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override;
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//////////////////////////////////////////////////////////////////////////
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// Scanout
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//////////////////////////////////////////////////////////////////////////
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static void CopyOut15Bit(const u16* src_ptr, u32 src_stride, u32* dst_ptr, u32 dst_stride, u32 width, u32 height);
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static void CopyOut24Bit(const u16* src_ptr, u32 src_stride, u32* dst_ptr, u32 dst_stride, u32 width, u32 height);
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void UpdateDisplay() override;
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//////////////////////////////////////////////////////////////////////////
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// Rasterization
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//////////////////////////////////////////////////////////////////////////
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void DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr) override;
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static bool IsClockwiseWinding(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2);
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void ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g, u8 color_b, u8 texcoord_x, u8 texcoord_y);
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void DrawTriangle(RenderCommand rc, const SWVertex* v0, const SWVertex* v1, const SWVertex* v2);
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void DrawRectangle(RenderCommand rc, s32 origin_x, s32 origin_y, u32 width, u32 height, u8 r, u8 g, u8 b,
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u8 origin_texcoord_x, u8 origin_texcoord_y);
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std::unique_ptr<GL::Texture> m_display_texture;
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std::vector<u32> m_display_texture_buffer;
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std::array<SWVertex, MAX_VERTICES_PER_POLYGON> m_vertex_buffer;
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std::array<u16, VRAM_WIDTH * VRAM_HEIGHT> m_vram;
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};
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