GPU: More work on OpenGL renderer

This commit is contained in:
Connor McLaughlin
2019-09-13 00:18:13 +10:00
parent 4706a906d5
commit aea7a18ac2
20 changed files with 655 additions and 412 deletions

View File

@ -32,6 +32,8 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
if (textured)
hw_vert.texcoord = (m_GP0_command[buffer_pos++] & UINT32_C(0x0000FFFF));
else
hw_vert.texcoord = 0;
m_vertex_staging.push_back(hw_vert);
}
@ -44,6 +46,22 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
}
}
void GPU_HW::CalcViewport(int* x, int* y, int* width, int* height)
{
*x = m_drawing_offset.x;
*y = m_drawing_offset.y;
*width = std::max(static_cast<int>(VRAM_WIDTH - m_drawing_offset.x), 1);
*height = std::max(static_cast<int>(VRAM_HEIGHT - m_drawing_offset.y), 1);
}
void GPU_HW::CalcScissorRect(int* left, int* top, int* right, int* bottom)
{
*left = m_drawing_area.top_left_x;
*right = m_drawing_area.bottom_right_x;
*top = m_drawing_area.top_left_y;
*bottom = m_drawing_area.bottom_right_y;
}
std::string GPU_HW::GenerateVertexShader(bool textured)
{
std::stringstream ss;
@ -54,9 +72,9 @@ std::string GPU_HW::GenerateVertexShader(bool textured)
ss << "/* #define TEXTURED 0 */\n";
ss << R"(
in uivec2 a_position;
in uint a_texcoord;
in ivec2 a_position;
in vec4 a_color;
in uint a_texcoord;
out vec4 v_color;
#if TEXTURED
@ -65,14 +83,14 @@ out vec4 v_color;
void main()
{
// -1024..+1023 -> -1..1
float gl_x = (a_position.x < 0) ? (float(a_position.x) / 1024.0) : (float(a_position.x) / 1023.0);
float gl_y = (a_position.y < 0) ? -(float(a_position.y) / 1024.0) : -(float(a_position.y) / 1023.0);
gl_Position = vec4(gl_x, gl_y, 0.0, 1.0);
// 0..+1023 -> -1..1
float pos_x = (float(a_position.x) / 511.5) - 1.0;
float pos_y = (float(a_position.y) / 255.5) + 1.0;
gl_Position = vec4(pos_x, pos_y, 0.0, 1.0);
v_color = a_color;
#if TEXTURED
v_texcoord = a_texcoord;
v_texcoord = vec2(float(a_texcoord & 0xFFu) / 256.0, float((a_texcoord >> 8) & 0xFFu) / 256.0);
#endif
}
)";
@ -99,8 +117,8 @@ out vec4 ocol0;
void main()
{
//ocol0 = v_color;
ocol0 = vec4(1.0, 0.5, 0.5, 1.0);
ocol0 = v_color;
//ocol0 = vec4(1.0, 0.5, 0.5, 1.0);
}
)";