Add basic software GPU renderer

This commit is contained in:
Connor McLaughlin 2019-10-26 12:57:35 +10:00
parent 9b56499afa
commit 540e942a46
10 changed files with 613 additions and 6 deletions

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@ -21,6 +21,8 @@ add_library(core
gpu_hw.h
gpu_hw_opengl.cpp
gpu_hw_opengl.h
gpu_sw.cpp
gpu_sw.h
gte.cpp
gte.h
gte.inl

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@ -41,6 +41,7 @@
<ClCompile Include="cpu_disasm.cpp" />
<ClCompile Include="digital_controller.cpp" />
<ClCompile Include="gpu_commands.cpp" />
<ClCompile Include="gpu_sw.cpp" />
<ClCompile Include="gte.cpp" />
<ClCompile Include="dma.cpp" />
<ClCompile Include="gpu.cpp" />
@ -63,6 +64,7 @@
<ClInclude Include="cpu_core.h" />
<ClInclude Include="cpu_disasm.h" />
<ClInclude Include="digital_controller.h" />
<ClInclude Include="gpu_sw.h" />
<ClInclude Include="gte.h" />
<ClInclude Include="cpu_types.h" />
<ClInclude Include="dma.h" />

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@ -22,6 +22,7 @@
<ClCompile Include="memory_card.cpp" />
<ClCompile Include="settings.cpp" />
<ClCompile Include="gpu_commands.cpp" />
<ClCompile Include="gpu_sw.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="types.h" />
@ -48,6 +49,7 @@
<ClInclude Include="mdec.h" />
<ClInclude Include="memory_card.h" />
<ClInclude Include="settings.h" />
<ClInclude Include="gpu_sw.h" />
</ItemGroup>
<ItemGroup>
<None Include="cpu_core.inl" />

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@ -63,6 +63,9 @@ public:
// gpu_hw_opengl.cpp
static std::unique_ptr<GPU> CreateHardwareOpenGLRenderer();
// gpu_sw.cpp
static std::unique_ptr<GPU> CreateSoftwareRenderer();
protected:
// Helper/format conversion functions.
static constexpr u8 Convert5To8(u8 x5) { return (x5 << 3) | (x5 & 7); }

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@ -184,7 +184,7 @@ void GPU_HW_OpenGL::CreateFramebuffer()
}
m_display_texture =
std::make_unique<GL::Texture>(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, true, true);
std::make_unique<GL::Texture>(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true);
m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
m_vram_read_texture_dirty = true;

515
src/core/gpu_sw.cpp Normal file
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@ -0,0 +1,515 @@
#include "gpu_sw.h"
#include "YBaseLib/Log.h"
#include "YBaseLib/Timer.h"
#include "common/gl_texture.h"
#include "host_interface.h"
#include "system.h"
#include <algorithm>
Log_SetChannel(GPU_SW);
GPU_SW::GPU_SW()
{
m_vram.fill(0);
}
GPU_SW::~GPU_SW() = default;
bool GPU_SW::Initialize(System* system, DMA* dma, InterruptController* interrupt_controller, Timers* timers)
{
if (!GPU::Initialize(system, dma, interrupt_controller, timers))
return false;
m_display_texture = std::make_unique<GL::Texture>(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE);
return true;
}
void GPU_SW::Reset()
{
GPU::Reset();
m_vram.fill(0);
}
void GPU_SW::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer)
{
u16* buffer_ptr = static_cast<u16*>(buffer);
for (u32 yoffs = 0; yoffs < height; yoffs++)
{
u16* src_ptr = GetPixelPtr(x, y + yoffs);
std::copy_n(src_ptr, width, buffer_ptr);
buffer_ptr += width;
}
}
void GPU_SW::FillVRAM(u32 x, u32 y, u32 width, u32 height, u16 color)
{
for (u32 yoffs = 0; yoffs < height; yoffs++)
std::fill_n(GetPixelPtr(x, y + yoffs), width, color);
}
void GPU_SW::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
{
const u16* src_ptr = static_cast<const u16*>(data);
for (u32 yoffs = 0; yoffs < height; yoffs++)
{
u16* dst_ptr = GetPixelPtr(x, y + yoffs);
std::copy_n(src_ptr, width, dst_ptr);
src_ptr += width;
}
}
void GPU_SW::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
{
for (u32 yoffs = 0; yoffs < height; yoffs++)
{
const u16* src_ptr = GetPixelPtr(src_x, src_y + yoffs);
u16* dst_ptr = GetPixelPtr(dst_x, dst_y + yoffs);
std::copy_n(src_ptr, width, dst_ptr);
}
}
void GPU_SW::CopyOut15Bit(const u16* src_ptr, u32 src_stride, u32* dst_ptr, u32 dst_stride, u32 width, u32 height)
{
// OpenGL is beeg silly for lower-left origin
dst_ptr = (dst_ptr + ((height - 1) * dst_stride));
for (u32 row = 0; row < height; row++)
{
const u16* src_row_ptr = src_ptr;
u32* dst_row_ptr = dst_ptr;
for (u32 col = 0; col < width; col++)
*(dst_row_ptr++) = RGBA5551ToRGBA8888(*(src_row_ptr++));
src_ptr += src_stride;
dst_ptr -= dst_stride;
}
}
void GPU_SW::CopyOut24Bit(const u16* src_ptr, u32 src_stride, u32* dst_ptr, u32 dst_stride, u32 width, u32 height)
{
// OpenGL is beeg silly for lower-left origin
dst_ptr = (dst_ptr + ((height - 1) * dst_stride));
for (u32 row = 0; row < height; row++)
{
const u8* src_row_ptr = reinterpret_cast<const u8*>(src_ptr);
u32* dst_row_ptr = dst_ptr;
// Beware unaligned accesses.
for (u32 col = 0; col < width; col++)
{
// This will fill the alpha channel with junk, but that's okay since we don't use it
std::memcpy(dst_row_ptr, src_row_ptr, sizeof(u32));
src_row_ptr += 3;
dst_row_ptr++;
}
src_ptr += src_stride;
dst_ptr -= dst_stride;
}
}
void GPU_SW::UpdateDisplay()
{
// fill display texture
m_display_texture_buffer.resize(VRAM_WIDTH * VRAM_HEIGHT);
u32 display_width;
u32 display_height;
float display_aspect_ratio;
if (!m_system->GetSettings().debugging.show_vram)
{
// TODO: Handle interlacing
const u32 vram_offset_x = m_crtc_state.regs.X;
const u32 vram_offset_y = m_crtc_state.regs.Y;
display_width = std::min<u32>(m_crtc_state.display_width, VRAM_WIDTH - vram_offset_x);
display_height = std::min<u32>(m_crtc_state.display_height << BoolToUInt8(m_GPUSTAT.vertical_interlace),
VRAM_HEIGHT - vram_offset_y);
display_aspect_ratio = m_crtc_state.display_aspect_ratio;
if (m_GPUSTAT.display_area_color_depth_24)
{
CopyOut24Bit(m_vram.data() + vram_offset_y * VRAM_WIDTH + vram_offset_x, VRAM_WIDTH,
m_display_texture_buffer.data(), display_width, display_width, display_height);
}
else
{
CopyOut15Bit(m_vram.data() + vram_offset_y * VRAM_WIDTH + vram_offset_x, VRAM_WIDTH,
m_display_texture_buffer.data(), display_width, display_width, display_height);
}
}
else
{
display_width = VRAM_WIDTH;
display_height = VRAM_HEIGHT;
display_aspect_ratio = 1.0f;
CopyOut15Bit(m_vram.data(), VRAM_WIDTH, m_display_texture_buffer.data(), display_width, display_width,
display_height);
}
m_display_texture->Bind();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, display_width, display_height, GL_RGBA, GL_UNSIGNED_BYTE,
m_display_texture_buffer.data());
m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, display_width, display_height,
display_aspect_ratio);
}
void GPU_SW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr)
{
switch (rc.primitive)
{
case Primitive::Polygon:
{
const u32 first_color = rc.color_for_first_vertex;
const bool shaded = rc.shading_enable;
const bool textured = rc.texture_enable;
if (textured)
{
if (shaded)
m_render_state.SetFromPolygonTexcoord(command_ptr[2], command_ptr[5]);
else
m_render_state.SetFromPolygonTexcoord(command_ptr[2], command_ptr[4]);
}
else
{
m_render_state.SetFromPageAttribute(Truncate16(m_GPUSTAT.bits));
}
u32 buffer_pos = 1;
for (u32 i = 0; i < num_vertices; i++)
{
SWVertex& vert = m_vertex_buffer[i];
const u32 color_rgb = (shaded && i > 0) ? (command_ptr[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color;
vert.color_r = Truncate8(color_rgb);
vert.color_g = Truncate8(color_rgb >> 8);
vert.color_b = Truncate8(color_rgb >> 16);
const VertexPosition vp{command_ptr[buffer_pos++]};
vert.x = vp.x;
vert.y = vp.y;
if (textured)
{
std::tie(vert.texcoord_x, vert.texcoord_y) = UnpackTexcoord(Truncate16(command_ptr[buffer_pos++]));
}
else
{
vert.texcoord_x = 0;
vert.texcoord_y = 0;
}
}
DrawTriangle(rc, &m_vertex_buffer[0], &m_vertex_buffer[1], &m_vertex_buffer[2]);
if (num_vertices > 3)
DrawTriangle(rc, &m_vertex_buffer[2], &m_vertex_buffer[1], &m_vertex_buffer[3]);
}
break;
case Primitive::Rectangle:
{
u32 buffer_pos = 1;
const auto [r, g, b] = UnpackColorRGB24(rc.color_for_first_vertex);
const VertexPosition vp{command_ptr[buffer_pos++]};
const u32 texcoord_and_palette = rc.texture_enable ? command_ptr[buffer_pos++] : 0;
const auto [texcoord_x, texcoord_y] = UnpackTexcoord(Truncate16(texcoord_and_palette));
m_render_state.SetFromPageAttribute(Truncate16(m_GPUSTAT.bits));
m_render_state.SetFromPaletteAttribute(Truncate16(texcoord_and_palette >> 16));
s32 width;
s32 height;
switch (rc.rectangle_size)
{
case DrawRectangleSize::R1x1:
width = 1;
height = 1;
break;
case DrawRectangleSize::R8x8:
width = 8;
height = 8;
break;
case DrawRectangleSize::R16x16:
width = 16;
height = 16;
break;
default:
width = static_cast<s32>(command_ptr[buffer_pos] & UINT32_C(0xFFFF));
height = static_cast<s32>(command_ptr[buffer_pos] >> 16);
break;
}
DrawRectangle(rc, vp.x, vp.y, width, height, r, g, b, texcoord_x, texcoord_y);
}
break;
case Primitive::Line:
{
}
break;
default:
UnreachableCode();
break;
}
}
bool GPU_SW::IsClockwiseWinding(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2)
{
const s32 abx = v1->x - v0->x;
const s32 aby = v1->y - v0->y;
const s32 acx = v2->x - v0->x;
const s32 acy = v2->y - v0->y;
return ((abx * acy) - (aby * acx) < 0);
}
static constexpr bool IsTopLeftEdge(s32 ex, s32 ey)
{
return (ey < 0 || (ey == 0 && ex < 0));
}
static constexpr u8 Interpolate(u8 v0, u8 v1, u8 v2, s32 w0, s32 w1, s32 w2, s32 ws)
{
const s32 v = w0 * static_cast<s32>(static_cast<u32>(v0)) + w1 * static_cast<s32>(static_cast<u32>(v1)) +
w2 * static_cast<s32>(static_cast<u32>(v2));
const s32 vd = v / ws;
return (vd < 0) ? 0 : ((vd > 0xFF) ? 0xFF : static_cast<u8>(vd));
}
void GPU_SW::DrawTriangle(RenderCommand rc, const SWVertex* v0, const SWVertex* v1, const SWVertex* v2)
{
#define orient2d(ax, ay, bx, by, cx, cy) ((bx - ax) * (cy - ay) - (by - ay) * (cx - ax))
// ensure the vertices follow a counter-clockwise order
if (IsClockwiseWinding(v0, v1, v2))
std::swap(v1, v2);
const s32 px0 = v0->x + m_drawing_offset.x;
const s32 py0 = v0->y + m_drawing_offset.y;
const s32 px1 = v1->x + m_drawing_offset.x;
const s32 py1 = v1->y + m_drawing_offset.y;
const s32 px2 = v2->x + m_drawing_offset.x;
const s32 py2 = v2->y + m_drawing_offset.y;
// Barycentric coordinates at minX/minY corner
const s32 ws = orient2d(px0, py0, px1, py1, px2, py2);
if (ws == 0)
return;
// compute bounding box of triangle
s32 min_x = std::min(px0, std::min(px1, px2));
s32 max_x = std::max(px0, std::max(px1, px2));
s32 min_y = std::min(py0, std::min(py1, py2));
s32 max_y = std::max(py0, std::max(py1, py2));
// reject triangles which cover the whole vram area
if ((max_x - min_x) >= VRAM_WIDTH || (max_y - min_y) >= VRAM_HEIGHT)
return;
// clip to drawing area
min_x = std::clamp(min_x, static_cast<s32>(m_drawing_area.left), static_cast<s32>(m_drawing_area.right));
max_x = std::clamp(max_x, static_cast<s32>(m_drawing_area.left), static_cast<s32>(m_drawing_area.right));
min_y = std::clamp(min_y, static_cast<s32>(m_drawing_area.top), static_cast<s32>(m_drawing_area.bottom));
max_y = std::clamp(max_y, static_cast<s32>(m_drawing_area.top), static_cast<s32>(m_drawing_area.bottom));
// compute per-pixel increments
const s32 a01 = py0 - py1, b01 = px1 - px0;
const s32 a12 = py1 - py2, b12 = px2 - px1;
const s32 a20 = py2 - py0, b20 = px0 - px2;
// top-left edge rule
const s32 w0_bias = 0 - s32(IsTopLeftEdge(b12, a12));
const s32 w1_bias = 0 - s32(IsTopLeftEdge(b20, a20));
const s32 w2_bias = 0 - s32(IsTopLeftEdge(b01, a01));
// compute base barycentric coordinates
s32 w0 = orient2d(px1, py1, px2, py2, min_x, min_y);
s32 w1 = orient2d(px2, py2, px0, py0, min_x, min_y);
s32 w2 = orient2d(px0, py0, px1, py1, min_x, min_y);
// *exclusive* of max coordinate in PSX
for (s32 y = min_y; y <= max_y; y++)
{
s32 row_w0 = w0;
s32 row_w1 = w1;
s32 row_w2 = w2;
for (s32 x = min_x; x <= max_x; x++)
{
if (((row_w0 + w0_bias) | (row_w1 + w1_bias) | (row_w2 + w2_bias)) >= 0)
{
const s32 b0 = row_w0;
const s32 b1 = row_w1;
const s32 b2 = row_w2;
const u8 r =
rc.shading_enable ? Interpolate(v0->color_r, v1->color_r, v2->color_r, b0, b1, b2, ws) : v0->color_r;
const u8 g =
rc.shading_enable ? Interpolate(v0->color_g, v1->color_g, v2->color_g, b0, b1, b2, ws) : v0->color_g;
const u8 b =
rc.shading_enable ? Interpolate(v0->color_b, v1->color_b, v2->color_b, b0, b1, b2, ws) : v0->color_b;
const u8 texcoord_x = Interpolate(v0->texcoord_x, v1->texcoord_x, v2->texcoord_x, b0, b1, b2, ws);
const u8 texcoord_y = Interpolate(v0->texcoord_y, v1->texcoord_y, v2->texcoord_y, b0, b1, b2, ws);
ShadePixel(rc, static_cast<u32>(x), static_cast<u32>(y), r, g, b, texcoord_x, texcoord_y);
}
row_w0 += a12;
row_w1 += a20;
row_w2 += a01;
}
w0 += b12;
w1 += b20;
w2 += b01;
}
#undef orient2d
}
void GPU_SW::DrawRectangle(RenderCommand rc, s32 origin_x, s32 origin_y, u32 width, u32 height, u8 r, u8 g, u8 b,
u8 origin_texcoord_x, u8 origin_texcoord_y)
{
origin_x += m_drawing_offset.x;
origin_y += m_drawing_offset.y;
for (u32 offset_y = 0; offset_y < height; offset_y++)
{
const s32 y = origin_y + static_cast<s32>(offset_y);
if (y < static_cast<s32>(m_drawing_area.top) || y > static_cast<s32>(m_drawing_area.bottom))
continue;
const u8 texcoord_y = Truncate8(ZeroExtend32(origin_texcoord_y) + offset_y);
for (u32 offset_x = 0; offset_x < width; offset_x++)
{
const s32 x = origin_x + static_cast<s32>(offset_x);
if (x < static_cast<s32>(m_drawing_area.left) || x > static_cast<s32>(m_drawing_area.right))
continue;
const u8 texcoord_x = Truncate8(ZeroExtend32(origin_texcoord_x) + offset_x);
ShadePixel(rc, static_cast<u32>(x), static_cast<u32>(y), r, g, b, texcoord_x, texcoord_y);
}
}
}
void GPU_SW::ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g, u8 color_b, u8 texcoord_x,
u8 texcoord_y)
{
VRAMPixel color;
bool transparent = true;
if (rc.texture_enable)
{
// Apply texture window
// TODO: Precompute the second half
texcoord_x = (texcoord_x & ~(m_render_state.texture_window_mask_x * 8u)) |
((m_render_state.texture_window_offset_x & m_render_state.texture_window_mask_x) * 8u);
texcoord_y = (texcoord_y & ~(m_render_state.texture_window_mask_y * 8u)) |
((m_render_state.texture_window_offset_y & m_render_state.texture_window_mask_y) * 8u);
VRAMPixel texture_color;
switch (m_render_state.texture_color_mode)
{
case GPU::TextureColorMode::Palette4Bit:
{
const u16 palette_value =
GetPixel(std::min<u32>(m_render_state.texture_page_x + ZeroExtend32(texcoord_x / 4), VRAM_WIDTH - 1),
std::min<u32>(m_render_state.texture_page_y + ZeroExtend32(texcoord_y), VRAM_HEIGHT - 1));
const u16 palette_index = (palette_value >> ((texcoord_x % 4) * 4)) & 0x0Fu;
texture_color.bits =
GetPixel(std::min<u32>(m_render_state.texture_palette_x + ZeroExtend32(palette_index), VRAM_WIDTH - 1),
m_render_state.texture_palette_y);
}
break;
case GPU::TextureColorMode::Palette8Bit:
{
const u16 palette_value =
GetPixel(std::min<u32>(m_render_state.texture_page_x + ZeroExtend32(texcoord_x / 2), VRAM_WIDTH - 1),
std::min<u32>(m_render_state.texture_page_y + ZeroExtend32(texcoord_y), VRAM_HEIGHT - 1));
const u16 palette_index = (palette_value >> ((texcoord_x % 2) * 8)) & 0xFFu;
texture_color.bits =
GetPixel(std::min<u32>(m_render_state.texture_palette_x + ZeroExtend32(palette_index), VRAM_WIDTH - 1),
m_render_state.texture_palette_y);
}
break;
default:
{
texture_color.bits =
GetPixel(std::min<u32>(m_render_state.texture_page_x + ZeroExtend32(texcoord_x), VRAM_WIDTH - 1),
std::min<u32>(m_render_state.texture_page_y + ZeroExtend32(texcoord_y), VRAM_HEIGHT - 1));
}
break;
}
if (texture_color.bits == 0)
return;
transparent = texture_color.c;
if (rc.texture_blend_disable)
{
color.bits = texture_color.bits;
}
else
{
color.SetRGB24(
Truncate8(std::min<u16>((ZeroExtend16(texture_color.GetR8()) * ZeroExtend16(color_r)) >> 7, 0xFF)),
Truncate8(std::min<u16>((ZeroExtend16(texture_color.GetG8()) * ZeroExtend16(color_g)) >> 7, 0xFF)),
Truncate8(std::min<u16>((ZeroExtend16(texture_color.GetB8()) * ZeroExtend16(color_b)) >> 7, 0xFF)));
}
}
else
{
color.SetRGB24(color_r, color_g, color_b);
}
if (rc.transparency_enable && transparent)
{
const VRAMPixel bg_color{GetPixel(static_cast<u32>(x), static_cast<u32>(y))};
#define BLEND_AVERAGE(bg, fg) Truncate8(std::min<u32>((ZeroExtend32(bg) / 2) + (ZeroExtend32(fg) / 2), 0x1F))
#define BLEND_ADD(bg, fg) Truncate8(std::min<u32>(ZeroExtend32(bg) + ZeroExtend32(fg), 0x1F))
#define BLEND_SUBTRACT(bg, fg) Truncate8((bg > fg) ? ((bg) - (fg)) : 0)
#define BLEND_QUARTER(bg, fg) Truncate8(std::min<u32>(ZeroExtend32(bg) + ZeroExtend32(fg / 4), 0x1F))
#define BLEND_RGB(func) \
color.Set(func(bg_color.r.GetValue(), color.r.GetValue()), func(bg_color.g.GetValue(), color.g.GetValue()), \
func(bg_color.b.GetValue(), color.b.GetValue()), color.c.GetValue())
switch (m_render_state.transparency_mode)
{
case GPU::TransparencyMode::HalfBackgroundPlusHalfForeground:
BLEND_RGB(BLEND_AVERAGE);
break;
case GPU::TransparencyMode::BackgroundPlusForeground:
BLEND_RGB(BLEND_ADD);
break;
case GPU::TransparencyMode::BackgroundMinusForeground:
BLEND_RGB(BLEND_SUBTRACT);
break;
case GPU::TransparencyMode::BackgroundPlusQuarterForeground:
BLEND_RGB(BLEND_QUARTER);
break;
default:
break;
}
#undef BLEND_RGB
#undef BLEND_QUARTER
#undef BLEND_SUBTRACT
#undef BLEND_ADD
#undef BLEND_AVERAGE
}
SetPixel(static_cast<u32>(x), static_cast<u32>(y), color.bits);
}
std::unique_ptr<GPU> GPU::CreateSoftwareRenderer()
{
return std::make_unique<GPU_SW>();
}

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

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@ -3,7 +3,8 @@
enum class GPURenderer
{
HardwareOpenGL
HardwareOpenGL,
Software
};
struct Settings

View file

@ -106,13 +106,24 @@ bool System::CreateGPU()
switch (m_settings.gpu_renderer)
{
case GPURenderer::HardwareOpenGL:
default:
m_gpu = GPU::CreateHardwareOpenGLRenderer();
break;
case GPURenderer::Software:
default:
m_gpu = GPU::CreateSoftwareRenderer();
break;
}
if (!m_gpu || !m_gpu->Initialize(this, m_dma.get(), m_interrupt_controller.get(), m_timers.get()))
return false;
{
Log_ErrorPrintf("Failed to initialize GPU, falling back to software");
m_gpu.reset();
m_settings.gpu_renderer = GPURenderer::Software;
m_gpu = GPU::CreateSoftwareRenderer();
if (!m_gpu->Initialize(this, m_dma.get(), m_interrupt_controller.get(), m_timers.get()))
return false;
}
m_bus->SetGPU(m_gpu.get());
m_dma->SetGPU(m_gpu.get());

View file

@ -21,8 +21,8 @@
#include <nfd.h>
Log_SetChannel(SDLInterface);
static constexpr std::array<std::pair<GPURenderer, const char*>, 1> s_gpu_renderer_names = {
{{GPURenderer::HardwareOpenGL, "Hardware (OpenGL)"}}};
static constexpr std::array<std::pair<GPURenderer, const char*>, 2> s_gpu_renderer_names = {
{{GPURenderer::HardwareOpenGL, "Hardware (OpenGL)"}, {GPURenderer::Software, "Software"}}};
SDLInterface::SDLInterface() = default;