GPU: Support displaying only active region

This commit is contained in:
Connor McLaughlin 2019-09-27 22:02:13 +10:00
parent c0a3a4176d
commit f2a3629016
3 changed files with 49 additions and 6 deletions

View file

@ -129,13 +129,15 @@ void main()
#version 330 core #version 330 core
uniform sampler2D samp0; uniform sampler2D samp0;
uniform vec4 u_src_rect;
in vec2 v_tex0; in vec2 v_tex0;
out vec4 o_col0; out vec4 o_col0;
void main() void main()
{ {
o_col0 = texture(samp0, v_tex0); vec2 coords = u_src_rect.xy + v_tex0 * u_src_rect.zw;
o_col0 = texture(samp0, coords);
} }
)"; )";
@ -146,9 +148,10 @@ void main()
if (!m_display_program.Link()) if (!m_display_program.Link())
return false; return false;
m_display_program.RegisterUniform("samp0");
m_display_program.Bind(); m_display_program.Bind();
m_display_program.Uniform1i(0, 0); m_display_program.RegisterUniform("u_src_rect");
m_display_program.RegisterUniform("samp0");
m_display_program.Uniform1i(1, 0);
glGenVertexArrays(1, &m_display_vao); glGenVertexArrays(1, &m_display_vao);
return true; return true;
@ -380,6 +383,11 @@ void SDLInterface::RenderDisplay()
glDisable(GL_SCISSOR_TEST); glDisable(GL_SCISSOR_TEST);
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
m_display_program.Bind(); m_display_program.Bind();
m_display_program.Uniform4f(
0, static_cast<float>(m_display_texture_offset_x) / static_cast<float>(m_display_texture->GetWidth()),
static_cast<float>(m_display_texture_offset_y) / static_cast<float>(m_display_texture->GetHeight()),
static_cast<float>(m_display_texture_width) / static_cast<float>(m_display_texture->GetWidth()),
static_cast<float>(m_display_texture_height) / static_cast<float>(m_display_texture->GetHeight()));
m_display_texture->Bind(); m_display_texture->Bind();
glBindVertexArray(m_display_vao); glBindVertexArray(m_display_vao);
glDrawArrays(GL_TRIANGLES, 0, 3); glDrawArrays(GL_TRIANGLES, 0, 3);
@ -449,7 +457,6 @@ void SDLInterface::RenderMainMenuBar()
ImGui::EndMenu(); ImGui::EndMenu();
} }
ImGui::SetCursorPosX(ImGui::GetIO().DisplaySize.x - 80.0f); ImGui::SetCursorPosX(ImGui::GetIO().DisplaySize.x - 80.0f);
ImGui::Text("FPS: %.2f", m_fps); ImGui::Text("FPS: %.2f", m_fps);

View file

@ -37,7 +37,7 @@ void GPU_HW_OpenGL::RenderUI()
{ {
GPU_HW::RenderUI(); GPU_HW::RenderUI();
ImGui::SetNextWindowSize(ImVec2(300.0f, 100.0f), ImGuiCond_Once); ImGui::SetNextWindowSize(ImVec2(300.0f, 130.0f), ImGuiCond_Once);
const bool is_null_frame = m_stats.num_batches == 0; const bool is_null_frame = m_stats.num_batches == 0;
if (!is_null_frame) if (!is_null_frame)
@ -72,6 +72,8 @@ void GPU_HW_OpenGL::RenderUI()
ImGui::NextColumn(); ImGui::NextColumn();
ImGui::Columns(1); ImGui::Columns(1);
ImGui::Checkbox("Show VRAM##gpu_gl_show_vram", &m_show_vram);
} }
ImGui::End(); ImGui::End();
@ -103,6 +105,15 @@ void GPU_HW_OpenGL::CreateFramebuffer()
glBindFramebuffer(GL_FRAMEBUFFER, m_vram_read_fbo_id); glBindFramebuffer(GL_FRAMEBUFFER, m_vram_read_fbo_id);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_vram_read_texture->GetGLId(), 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_vram_read_texture->GetGLId(), 0);
Assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); Assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
m_display_texture = std::make_unique<GL::Texture>(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false);
m_display_texture->Bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenFramebuffers(1, &m_display_fbo_id);
glBindFramebuffer(GL_FRAMEBUFFER, m_display_fbo_id);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_display_texture->GetGLId(), 0);
Assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
} }
void GPU_HW_OpenGL::ClearFramebuffer() void GPU_HW_OpenGL::ClearFramebuffer()
@ -272,7 +283,28 @@ void GPU_HW_OpenGL::SetBlendState()
void GPU_HW_OpenGL::UpdateDisplay() void GPU_HW_OpenGL::UpdateDisplay()
{ {
GPU_HW::UpdateDisplay(); GPU_HW::UpdateDisplay();
m_system->GetHostInterface()->SetDisplayTexture(m_framebuffer_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT);
// TODO: 24-bit support.
if (m_show_vram)
{
m_system->GetHostInterface()->SetDisplayTexture(m_framebuffer_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT);
}
else
{
const u32 display_width = m_crtc_state.horizontal_resolution;
const u32 display_height = m_crtc_state.vertical_resolution;
const u32 vram_offset_x = m_crtc_state.regs.X;
const u32 vram_offset_y = m_crtc_state.regs.Y;
const u32 copy_width =
((vram_offset_x + display_width) > VRAM_WIDTH) ? (VRAM_WIDTH - vram_offset_x) : display_width;
const u32 copy_height =
((vram_offset_y + display_height) > VRAM_HEIGHT) ? (VRAM_HEIGHT - vram_offset_y) : display_height;
glCopyImageSubData(m_framebuffer_texture->GetGLId(), GL_TEXTURE_2D, 0, vram_offset_x,
VRAM_HEIGHT - vram_offset_y - copy_height, 0, m_display_texture->GetGLId(), GL_TEXTURE_2D, 0, 0,
0, 0, copy_width, copy_height, 1);
m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, copy_width, copy_height);
}
} }
void GPU_HW_OpenGL::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer) void GPU_HW_OpenGL::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer)

View file

@ -58,6 +58,9 @@ private:
GLuint m_vram_read_fbo_id = 0; GLuint m_vram_read_fbo_id = 0;
bool m_vram_read_texture_dirty = true; bool m_vram_read_texture_dirty = true;
std::unique_ptr<GL::Texture> m_display_texture;
GLuint m_display_fbo_id = 0;
GLuint m_vertex_buffer = 0; GLuint m_vertex_buffer = 0;
GLuint m_vao_id = 0; GLuint m_vao_id = 0;
GLuint m_attributeless_vao_id = 0; GLuint m_attributeless_vao_id = 0;
@ -67,4 +70,5 @@ private:
GLStats m_stats = {}; GLStats m_stats = {};
GLStats m_last_stats = {}; GLStats m_last_stats = {};
bool m_show_vram = false;
}; };