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https://github.com/Lime3DS/Lime3DS.git
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f14e973a27
* video_core/renderer_opengl: Move SurfaceParams into its own file Some of its enums are needed outside of the rasterizer cache and trying to use it caused circular dependencies. * video_core/renderer_opengl: Overhaul the texture filter framework This should make it less intrusive. Now texture filtering doesn't have any mutable global state. The texture filters now always upscale to the internal rendering resolution. This simplifies the logic in UploadGLTexture and it simply takes the role of BlitTextures at the end of the function. This also prevent extra blitting required when uploading to a framebuffer surface with a mismatched size. * video_core/renderer_opengl: Use generated mipmaps for filtered textures The filtered guest mipmaps often looked terrible. * core/settings: Remove texture filter factor * sdl/config: Remove texture filter factor * qt/config: Remove texture filter factor
91 lines
2.8 KiB
C++
91 lines
2.8 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <memory>
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#include "common/logging/log.h"
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#include "core/settings.h"
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#include "video_core/pica.h"
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#include "video_core/renderer_base.h"
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#include "video_core/renderer_opengl/gl_vars.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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#include "video_core/video_core.h"
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// Video Core namespace
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namespace VideoCore {
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std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
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std::atomic<bool> g_hw_renderer_enabled;
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std::atomic<bool> g_shader_jit_enabled;
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std::atomic<bool> g_hw_shader_enabled;
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std::atomic<bool> g_hw_shader_accurate_mul;
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std::atomic<bool> g_use_disk_shader_cache;
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std::atomic<bool> g_renderer_bg_color_update_requested;
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std::atomic<bool> g_renderer_sampler_update_requested;
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std::atomic<bool> g_renderer_shader_update_requested;
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std::atomic<bool> g_texture_filter_update_requested;
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// Screenshot
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std::atomic<bool> g_renderer_screenshot_requested;
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void* g_screenshot_bits;
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std::function<void()> g_screenshot_complete_callback;
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Layout::FramebufferLayout g_screenshot_framebuffer_layout;
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Memory::MemorySystem* g_memory;
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/// Initialize the video core
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ResultStatus Init(Frontend::EmuWindow& emu_window, Memory::MemorySystem& memory) {
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g_memory = &memory;
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Pica::Init();
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OpenGL::GLES = Settings::values.use_gles;
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g_renderer = std::make_unique<OpenGL::RendererOpenGL>(emu_window);
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ResultStatus result = g_renderer->Init();
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if (result != ResultStatus::Success) {
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LOG_ERROR(Render, "initialization failed !");
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} else {
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LOG_DEBUG(Render, "initialized OK");
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}
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return result;
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}
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/// Shutdown the video core
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void Shutdown() {
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Pica::Shutdown();
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g_renderer->ShutDown();
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g_renderer.reset();
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LOG_DEBUG(Render, "shutdown OK");
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}
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void RequestScreenshot(void* data, std::function<void()> callback,
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const Layout::FramebufferLayout& layout) {
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if (g_renderer_screenshot_requested) {
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LOG_ERROR(Render, "A screenshot is already requested or in progress, ignoring the request");
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return;
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}
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g_screenshot_bits = data;
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g_screenshot_complete_callback = std::move(callback);
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g_screenshot_framebuffer_layout = layout;
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g_renderer_screenshot_requested = true;
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}
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u16 GetResolutionScaleFactor() {
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if (g_hw_renderer_enabled) {
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return Settings::values.resolution_factor
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? Settings::values.resolution_factor
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: g_renderer->GetRenderWindow().GetFramebufferLayout().GetScalingRatio();
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} else {
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// Software renderer always render at native resolution
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return 1;
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}
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}
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} // namespace VideoCore
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