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renderer_opengl: Move commentaries to header file

This commit is contained in:
ReinUsesLisp 2019-11-28 20:11:03 -03:00
parent e3ee017e91
commit 4589582eaf
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GPG key ID: 2DFC508897B39CFE
2 changed files with 13 additions and 20 deletions

View file

@ -62,9 +62,7 @@ void main() {
} }
)"; )";
/** /// Vertex structure that the drawn screen rectangles are composed of.
* Vertex structure that the drawn screen rectangles are composed of.
*/
struct ScreenRectVertex { struct ScreenRectVertex {
ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) { ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
position[0] = x; position[0] = x;
@ -138,9 +136,6 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
prev_state.Apply(); prev_state.Apply();
} }
/**
* Loads framebuffer from emulated memory into the active OpenGL texture.
*/
void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) { void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
// Framebuffer orientation handling // Framebuffer orientation handling
framebuffer_transform_flags = framebuffer.transform_flags; framebuffer_transform_flags = framebuffer.transform_flags;
@ -181,19 +176,12 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
} }
/**
* Fills active OpenGL texture with the given RGB color. Since the color is solid, the texture can
* be 1x1 but will stretch across whatever it's rendered on.
*/
void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a, void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
const TextureInfo& texture) { const TextureInfo& texture) {
const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r}; const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r};
glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data); glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data);
} }
/**
* Initializes the OpenGL state and creates persistent objects.
*/
void RendererOpenGL::InitOpenGLObjects() { void RendererOpenGL::InitOpenGLObjects() {
glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
0.0f); 0.0f);
@ -351,9 +339,6 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
state.Apply(); state.Apply();
} }
/**
* Draws the emulated screens to the emulator window.
*/
void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
if (renderer_settings.set_background_color) { if (renderer_settings.set_background_color) {
// Update background color before drawing // Update background color before drawing
@ -381,7 +366,6 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
m_current_frame++; m_current_frame++;
} }
/// Updates the framerate
void RendererOpenGL::UpdateFramerate() {} void RendererOpenGL::UpdateFramerate() {}
void RendererOpenGL::CaptureScreenshot() { void RendererOpenGL::CaptureScreenshot() {
@ -495,7 +479,6 @@ bool RendererOpenGL::Init() {
return true; return true;
} }
/// Shutdown the renderer
void RendererOpenGL::ShutDown() {} void RendererOpenGL::ShutDown() {}
} // namespace OpenGL } // namespace OpenGL

View file

@ -59,21 +59,31 @@ public:
void ShutDown() override; void ShutDown() override;
private: private:
/// Initializes the OpenGL state and creates persistent objects.
void InitOpenGLObjects(); void InitOpenGLObjects();
void AddTelemetryFields(); void AddTelemetryFields();
void CreateRasterizer(); void CreateRasterizer();
void ConfigureFramebufferTexture(TextureInfo& texture, void ConfigureFramebufferTexture(TextureInfo& texture,
const Tegra::FramebufferConfig& framebuffer); const Tegra::FramebufferConfig& framebuffer);
/// Draws the emulated screens to the emulator window.
void DrawScreen(const Layout::FramebufferLayout& layout); void DrawScreen(const Layout::FramebufferLayout& layout);
void DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, float h); void DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, float h);
/// Updates the framerate.
void UpdateFramerate(); void UpdateFramerate();
void CaptureScreenshot(); void CaptureScreenshot();
// Loads framebuffer from emulated memory into the display information structure /// Loads framebuffer from emulated memory into the active OpenGL texture.
void LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer); void LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer);
// Fills active OpenGL texture with the given RGBA color.
/// Fills active OpenGL texture with the given RGB color.Since the color is solid, the texture
/// can be 1x1 but will stretch across whatever it's rendered on.
void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a, void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
const TextureInfo& texture); const TextureInfo& texture);