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byuu says: Changelog: - (u)int(max,ptr) abbreviations removed; use _t suffix now [didn't feel like they were contributing enough to be worth it] - cleaned up nall::integer,natural,real functionality - toInteger, toNatural, toReal for parsing strings to numbers - fromInteger, fromNatural, fromReal for creating strings from numbers - (string,Markup::Node,SQL-based-classes)::(integer,natural,real) left unchanged - template<typename T> numeral(T value, long padding, char padchar) -> string for print() formatting - deduces integer,natural,real based on T ... cast the value if you want to override - there still exists binary,octal,hex,pointer for explicit print() formatting - lstring -> string_vector [but using lstring = string_vector; is declared] - would be nice to remove the using lstring eventually ... but that'd probably require 10,000 lines of changes >_> - format -> string_format [no using here; format was too ambiguous] - using integer = Integer<sizeof(int)*8>; and using natural = Natural<sizeof(uint)*8>; declared - for consistency with boolean. These three are meant for creating zero-initialized values implicitly (various uses) - R65816::io() -> idle() and SPC700::io() -> idle() [more clear; frees up struct IO {} io; naming] - SFC CPU, PPU, SMP use struct IO {} io; over struct (Status,Registers) {} (status,registers); now - still some CPU::Status status values ... they didn't really fit into IO functionality ... will have to think about this more - SFC CPU, PPU, SMP now use step() exclusively instead of addClocks() calling into step() - SFC CPU joypad1_bits, joypad2_bits were unused; killed them - SFC PPU CGRAM moved into PPU::Screen; since nothing else uses it - SFC PPU OAM moved into PPU::Object; since nothing else uses it - the raw uint8[544] array is gone. OAM::read() constructs values from the OAM::Object[512] table now - this avoids having to determine how we want to sub-divide the two OAM memory sections - this also eliminates the OAM::synchronize() functionality - probably more I'm forgetting The FPS fluctuations are driving me insane. This WIP went from 128fps to 137fps. Settled on 133.5fps for the final build. But nothing I changed should have affected performance at all. This level of fluctuation makes it damn near impossible to know whether I'm speeding things up or slowing things down with changes.
142 lines
3.9 KiB
C++
142 lines
3.9 KiB
C++
#include "opengl/opengl.hpp"
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#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
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#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
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struct VideoWGL : Video, OpenGL {
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~VideoWGL() { term(); }
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auto (APIENTRY* wglCreateContextAttribs)(HDC, HGLRC, const int*) -> HGLRC = nullptr;
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auto (APIENTRY* wglSwapInterval)(int) -> BOOL = nullptr;
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HDC display = nullptr;
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HGLRC wglcontext = nullptr;
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HWND window = nullptr;
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HINSTANCE glwindow = nullptr;
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struct {
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HWND handle = nullptr;
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bool synchronize = false;
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uint filter = Video::FilterNearest;
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string shader;
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} settings;
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auto cap(const string& name) -> bool {
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if(name == Video::Handle) return true;
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if(name == Video::Synchronize) return true;
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if(name == Video::Filter) return true;
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if(name == Video::Shader) return true;
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return false;
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}
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auto get(const string& name) -> any {
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if(name == Video::Handle) return (uintptr_t)settings.handle;
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if(name == Video::Synchronize) return settings.synchronize;
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if(name == Video::Filter) return settings.filter;
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return {};
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}
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auto set(const string& name, const any& value) -> bool {
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if(name == Video::Handle && value.is<uintptr_t>()) {
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settings.handle = (HWND)value.get<uintptr_t>();
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return true;
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}
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if(name == Video::Synchronize && value.is<bool>()) {
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if(settings.synchronize != value.get<bool>()) {
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settings.synchronize = value.get<bool>();
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if(wglcontext) {
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init();
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OpenGL::shader(settings.shader);
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if(!settings.shader) OpenGL::filter = settings.filter ? GL_LINEAR : GL_NEAREST;
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}
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}
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}
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if(name == Video::Filter && value.is<uint>()) {
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settings.filter = value.get<uint>();
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if(!settings.shader) OpenGL::filter = settings.filter ? GL_LINEAR : GL_NEAREST;
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return true;
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}
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if(name == Video::Shader && value.is<string>()) {
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settings.shader = value.get<string>();
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OpenGL::shader(settings.shader);
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if(!settings.shader) OpenGL::filter = settings.filter ? GL_LINEAR : GL_NEAREST;
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return true;
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}
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return false;
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}
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auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool {
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OpenGL::size(width, height);
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return OpenGL::lock(data, pitch);
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}
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auto unlock() -> void {
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}
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auto clear() -> void {
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OpenGL::clear();
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SwapBuffers(display);
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}
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auto refresh() -> void {
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RECT rc;
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GetClientRect(settings.handle, &rc);
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outputWidth = rc.right - rc.left, outputHeight = rc.bottom - rc.top;
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OpenGL::refresh();
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SwapBuffers(display);
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}
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auto init() -> bool {
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GLuint pixel_format;
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PIXELFORMATDESCRIPTOR pfd;
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memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
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pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
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pfd.nVersion = 1;
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pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
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pfd.iPixelType = PFD_TYPE_RGBA;
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display = GetDC(settings.handle);
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pixel_format = ChoosePixelFormat(display, &pfd);
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SetPixelFormat(display, pixel_format, &pfd);
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wglcontext = wglCreateContext(display);
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wglMakeCurrent(display, wglcontext);
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wglCreateContextAttribs = (HGLRC (APIENTRY*)(HDC, HGLRC, const int*))glGetProcAddress("wglCreateContextAttribsARB");
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wglSwapInterval = (BOOL (APIENTRY*)(int))glGetProcAddress("wglSwapIntervalEXT");
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if(wglCreateContextAttribs) {
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int attributes[] = {
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WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
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WGL_CONTEXT_MINOR_VERSION_ARB, 2,
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0
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};
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HGLRC context = wglCreateContextAttribs(display, 0, attributes);
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if(context) {
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wglMakeCurrent(NULL, NULL);
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wglDeleteContext(wglcontext);
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wglMakeCurrent(display, wglcontext = context);
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}
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}
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if(wglSwapInterval) {
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wglSwapInterval(settings.synchronize);
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}
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OpenGL::init();
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return true;
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}
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auto term() -> void {
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OpenGL::term();
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if(wglcontext) {
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wglDeleteContext(wglcontext);
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wglcontext = nullptr;
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}
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}
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};
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