#pragma once #include "boost/icl/interval.hpp" #include "helpers.hpp" #include "opengl.hpp" template using Interval = boost::icl::right_open_interval; struct ColourBuffer { enum class Formats : u32 { RGBA8 = 0, BGR8 = 1, RGB5A1 = 2, RGB565 = 3, RGBA4 = 4, Trash1 = 5, Trash2 = 6, Trash3 = 7 // Technically selectable, but their function is unknown }; u32 location; Formats format; OpenGL::uvec2 size; bool valid; // Range of VRAM taken up by buffer Interval range; // OpenGL resources allocated to buffer OpenGL::Texture texture; OpenGL::Framebuffer fbo; ColourBuffer() : valid(false) {} ColourBuffer(u32 loc, Formats format, u32 x, u32 y, bool valid = true) : location(loc), format(format), size({x, y}), valid(valid) { u64 endLoc = (u64)loc + sizeInBytes(); // Check if start and end are valid here range = Interval(loc, (u32)endLoc); } void allocate() { // Create texture for the FBO, setting up filters and the like // Reading back the current texture is slow, but allocate calls should be and far between. // If this becomes a bottleneck, we can fix it semi-easily auto prevTexture = OpenGL::getTex2D(); texture.create(size.x(), size.y(), GL_RGBA8); texture.bind(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glBindTexture(GL_TEXTURE_2D, prevTexture); //Helpers::panic("Creating FBO: %d, %d\n", size.x(), size.y()); fbo.createWithDrawTexture(texture); fbo.bind(OpenGL::DrawAndReadFramebuffer); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) Helpers::panic("Incomplete framebuffer"); //glBindRenderbuffer(GL_RENDERBUFFER, 0); // TODO: This should not clear the framebuffer contents. It should load them from VRAM. GLint oldViewport[4]; glGetIntegerv(GL_VIEWPORT, oldViewport); OpenGL::setViewport(size.x(), size.y()); OpenGL::setClearColor(0.0, 0.0, 0.0, 1.0); OpenGL::clearColor(); OpenGL::setViewport(oldViewport[0], oldViewport[1], oldViewport[2], oldViewport[3]); } void free() { valid = false; if (texture.exists() || fbo.exists()) Helpers::panic("Make this buffer free itself"); } bool matches(ColourBuffer& other) { return location == other.location && format == other.format && size.x() == other.size.x() && size.y() == other.size.y(); } // Size occupied by each pixel in bytes // All formats are 16BPP except for RGBA8 (32BPP) and BGR8 (24BPP) size_t sizePerPixel() { switch (format) { case Formats::BGR8: return 3; case Formats::RGBA8: return 4; default: return 2; } } size_t sizeInBytes() { return (size_t)size.x() * (size_t)size.y() * sizePerPixel(); } }; struct DepthBuffer { enum class Formats : u32 { Depth16 = 0, Garbage = 1, Depth24 = 2, Depth24Stencil8 = 3 }; u32 location; Formats format; OpenGL::uvec2 size; // Implicitly set to the size of the framebuffer bool valid; // Range of VRAM taken up by buffer Interval range; // OpenGL texture used for storing depth/stencil OpenGL::Texture texture; DepthBuffer() : valid(false) {} DepthBuffer(u32 loc, Formats format, u32 x, u32 y, bool valid = true) : location(loc), format(format), size({x, y}), valid(valid) {} bool hasStencil() { return format == Formats::Depth24Stencil8; } void allocate() { printf("Make this depth buffer allocate itself\n"); } void free() { valid = false; printf("Make this depth buffer free itself\n"); } bool matches(DepthBuffer& other) { return location == other.location && format == other.format && size.x() == other.size.x() && size.y() == other.size.y(); } // Size occupied by each pixel in bytes size_t sizePerPixel() { switch (format) { case Formats::Depth16: return 2; case Formats::Depth24: return 3; case Formats::Depth24Stencil8: return 4; default: return 1; // Invalid format } } size_t sizeInBytes() { return (size_t)size.x() * (size_t)size.y() * sizePerPixel(); } };