mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-11-16 04:03:43 +00:00
11642fd3a2
The OpenGL renderer has been revised, with the following changes: - Initialization and rendering have been refactored to reduce the number of redundant objects used. - Framebuffer rotation is now done directly, using texture mapping. - Vertex coordinates are now given in pixels, and the projection matrix isn't hardcoded anymore.
45 lines
1.4 KiB
C++
45 lines
1.4 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include "common/common.h"
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#include "common/emu_window.h"
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#include "renderer_base.h"
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// Video Core namespace
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namespace VideoCore {
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// 3DS Video Constants
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// -------------------
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// NOTE: The LCDs actually rotate the image 90 degrees when displaying. Because of that the
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// framebuffers in video memory are stored in column-major order and rendered sideways, causing
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// the widths and heights of the framebuffers read by the LCD to be switched compared to the
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// heights and widths of the screens listed here.
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static const int kScreenTopWidth = 400; ///< 3DS top screen width
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static const int kScreenTopHeight = 240; ///< 3DS top screen height
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static const int kScreenBottomWidth = 320; ///< 3DS bottom screen width
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static const int kScreenBottomHeight = 240; ///< 3DS bottom screen height
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// Video core renderer
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// ---------------------
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extern RendererBase* g_renderer; ///< Renderer plugin
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extern int g_current_frame; ///< Current frame
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extern EmuWindow* g_emu_window; ///< Emu window
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/// Start the video core
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void Start();
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/// Initialize the video core
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void Init(EmuWindow* emu_window);
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/// Shutdown the video core
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void Shutdown();
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} // namespace
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