From 53d673a7d3ff1c7321d62b4b67c40fb42fe7425f Mon Sep 17 00:00:00 2001
From: ReinUsesLisp <reinuseslisp@airmail.cc>
Date: Mon, 16 Mar 2020 04:03:16 -0300
Subject: [PATCH] renderer_opengl: Move some logic to an anonymous namespace

---
 .../renderer_opengl/renderer_opengl.cpp       | 302 +++++++++---------
 1 file changed, 151 insertions(+), 151 deletions(-)

diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index d8ecd090b..fca5e3ec0 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -28,6 +28,76 @@
 
 namespace OpenGL {
 
+namespace {
+
+// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
+// to wait on available presentation frames.
+constexpr std::size_t SWAP_CHAIN_SIZE = 3;
+
+struct Frame {
+    u32 width{};                      /// Width of the frame (to detect resize)
+    u32 height{};                     /// Height of the frame
+    bool color_reloaded{};            /// Texture attachment was recreated (ie: resized)
+    OpenGL::OGLRenderbuffer color{};  /// Buffer shared between the render/present FBO
+    OpenGL::OGLFramebuffer render{};  /// FBO created on the render thread
+    OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
+    GLsync render_fence{};            /// Fence created on the render thread
+    GLsync present_fence{};           /// Fence created on the presentation thread
+    bool is_srgb{};                   /// Framebuffer is sRGB or RGB
+};
+
+constexpr char VERTEX_SHADER[] = R"(
+#version 430 core
+
+out gl_PerVertex {
+    vec4 gl_Position;
+};
+
+layout (location = 0) in vec2 vert_position;
+layout (location = 1) in vec2 vert_tex_coord;
+layout (location = 0) out vec2 frag_tex_coord;
+
+// This is a truncated 3x3 matrix for 2D transformations:
+// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
+// The third column performs translation.
+// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
+// implicitly be [0, 0, 1]
+layout (location = 0) uniform mat3x2 modelview_matrix;
+
+void main() {
+    // Multiply input position by the rotscale part of the matrix and then manually translate by
+    // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
+    // to `vec3(vert_position.xy, 1.0)`
+    gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
+    frag_tex_coord = vert_tex_coord;
+}
+)";
+
+constexpr char FRAGMENT_SHADER[] = R"(
+#version 430 core
+
+layout (location = 0) in vec2 frag_tex_coord;
+layout (location = 0) out vec4 color;
+
+layout (binding = 0) uniform sampler2D color_texture;
+
+void main() {
+    color = vec4(texture(color_texture, frag_tex_coord).rgb, 1.0f);
+}
+)";
+
+constexpr GLint PositionLocation = 0;
+constexpr GLint TexCoordLocation = 1;
+constexpr GLint ModelViewMatrixLocation = 0;
+
+struct ScreenRectVertex {
+    constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v)
+        : position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {}
+
+    std::array<GLfloat, 2> position;
+    std::array<GLfloat, 2> tex_coord;
+};
+
 /// Returns true if any debug tool is attached
 bool HasDebugTool() {
     const bool nsight = std::getenv("NVTX_INJECTION64_PATH") || std::getenv("NSIGHT_LAUNCHED");
@@ -46,21 +116,88 @@ bool HasDebugTool() {
     return false;
 }
 
-// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
-// to wait on available presentation frames.
-constexpr std::size_t SWAP_CHAIN_SIZE = 3;
+/**
+ * Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
+ * corner and (width, height) on the lower-bottom.
+ *
+ * The projection part of the matrix is trivial, hence these operations are represented
+ * by a 3x2 matrix.
+ */
+std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) {
+    std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
 
-struct Frame {
-    u32 width{};                      /// Width of the frame (to detect resize)
-    u32 height{};                     /// Height of the frame
-    bool color_reloaded{};            /// Texture attachment was recreated (ie: resized)
-    OpenGL::OGLRenderbuffer color{};  /// Buffer shared between the render/present FBO
-    OpenGL::OGLFramebuffer render{};  /// FBO created on the render thread
-    OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
-    GLsync render_fence{};            /// Fence created on the render thread
-    GLsync present_fence{};           /// Fence created on the presentation thread
-    bool is_srgb{};                   /// Framebuffer is sRGB or RGB
-};
+    // clang-format off
+    matrix[0] = 2.f / width; matrix[2] =  0.f;          matrix[4] = -1.f;
+    matrix[1] = 0.f;         matrix[3] = -2.f / height; matrix[5] =  1.f;
+    // Last matrix row is implicitly assumed to be [0, 0, 1].
+    // clang-format on
+
+    return matrix;
+}
+
+const char* GetSource(GLenum source) {
+    switch (source) {
+    case GL_DEBUG_SOURCE_API:
+        return "API";
+    case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
+        return "WINDOW_SYSTEM";
+    case GL_DEBUG_SOURCE_SHADER_COMPILER:
+        return "SHADER_COMPILER";
+    case GL_DEBUG_SOURCE_THIRD_PARTY:
+        return "THIRD_PARTY";
+    case GL_DEBUG_SOURCE_APPLICATION:
+        return "APPLICATION";
+    case GL_DEBUG_SOURCE_OTHER:
+        return "OTHER";
+    default:
+        UNREACHABLE();
+        return "Unknown source";
+    }
+}
+
+const char* GetType(GLenum type) {
+    switch (type) {
+    case GL_DEBUG_TYPE_ERROR:
+        return "ERROR";
+    case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
+        return "DEPRECATED_BEHAVIOR";
+    case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
+        return "UNDEFINED_BEHAVIOR";
+    case GL_DEBUG_TYPE_PORTABILITY:
+        return "PORTABILITY";
+    case GL_DEBUG_TYPE_PERFORMANCE:
+        return "PERFORMANCE";
+    case GL_DEBUG_TYPE_OTHER:
+        return "OTHER";
+    case GL_DEBUG_TYPE_MARKER:
+        return "MARKER";
+    default:
+        UNREACHABLE();
+        return "Unknown type";
+    }
+}
+
+void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
+                           const GLchar* message, const void* user_param) {
+    const char format[] = "{} {} {}: {}";
+    const char* const str_source = GetSource(source);
+    const char* const str_type = GetType(type);
+
+    switch (severity) {
+    case GL_DEBUG_SEVERITY_HIGH:
+        LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message);
+        break;
+    case GL_DEBUG_SEVERITY_MEDIUM:
+        LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message);
+        break;
+    case GL_DEBUG_SEVERITY_NOTIFICATION:
+    case GL_DEBUG_SEVERITY_LOW:
+        LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message);
+        break;
+    }
+}
+
+} // Anonymous namespace
 
 /**
  * For smooth Vsync rendering, we want to always present the latest frame that the core generates,
@@ -209,143 +346,6 @@ private:
     }
 };
 
-namespace {
-
-constexpr char VERTEX_SHADER[] = R"(
-#version 430 core
-
-out gl_PerVertex {
-    vec4 gl_Position;
-};
-
-layout (location = 0) in vec2 vert_position;
-layout (location = 1) in vec2 vert_tex_coord;
-layout (location = 0) out vec2 frag_tex_coord;
-
-// This is a truncated 3x3 matrix for 2D transformations:
-// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
-// The third column performs translation.
-// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
-// implicitly be [0, 0, 1]
-layout (location = 0) uniform mat3x2 modelview_matrix;
-
-void main() {
-    // Multiply input position by the rotscale part of the matrix and then manually translate by
-    // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
-    // to `vec3(vert_position.xy, 1.0)`
-    gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
-    frag_tex_coord = vert_tex_coord;
-}
-)";
-
-constexpr char FRAGMENT_SHADER[] = R"(
-#version 430 core
-
-layout (location = 0) in vec2 frag_tex_coord;
-layout (location = 0) out vec4 color;
-
-layout (binding = 0) uniform sampler2D color_texture;
-
-void main() {
-    color = vec4(texture(color_texture, frag_tex_coord).rgb, 1.0f);
-}
-)";
-
-constexpr GLint PositionLocation = 0;
-constexpr GLint TexCoordLocation = 1;
-constexpr GLint ModelViewMatrixLocation = 0;
-
-struct ScreenRectVertex {
-    constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v)
-        : position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {}
-
-    std::array<GLfloat, 2> position;
-    std::array<GLfloat, 2> tex_coord;
-};
-
-/**
- * Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
- * corner and (width, height) on the lower-bottom.
- *
- * The projection part of the matrix is trivial, hence these operations are represented
- * by a 3x2 matrix.
- */
-std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) {
-    std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
-
-    // clang-format off
-    matrix[0] = 2.f / width; matrix[2] =  0.f;          matrix[4] = -1.f;
-    matrix[1] = 0.f;         matrix[3] = -2.f / height; matrix[5] =  1.f;
-    // Last matrix row is implicitly assumed to be [0, 0, 1].
-    // clang-format on
-
-    return matrix;
-}
-
-const char* GetSource(GLenum source) {
-    switch (source) {
-    case GL_DEBUG_SOURCE_API:
-        return "API";
-    case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
-        return "WINDOW_SYSTEM";
-    case GL_DEBUG_SOURCE_SHADER_COMPILER:
-        return "SHADER_COMPILER";
-    case GL_DEBUG_SOURCE_THIRD_PARTY:
-        return "THIRD_PARTY";
-    case GL_DEBUG_SOURCE_APPLICATION:
-        return "APPLICATION";
-    case GL_DEBUG_SOURCE_OTHER:
-        return "OTHER";
-    default:
-        UNREACHABLE();
-        return "Unknown source";
-    }
-}
-
-const char* GetType(GLenum type) {
-    switch (type) {
-    case GL_DEBUG_TYPE_ERROR:
-        return "ERROR";
-    case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
-        return "DEPRECATED_BEHAVIOR";
-    case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
-        return "UNDEFINED_BEHAVIOR";
-    case GL_DEBUG_TYPE_PORTABILITY:
-        return "PORTABILITY";
-    case GL_DEBUG_TYPE_PERFORMANCE:
-        return "PERFORMANCE";
-    case GL_DEBUG_TYPE_OTHER:
-        return "OTHER";
-    case GL_DEBUG_TYPE_MARKER:
-        return "MARKER";
-    default:
-        UNREACHABLE();
-        return "Unknown type";
-    }
-}
-
-void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
-                           const GLchar* message, const void* user_param) {
-    const char format[] = "{} {} {}: {}";
-    const char* const str_source = GetSource(source);
-    const char* const str_type = GetType(type);
-
-    switch (severity) {
-    case GL_DEBUG_SEVERITY_HIGH:
-        LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message);
-        break;
-    case GL_DEBUG_SEVERITY_MEDIUM:
-        LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message);
-        break;
-    case GL_DEBUG_SEVERITY_NOTIFICATION:
-    case GL_DEBUG_SEVERITY_LOW:
-        LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message);
-        break;
-    }
-}
-
-} // Anonymous namespace
-
 RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
     : VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system},
       frame_mailbox{std::make_unique<FrameMailbox>()} {}