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authorbunnei <ericbunnie@gmail.com>2014-04-06 22:55:39 +0200
committerbunnei <ericbunnie@gmail.com>2014-04-06 22:55:39 +0200
commit080f847550b028e59f5a37471e00b8a27e6f1b23 (patch)
tree05c3ab4934da0954e3ea895c172126d5b0915171 /src/video_core
parentset window size to correspond to framebuffer sizes (diff)
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Diffstat (limited to 'src/video_core')
-rw-r--r--src/video_core/src/renderer_base.h26
-rw-r--r--src/video_core/src/renderer_opengl/renderer_opengl.cpp340
-rw-r--r--src/video_core/src/renderer_opengl/renderer_opengl.h138
-rw-r--r--src/video_core/src/video_core.cpp19
-rw-r--r--src/video_core/src/video_core.h17
-rw-r--r--src/video_core/video_core.vcxproj2
-rw-r--r--src/video_core/video_core.vcxproj.filters11
7 files changed, 534 insertions, 19 deletions
diff --git a/src/video_core/src/renderer_base.h b/src/video_core/src/renderer_base.h
index 9cd02e0b4..50f1475b2 100644
--- a/src/video_core/src/renderer_base.h
+++ b/src/video_core/src/renderer_base.h
@@ -51,6 +51,9 @@ public:
~RendererBase() {
}
+ /// Swap buffers (render frame)
+ virtual void SwapBuffers() = 0;
+
/**
* Blits the EFB to the external framebuffer (XFB)
* @param src_rect Source rectangle in EFB to copy
@@ -71,6 +74,24 @@ public:
virtual void Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z,
u32 color, u32 z) = 0;
+ /// Sets the renderer viewport location, width, and height
+ virtual void SetViewport(int x, int y, int width, int height) = 0;
+
+ /// Sets the renderer depthrange, znear and zfar
+ virtual void SetDepthRange(double znear, double zfar) = 0;
+
+ /* Sets the scissor box
+ * @param rect Renderer rectangle to set scissor box to
+ */
+ virtual void SetScissorBox(const Rect& rect) = 0;
+
+ /**
+ * Sets the line and point size
+ * @param line_width Line width to use
+ * @param point_size Point size to use
+ */
+ virtual void SetLinePointSize(f32 line_width, f32 point_size) = 0;
+
/**
* Set a specific render mode
* @param flag Render flags mode to enable
@@ -95,11 +116,6 @@ public:
/// Shutdown the renderer
virtual void ShutDown() = 0;
- /// Converts EFB rectangle coordinates to renderer rectangle coordinates
- //static Rect EFBToRendererRect(const Rect& rect) {
- // return Rect(rect.x0_, kGCEFBHeight - rect.y0_, rect.x1_, kGCEFBHeight - rect.y1_);
- //}
-
// Getter/setter functions:
// ------------------------
diff --git a/src/video_core/src/renderer_opengl/renderer_opengl.cpp b/src/video_core/src/renderer_opengl/renderer_opengl.cpp
new file mode 100644
index 000000000..133740a74
--- /dev/null
+++ b/src/video_core/src/renderer_opengl/renderer_opengl.cpp
@@ -0,0 +1,340 @@
+/**
+ * Copyright (C) 2014 Citra Emulator
+ *
+ * @file renderer_opengl.cpp
+ * @author bunnei
+ * @date 2014-04-05
+ * @brief Renderer for OpenGL 3.x
+ *
+ * @section LICENSE
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License as
+ * published by the Free Software Foundation; either version 2 of
+ * the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details at
+ * http://www.gnu.org/copyleft/gpl.html
+ *
+ * Official project repository can be found at:
+ * http://code.google.com/p/gekko-gc-emu/
+ */
+
+#include "video_core.h"
+#include "renderer_opengl/renderer_opengl.h"
+
+/// RendererOpenGL constructor
+RendererOpenGL::RendererOpenGL() {
+ memset(fbo_, 0, sizeof(fbo_));
+ memset(fbo_rbo_, 0, sizeof(fbo_rbo_));
+ memset(fbo_depth_buffers_, 0, sizeof(fbo_depth_buffers_));
+
+ resolution_width_ = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
+ resolution_height_ = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
+}
+
+/// RendererOpenGL destructor
+RendererOpenGL::~RendererOpenGL() {
+}
+
+
+/// Swap buffers (render frame)
+void RendererOpenGL::SwapBuffers() {
+
+ glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ ResetRenderState();
+
+ // EFB->XFB copy
+ // TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
+ // register write We're also treating both framebuffers as a single one in OpenGL.
+ Rect framebuffer_size(0, 0, VideoCore::kScreenTopWidth,
+ VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
+ CopyToXFB(framebuffer_size, framebuffer_size);
+
+ // XFB->Window copy
+ RenderFramebuffer();
+
+ // Swap buffers
+ render_window_->PollEvents();
+ render_window_->SwapBuffers();
+
+ // Switch back to EFB and clear
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
+
+ RestoreRenderState();
+}
+
+/**
+ * Blits the EFB to the external framebuffer (XFB)
+ * @param src_rect Source rectangle in EFB to copy
+ * @param dst_rect Destination rectangle in EFB to copy to
+ * @param dest_height Destination height in pixels
+ */
+void RendererOpenGL::CopyToXFB(const Rect& src_rect, const Rect& dst_rect) {
+ ResetRenderState();
+
+ // Render target is destination framebuffer
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
+ glViewport(0, 0, resolution_width_, resolution_height_);
+
+ // Render source is our EFB
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+
+ // Blit
+ glBlitFramebuffer(src_rect.x0_, src_rect.y0_, src_rect.x1_, src_rect.y1_,
+ dst_rect.x0_, dst_rect.y1_, dst_rect.x1_, dst_rect.y0_,
+ GL_COLOR_BUFFER_BIT, GL_LINEAR);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+
+ RestoreRenderState();
+}
+
+/**
+ * Clear the screen
+ * @param rect Screen rectangle to clear
+ * @param enable_color Enable color clearing
+ * @param enable_alpha Enable alpha clearing
+ * @param enable_z Enable depth clearing
+ * @param color Clear color
+ * @param z Clear depth
+ */
+void RendererOpenGL::Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z,
+ u32 color, u32 z) {
+ GLboolean const color_mask = enable_color ? GL_TRUE : GL_FALSE;
+ GLboolean const alpha_mask = enable_alpha ? GL_TRUE : GL_FALSE;
+
+ ResetRenderState();
+
+ // Clear color
+ glColorMask(color_mask, color_mask, color_mask, alpha_mask);
+ glClearColor(float((color >> 16) & 0xFF) / 255.0f, float((color >> 8) & 0xFF) / 255.0f,
+ float((color >> 0) & 0xFF) / 255.0f, float((color >> 24) & 0xFF) / 255.0f);
+
+ // Clear depth
+ glDepthMask(enable_z ? GL_TRUE : GL_FALSE);
+ glClearDepth(float(z & 0xFFFFFF) / float(0xFFFFFF));
+
+ // Specify the rectangle of the EFB to clear
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(rect.x0_, rect.y1_, rect.width(), rect.height());
+
+ // Clear it!
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ RestoreRenderState();
+}
+
+/// Sets the renderer viewport location, width, and height
+void RendererOpenGL::SetViewport(int x, int y, int width, int height) {
+ glViewport(x, y, width, height);
+}
+
+/// Sets the renderer depthrange, znear and zfar
+void RendererOpenGL::SetDepthRange(double znear, double zfar) {
+ glDepthRange(znear, zfar);
+}
+
+/* Sets the scissor box
+ * @param rect Renderer rectangle to set scissor box to
+ */
+void RendererOpenGL::SetScissorBox(const Rect& rect) {
+ glScissor(rect.x0_, rect.y1_, rect.width(), rect.height());
+}
+
+/**
+ * Sets the line and point size
+ * @param line_width Line width to use
+ * @param point_size Point size to use
+ */
+void RendererOpenGL::SetLinePointSize(f32 line_width, f32 point_size) {
+ glLineWidth((GLfloat)line_width);
+ glPointSize((GLfloat)point_size);
+}
+
+/**
+ * Set a specific render mode
+ * @param flag Render flags mode to enable
+ */
+void RendererOpenGL::SetMode(kRenderMode flags) {
+ if(flags & kRenderMode_ZComp) {
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ }
+ if(flags & kRenderMode_Multipass) {
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+ glDepthFunc(GL_EQUAL);
+ }
+ if (flags & kRenderMode_UseDstAlpha) {
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
+ glDisable(GL_BLEND);
+ }
+ last_mode_ |= flags;
+}
+
+/// Reset the full renderer API to the NULL state
+void RendererOpenGL::ResetRenderState() {
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+}
+
+/// Restore the full renderer API state - As the game set it
+void RendererOpenGL::RestoreRenderState() {
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
+
+ //gp::XF_UpdateViewport();
+ SetViewport(0, 0, resolution_width_, resolution_height_);
+ SetDepthRange(0.0f, 1.0f);
+
+ //SetGenerationMode();
+ glEnable(GL_CULL_FACE);
+ glFrontFace(GL_CCW);
+
+ //glEnable(GL_SCISSOR_TEST);
+ //gp::BP_SetScissorBox();
+ glDisable(GL_SCISSOR_TEST);
+
+ //SetColorMask(gp::g_bp_regs.cmode0);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+ //SetDepthMode();
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+
+ //SetBlendMode(gp::g_bp_regs.cmode0, gp::g_bp_regs.cmode1, true);
+ //if (common::g_config->current_renderer_config().enable_wireframe) {
+ // glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ //} else {
+ // glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ //}
+}
+
+/// Initialize the FBO
+void RendererOpenGL::InitFramebuffer() {
+ // TODO(en): This should probably be implemented with the top screen and bottom screen as
+ // separate framebuffers
+
+ // Init the FBOs
+ // -------------
+
+ glGenFramebuffers(kMaxFramebuffers, fbo_); // Generate primary framebuffer
+ glGenRenderbuffers(kMaxFramebuffers, fbo_rbo_); // Generate primary RBOs
+ glGenRenderbuffers(kMaxFramebuffers, fbo_depth_buffers_); // Generate primary depth buffer
+
+ for (int i = 0; i < kMaxFramebuffers; i++) {
+ // Generate color buffer storage
+ glBindRenderbuffer(GL_RENDERBUFFER, fbo_rbo_[i]);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, resolution_width_, resolution_height_);
+
+ // Generate depth buffer storage
+ glBindRenderbuffer(GL_RENDERBUFFER, fbo_depth_buffers_[i]);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, resolution_width_,
+ resolution_height_);
+
+ // Attach the buffers
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[i]);
+ glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER, fbo_depth_buffers_[i]);
+ glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_RENDERBUFFER, fbo_rbo_[i]);
+
+ // Check for completeness
+ if (GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)) {
+ NOTICE_LOG(RENDER, "framebuffer(%d) initialized ok", i);
+ } else {
+ ERROR_LOG(RENDER, "couldn't create OpenGL frame buffer");
+ exit(1);
+ }
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind our frame buffer(s)
+}
+
+/// Blit the FBO to the OpenGL default framebuffer
+void RendererOpenGL::RenderFramebuffer() {
+
+ // Render target is default framebuffer
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ glViewport(0, 0, resolution_width_, resolution_height_);
+
+ // Render source is our XFB
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo_[kFramebuffer_VirtualXFB]);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+
+ // Blit
+ glBlitFramebuffer(0, 0, resolution_width_, resolution_height_, 0, 0,
+ render_window_->client_area_width(), render_window_->client_area_height(),
+ GL_COLOR_BUFFER_BIT, GL_LINEAR);
+
+ // Update the FPS count
+ UpdateFramerate();
+
+ // Rebind EFB
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo_[kFramebuffer_EFB]);
+
+ current_frame_++;
+}
+
+/// Updates the framerate
+void RendererOpenGL::UpdateFramerate() {
+}
+
+/**
+ * Set the emulator window to use for renderer
+ * @param window EmuWindow handle to emulator window to use for rendering
+ */
+void RendererOpenGL::SetWindow(EmuWindow* window) {
+ render_window_ = window;
+}
+
+/// Initialize the renderer
+void RendererOpenGL::Init() {
+ render_window_->MakeCurrent();
+ glShadeModel(GL_SMOOTH);
+
+
+ glStencilFunc(GL_ALWAYS, 0, 0);
+ glBlendFunc(GL_ONE, GL_ONE);
+
+ glViewport(0, 0, resolution_width_, resolution_height_);
+
+ glClearDepth(1.0f);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_LIGHTING);
+ glDepthFunc(GL_LEQUAL);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+
+ glDisable(GL_STENCIL_TEST);
+ glEnable(GL_SCISSOR_TEST);
+
+ glScissor(0, 0, resolution_width_, resolution_height_);
+ glClearDepth(1.0f);
+
+ GLenum err = glewInit();
+ if (GLEW_OK != err) {
+ ERROR_LOG(RENDER, " Failed to initialize GLEW! Error message: \"%s\". Exiting...",
+ glewGetErrorString(err));
+ exit(-1);
+ }
+
+ // Initialize everything else
+ // --------------------------
+
+ InitFramebuffer();
+
+ NOTICE_LOG(RENDER, "GL_VERSION: %s\n", glGetString(GL_VERSION));
+}
+
+/// Shutdown the renderer
+void RendererOpenGL::ShutDown() {
+}
diff --git a/src/video_core/src/renderer_opengl/renderer_opengl.h b/src/video_core/src/renderer_opengl/renderer_opengl.h
new file mode 100644
index 000000000..0c41977e4
--- /dev/null
+++ b/src/video_core/src/renderer_opengl/renderer_opengl.h
@@ -0,0 +1,138 @@
+/**
+ * Copyright (C) 2014 Citra Emulator
+ *
+ * @file renderer_opengl.h
+ * @author bunnei
+ * @date 2014-04-05
+ * @brief Renderer for OpenGL 3.x
+ *
+ * @section LICENSE
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License as
+ * published by the Free Software Foundation; either version 2 of
+ * the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * General Public License for more details at
+ * http://www.gnu.org/copyleft/gpl.html
+ *
+ * Official project repository can be found at:
+ * http://code.google.com/p/gekko-gc-emu/
+ */
+
+#pragma once
+
+#include <GL/glew.h>
+
+
+#include "common.h"
+#include "emu_window.h"
+
+#include "renderer_base.h"
+
+
+class RendererOpenGL : virtual public RendererBase {
+public:
+
+ static const int kMaxFramebuffers = 2; ///< Maximum number of framebuffers
+
+ RendererOpenGL();
+ ~RendererOpenGL();
+
+ /// Swap buffers (render frame)
+ void SwapBuffers();
+
+ /**
+ * Blits the EFB to the external framebuffer (XFB)
+ * @param src_rect Source rectangle in EFB to copy
+ * @param dst_rect Destination rectangle in EFB to copy to
+ * @param dest_height Destination height in pixels
+ */
+ void CopyToXFB(const Rect& src_rect, const Rect& dst_rect);
+
+ /**
+ * Clear the screen
+ * @param rect Screen rectangle to clear
+ * @param enable_color Enable color clearing
+ * @param enable_alpha Enable alpha clearing
+ * @param enable_z Enable depth clearing
+ * @param color Clear color
+ * @param z Clear depth
+ */
+ void Clear(const Rect& rect, bool enable_color, bool enable_alpha, bool enable_z,
+ u32 color, u32 z);
+
+ /// Sets the renderer viewport location, width, and height
+ void SetViewport(int x, int y, int width, int height);
+
+ /// Sets the renderer depthrange, znear and zfar
+ void SetDepthRange(double znear, double zfar);
+
+ /* Sets the scissor box
+ * @param rect Renderer rectangle to set scissor box to
+ */
+ void SetScissorBox(const Rect& rect);
+
+ /**
+ * Sets the line and point size
+ * @param line_width Line width to use
+ * @param point_size Point size to use
+ */
+ void SetLinePointSize(f32 line_width, f32 point_size);
+
+ /**
+ * Set a specific render mode
+ * @param flag Render flags mode to enable
+ */
+ void SetMode(kRenderMode flags);
+
+ /// Reset the full renderer API to the NULL state
+ void ResetRenderState();
+
+ /// Restore the full renderer API state - As the game set it
+ void RestoreRenderState();
+
+ /**
+ * Set the emulator window to use for renderer
+ * @param window EmuWindow handle to emulator window to use for rendering
+ */
+ void SetWindow(EmuWindow* window);
+
+ /// Initialize the renderer
+ void Init();
+
+ /// Shutdown the renderer
+ void ShutDown();
+
+ // Framebuffer object(s)
+ // ---------------------
+
+ GLuint fbo_[kMaxFramebuffers]; ///< Framebuffer objects
+
+private:
+
+ /// Initialize the FBO
+ void InitFramebuffer();
+
+ // Blit the FBO to the OpenGL default framebuffer
+ void RenderFramebuffer();
+
+ /// Updates the framerate
+ void UpdateFramerate();
+
+ EmuWindow* render_window_;
+ u32 last_mode_; ///< Last render mode
+
+ int resolution_width_;
+ int resolution_height_;
+
+ // Framebuffer object(s)
+ // ---------------------
+
+ GLuint fbo_rbo_[kMaxFramebuffers]; ///< Render buffer objects
+ GLuint fbo_depth_buffers_[kMaxFramebuffers]; ///< Depth buffers objects
+
+ DISALLOW_COPY_AND_ASSIGN(RendererOpenGL);
+}; \ No newline at end of file
diff --git a/src/video_core/src/video_core.cpp b/src/video_core/src/video_core.cpp
index 8ad45c912..52ff90488 100644
--- a/src/video_core/src/video_core.cpp
+++ b/src/video_core/src/video_core.cpp
@@ -27,7 +27,10 @@
#include "log.h"
#include "core.h"
+
#include "video_core.h"
+#include "renderer_base.h"
+#include "renderer_opengl/renderer_opengl.h"
////////////////////////////////////////////////////////////////////////////////////////////////////
// Video Core namespace
@@ -67,16 +70,10 @@ void Start() {
/// Initialize the video core
void Init(EmuWindow* emu_window) {
g_emu_window = emu_window;
- //g_renderer = new RendererGL3();
- //g_renderer->SetWindow(g_emu_window);
- //g_renderer->Init();
-
- //gp::Fifo_Init();
- //gp::VertexManager_Init();
- //gp::VertexLoader_Init();
- //gp::BP_Init();
- //gp::CP_Init();
- //gp::XF_Init();
+ g_emu_window->MakeCurrent();
+ g_renderer = new RendererOpenGL();
+ g_renderer->SetWindow(g_emu_window);
+ g_renderer->Init();
g_current_frame = 0;
@@ -85,7 +82,7 @@ void Init(EmuWindow* emu_window) {
/// Shutdown the video core
void Shutdown() {
- //delete g_renderer;
+ delete g_renderer;
}
} // namespace
diff --git a/src/video_core/src/video_core.h b/src/video_core/src/video_core.h
index 9b80d7715..10b8f1105 100644
--- a/src/video_core/src/video_core.h
+++ b/src/video_core/src/video_core.h
@@ -33,8 +33,19 @@
namespace VideoCore {
-extern RendererBase* g_renderer; ///< Renderer plugin
-extern int g_current_frame; ///< Current frame
+// 3DS Video Constants
+// -------------------
+
+static const int kScreenTopWidth = 400; ///< 3DS top screen width
+static const int kScreenTopHeight = 240; ///< 3DS top screen height
+static const int kScreenBottomWidth = 320; ///< 3DS bottom screen width
+static const int kScreenBottomHeight = 240; ///< 3DS bottom screen height
+
+// Video core renderer
+// ---------------------
+
+extern RendererBase* g_renderer; ///< Renderer plugin
+extern int g_current_frame; ///< Current frame
/// Start the video core
void Start();
@@ -43,6 +54,6 @@ void Start();
void Init(EmuWindow* emu_window);
/// Shutdown the video core
-void ShutDown();
+void Shutdown();
} // namespace
diff --git a/src/video_core/video_core.vcxproj b/src/video_core/video_core.vcxproj
index 4a1429745..5c56e9b71 100644
--- a/src/video_core/video_core.vcxproj
+++ b/src/video_core/video_core.vcxproj
@@ -19,11 +19,13 @@
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
+ <ClCompile Include="src\renderer_opengl\renderer_opengl.cpp" />
<ClCompile Include="src\utils.cpp" />
<ClCompile Include="src\video_core.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\renderer_base.h" />
+ <ClInclude Include="src\renderer_opengl\renderer_opengl.h" />
<ClInclude Include="src\utils.h" />
<ClInclude Include="src\video_core.h" />
</ItemGroup>
diff --git a/src/video_core/video_core.vcxproj.filters b/src/video_core/video_core.vcxproj.filters
index 2a84b7edf..e796fbe21 100644
--- a/src/video_core/video_core.vcxproj.filters
+++ b/src/video_core/video_core.vcxproj.filters
@@ -3,13 +3,24 @@
<ItemGroup>
<ClCompile Include="src\video_core.cpp" />
<ClCompile Include="src\utils.cpp" />
+ <ClCompile Include="src\renderer_opengl\renderer_opengl.cpp">
+ <Filter>renderer_opengl</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\renderer_base.h" />
<ClInclude Include="src\video_core.h" />
<ClInclude Include="src\utils.h" />
+ <ClInclude Include="src\renderer_opengl\renderer_opengl.h">
+ <Filter>renderer_opengl</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<Text Include="CMakeLists.txt" />
</ItemGroup>
+ <ItemGroup>
+ <Filter Include="renderer_opengl">
+ <UniqueIdentifier>{e0245557-dbd4-423e-9399-513d5e99f1e4}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
</Project> \ No newline at end of file