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authorReinUsesLisp <reinuseslisp@airmail.cc>2019-01-06 05:53:27 +0100
committerReinUsesLisp <reinuseslisp@airmail.cc>2019-01-06 20:49:24 +0100
commit35c095898bf51098d9b2a71447850f3e1b0fc350 (patch)
tree38775f691f339e341330211185bd9dc0cf766442
parentgl_state: Drop uniform buffer state tracking (diff)
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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp62
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.h6
-rw-r--r--src/video_core/renderer_opengl/gl_resource_manager.cpp5
-rw-r--r--src/video_core/renderer_opengl/gl_state.cpp26
-rw-r--r--src/video_core/renderer_opengl/gl_state.h4
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp29
6 files changed, 53 insertions, 79 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 089daf96f..7ce8c2bcc 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -135,27 +135,25 @@ void RasterizerOpenGL::CheckExtensions() {
}
}
-void RasterizerOpenGL::SetupVertexFormat() {
+GLuint RasterizerOpenGL::SetupVertexFormat() {
auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
const auto& regs = gpu.regs;
- if (!gpu.dirty_flags.vertex_attrib_format)
- return;
+ if (!gpu.dirty_flags.vertex_attrib_format) {
+ return state.draw.vertex_array;
+ }
gpu.dirty_flags.vertex_attrib_format = false;
MICROPROFILE_SCOPE(OpenGL_VAO);
auto [iter, is_cache_miss] = vertex_array_cache.try_emplace(regs.vertex_attrib_format);
- auto& VAO = iter->second;
+ auto& vao_entry = iter->second;
if (is_cache_miss) {
- VAO.Create();
- state.draw.vertex_array = VAO.handle;
- state.ApplyVertexBufferState();
+ vao_entry.Create();
+ const GLuint vao = vao_entry.handle;
- // The index buffer binding is stored within the VAO. Stupid OpenGL, but easy to work
- // around.
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer_cache.GetHandle());
+ glVertexArrayElementBuffer(vao, buffer_cache.GetHandle());
// Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
// Enables the first 16 vertex attributes always, as we don't know which ones are actually
@@ -163,7 +161,7 @@ void RasterizerOpenGL::SetupVertexFormat() {
// for now to avoid OpenGL errors.
// TODO(Subv): Analyze the shader to identify which attributes are actually used and don't
// assume every shader uses them all.
- for (unsigned index = 0; index < 16; ++index) {
+ for (u32 index = 0; index < 16; ++index) {
const auto& attrib = regs.vertex_attrib_format[index];
// Ignore invalid attributes.
@@ -178,28 +176,29 @@ void RasterizerOpenGL::SetupVertexFormat() {
ASSERT(buffer.IsEnabled());
- glEnableVertexAttribArray(index);
+ glEnableVertexArrayAttrib(vao, index);
if (attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::SignedInt ||
attrib.type ==
Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::UnsignedInt) {
- glVertexAttribIFormat(index, attrib.ComponentCount(),
- MaxwellToGL::VertexType(attrib), attrib.offset);
+ glVertexArrayAttribIFormat(vao, index, attrib.ComponentCount(),
+ MaxwellToGL::VertexType(attrib), attrib.offset);
} else {
- glVertexAttribFormat(index, attrib.ComponentCount(),
- MaxwellToGL::VertexType(attrib),
- attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
+ glVertexArrayAttribFormat(
+ vao, index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
+ attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
}
- glVertexAttribBinding(index, attrib.buffer);
+ glVertexArrayAttribBinding(vao, index, attrib.buffer);
}
}
- state.draw.vertex_array = VAO.handle;
- state.ApplyVertexBufferState();
// Rebinding the VAO invalidates the vertex buffer bindings.
gpu.dirty_flags.vertex_array = 0xFFFFFFFF;
+
+ state.draw.vertex_array = vao_entry.handle;
+ return vao_entry.handle;
}
-void RasterizerOpenGL::SetupVertexBuffer() {
+void RasterizerOpenGL::SetupVertexBuffer(GLuint vao) {
auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
const auto& regs = gpu.regs;
@@ -217,7 +216,7 @@ void RasterizerOpenGL::SetupVertexBuffer() {
if (!vertex_array.IsEnabled())
continue;
- Tegra::GPUVAddr start = vertex_array.StartAddress();
+ const Tegra::GPUVAddr start = vertex_array.StartAddress();
const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
ASSERT(end > start);
@@ -225,21 +224,18 @@ void RasterizerOpenGL::SetupVertexBuffer() {
const GLintptr vertex_buffer_offset = buffer_cache.UploadMemory(start, size);
// Bind the vertex array to the buffer at the current offset.
- glBindVertexBuffer(index, buffer_cache.GetHandle(), vertex_buffer_offset,
- vertex_array.stride);
+ glVertexArrayVertexBuffer(vao, index, buffer_cache.GetHandle(), vertex_buffer_offset,
+ vertex_array.stride);
if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) {
// Enable vertex buffer instancing with the specified divisor.
- glVertexBindingDivisor(index, vertex_array.divisor);
+ glVertexArrayBindingDivisor(vao, index, vertex_array.divisor);
} else {
// Disable the vertex buffer instancing.
- glVertexBindingDivisor(index, 0);
+ glVertexArrayBindingDivisor(vao, index, 0);
}
}
- // Implicit set by glBindVertexBuffer. Stupid glstate handling...
- state.draw.vertex_buffer = buffer_cache.GetHandle();
-
gpu.dirty_flags.vertex_array = 0;
}
@@ -689,9 +685,6 @@ void RasterizerOpenGL::DrawArrays() {
// Draw the vertex batch
const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
- state.draw.vertex_buffer = buffer_cache.GetHandle();
- state.ApplyVertexBufferState();
-
std::size_t buffer_size = CalculateVertexArraysSize();
// Add space for index buffer (keeping in mind non-core primitives)
@@ -721,8 +714,9 @@ void RasterizerOpenGL::DrawArrays() {
gpu.dirty_flags.vertex_array = 0xFFFFFFFF;
}
- SetupVertexFormat();
- SetupVertexBuffer();
+ const GLuint vao = SetupVertexFormat();
+ SetupVertexBuffer(vao);
+
DrawParameters params = SetupDraw();
SetupShaders(params.primitive_mode);
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.h b/src/video_core/renderer_opengl/gl_rasterizer.h
index 8a891ffc7..bac5de91e 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.h
+++ b/src/video_core/renderer_opengl/gl_rasterizer.h
@@ -209,8 +209,10 @@ private:
std::size_t CalculateIndexBufferSize() const;
- void SetupVertexFormat();
- void SetupVertexBuffer();
+ /// Updates and returns a vertex array object representing current vertex format
+ GLuint SetupVertexFormat();
+
+ void SetupVertexBuffer(GLuint vao);
DrawParameters SetupDraw();
diff --git a/src/video_core/renderer_opengl/gl_resource_manager.cpp b/src/video_core/renderer_opengl/gl_resource_manager.cpp
index c17d5ac00..1da744158 100644
--- a/src/video_core/renderer_opengl/gl_resource_manager.cpp
+++ b/src/video_core/renderer_opengl/gl_resource_manager.cpp
@@ -117,7 +117,7 @@ void OGLBuffer::Create() {
return;
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
- glGenBuffers(1, &handle);
+ glCreateBuffers(1, &handle);
}
void OGLBuffer::Release() {
@@ -126,7 +126,6 @@ void OGLBuffer::Release() {
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteBuffers(1, &handle);
- OpenGLState::GetCurState().ResetBuffer(handle).Apply();
handle = 0;
}
@@ -152,7 +151,7 @@ void OGLVertexArray::Create() {
return;
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
- glGenVertexArrays(1, &handle);
+ glCreateVertexArrays(1, &handle);
}
void OGLVertexArray::Release() {
diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp
index e54aff995..79bb52ddf 100644
--- a/src/video_core/renderer_opengl/gl_state.cpp
+++ b/src/video_core/renderer_opengl/gl_state.cpp
@@ -83,7 +83,6 @@ OpenGLState::OpenGLState() {
draw.read_framebuffer = 0;
draw.draw_framebuffer = 0;
draw.vertex_array = 0;
- draw.vertex_buffer = 0;
draw.shader_program = 0;
draw.program_pipeline = 0;
@@ -513,18 +512,6 @@ void OpenGLState::ApplyFramebufferState() const {
}
}
-void OpenGLState::ApplyVertexBufferState() const {
- // Vertex array
- if (draw.vertex_array != cur_state.draw.vertex_array) {
- glBindVertexArray(draw.vertex_array);
- }
-
- // Vertex buffer
- if (draw.vertex_buffer != cur_state.draw.vertex_buffer) {
- glBindBuffer(GL_ARRAY_BUFFER, draw.vertex_buffer);
- }
-}
-
void OpenGLState::ApplyDepthClamp() const {
if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
@@ -542,7 +529,11 @@ void OpenGLState::ApplyDepthClamp() const {
void OpenGLState::Apply() const {
ApplyFramebufferState();
- ApplyVertexBufferState();
+
+ // Vertex array
+ if (draw.vertex_array != cur_state.draw.vertex_array) {
+ glBindVertexArray(draw.vertex_array);
+ }
// Shader program
if (draw.shader_program != cur_state.draw.shader_program) {
@@ -633,13 +624,6 @@ OpenGLState& OpenGLState::ResetPipeline(GLuint handle) {
return *this;
}
-OpenGLState& OpenGLState::ResetBuffer(GLuint handle) {
- if (draw.vertex_buffer == handle) {
- draw.vertex_buffer = 0;
- }
- return *this;
-}
-
OpenGLState& OpenGLState::ResetVertexArray(GLuint handle) {
if (draw.vertex_array == handle) {
draw.vertex_array = 0;
diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h
index 170dd4047..9dc3f0cc8 100644
--- a/src/video_core/renderer_opengl/gl_state.h
+++ b/src/video_core/renderer_opengl/gl_state.h
@@ -154,7 +154,6 @@ public:
GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
- GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING
GLuint shader_program; // GL_CURRENT_PROGRAM
GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
} draw;
@@ -207,8 +206,6 @@ public:
void Apply() const;
/// Apply only the state afecting the framebuffer
void ApplyFramebufferState() const;
- /// Apply only the state afecting the vertex buffer
- void ApplyVertexBufferState() const;
/// Set the initial OpenGL state
static void ApplyDefaultState();
/// Resets any references to the given resource
@@ -216,7 +213,6 @@ public:
OpenGLState& ResetSampler(GLuint handle);
OpenGLState& ResetProgram(GLuint handle);
OpenGLState& ResetPipeline(GLuint handle);
- OpenGLState& ResetBuffer(GLuint handle);
OpenGLState& ResetVertexArray(GLuint handle);
OpenGLState& ResetFramebuffer(GLuint handle);
void EmulateViewportWithScissor();
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index 4947f06fd..c268c9686 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -245,19 +245,20 @@ void RendererOpenGL::InitOpenGLObjects() {
// Generate VAO
vertex_array.Create();
-
state.draw.vertex_array = vertex_array.handle;
- state.draw.vertex_buffer = vertex_buffer.handle;
- state.Apply();
// Attach vertex data to VAO
- glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
- glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex),
- (GLvoid*)offsetof(ScreenRectVertex, position));
- glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex),
- (GLvoid*)offsetof(ScreenRectVertex, tex_coord));
- glEnableVertexAttribArray(attrib_position);
- glEnableVertexAttribArray(attrib_tex_coord);
+ glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
+ glVertexArrayAttribFormat(vertex_array.handle, attrib_position, 2, GL_FLOAT, GL_FALSE,
+ offsetof(ScreenRectVertex, position));
+ glVertexArrayAttribFormat(vertex_array.handle, attrib_tex_coord, 2, GL_FLOAT, GL_FALSE,
+ offsetof(ScreenRectVertex, tex_coord));
+ glVertexArrayAttribBinding(vertex_array.handle, attrib_position, 0);
+ glVertexArrayAttribBinding(vertex_array.handle, attrib_tex_coord, 0);
+ glEnableVertexArrayAttrib(vertex_array.handle, attrib_position);
+ glEnableVertexArrayAttrib(vertex_array.handle, attrib_tex_coord);
+ glVertexArrayVertexBuffer(vertex_array.handle, 0, vertex_buffer.handle, 0,
+ sizeof(ScreenRectVertex));
// Allocate textures for the screen
screen_info.texture.resource.Create();
@@ -369,14 +370,12 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
state.texture_units[0].texture = screen_info.display_texture;
state.texture_units[0].swizzle = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
// Workaround brigthness problems in SMO by enabling sRGB in the final output
- // if it has been used in the frame
- // Needed because of this bug in QT
- // QTBUG-50987
+ // if it has been used in the frame. Needed because of this bug in QT: QTBUG-50987
state.framebuffer_srgb.enabled = OpenGLState::GetsRGBUsed();
state.Apply();
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
+ glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- // restore default state
+ // Restore default state
state.framebuffer_srgb.enabled = false;
state.texture_units[0].texture = 0;
state.Apply();