diff options
Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 93 |
1 files changed, 49 insertions, 44 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 97412590b..71829fee0 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -135,27 +135,31 @@ 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()); + // Eventhough we are using DSA to create this vertex array, there is a bug on Intel's blob + // that fails to properly create the vertex array if it's not bound even after creating it + // with glCreateVertexArrays + state.draw.vertex_array = vao; + state.ApplyVertexArrayState(); + + 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 +167,7 @@ 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 +182,29 @@ 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 +222,7 @@ 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 +230,18 @@ 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; } @@ -365,7 +367,7 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) { // (sometimes it's half the screen, sometimes three quarters). To avoid this, enable the // clip distances only when it's written by a shader stage. for (std::size_t i = 0; i < Maxwell::NumClipDistances; ++i) { - clip_distances[i] |= shader->GetShaderEntries().clip_distances[i]; + clip_distances[i] = clip_distances[i] || shader->GetShaderEntries().clip_distances[i]; } // When VertexA is enabled, we have dual vertex shaders @@ -488,17 +490,26 @@ void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool us bool using_depth_fb, bool preserve_contents, std::optional<std::size_t> single_color_target) { MICROPROFILE_SCOPE(OpenGL_Framebuffer); - const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; + const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D(); + const auto& regs = gpu.regs; + + const FramebufferConfigState fb_config_state{using_color_fb, using_depth_fb, preserve_contents, + single_color_target}; + if (fb_config_state == current_framebuffer_config_state && gpu.dirty_flags.color_buffer == 0 && + !gpu.dirty_flags.zeta_buffer) { + // Only skip if the previous ConfigureFramebuffers call was from the same kind (multiple or + // single color targets). This is done because the guest registers may not change but the + // host framebuffer may contain different attachments + return; + } + current_framebuffer_config_state = fb_config_state; Surface depth_surface; if (using_depth_fb) { depth_surface = res_cache.GetDepthBufferSurface(preserve_contents); } - // TODO(bunnei): Figure out how the below register works. According to envytools, this should be - // used to enable multiple render targets. However, it is left unset on all games that I have - // tested. - UNIMPLEMENTED_IF(regs.rt_separate_frag_data != 0); + UNIMPLEMENTED_IF(regs.rt_separate_frag_data == 0); // Bind the framebuffer surfaces current_state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0; @@ -632,8 +643,6 @@ void RasterizerOpenGL::Clear() { return; } - ScopeAcquireGLContext acquire_context{emu_window}; - ConfigureFramebuffers(clear_state, use_color, use_depth || use_stencil, false, regs.clear_buffers.RT.Value()); if (regs.clear_flags.scissor) { @@ -667,8 +676,6 @@ void RasterizerOpenGL::DrawArrays() { auto& gpu = Core::System::GetInstance().GPU().Maxwell3D(); const auto& regs = gpu.regs; - ScopeAcquireGLContext acquire_context{emu_window}; - ConfigureFramebuffers(state); SyncColorMask(); SyncFragmentColorClampState(); @@ -691,9 +698,6 @@ 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) @@ -723,8 +727,9 @@ void RasterizerOpenGL::DrawArrays() { gpu.dirty_flags.vertex_array = 0xFFFFFFFF; } - SetupVertexFormat(); - SetupVertexBuffer(); + const GLuint vao = SetupVertexFormat(); + SetupVertexBuffer(vao); + DrawParameters params = SetupDraw(); SetupShaders(params.primitive_mode); |