diff options
Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 100 |
1 files changed, 37 insertions, 63 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index acdae849c..9658d379c 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -107,7 +107,6 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind state.draw.shader_program = 0; state.Apply(); - LOG_DEBUG(Render_OpenGL, "Sync fixed function OpenGL state here"); CheckExtensions(); } @@ -121,66 +120,41 @@ void RasterizerOpenGL::CheckExtensions() { } } -GLuint RasterizerOpenGL::SetupVertexFormat() { +void RasterizerOpenGL::SetupVertexFormat() { auto& gpu = system.GPU().Maxwell3D(); const auto& regs = gpu.regs; MICROPROFILE_SCOPE(OpenGL_VAO); - auto [iter, is_cache_miss] = vertex_array_cache.try_emplace(regs.vertex_attrib_format); - auto& vao_entry = iter->second; - - if (is_cache_miss) { - vao_entry.Create(); - const GLuint vao = vao_entry.handle; - - // 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(); - - // 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 - // used until shader time. Note, Tegra technically supports 32, but we're capping this to 16 - // 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 (u32 index = 0; index < 16; ++index) { - const auto& attrib = regs.vertex_attrib_format[index]; - - // Ignore invalid attributes. - if (!attrib.IsValid()) - continue; - - const auto& buffer = regs.vertex_array[attrib.buffer]; - LOG_TRACE(Render_OpenGL, - "vertex attrib {}, count={}, size={}, type={}, offset={}, normalize={}", - index, attrib.ComponentCount(), attrib.SizeString(), attrib.TypeString(), - attrib.offset.Value(), attrib.IsNormalized()); - - ASSERT(buffer.IsEnabled()); - - glEnableVertexArrayAttrib(vao, index); - if (attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::SignedInt || - attrib.type == - Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::UnsignedInt) { - glVertexArrayAttribIFormat(vao, index, attrib.ComponentCount(), - MaxwellToGL::VertexType(attrib), attrib.offset); - } else { - glVertexArrayAttribFormat( - vao, index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib), - attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset); - } - glVertexArrayAttribBinding(vao, index, attrib.buffer); + // 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 used until + // shader time. Note, Tegra technically supports 32, but we're capping this to 16 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 (u32 index = 0; index < 16; ++index) { + const auto& attrib = regs.vertex_attrib_format[index]; + + // Ignore invalid attributes. + if (!attrib.IsValid()) { + glDisableVertexAttribArray(index); + continue; } - } + glEnableVertexAttribArray(index); - state.draw.vertex_array = vao_entry.handle; - return vao_entry.handle; + if (attrib.type == Maxwell::VertexAttribute::Type::SignedInt || + attrib.type == Maxwell::VertexAttribute::Type::UnsignedInt) { + glVertexAttribIFormat(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib), + attrib.offset); + } else { + glVertexAttribFormat(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib), + attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset); + } + glVertexAttribBinding(index, attrib.buffer); + } } -void RasterizerOpenGL::SetupVertexBuffer(GLuint vao) { +void RasterizerOpenGL::SetupVertexBuffer() { auto& gpu = system.GPU().Maxwell3D(); const auto& regs = gpu.regs; @@ -189,8 +163,9 @@ void RasterizerOpenGL::SetupVertexBuffer(GLuint vao) { // Upload all guest vertex arrays sequentially to our buffer for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) { const auto& vertex_array = regs.vertex_array[index]; - if (!vertex_array.IsEnabled()) + if (!vertex_array.IsEnabled()) { continue; + } const GPUVAddr start = vertex_array.StartAddress(); const GPUVAddr end = regs.vertex_array_limit[index].LimitAddress(); @@ -205,15 +180,15 @@ void RasterizerOpenGL::SetupVertexBuffer(GLuint vao) { if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) { // Enable vertex buffer instancing with the specified divisor. - glVertexArrayBindingDivisor(vao, index, vertex_array.divisor); + glVertexBindingDivisor(index, vertex_array.divisor); } else { // Disable the vertex buffer instancing. - glVertexArrayBindingDivisor(vao, index, 0); + glVertexBindingDivisor(index, 0); } } } -void RasterizerOpenGL::SetupVertexInstances(GLuint vao) { +void RasterizerOpenGL::SetupVertexInstances() { auto& gpu = system.GPU().Maxwell3D(); const auto& regs = gpu.regs; @@ -222,10 +197,10 @@ void RasterizerOpenGL::SetupVertexInstances(GLuint vao) { if (regs.instanced_arrays.IsInstancingEnabled(index) && regs.vertex_array[index].divisor != 0) { // Enable vertex buffer instancing with the specified divisor. - glVertexArrayBindingDivisor(vao, index, regs.vertex_array[index].divisor); + glVertexBindingDivisor(index, regs.vertex_array[index].divisor); } else { // Disable the vertex buffer instancing. - glVertexArrayBindingDivisor(vao, index, 0); + glVertexBindingDivisor(index, 0); } } } @@ -559,13 +534,12 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) { buffer_cache.Map(buffer_size); // Prepare vertex array format. - const GLuint vao = SetupVertexFormat(); - vertex_array_pushbuffer.Setup(vao); + SetupVertexFormat(); + vertex_array_pushbuffer.Setup(); // Upload vertex and index data. - SetupVertexBuffer(vao); - SetupVertexInstances(vao); - + SetupVertexBuffer(); + SetupVertexInstances(); GLintptr index_buffer_offset; if (is_indexed) { index_buffer_offset = SetupIndexBuffer(); |