// Copyright 2019 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include "common/cityhash.h" #include "common/scope_exit.h" #include "video_core/engines/maxwell_3d.h" #include "video_core/renderer_opengl/gl_framebuffer_cache.h" #include "video_core/renderer_opengl/gl_state.h" namespace OpenGL { using Maxwell = Tegra::Engines::Maxwell3D::Regs; FramebufferCacheOpenGL::FramebufferCacheOpenGL() = default; FramebufferCacheOpenGL::~FramebufferCacheOpenGL() = default; GLuint FramebufferCacheOpenGL::GetFramebuffer(const FramebufferCacheKey& key) { const auto [entry, is_cache_miss] = cache.try_emplace(key); auto& framebuffer{entry->second}; if (is_cache_miss) { framebuffer = CreateFramebuffer(key); } return framebuffer.handle; } OGLFramebuffer FramebufferCacheOpenGL::CreateFramebuffer(const FramebufferCacheKey& key) { OGLFramebuffer framebuffer; framebuffer.Create(); // TODO(Rodrigo): Use DSA here after Nvidia fixes their framebuffer DSA bugs. local_state.draw.draw_framebuffer = framebuffer.handle; local_state.ApplyFramebufferState(); for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) { if (key.colors[index]) { key.colors[index]->Attach(GL_COLOR_ATTACHMENT0 + static_cast(index), GL_DRAW_FRAMEBUFFER); } } if (key.colors_count) { glDrawBuffers(key.colors_count, key.color_attachments.data()); } else { glDrawBuffer(GL_NONE); } if (key.zeta) { key.zeta->Attach(key.stencil_enable ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT, GL_DRAW_FRAMEBUFFER); } return framebuffer; } std::size_t FramebufferCacheKey::Hash() const { static_assert(sizeof(*this) % sizeof(u64) == 0, "Unaligned struct"); return static_cast( Common::CityHash64(reinterpret_cast(this), sizeof(*this))); } bool FramebufferCacheKey::operator==(const FramebufferCacheKey& rhs) const { return std::tie(stencil_enable, colors_count, color_attachments, colors, zeta) == std::tie(rhs.stencil_enable, rhs.colors_count, rhs.color_attachments, rhs.colors, rhs.zeta); } } // namespace OpenGL