// Copyright 2019 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include #include "common/common_types.h" #include "video_core/engines/maxwell_3d.h" #include "video_core/renderer_opengl/gl_framebuffer_cache.h" namespace OpenGL { using Maxwell = Tegra::Engines::Maxwell3D::Regs; using VideoCore::Surface::SurfaceType; 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. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.handle); if (key.zeta) { const bool stencil = key.zeta->GetSurfaceParams().type == SurfaceType::DepthStencil; const GLenum attach_target = stencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT; key.zeta->Attach(attach_target, GL_DRAW_FRAMEBUFFER); } std::size_t num_buffers = 0; std::array targets; for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) { if (!key.colors[index]) { targets[index] = GL_NONE; continue; } const GLenum attach_target = GL_COLOR_ATTACHMENT0 + static_cast(index); key.colors[index]->Attach(attach_target, GL_DRAW_FRAMEBUFFER); const u32 attachment = (key.color_attachments >> (BitsPerAttachment * index)) & 0b1111; targets[index] = GL_COLOR_ATTACHMENT0 + attachment; num_buffers = index + 1; } if (num_buffers > 0) { glDrawBuffers(static_cast(num_buffers), std::data(targets)); } else { glDrawBuffer(GL_NONE); } return framebuffer; } std::size_t FramebufferCacheKey::Hash() const noexcept { std::size_t hash = std::hash{}(zeta); for (const auto& color : colors) { hash ^= std::hash{}(color); } hash ^= static_cast(color_attachments) << 16; return hash; } bool FramebufferCacheKey::operator==(const FramebufferCacheKey& rhs) const noexcept { return std::tie(colors, zeta, color_attachments) == std::tie(rhs.colors, rhs.zeta, rhs.color_attachments); } } // namespace OpenGL