diff options
Diffstat (limited to '')
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 127 |
1 files changed, 107 insertions, 20 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index ae6aaee4c..a44bbfae8 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -98,14 +98,9 @@ RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo has_ARB_direct_state_access = true; } else if (extension == "GL_ARB_multi_bind") { has_ARB_multi_bind = true; - } else if (extension == "GL_ARB_separate_shader_objects") { - has_ARB_separate_shader_objects = true; - } else if (extension == "GL_ARB_vertex_attrib_binding") { - has_ARB_vertex_attrib_binding = true; } } - ASSERT_MSG(has_ARB_separate_shader_objects, "has_ARB_separate_shader_objects is unsupported"); OpenGLState::ApplyDefaultState(); // Create render framebuffer @@ -118,10 +113,24 @@ RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment); LOG_CRITICAL(Render_OpenGL, "Sync fixed function OpenGL state here!"); + CheckExtensions(); } RasterizerOpenGL::~RasterizerOpenGL() {} +void RasterizerOpenGL::CheckExtensions() { + if (!GLAD_GL_ARB_texture_filter_anisotropic && !GLAD_GL_EXT_texture_filter_anisotropic) { + LOG_WARNING( + Render_OpenGL, + "Anisotropic filter is not supported! This can cause graphical issues in some games."); + } + if (!GLAD_GL_ARB_buffer_storage) { + LOG_WARNING( + Render_OpenGL, + "Buffer storage control is not supported! This can cause performance degradation."); + } +} + void RasterizerOpenGL::SetupVertexFormat() { auto& gpu = Core::System::GetInstance().GPU().Maxwell3D(); const auto& regs = gpu.regs; @@ -181,15 +190,25 @@ void RasterizerOpenGL::SetupVertexFormat() { } state.draw.vertex_array = VAO.handle; state.ApplyVertexBufferState(); + + // Rebinding the VAO invalidates the vertex buffer bindings. + gpu.dirty_flags.vertex_array = 0xFFFFFFFF; } void RasterizerOpenGL::SetupVertexBuffer() { - MICROPROFILE_SCOPE(OpenGL_VB); - const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D(); + auto& gpu = Core::System::GetInstance().GPU().Maxwell3D(); const auto& regs = gpu.regs; + if (!gpu.dirty_flags.vertex_array) + return; + + MICROPROFILE_SCOPE(OpenGL_VB); + // Upload all guest vertex arrays sequentially to our buffer for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) { + if (~gpu.dirty_flags.vertex_array & (1u << index)) + continue; + const auto& vertex_array = regs.vertex_array[index]; if (!vertex_array.IsEnabled()) continue; @@ -216,6 +235,8 @@ void RasterizerOpenGL::SetupVertexBuffer() { // Implicit set by glBindVertexBuffer. Stupid glstate handling... state.draw.vertex_buffer = buffer_cache.GetHandle(); + + gpu.dirty_flags.vertex_array = 0; } DrawParameters RasterizerOpenGL::SetupDraw() { @@ -542,6 +563,30 @@ void RasterizerOpenGL::Clear() { ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!"); use_stencil = true; clear_state.stencil.test_enabled = true; + if (regs.clear_flags.stencil) { + // Stencil affects the clear so fill it with the used masks + clear_state.stencil.front.test_func = GL_ALWAYS; + clear_state.stencil.front.test_mask = regs.stencil_front_func_mask; + clear_state.stencil.front.action_stencil_fail = GL_KEEP; + clear_state.stencil.front.action_depth_fail = GL_KEEP; + clear_state.stencil.front.action_depth_pass = GL_KEEP; + clear_state.stencil.front.write_mask = regs.stencil_front_mask; + if (regs.stencil_two_side_enable) { + clear_state.stencil.back.test_func = GL_ALWAYS; + clear_state.stencil.back.test_mask = regs.stencil_back_func_mask; + clear_state.stencil.back.action_stencil_fail = GL_KEEP; + clear_state.stencil.back.action_depth_fail = GL_KEEP; + clear_state.stencil.back.action_depth_pass = GL_KEEP; + clear_state.stencil.back.write_mask = regs.stencil_back_mask; + } else { + clear_state.stencil.back.test_func = GL_ALWAYS; + clear_state.stencil.back.test_mask = 0xFFFFFFFF; + clear_state.stencil.back.write_mask = 0xFFFFFFFF; + clear_state.stencil.back.action_stencil_fail = GL_KEEP; + clear_state.stencil.back.action_depth_fail = GL_KEEP; + clear_state.stencil.back.action_depth_pass = GL_KEEP; + } + } } if (!use_color && !use_depth && !use_stencil) { @@ -553,6 +598,14 @@ void RasterizerOpenGL::Clear() { ConfigureFramebuffers(clear_state, use_color, use_depth || use_stencil, false, regs.clear_buffers.RT.Value()); + if (regs.clear_flags.scissor) { + SyncScissorTest(clear_state); + } + + if (regs.clear_flags.viewport) { + clear_state.EmulateViewportWithScissor(); + } + clear_state.Apply(); if (use_color) { @@ -573,7 +626,7 @@ void RasterizerOpenGL::DrawArrays() { return; MICROPROFILE_SCOPE(OpenGL_Drawing); - const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D(); + auto& gpu = Core::System::GetInstance().GPU().Maxwell3D(); const auto& regs = gpu.regs; ScopeAcquireGLContext acquire_context{emu_window}; @@ -588,12 +641,13 @@ void RasterizerOpenGL::DrawArrays() { SyncLogicOpState(); SyncCullMode(); SyncPrimitiveRestart(); - SyncScissorTest(); + SyncScissorTest(state); + SyncClipEnabled(); // Alpha Testing is synced on shaders. SyncTransformFeedback(); SyncPointState(); CheckAlphaTests(); - + SyncPolygonOffset(); // TODO(bunnei): Sync framebuffer_scale uniform here // TODO(bunnei): Sync scissorbox uniform(s) here @@ -626,7 +680,11 @@ void RasterizerOpenGL::DrawArrays() { // Add space for at least 18 constant buffers buffer_size += Maxwell::MaxConstBuffers * (MaxConstbufferSize + uniform_buffer_alignment); - buffer_cache.Map(buffer_size); + bool invalidate = buffer_cache.Map(buffer_size); + if (invalidate) { + // As all cached buffers are invalidated, we need to recheck their state. + gpu.dirty_flags.vertex_array = 0xFFFFFFFF; + } SetupVertexFormat(); SetupVertexBuffer(); @@ -815,7 +873,7 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr } const u32 bias = config.mip_lod_bias.Value(); // Sign extend the 13-bit value. - const u32 mask = 1U << (13 - 1); + constexpr u32 mask = 1U << (13 - 1); const float bias_lod = static_cast<s32>((bias ^ mask) - mask) / 256.f; if (lod_bias != bias_lod) { lod_bias = bias_lod; @@ -942,20 +1000,35 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader, void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) { const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; - for (std::size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumViewports; i++) { - const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[i].GetRect()}; + const bool geometry_shaders_enabled = + regs.IsShaderConfigEnabled(static_cast<size_t>(Maxwell::ShaderProgram::Geometry)); + const std::size_t viewport_count = + geometry_shaders_enabled ? Tegra::Engines::Maxwell3D::Regs::NumViewports : 1; + for (std::size_t i = 0; i < viewport_count; i++) { auto& viewport = current_state.viewports[i]; + const auto& src = regs.viewports[i]; + const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[i].GetRect()}; viewport.x = viewport_rect.left; viewport.y = viewport_rect.bottom; - viewport.width = static_cast<GLfloat>(viewport_rect.GetWidth()); - viewport.height = static_cast<GLfloat>(viewport_rect.GetHeight()); + viewport.width = viewport_rect.GetWidth(); + viewport.height = viewport_rect.GetHeight(); viewport.depth_range_far = regs.viewports[i].depth_range_far; viewport.depth_range_near = regs.viewports[i].depth_range_near; } + state.depth_clamp.far_plane = regs.view_volume_clip_control.depth_clamp_far != 0; + state.depth_clamp.near_plane = regs.view_volume_clip_control.depth_clamp_near != 0; } void RasterizerOpenGL::SyncClipEnabled() { - UNREACHABLE(); + const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; + state.clip_distance[0] = regs.clip_distance_enabled.c0 != 0; + state.clip_distance[1] = regs.clip_distance_enabled.c1 != 0; + state.clip_distance[2] = regs.clip_distance_enabled.c2 != 0; + state.clip_distance[3] = regs.clip_distance_enabled.c3 != 0; + state.clip_distance[4] = regs.clip_distance_enabled.c4 != 0; + state.clip_distance[5] = regs.clip_distance_enabled.c5 != 0; + state.clip_distance[6] = regs.clip_distance_enabled.c6 != 0; + state.clip_distance[7] = regs.clip_distance_enabled.c7 != 0; } void RasterizerOpenGL::SyncClipCoef() { @@ -1120,11 +1193,15 @@ void RasterizerOpenGL::SyncLogicOpState() { state.logic_op.operation = MaxwellToGL::LogicOp(regs.logic_op.operation); } -void RasterizerOpenGL::SyncScissorTest() { +void RasterizerOpenGL::SyncScissorTest(OpenGLState& current_state) { const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; - for (std::size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumViewports; i++) { + const bool geometry_shaders_enabled = + regs.IsShaderConfigEnabled(static_cast<size_t>(Maxwell::ShaderProgram::Geometry)); + const std::size_t viewport_count = + geometry_shaders_enabled ? Tegra::Engines::Maxwell3D::Regs::NumViewports : 1; + for (std::size_t i = 0; i < viewport_count; i++) { const auto& src = regs.scissor_test[i]; - auto& dst = state.viewports[i].scissor; + auto& dst = current_state.viewports[i].scissor; dst.enabled = (src.enable != 0); if (dst.enabled == 0) { return; @@ -1152,6 +1229,16 @@ void RasterizerOpenGL::SyncPointState() { state.point.size = regs.point_size; } +void RasterizerOpenGL::SyncPolygonOffset() { + const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; + state.polygon_offset.fill_enable = regs.polygon_offset_fill_enable != 0; + state.polygon_offset.line_enable = regs.polygon_offset_line_enable != 0; + state.polygon_offset.point_enable = regs.polygon_offset_point_enable != 0; + state.polygon_offset.units = regs.polygon_offset_units; + state.polygon_offset.factor = regs.polygon_offset_factor; + state.polygon_offset.clamp = regs.polygon_offset_clamp; +} + void RasterizerOpenGL::CheckAlphaTests() { const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; |