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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp269
1 files changed, 122 insertions, 147 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 4dd08bccb..6a17bed72 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -49,40 +49,6 @@ MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(128, 128, 192));
MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
MICROPROFILE_DEFINE(OpenGL_PrimitiveAssembly, "OpenGL", "Prim Asmbl", MP_RGB(255, 100, 100));
-struct DrawParameters {
- GLenum primitive_mode;
- GLsizei count;
- GLint current_instance;
- bool use_indexed;
-
- GLint vertex_first;
-
- GLenum index_format;
- GLint base_vertex;
- GLintptr index_buffer_offset;
-
- void DispatchDraw() const {
- if (use_indexed) {
- const auto index_buffer_ptr = reinterpret_cast<const void*>(index_buffer_offset);
- if (current_instance > 0) {
- glDrawElementsInstancedBaseVertexBaseInstance(primitive_mode, count, index_format,
- index_buffer_ptr, 1, base_vertex,
- current_instance);
- } else {
- glDrawElementsBaseVertex(primitive_mode, count, index_format, index_buffer_ptr,
- base_vertex);
- }
- } else {
- if (current_instance > 0) {
- glDrawArraysInstancedBaseInstance(primitive_mode, vertex_first, count, 1,
- current_instance);
- } else {
- glDrawArrays(primitive_mode, vertex_first, count);
- }
- }
- }
-};
-
static std::size_t GetConstBufferSize(const Tegra::Engines::ConstBufferInfo& buffer,
const GLShader::ConstBufferEntry& entry) {
if (!entry.IsIndirect()) {
@@ -270,29 +236,6 @@ GLintptr RasterizerOpenGL::SetupIndexBuffer() {
return offset;
}
-DrawParameters RasterizerOpenGL::SetupDraw(GLintptr index_buffer_offset) {
- const auto& gpu = system.GPU().Maxwell3D();
- const auto& regs = gpu.regs;
- const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
-
- DrawParameters params{};
- params.current_instance = gpu.state.current_instance;
-
- params.use_indexed = is_indexed;
- params.primitive_mode = MaxwellToGL::PrimitiveTopology(regs.draw.topology);
-
- if (is_indexed) {
- params.index_format = MaxwellToGL::IndexFormat(regs.index_array.format);
- params.count = regs.index_array.count;
- params.index_buffer_offset = index_buffer_offset;
- params.base_vertex = static_cast<GLint>(regs.vb_element_base);
- } else {
- params.count = regs.vertex_buffer.count;
- params.vertex_first = regs.vertex_buffer.first;
- }
- return params;
-}
-
void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
MICROPROFILE_SCOPE(OpenGL_Shader);
auto& gpu = system.GPU().Maxwell3D();
@@ -399,12 +342,6 @@ std::size_t RasterizerOpenGL::CalculateIndexBufferSize() const {
static_cast<std::size_t>(regs.index_array.FormatSizeInBytes());
}
-bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
- accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
- DrawArrays();
- return true;
-}
-
template <typename Map, typename Interval>
static constexpr auto RangeFromInterval(Map& map, const Interval& interval) {
return boost::make_iterator_range(map.equal_range(interval));
@@ -445,99 +382,51 @@ void RasterizerOpenGL::LoadDiskResources(const std::atomic_bool& stop_loading,
shader_cache.LoadDiskCache(stop_loading, callback);
}
-std::pair<bool, bool> RasterizerOpenGL::ConfigureFramebuffers(
- OpenGLState& current_state, bool using_color_fb, bool using_depth_fb, bool preserve_contents,
- std::optional<std::size_t> single_color_target) {
+void RasterizerOpenGL::ConfigureFramebuffers() {
MICROPROFILE_SCOPE(OpenGL_Framebuffer);
auto& gpu = system.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.render_settings) {
- // 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_depth_stencil_usage;
+ if (!gpu.dirty.render_settings) {
+ return;
}
gpu.dirty.render_settings = false;
- current_framebuffer_config_state = fb_config_state;
texture_cache.GuardRenderTargets(true);
- View depth_surface{};
- if (using_depth_fb) {
- depth_surface = texture_cache.GetDepthBufferSurface(preserve_contents);
- } else {
- texture_cache.SetEmptyDepthBuffer();
- }
+ View depth_surface = texture_cache.GetDepthBufferSurface(true);
+ const auto& regs = gpu.regs;
+ state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;
UNIMPLEMENTED_IF(regs.rt_separate_frag_data == 0);
// Bind the framebuffer surfaces
- current_state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;
-
FramebufferCacheKey fbkey;
+ for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
+ View color_surface{texture_cache.GetColorBufferSurface(index, true)};
- if (using_color_fb) {
- if (single_color_target) {
- // Used when just a single color attachment is enabled, e.g. for clearing a color buffer
- View color_surface{
- texture_cache.GetColorBufferSurface(*single_color_target, preserve_contents)};
-
- if (color_surface) {
- // Assume that a surface will be written to if it is used as a framebuffer, even if
- // the shader doesn't actually write to it.
- texture_cache.MarkColorBufferInUse(*single_color_target);
- }
-
- fbkey.is_single_buffer = true;
- fbkey.color_attachments[0] =
- GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(*single_color_target);
- fbkey.colors[0] = color_surface;
- for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
- if (index != *single_color_target) {
- texture_cache.SetEmptyColorBuffer(index);
- }
- }
- } else {
- // Multiple color attachments are enabled
- for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
- View color_surface{texture_cache.GetColorBufferSurface(index, preserve_contents)};
-
- if (color_surface) {
- // Assume that a surface will be written to if it is used as a framebuffer, even
- // if the shader doesn't actually write to it.
- texture_cache.MarkColorBufferInUse(index);
- }
-
- fbkey.color_attachments[index] =
- GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
- fbkey.colors[index] = color_surface;
- }
- fbkey.is_single_buffer = false;
- fbkey.colors_count = regs.rt_control.count;
+ if (color_surface) {
+ // Assume that a surface will be written to if it is used as a framebuffer, even
+ // if the shader doesn't actually write to it.
+ texture_cache.MarkColorBufferInUse(index);
}
- } else {
- // No color attachments are enabled - leave them as zero
- fbkey.is_single_buffer = true;
+
+ fbkey.color_attachments[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
+ fbkey.colors[index] = std::move(color_surface);
}
+ fbkey.colors_count = regs.rt_control.count;
if (depth_surface) {
// Assume that a surface will be written to if it is used as a framebuffer, even if
// the shader doesn't actually write to it.
texture_cache.MarkDepthBufferInUse();
- fbkey.zeta = depth_surface;
fbkey.stencil_enable = depth_surface->GetSurfaceParams().type == SurfaceType::DepthStencil;
+ fbkey.zeta = std::move(depth_surface);
}
texture_cache.GuardRenderTargets(false);
- current_state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(fbkey);
- SyncViewport(current_state);
-
- return current_depth_stencil_usage = {static_cast<bool>(depth_surface), fbkey.stencil_enable};
+ state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(fbkey);
+ SyncViewport(state);
}
void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, bool using_color_fb,
@@ -688,17 +577,9 @@ void RasterizerOpenGL::Clear() {
}
}
-void RasterizerOpenGL::DrawArrays() {
- if (accelerate_draw == AccelDraw::Disabled)
- return;
-
- MICROPROFILE_SCOPE(OpenGL_Drawing);
+void RasterizerOpenGL::DrawPrelude() {
auto& gpu = system.GPU().Maxwell3D();
- if (!gpu.ShouldExecute()) {
- return;
- }
-
SyncColorMask();
SyncFragmentColorClampState();
SyncMultiSampleState();
@@ -743,10 +624,7 @@ void RasterizerOpenGL::DrawArrays() {
// Upload vertex and index data.
SetupVertexBuffer(vao);
SetupVertexInstances(vao);
- const GLintptr index_buffer_offset = SetupIndexBuffer();
-
- // Setup draw parameters. It will automatically choose what glDraw* method to use.
- const DrawParameters params = SetupDraw(index_buffer_offset);
+ index_buffer_offset = SetupIndexBuffer();
// Prepare packed bindings.
bind_ubo_pushbuffer.Setup(0);
@@ -754,10 +632,11 @@ void RasterizerOpenGL::DrawArrays() {
// Setup shaders and their used resources.
texture_cache.GuardSamplers(true);
- SetupShaders(params.primitive_mode);
+ const auto primitive_mode = MaxwellToGL::PrimitiveTopology(gpu.regs.draw.topology);
+ SetupShaders(primitive_mode);
texture_cache.GuardSamplers(false);
- ConfigureFramebuffers(state);
+ ConfigureFramebuffers();
// Signal the buffer cache that we are not going to upload more things.
const bool invalidate = buffer_cache.Unmap();
@@ -778,11 +657,107 @@ void RasterizerOpenGL::DrawArrays() {
if (texture_cache.TextureBarrier()) {
glTextureBarrier();
}
+}
+
+struct DrawParams {
+ bool is_indexed{};
+ bool is_instanced{};
+ GLenum primitive_mode{};
+ GLint count{};
+ GLint base_vertex{};
+
+ // Indexed settings
+ GLenum index_format{};
+ GLintptr index_buffer_offset{};
+
+ // Instanced setting
+ GLint num_instances{};
+ GLint base_instance{};
+
+ void DispatchDraw() {
+ if (is_indexed) {
+ const auto index_buffer_ptr = reinterpret_cast<const void*>(index_buffer_offset);
+ if (is_instanced) {
+ glDrawElementsInstancedBaseVertexBaseInstance(primitive_mode, count, index_format,
+ index_buffer_ptr, num_instances,
+ base_vertex, base_instance);
+ } else {
+ glDrawElementsBaseVertex(primitive_mode, count, index_format, index_buffer_ptr,
+ base_vertex);
+ }
+ } else {
+ if (is_instanced) {
+ glDrawArraysInstancedBaseInstance(primitive_mode, base_vertex, count, num_instances,
+ base_instance);
+ } else {
+ glDrawArrays(primitive_mode, base_vertex, count);
+ }
+ }
+ }
+};
- params.DispatchDraw();
+bool RasterizerOpenGL::DrawBatch(bool is_indexed) {
+ accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
+ MICROPROFILE_SCOPE(OpenGL_Drawing);
+
+ DrawPrelude();
+
+ auto& maxwell3d = system.GPU().Maxwell3D();
+ const auto& regs = maxwell3d.regs;
+ const auto current_instance = maxwell3d.state.current_instance;
+ DrawParams draw_call{};
+ draw_call.is_indexed = is_indexed;
+ draw_call.num_instances = static_cast<GLint>(1);
+ draw_call.base_instance = static_cast<GLint>(current_instance);
+ draw_call.is_instanced = current_instance > 0;
+ draw_call.primitive_mode = MaxwellToGL::PrimitiveTopology(regs.draw.topology);
+ if (draw_call.is_indexed) {
+ draw_call.count = static_cast<GLint>(regs.index_array.count);
+ draw_call.base_vertex = static_cast<GLint>(regs.vb_element_base);
+ draw_call.index_format = MaxwellToGL::IndexFormat(regs.index_array.format);
+ draw_call.index_buffer_offset = index_buffer_offset;
+ } else {
+ draw_call.count = static_cast<GLint>(regs.vertex_buffer.count);
+ draw_call.base_vertex = static_cast<GLint>(regs.vertex_buffer.first);
+ }
+ draw_call.DispatchDraw();
+
+ maxwell3d.dirty.memory_general = false;
accelerate_draw = AccelDraw::Disabled;
- gpu.dirty.memory_general = false;
+ return true;
+}
+
+bool RasterizerOpenGL::DrawMultiBatch(bool is_indexed) {
+ accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
+
+ MICROPROFILE_SCOPE(OpenGL_Drawing);
+
+ DrawPrelude();
+
+ auto& maxwell3d = system.GPU().Maxwell3D();
+ const auto& regs = maxwell3d.regs;
+ const auto& draw_setup = maxwell3d.mme_draw;
+ DrawParams draw_call{};
+ draw_call.is_indexed = is_indexed;
+ draw_call.num_instances = static_cast<GLint>(draw_setup.instance_count);
+ draw_call.base_instance = static_cast<GLint>(regs.vb_base_instance);
+ draw_call.is_instanced = draw_setup.instance_count > 1;
+ draw_call.primitive_mode = MaxwellToGL::PrimitiveTopology(regs.draw.topology);
+ if (draw_call.is_indexed) {
+ draw_call.count = static_cast<GLint>(regs.index_array.count);
+ draw_call.base_vertex = static_cast<GLint>(regs.vb_element_base);
+ draw_call.index_format = MaxwellToGL::IndexFormat(regs.index_array.format);
+ draw_call.index_buffer_offset = index_buffer_offset;
+ } else {
+ draw_call.count = static_cast<GLint>(regs.vertex_buffer.count);
+ draw_call.base_vertex = static_cast<GLint>(regs.vertex_buffer.first);
+ }
+ draw_call.DispatchDraw();
+
+ maxwell3d.dirty.memory_general = false;
+ accelerate_draw = AccelDraw::Disabled;
+ return true;
}
void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {