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Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp114
1 files changed, 45 insertions, 69 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index e6d6917fa..c7e2c877c 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -294,17 +294,10 @@ void RasterizerOpenGL::UpdatePagesCachedCount(VAddr addr, u64 size, int delta) {
cached_pages.add({pages_interval, delta});
}
-std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb,
- bool using_depth_fb,
- bool preserve_contents) {
+void RasterizerOpenGL::ConfigureFramebuffers(bool using_depth_fb, bool preserve_contents) {
MICROPROFILE_SCOPE(OpenGL_Framebuffer);
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- if (regs.rt[0].format == Tegra::RenderTargetFormat::NONE) {
- LOG_ERROR(HW_GPU, "RenderTargetFormat is not configured");
- using_color_fb = false;
- }
-
const bool has_stencil = regs.stencil_enable;
const bool write_color_fb =
state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
@@ -314,41 +307,52 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c
(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
(has_stencil && (state.stencil.front.write_mask || state.stencil.back.write_mask));
- Surface color_surface;
Surface depth_surface;
- MathUtil::Rectangle<u32> surfaces_rect;
- std::tie(color_surface, depth_surface, surfaces_rect) =
- res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, preserve_contents);
+ if (using_depth_fb) {
+ depth_surface = res_cache.GetDepthBufferSurface(preserve_contents);
+ }
- const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
- const MathUtil::Rectangle<u32> draw_rect{
- static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.left,
- surfaces_rect.left, surfaces_rect.right)), // Left
- static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.top,
- surfaces_rect.bottom, surfaces_rect.top)), // Top
- static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.right,
- surfaces_rect.left, surfaces_rect.right)), // Right
- static_cast<u32>(
- std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.bottom,
- surfaces_rect.bottom, surfaces_rect.top))}; // Bottom
+ // TODO(bunnei): Figure out how the below register works. According to envytools, this should be
+ // used to enable multiple render targets. However, it is left unset on all games that I have
+ // tested.
+ ASSERT_MSG(regs.rt_separate_frag_data == 0, "Unimplemented");
// Bind the framebuffer surfaces
- BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
+ state.draw.draw_framebuffer = framebuffer.handle;
+ state.Apply();
- SyncViewport(surfaces_rect);
+ std::array<GLenum, Maxwell::NumRenderTargets> buffers;
+ for (size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
+ Surface color_surface = res_cache.GetColorBufferSurface(index, preserve_contents);
+ buffers[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index), GL_TEXTURE_2D,
+ color_surface != nullptr ? color_surface->Texture().handle : 0, 0);
+ }
- // Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
- // scissor test to prevent drawing outside of the framebuffer region
- state.scissor.enabled = true;
- state.scissor.x = draw_rect.left;
- state.scissor.y = draw_rect.bottom;
- state.scissor.width = draw_rect.GetWidth();
- state.scissor.height = draw_rect.GetHeight();
- state.Apply();
+ glDrawBuffers(regs.rt_control.count, buffers.data());
+
+ if (depth_surface) {
+ if (has_stencil) {
+ // Attach both depth and stencil
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
+ depth_surface->Texture().handle, 0);
+ } else {
+ // Attach depth
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
+ depth_surface->Texture().handle, 0);
+ // Clear stencil attachment
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
+ }
+ } else {
+ // Clear both depth and stencil attachment
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
+ 0);
+ }
+
+ SyncViewport();
- // Only return the surface to be marked as dirty if writing to it is enabled.
- return std::make_pair(write_color_fb ? color_surface : nullptr,
- write_depth_fb ? depth_surface : nullptr);
+ state.Apply();
}
void RasterizerOpenGL::Clear() {
@@ -407,8 +411,7 @@ void RasterizerOpenGL::Clear() {
ScopeAcquireGLContext acquire_context{emu_window};
- auto [dirty_color_surface, dirty_depth_surface] =
- ConfigureFramebuffers(use_color_fb, use_depth_fb, false);
+ ConfigureFramebuffers(use_depth_fb, false);
clear_state.Apply();
@@ -430,8 +433,7 @@ void RasterizerOpenGL::DrawArrays() {
ScopeAcquireGLContext acquire_context{emu_window};
- const auto [dirty_color_surface, dirty_depth_surface] =
- ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0, true);
+ ConfigureFramebuffers(true, true);
SyncDepthTestState();
SyncStencilTestState();
@@ -729,38 +731,12 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader,
return current_unit + static_cast<u32>(entries.size());
}
-void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
- const Surface& depth_surface, bool has_stencil) {
- state.draw.draw_framebuffer = framebuffer.handle;
- state.Apply();
-
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
- color_surface != nullptr ? color_surface->Texture().handle : 0, 0);
- if (depth_surface != nullptr) {
- if (has_stencil) {
- // attach both depth and stencil
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
- depth_surface->Texture().handle, 0);
- } else {
- // attach depth
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
- depth_surface->Texture().handle, 0);
- // clear stencil attachment
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
- }
- } else {
- // clear both depth and stencil attachment
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
- 0);
- }
-}
-
-void RasterizerOpenGL::SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect) {
+void RasterizerOpenGL::SyncViewport() {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
- state.viewport.x = static_cast<GLint>(surfaces_rect.left) + viewport_rect.left;
- state.viewport.y = static_cast<GLint>(surfaces_rect.bottom) + viewport_rect.bottom;
+ state.viewport.x = viewport_rect.left;
+ state.viewport.y = viewport_rect.bottom;
state.viewport.width = static_cast<GLsizei>(viewport_rect.GetWidth());
state.viewport.height = static_cast<GLsizei>(viewport_rect.GetHeight());
}