diff options
Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 114 |
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()); } |