GPU: Factor out the framebuffer configuration code for both Clear and Draw commands.
This commit is contained in:
parent
c1811ed3d1
commit
78443a7f29
|
@ -297,92 +297,7 @@ bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
|
|||
return true;
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::Clear() {
|
||||
const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
|
||||
|
||||
GLbitfield clear_mask = 0;
|
||||
if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
|
||||
regs.clear_buffers.A) {
|
||||
clear_mask |= GL_COLOR_BUFFER_BIT;
|
||||
}
|
||||
if (regs.clear_buffers.Z)
|
||||
clear_mask |= GL_DEPTH_BUFFER_BIT;
|
||||
|
||||
if (clear_mask == 0)
|
||||
return;
|
||||
|
||||
// Sync the depth test state before configuring the framebuffer surfaces.
|
||||
SyncDepthTestState();
|
||||
|
||||
// TODO(bunnei): Implement these
|
||||
const bool has_stencil = false;
|
||||
const bool using_color_fb = true;
|
||||
const bool using_depth_fb = regs.zeta.Address() != 0;
|
||||
const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
|
||||
|
||||
const bool write_color_fb =
|
||||
state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
|
||||
state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
|
||||
|
||||
const bool write_depth_fb =
|
||||
(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
|
||||
(has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0);
|
||||
|
||||
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, viewport_rect);
|
||||
|
||||
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
|
||||
|
||||
// Bind the framebuffer surfaces
|
||||
BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
|
||||
|
||||
// Sync the viewport
|
||||
SyncViewport(surfaces_rect);
|
||||
|
||||
// TODO(bunnei): Sync scissorbox uniform(s) here
|
||||
|
||||
// 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();
|
||||
|
||||
// TODO(Subv): Support clearing only partial colors.
|
||||
glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
|
||||
regs.clear_color[3]);
|
||||
glClearDepth(regs.clear_depth);
|
||||
|
||||
glClear(clear_mask);
|
||||
|
||||
// Mark framebuffer surfaces as dirty
|
||||
if (color_surface != nullptr && write_color_fb) {
|
||||
res_cache.MarkSurfaceAsDirty(color_surface);
|
||||
}
|
||||
if (depth_surface != nullptr && write_depth_fb) {
|
||||
res_cache.MarkSurfaceAsDirty(depth_surface);
|
||||
}
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::DrawArrays() {
|
||||
if (accelerate_draw == AccelDraw::Disabled)
|
||||
return;
|
||||
|
||||
MICROPROFILE_SCOPE(OpenGL_Drawing);
|
||||
std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers() {
|
||||
const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
|
||||
|
||||
// Sync the depth test state before configuring the framebuffer surfaces.
|
||||
|
@ -425,11 +340,6 @@ void RasterizerOpenGL::DrawArrays() {
|
|||
BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
|
||||
|
||||
SyncViewport(surfaces_rect);
|
||||
SyncBlendState();
|
||||
SyncCullMode();
|
||||
|
||||
// TODO(bunnei): Sync framebuffer_scale uniform here
|
||||
// TODO(bunnei): Sync scissorbox uniform(s) here
|
||||
|
||||
// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
|
||||
// scissor test to prevent drawing outside of the framebuffer region
|
||||
|
@ -440,6 +350,58 @@ void RasterizerOpenGL::DrawArrays() {
|
|||
state.scissor.height = draw_rect.GetHeight();
|
||||
state.Apply();
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::Clear() {
|
||||
const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
|
||||
|
||||
GLbitfield clear_mask = 0;
|
||||
if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
|
||||
regs.clear_buffers.A) {
|
||||
clear_mask |= GL_COLOR_BUFFER_BIT;
|
||||
}
|
||||
if (regs.clear_buffers.Z)
|
||||
clear_mask |= GL_DEPTH_BUFFER_BIT;
|
||||
|
||||
if (clear_mask == 0)
|
||||
return;
|
||||
|
||||
auto [dirty_color_surface, dirty_depth_surface] = ConfigureFramebuffers();
|
||||
|
||||
// TODO(Subv): Support clearing only partial colors.
|
||||
glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
|
||||
regs.clear_color[3]);
|
||||
glClearDepth(regs.clear_depth);
|
||||
|
||||
glClear(clear_mask);
|
||||
|
||||
// Mark framebuffer surfaces as dirty
|
||||
if (dirty_color_surface != nullptr) {
|
||||
res_cache.MarkSurfaceAsDirty(dirty_color_surface);
|
||||
}
|
||||
if (dirty_depth_surface != nullptr) {
|
||||
res_cache.MarkSurfaceAsDirty(dirty_depth_surface);
|
||||
}
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::DrawArrays() {
|
||||
if (accelerate_draw == AccelDraw::Disabled)
|
||||
return;
|
||||
|
||||
MICROPROFILE_SCOPE(OpenGL_Drawing);
|
||||
const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
|
||||
|
||||
auto [dirty_color_surface, dirty_depth_surface] = ConfigureFramebuffers();
|
||||
|
||||
SyncBlendState();
|
||||
SyncCullMode();
|
||||
|
||||
// TODO(bunnei): Sync framebuffer_scale uniform here
|
||||
// TODO(bunnei): Sync scissorbox uniform(s) here
|
||||
|
||||
// Draw the vertex batch
|
||||
const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
|
||||
const u64 index_buffer_size{regs.index_array.count * regs.index_array.FormatSizeInBytes()};
|
||||
|
@ -520,11 +482,11 @@ void RasterizerOpenGL::DrawArrays() {
|
|||
state.Apply();
|
||||
|
||||
// Mark framebuffer surfaces as dirty
|
||||
if (color_surface != nullptr && write_color_fb) {
|
||||
res_cache.MarkSurfaceAsDirty(color_surface);
|
||||
if (dirty_color_surface != nullptr) {
|
||||
res_cache.MarkSurfaceAsDirty(dirty_color_surface);
|
||||
}
|
||||
if (depth_surface != nullptr && write_depth_fb) {
|
||||
res_cache.MarkSurfaceAsDirty(depth_surface);
|
||||
if (dirty_depth_surface != nullptr) {
|
||||
res_cache.MarkSurfaceAsDirty(dirty_depth_surface);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -7,6 +7,7 @@
|
|||
#include <array>
|
||||
#include <cstddef>
|
||||
#include <memory>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
#include <glad/glad.h>
|
||||
#include "common/common_types.h"
|
||||
|
@ -82,6 +83,10 @@ private:
|
|||
u32 border_color_a;
|
||||
};
|
||||
|
||||
/// Configures the color and depth framebuffer states and returns the dirty <Color, Depth>
|
||||
/// surfaces if writing was enabled.
|
||||
std::pair<Surface, Surface> ConfigureFramebuffers();
|
||||
|
||||
/// Binds the framebuffer color and depth surface
|
||||
void BindFramebufferSurfaces(const Surface& color_surface, const Surface& depth_surface,
|
||||
bool has_stencil);
|
||||
|
|
Loading…
Reference in New Issue