Merge pull request #1795 from ReinUsesLisp/vc-cleanup
video_core: Minor style changes
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commit
a6805e58ce
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@ -88,19 +88,6 @@ RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo
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state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
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state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
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}
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}
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GLint ext_num;
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glGetIntegerv(GL_NUM_EXTENSIONS, &ext_num);
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for (GLint i = 0; i < ext_num; i++) {
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const std::string_view extension{
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reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, i))};
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if (extension == "GL_ARB_direct_state_access") {
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has_ARB_direct_state_access = true;
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} else if (extension == "GL_ARB_multi_bind") {
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has_ARB_multi_bind = true;
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}
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}
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OpenGLState::ApplyDefaultState();
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OpenGLState::ApplyDefaultState();
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// Create render framebuffer
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// Create render framebuffer
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@ -443,7 +430,7 @@ void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool us
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// TODO(bunnei): Figure out how the below register works. According to envytools, this should be
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// TODO(bunnei): Figure out how the below register works. According to envytools, this should be
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// used to enable multiple render targets. However, it is left unset on all games that I have
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// used to enable multiple render targets. However, it is left unset on all games that I have
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// tested.
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// tested.
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ASSERT_MSG(regs.rt_separate_frag_data == 0, "Unimplemented");
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UNIMPLEMENTED_IF(regs.rt_separate_frag_data != 0);
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// Bind the framebuffer surfaces
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// Bind the framebuffer surfaces
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current_state.draw.draw_framebuffer = framebuffer.handle;
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current_state.draw.draw_framebuffer = framebuffer.handle;
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@ -60,20 +60,6 @@ public:
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bool AccelerateDrawBatch(bool is_indexed) override;
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bool AccelerateDrawBatch(bool is_indexed) override;
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void UpdatePagesCachedCount(Tegra::GPUVAddr addr, u64 size, int delta) override;
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void UpdatePagesCachedCount(Tegra::GPUVAddr addr, u64 size, int delta) override;
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/// OpenGL shader generated for a given Maxwell register state
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struct MaxwellShader {
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/// OpenGL shader resource
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OGLProgram shader;
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};
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struct VertexShader {
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OGLShader shader;
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};
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struct FragmentShader {
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OGLShader shader;
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};
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/// Maximum supported size that a constbuffer can have in bytes.
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/// Maximum supported size that a constbuffer can have in bytes.
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static constexpr std::size_t MaxConstbufferSize = 0x10000;
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static constexpr std::size_t MaxConstbufferSize = 0x10000;
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static_assert(MaxConstbufferSize % sizeof(GLvec4) == 0,
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static_assert(MaxConstbufferSize % sizeof(GLvec4) == 0,
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@ -193,9 +179,6 @@ private:
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/// but are needed for correct emulation
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/// but are needed for correct emulation
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void CheckExtensions();
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void CheckExtensions();
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bool has_ARB_direct_state_access = false;
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bool has_ARB_multi_bind = false;
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OpenGLState state;
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OpenGLState state;
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RasterizerCacheOpenGL res_cache;
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RasterizerCacheOpenGL res_cache;
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@ -709,10 +709,11 @@ void CachedSurface::LoadGLBuffer() {
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const auto texture_src_data_end{texture_src_data + params.size_in_bytes_gl};
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const auto texture_src_data_end{texture_src_data + params.size_in_bytes_gl};
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gl_buffer[0].assign(texture_src_data, texture_src_data_end);
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gl_buffer[0].assign(texture_src_data, texture_src_data_end);
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}
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}
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for (u32 i = 0; i < params.max_mip_level; i++)
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for (u32 i = 0; i < params.max_mip_level; i++) {
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ConvertFormatAsNeeded_LoadGLBuffer(gl_buffer[i], params.pixel_format, params.MipWidth(i),
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ConvertFormatAsNeeded_LoadGLBuffer(gl_buffer[i], params.pixel_format, params.MipWidth(i),
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params.MipHeight(i), params.MipDepth(i));
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params.MipHeight(i), params.MipDepth(i));
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}
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}
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}
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MICROPROFILE_DEFINE(OpenGL_SurfaceFlush, "OpenGL", "Surface Flush", MP_RGB(128, 192, 64));
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MICROPROFILE_DEFINE(OpenGL_SurfaceFlush, "OpenGL", "Surface Flush", MP_RGB(128, 192, 64));
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void CachedSurface::FlushGLBuffer() {
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void CachedSurface::FlushGLBuffer() {
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@ -518,6 +518,8 @@ void GMainWindow::OnDisplayTitleBars(bool show) {
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QStringList GMainWindow::GetUnsupportedGLExtensions() {
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QStringList GMainWindow::GetUnsupportedGLExtensions() {
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QStringList unsupported_ext;
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QStringList unsupported_ext;
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if (!GLAD_GL_ARB_direct_state_access)
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unsupported_ext.append("ARB_direct_state_access");
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if (!GLAD_GL_ARB_vertex_type_10f_11f_11f_rev)
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if (!GLAD_GL_ARB_vertex_type_10f_11f_11f_rev)
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unsupported_ext.append("ARB_vertex_type_10f_11f_11f_rev");
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unsupported_ext.append("ARB_vertex_type_10f_11f_11f_rev");
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if (!GLAD_GL_ARB_texture_mirror_clamp_to_edge)
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if (!GLAD_GL_ARB_texture_mirror_clamp_to_edge)
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@ -111,6 +111,8 @@ void EmuWindow_SDL2::Fullscreen() {
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bool EmuWindow_SDL2::SupportsRequiredGLExtensions() {
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bool EmuWindow_SDL2::SupportsRequiredGLExtensions() {
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std::vector<std::string> unsupported_ext;
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std::vector<std::string> unsupported_ext;
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if (!GLAD_GL_ARB_direct_state_access)
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unsupported_ext.push_back("ARB_direct_state_access");
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if (!GLAD_GL_ARB_vertex_type_10f_11f_11f_rev)
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if (!GLAD_GL_ARB_vertex_type_10f_11f_11f_rev)
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unsupported_ext.push_back("ARB_vertex_type_10f_11f_11f_rev");
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unsupported_ext.push_back("ARB_vertex_type_10f_11f_11f_rev");
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if (!GLAD_GL_ARB_texture_mirror_clamp_to_edge)
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if (!GLAD_GL_ARB_texture_mirror_clamp_to_edge)
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