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@ -248,9 +248,6 @@ void RasterizerOpenGL::SetupVertexInstances(GLuint vao) {
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}
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GLintptr RasterizerOpenGL::SetupIndexBuffer() {
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if (accelerate_draw != AccelDraw::Indexed) {
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return 0;
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}
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MICROPROFILE_SCOPE(OpenGL_Index);
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const auto& regs = system.GPU().Maxwell3D().regs;
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const std::size_t size = CalculateIndexBufferSize();
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@ -546,7 +543,8 @@ void RasterizerOpenGL::Clear() {
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}
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}
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void RasterizerOpenGL::DrawPrelude() {
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void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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auto& gpu = system.GPU().Maxwell3D();
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SyncRasterizeEnable(state);
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@ -567,9 +565,6 @@ void RasterizerOpenGL::DrawPrelude() {
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buffer_cache.Acquire();
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// Draw the vertex batch
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const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
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std::size_t buffer_size = CalculateVertexArraysSize();
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// Add space for index buffer
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@ -596,7 +591,11 @@ void RasterizerOpenGL::DrawPrelude() {
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// Upload vertex and index data.
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SetupVertexBuffer(vao);
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SetupVertexInstances(vao);
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GLintptr index_buffer_offset;
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if (is_indexed) {
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index_buffer_offset = SetupIndexBuffer();
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}
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// Prepare packed bindings.
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bind_ubo_pushbuffer.Setup();
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@ -630,6 +629,7 @@ void RasterizerOpenGL::DrawPrelude() {
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// As all cached buffers are invalidated, we need to recheck their state.
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gpu.dirty.ResetVertexArrays();
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}
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gpu.dirty.memory_general = false;
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shader_program_manager->ApplyTo(state);
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state.Apply();
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@ -637,106 +637,33 @@ void RasterizerOpenGL::DrawPrelude() {
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if (texture_cache.TextureBarrier()) {
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glTextureBarrier();
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}
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}
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struct DrawParams {
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bool is_indexed{};
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bool is_instanced{};
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GLenum primitive_mode{};
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GLint count{};
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GLint base_vertex{};
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// Indexed settings
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GLenum index_format{};
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GLintptr index_buffer_offset{};
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// Instanced setting
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GLint num_instances{};
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GLint base_instance{};
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void DispatchDraw() {
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const GLuint base_instance = static_cast<GLuint>(gpu.regs.vb_base_instance);
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const GLsizei num_instances =
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static_cast<GLsizei>(is_instanced ? gpu.mme_draw.instance_count : 1);
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if (is_indexed) {
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const auto index_buffer_ptr = reinterpret_cast<const void*>(index_buffer_offset);
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if (is_instanced) {
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glDrawElementsInstancedBaseVertexBaseInstance(primitive_mode, count, index_format,
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index_buffer_ptr, num_instances,
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base_vertex, base_instance);
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} else {
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glDrawElementsBaseVertex(primitive_mode, count, index_format, index_buffer_ptr,
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base_vertex);
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}
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} else {
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if (is_instanced) {
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glDrawArraysInstancedBaseInstance(primitive_mode, base_vertex, count, num_instances,
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const GLenum index_format = MaxwellToGL::IndexFormat(gpu.regs.index_array.format);
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const GLint base_vertex = static_cast<GLint>(gpu.regs.vb_element_base);
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const GLsizei num_vertices = static_cast<GLsizei>(gpu.regs.index_array.count);
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glDrawElementsInstancedBaseVertexBaseInstance(
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primitive_mode, num_vertices, index_format,
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reinterpret_cast<const void*>(index_buffer_offset), num_instances, base_vertex,
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base_instance);
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} else {
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glDrawArrays(primitive_mode, base_vertex, count);
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const GLint base_vertex = static_cast<GLint>(gpu.regs.vertex_buffer.first);
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const GLsizei num_vertices = static_cast<GLsizei>(gpu.regs.vertex_buffer.count);
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glDrawArraysInstancedBaseInstance(primitive_mode, base_vertex, num_vertices, num_instances,
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base_instance);
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}
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}
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}
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};
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}
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bool RasterizerOpenGL::DrawBatch(bool is_indexed) {
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accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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DrawPrelude();
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auto& maxwell3d = system.GPU().Maxwell3D();
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const auto& regs = maxwell3d.regs;
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const auto current_instance = maxwell3d.state.current_instance;
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DrawParams draw_call{};
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draw_call.is_indexed = is_indexed;
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draw_call.num_instances = static_cast<GLint>(1);
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draw_call.base_instance = static_cast<GLint>(current_instance);
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draw_call.is_instanced = current_instance > 0;
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draw_call.primitive_mode = MaxwellToGL::PrimitiveTopology(regs.draw.topology);
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if (draw_call.is_indexed) {
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draw_call.count = static_cast<GLint>(regs.index_array.count);
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draw_call.base_vertex = static_cast<GLint>(regs.vb_element_base);
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draw_call.index_format = MaxwellToGL::IndexFormat(regs.index_array.format);
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draw_call.index_buffer_offset = index_buffer_offset;
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} else {
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draw_call.count = static_cast<GLint>(regs.vertex_buffer.count);
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draw_call.base_vertex = static_cast<GLint>(regs.vertex_buffer.first);
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}
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draw_call.DispatchDraw();
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maxwell3d.dirty.memory_general = false;
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accelerate_draw = AccelDraw::Disabled;
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Draw(is_indexed, false);
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return true;
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}
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bool RasterizerOpenGL::DrawMultiBatch(bool is_indexed) {
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accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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DrawPrelude();
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auto& maxwell3d = system.GPU().Maxwell3D();
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const auto& regs = maxwell3d.regs;
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const auto& draw_setup = maxwell3d.mme_draw;
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DrawParams draw_call{};
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draw_call.is_indexed = is_indexed;
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draw_call.num_instances = static_cast<GLint>(draw_setup.instance_count);
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draw_call.base_instance = static_cast<GLint>(regs.vb_base_instance);
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draw_call.is_instanced = draw_setup.instance_count > 1;
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draw_call.primitive_mode = MaxwellToGL::PrimitiveTopology(regs.draw.topology);
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if (draw_call.is_indexed) {
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draw_call.count = static_cast<GLint>(regs.index_array.count);
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draw_call.base_vertex = static_cast<GLint>(regs.vb_element_base);
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draw_call.index_format = MaxwellToGL::IndexFormat(regs.index_array.format);
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draw_call.index_buffer_offset = index_buffer_offset;
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} else {
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draw_call.count = static_cast<GLint>(regs.vertex_buffer.count);
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draw_call.base_vertex = static_cast<GLint>(regs.vertex_buffer.first);
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}
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draw_call.DispatchDraw();
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maxwell3d.dirty.memory_general = false;
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accelerate_draw = AccelDraw::Disabled;
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Draw(is_indexed, true);
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return true;
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}
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