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@ -99,7 +99,6 @@ std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
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GLintptr buffer_offset) {
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MICROPROFILE_SCOPE(OpenGL_VAO);
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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const auto& memory_manager = Core::System::GetInstance().GPU().memory_manager;
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state.draw.vertex_array = hw_vao.handle;
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state.draw.vertex_buffer = stream_buffer.GetHandle();
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@ -117,16 +116,15 @@ std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
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ASSERT(end > start);
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u64 size = end - start + 1;
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// Copy vertex array data
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Memory::ReadBlock(*memory_manager->GpuToCpuAddress(start), array_ptr, size);
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GLintptr vertex_buffer_offset;
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std::tie(array_ptr, buffer_offset, vertex_buffer_offset) =
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UploadMemory(array_ptr, buffer_offset, start, size);
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// Bind the vertex array to the buffer at the current offset.
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glBindVertexBuffer(index, stream_buffer.GetHandle(), buffer_offset, vertex_array.stride);
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glBindVertexBuffer(index, stream_buffer.GetHandle(), vertex_buffer_offset,
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vertex_array.stride);
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ASSERT_MSG(vertex_array.divisor == 0, "Vertex buffer divisor unimplemented");
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array_ptr += size;
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buffer_offset += size;
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}
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// Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
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@ -407,6 +405,23 @@ std::pair<u8*, GLintptr> RasterizerOpenGL::AlignBuffer(u8* buffer_ptr, GLintptr
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return {buffer_ptr + (offset_aligned - buffer_offset), offset_aligned};
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}
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std::tuple<u8*, GLintptr, GLintptr> RasterizerOpenGL::UploadMemory(u8* buffer_ptr,
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GLintptr buffer_offset,
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Tegra::GPUVAddr gpu_addr,
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size_t size, size_t alignment) {
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std::tie(buffer_ptr, buffer_offset) = AlignBuffer(buffer_ptr, buffer_offset, alignment);
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GLintptr uploaded_offset = buffer_offset;
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const auto& memory_manager = Core::System::GetInstance().GPU().memory_manager;
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const boost::optional<VAddr> cpu_addr{memory_manager->GpuToCpuAddress(gpu_addr)};
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Memory::ReadBlock(*cpu_addr, buffer_ptr, size);
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buffer_ptr += size;
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buffer_offset += size;
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return {buffer_ptr, buffer_offset, uploaded_offset};
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}
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void RasterizerOpenGL::DrawArrays() {
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if (accelerate_draw == AccelDraw::Disabled)
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return;
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@ -456,23 +471,13 @@ void RasterizerOpenGL::DrawArrays() {
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std::tie(buffer_ptr, buffer_offset) = SetupVertexArrays(buffer_ptr, buffer_offset);
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std::tie(buffer_ptr, buffer_offset) = AlignBuffer(buffer_ptr, buffer_offset, 4);
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// If indexed mode, copy the index buffer
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GLintptr index_buffer_offset = 0;
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if (is_indexed) {
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const auto& memory_manager = Core::System::GetInstance().GPU().memory_manager;
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const boost::optional<VAddr> index_data_addr{
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memory_manager->GpuToCpuAddress(regs.index_array.StartAddress())};
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Memory::ReadBlock(*index_data_addr, buffer_ptr, index_buffer_size);
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index_buffer_offset = buffer_offset;
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buffer_ptr += index_buffer_size;
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buffer_offset += index_buffer_size;
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std::tie(buffer_ptr, buffer_offset, index_buffer_offset) = UploadMemory(
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buffer_ptr, buffer_offset, regs.index_array.StartAddress(), index_buffer_size);
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}
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std::tie(buffer_ptr, buffer_offset) = AlignBuffer(buffer_ptr, buffer_offset, 4);
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std::tie(buffer_ptr, buffer_offset) = SetupShaders(buffer_ptr, buffer_offset);
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stream_buffer.Unmap(buffer_ptr - buffer_ptr_base);
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@ -639,8 +644,6 @@ std::tuple<u8*, GLintptr, u32> RasterizerOpenGL::SetupConstBuffers(
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continue;
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}
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boost::optional<VAddr> addr = gpu.memory_manager->GpuToCpuAddress(buffer.address);
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size_t size = 0;
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if (used_buffer.IsIndirect()) {
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@ -662,15 +665,13 @@ std::tuple<u8*, GLintptr, u32> RasterizerOpenGL::SetupConstBuffers(
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size = Common::AlignUp(size, sizeof(GLvec4));
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ASSERT_MSG(size <= MaxConstbufferSize, "Constbuffer too big");
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std::tie(buffer_ptr, buffer_offset) =
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AlignBuffer(buffer_ptr, buffer_offset, static_cast<size_t>(uniform_buffer_alignment));
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GLintptr const_buffer_offset;
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std::tie(buffer_ptr, buffer_offset, const_buffer_offset) =
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UploadMemory(buffer_ptr, buffer_offset, buffer.address, size,
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static_cast<size_t>(uniform_buffer_alignment));
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glBindBufferRange(GL_UNIFORM_BUFFER, current_bindpoint + bindpoint,
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stream_buffer.GetHandle(), buffer_offset, size);
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Memory::ReadBlock(*addr, buffer_ptr, size);
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buffer_ptr += size;
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buffer_offset += size;
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stream_buffer.GetHandle(), const_buffer_offset, size);
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// Now configure the bindpoint of the buffer inside the shader
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const std::string buffer_name = used_buffer.GetName();
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