|
|
|
@ -140,7 +140,7 @@ void RasterizerOpenGL::SetupVertexFormat() {
|
|
|
|
|
if (is_cache_miss) {
|
|
|
|
|
VAO.Create();
|
|
|
|
|
state.draw.vertex_array = VAO.handle;
|
|
|
|
|
state.Apply();
|
|
|
|
|
state.ApplyVertexBufferState();
|
|
|
|
|
|
|
|
|
|
// The index buffer binding is stored within the VAO. Stupid OpenGL, but easy to work
|
|
|
|
|
// around.
|
|
|
|
@ -182,7 +182,7 @@ void RasterizerOpenGL::SetupVertexFormat() {
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
state.draw.vertex_array = VAO.handle;
|
|
|
|
|
state.Apply();
|
|
|
|
|
state.ApplyVertexBufferState();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RasterizerOpenGL::SetupVertexBuffer() {
|
|
|
|
@ -342,8 +342,6 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
|
|
|
|
|
index++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
state.Apply();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
|
|
|
|
@ -412,8 +410,8 @@ void RasterizerOpenGL::UpdatePagesCachedCount(VAddr addr, u64 size, int delta) {
|
|
|
|
|
cached_pages.add({pages_interval, delta});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_depth_fb,
|
|
|
|
|
bool preserve_contents,
|
|
|
|
|
void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool using_color_fb,
|
|
|
|
|
bool using_depth_fb, bool preserve_contents,
|
|
|
|
|
std::optional<std::size_t> single_color_target) {
|
|
|
|
|
MICROPROFILE_SCOPE(OpenGL_Framebuffer);
|
|
|
|
|
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
|
|
|
|
@ -429,9 +427,9 @@ void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_dep
|
|
|
|
|
ASSERT_MSG(regs.rt_separate_frag_data == 0, "Unimplemented");
|
|
|
|
|
|
|
|
|
|
// Bind the framebuffer surfaces
|
|
|
|
|
state.draw.draw_framebuffer = framebuffer.handle;
|
|
|
|
|
state.Apply();
|
|
|
|
|
state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;
|
|
|
|
|
current_state.draw.draw_framebuffer = framebuffer.handle;
|
|
|
|
|
current_state.ApplyFramebufferState();
|
|
|
|
|
current_state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;
|
|
|
|
|
|
|
|
|
|
if (using_color_fb) {
|
|
|
|
|
if (single_color_target) {
|
|
|
|
@ -509,10 +507,7 @@ void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_dep
|
|
|
|
|
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
|
|
|
|
|
0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SyncViewport();
|
|
|
|
|
|
|
|
|
|
state.Apply();
|
|
|
|
|
SyncViewport(current_state);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RasterizerOpenGL::Clear() {
|
|
|
|
@ -525,22 +520,23 @@ void RasterizerOpenGL::Clear() {
|
|
|
|
|
bool use_stencil{};
|
|
|
|
|
|
|
|
|
|
OpenGLState clear_state;
|
|
|
|
|
clear_state.draw.draw_framebuffer = framebuffer.handle;
|
|
|
|
|
if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
|
|
|
|
|
regs.clear_buffers.A) {
|
|
|
|
|
use_color = true;
|
|
|
|
|
}
|
|
|
|
|
if (use_color) {
|
|
|
|
|
clear_state.color_mask[0].red_enabled = regs.clear_buffers.R ? GL_TRUE : GL_FALSE;
|
|
|
|
|
clear_state.color_mask[0].green_enabled = regs.clear_buffers.G ? GL_TRUE : GL_FALSE;
|
|
|
|
|
clear_state.color_mask[0].blue_enabled = regs.clear_buffers.B ? GL_TRUE : GL_FALSE;
|
|
|
|
|
clear_state.color_mask[0].alpha_enabled = regs.clear_buffers.A ? GL_TRUE : GL_FALSE;
|
|
|
|
|
|
|
|
|
|
if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
|
|
|
|
|
regs.clear_buffers.A) {
|
|
|
|
|
use_color = true;
|
|
|
|
|
}
|
|
|
|
|
if (regs.clear_buffers.Z) {
|
|
|
|
|
ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!");
|
|
|
|
|
use_depth = true;
|
|
|
|
|
|
|
|
|
|
// Always enable the depth write when clearing the depth buffer. The depth write mask is
|
|
|
|
|
// ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to true.
|
|
|
|
|
// ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to
|
|
|
|
|
// true.
|
|
|
|
|
clear_state.depth.test_enabled = true;
|
|
|
|
|
clear_state.depth.test_func = GL_ALWAYS;
|
|
|
|
|
}
|
|
|
|
@ -557,11 +553,8 @@ void RasterizerOpenGL::Clear() {
|
|
|
|
|
|
|
|
|
|
ScopeAcquireGLContext acquire_context{emu_window};
|
|
|
|
|
|
|
|
|
|
ConfigureFramebuffers(use_color, use_depth || use_stencil, false,
|
|
|
|
|
ConfigureFramebuffers(clear_state, use_color, use_depth || use_stencil, false,
|
|
|
|
|
regs.clear_buffers.RT.Value());
|
|
|
|
|
// Copy the sRGB setting to the clear state to avoid problem with
|
|
|
|
|
// specific driver implementations
|
|
|
|
|
clear_state.framebuffer_srgb.enabled = state.framebuffer_srgb.enabled;
|
|
|
|
|
clear_state.Apply();
|
|
|
|
|
|
|
|
|
|
if (use_color) {
|
|
|
|
@ -587,7 +580,7 @@ void RasterizerOpenGL::DrawArrays() {
|
|
|
|
|
|
|
|
|
|
ScopeAcquireGLContext acquire_context{emu_window};
|
|
|
|
|
|
|
|
|
|
ConfigureFramebuffers();
|
|
|
|
|
ConfigureFramebuffers(state);
|
|
|
|
|
SyncColorMask();
|
|
|
|
|
SyncDepthTestState();
|
|
|
|
|
SyncStencilTestState();
|
|
|
|
@ -608,7 +601,7 @@ void RasterizerOpenGL::DrawArrays() {
|
|
|
|
|
const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
|
|
|
|
|
|
|
|
|
|
state.draw.vertex_buffer = buffer_cache.GetHandle();
|
|
|
|
|
state.Apply();
|
|
|
|
|
state.ApplyVertexBufferState();
|
|
|
|
|
|
|
|
|
|
std::size_t buffer_size = CalculateVertexArraysSize();
|
|
|
|
|
|
|
|
|
@ -923,11 +916,11 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader,
|
|
|
|
|
return current_unit + static_cast<u32>(entries.size());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RasterizerOpenGL::SyncViewport() {
|
|
|
|
|
void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) {
|
|
|
|
|
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
|
|
|
|
|
for (size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets; i++) {
|
|
|
|
|
const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[i].GetRect()};
|
|
|
|
|
auto& viewport = state.viewports[i];
|
|
|
|
|
auto& viewport = current_state.viewports[i];
|
|
|
|
|
viewport.x = viewport_rect.left;
|
|
|
|
|
viewport.y = viewport_rect.bottom;
|
|
|
|
|
viewport.width = static_cast<GLsizei>(viewport_rect.GetWidth());
|
|
|
|
@ -1131,9 +1124,8 @@ void RasterizerOpenGL::CheckAlphaTests() {
|
|
|
|
|
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
|
|
|
|
|
|
|
|
|
|
if (regs.alpha_test_enabled != 0 && regs.rt_control.count > 1) {
|
|
|
|
|
LOG_CRITICAL(
|
|
|
|
|
Render_OpenGL,
|
|
|
|
|
"Alpha Testing is enabled with Multiple Render Targets, this behavior is undefined.");
|
|
|
|
|
LOG_CRITICAL(Render_OpenGL, "Alpha Testing is enabled with Multiple Render Targets, "
|
|
|
|
|
"this behavior is undefined.");
|
|
|
|
|
UNREACHABLE();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|