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@ -93,7 +93,6 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
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shader_program_manager = std::make_unique<GLShader::ProgramManager>();
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state.draw.shader_program = 0;
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state.Apply();
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clear_framebuffer.Create();
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LOG_DEBUG(Render_OpenGL, "Sync fixed function OpenGL state here");
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CheckExtensions();
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@ -373,78 +372,58 @@ void RasterizerOpenGL::ConfigureFramebuffers() {
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UNIMPLEMENTED_IF(regs.rt_separate_frag_data == 0);
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// Bind the framebuffer surfaces
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FramebufferCacheKey fbkey;
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for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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FramebufferCacheKey key;
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const auto colors_count = static_cast<std::size_t>(regs.rt_control.count);
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for (std::size_t index = 0; index < colors_count; ++index) {
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View color_surface{texture_cache.GetColorBufferSurface(index, true)};
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if (color_surface) {
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if (!color_surface) {
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continue;
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}
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// Assume that a surface will be written to if it is used as a framebuffer, even
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// if the shader doesn't actually write to it.
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texture_cache.MarkColorBufferInUse(index);
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}
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fbkey.color_attachments[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
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fbkey.colors[index] = std::move(color_surface);
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key.SetAttachment(index, regs.rt_control.GetMap(index));
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key.colors[index] = std::move(color_surface);
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}
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fbkey.colors_count = static_cast<u16>(regs.rt_control.count);
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if (depth_surface) {
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// Assume that a surface will be written to if it is used as a framebuffer, even if
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// the shader doesn't actually write to it.
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texture_cache.MarkDepthBufferInUse();
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fbkey.stencil_enable = depth_surface->GetSurfaceParams().type == SurfaceType::DepthStencil;
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fbkey.zeta = std::move(depth_surface);
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key.zeta = std::move(depth_surface);
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}
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texture_cache.GuardRenderTargets(false);
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state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(fbkey);
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state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(key);
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SyncViewport(state);
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}
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void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, bool using_color_fb,
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bool using_depth_fb, bool using_stencil_fb) {
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using VideoCore::Surface::SurfaceType;
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auto& gpu = system.GPU().Maxwell3D();
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const auto& regs = gpu.regs;
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texture_cache.GuardRenderTargets(true);
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View color_surface{};
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View color_surface;
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if (using_color_fb) {
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color_surface = texture_cache.GetColorBufferSurface(regs.clear_buffers.RT, false);
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}
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View depth_surface{};
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View depth_surface;
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if (using_depth_fb || using_stencil_fb) {
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depth_surface = texture_cache.GetDepthBufferSurface(false);
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}
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texture_cache.GuardRenderTargets(false);
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current_state.draw.draw_framebuffer = clear_framebuffer.handle;
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FramebufferCacheKey key;
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key.colors[0] = color_surface;
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key.zeta = depth_surface;
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current_state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(key);
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current_state.ApplyFramebufferState();
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if (color_surface) {
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color_surface->Attach(GL_COLOR_ATTACHMENT0, GL_DRAW_FRAMEBUFFER);
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} else {
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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}
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if (depth_surface) {
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const auto& params = depth_surface->GetSurfaceParams();
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switch (params.type) {
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case VideoCore::Surface::SurfaceType::Depth:
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depth_surface->Attach(GL_DEPTH_ATTACHMENT, GL_DRAW_FRAMEBUFFER);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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break;
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case VideoCore::Surface::SurfaceType::DepthStencil:
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depth_surface->Attach(GL_DEPTH_STENCIL_ATTACHMENT, GL_DRAW_FRAMEBUFFER);
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break;
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default:
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UNIMPLEMENTED();
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}
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} else {
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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}
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}
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void RasterizerOpenGL::Clear() {
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