gl_rasterizer: Implement flushing.
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@ -424,6 +424,13 @@ void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_dep
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// Used when just a single color attachment is enabled, e.g. for clearing a color buffer
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// Used when just a single color attachment is enabled, e.g. for clearing a color buffer
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Surface color_surface =
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Surface color_surface =
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res_cache.GetColorBufferSurface(*single_color_target, preserve_contents);
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res_cache.GetColorBufferSurface(*single_color_target, preserve_contents);
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if (color_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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color_surface->MarkAsDirty();
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}
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glFramebufferTexture2D(
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glFramebufferTexture2D(
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GL_DRAW_FRAMEBUFFER,
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GL_DRAW_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(*single_color_target), GL_TEXTURE_2D,
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GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(*single_color_target), GL_TEXTURE_2D,
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@ -434,6 +441,13 @@ void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_dep
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std::array<GLenum, Maxwell::NumRenderTargets> buffers;
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std::array<GLenum, Maxwell::NumRenderTargets> buffers;
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for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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Surface color_surface = res_cache.GetColorBufferSurface(index, preserve_contents);
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Surface color_surface = res_cache.GetColorBufferSurface(index, preserve_contents);
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if (color_surface) {
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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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color_surface->MarkAsDirty();
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}
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buffers[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
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buffers[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
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glFramebufferTexture2D(
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glFramebufferTexture2D(
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GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index),
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GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index),
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@ -453,6 +467,10 @@ void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_dep
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}
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}
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if (depth_surface) {
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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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depth_surface->MarkAsDirty();
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if (regs.stencil_enable) {
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if (regs.stencil_enable) {
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// Attach both depth and stencil
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// Attach both depth and stencil
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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@ -617,7 +635,12 @@ void RasterizerOpenGL::DrawArrays() {
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void RasterizerOpenGL::FlushAll() {}
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void RasterizerOpenGL::FlushAll() {}
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void RasterizerOpenGL::FlushRegion(VAddr addr, u64 size) {}
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void RasterizerOpenGL::FlushRegion(VAddr addr, u64 size) {
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MICROPROFILE_SCOPE(OpenGL_CacheManagement);
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res_cache.FlushRegion(addr, size);
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shader_cache.FlushRegion(addr, size);
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buffer_cache.FlushRegion(addr, size);
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}
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void RasterizerOpenGL::InvalidateRegion(VAddr addr, u64 size) {
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void RasterizerOpenGL::InvalidateRegion(VAddr addr, u64 size) {
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MICROPROFILE_SCOPE(OpenGL_CacheManagement);
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MICROPROFILE_SCOPE(OpenGL_CacheManagement);
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@ -627,6 +650,7 @@ void RasterizerOpenGL::InvalidateRegion(VAddr addr, u64 size) {
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}
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}
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void RasterizerOpenGL::FlushAndInvalidateRegion(VAddr addr, u64 size) {
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void RasterizerOpenGL::FlushAndInvalidateRegion(VAddr addr, u64 size) {
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FlushRegion(addr, size);
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InvalidateRegion(addr, size);
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InvalidateRegion(addr, size);
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}
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}
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