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Merge pull request #2867 from ReinUsesLisp/configure-framebuffers-clean

gl_rasterizer: Remove unused code paths from ConfigureFramebuffers
This commit is contained in:
David 2019-09-22 23:10:07 +10:00 committed by GitHub
commit 3bfba23362
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 33 additions and 121 deletions

View File

@ -35,21 +35,16 @@ OGLFramebuffer FramebufferCacheOpenGL::CreateFramebuffer(const FramebufferCacheK
local_state.draw.draw_framebuffer = framebuffer.handle;
local_state.ApplyFramebufferState();
if (key.is_single_buffer) {
if (key.color_attachments[0] != GL_NONE && key.colors[0]) {
key.colors[0]->Attach(key.color_attachments[0], GL_DRAW_FRAMEBUFFER);
glDrawBuffer(key.color_attachments[0]);
} else {
glDrawBuffer(GL_NONE);
}
} else {
for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
if (key.colors[index]) {
key.colors[index]->Attach(GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index),
GL_DRAW_FRAMEBUFFER);
}
for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
if (key.colors[index]) {
key.colors[index]->Attach(GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index),
GL_DRAW_FRAMEBUFFER);
}
}
if (key.colors_count) {
glDrawBuffers(key.colors_count, key.color_attachments.data());
} else {
glDrawBuffer(GL_NONE);
}
if (key.zeta) {
@ -67,9 +62,9 @@ std::size_t FramebufferCacheKey::Hash() const {
}
bool FramebufferCacheKey::operator==(const FramebufferCacheKey& rhs) const {
return std::tie(is_single_buffer, stencil_enable, colors_count, color_attachments, colors,
zeta) == std::tie(rhs.is_single_buffer, rhs.stencil_enable, rhs.colors_count,
rhs.color_attachments, rhs.colors, rhs.zeta);
return std::tie(stencil_enable, colors_count, color_attachments, colors, zeta) ==
std::tie(rhs.stencil_enable, rhs.colors_count, rhs.color_attachments, rhs.colors,
rhs.zeta);
}
} // namespace OpenGL

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@ -19,7 +19,6 @@
namespace OpenGL {
struct alignas(sizeof(u64)) FramebufferCacheKey {
bool is_single_buffer = false;
bool stencil_enable = false;
u16 colors_count = 0;

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@ -445,99 +445,51 @@ void RasterizerOpenGL::LoadDiskResources(const std::atomic_bool& stop_loading,
shader_cache.LoadDiskCache(stop_loading, callback);
}
std::pair<bool, bool> RasterizerOpenGL::ConfigureFramebuffers(
OpenGLState& current_state, bool using_color_fb, bool using_depth_fb, bool preserve_contents,
std::optional<std::size_t> single_color_target) {
void RasterizerOpenGL::ConfigureFramebuffers() {
MICROPROFILE_SCOPE(OpenGL_Framebuffer);
auto& gpu = system.GPU().Maxwell3D();
const auto& regs = gpu.regs;
const FramebufferConfigState fb_config_state{using_color_fb, using_depth_fb, preserve_contents,
single_color_target};
if (fb_config_state == current_framebuffer_config_state && !gpu.dirty.render_settings) {
// Only skip if the previous ConfigureFramebuffers call was from the same kind (multiple or
// single color targets). This is done because the guest registers may not change but the
// host framebuffer may contain different attachments
return current_depth_stencil_usage;
if (!gpu.dirty.render_settings) {
return;
}
gpu.dirty.render_settings = false;
current_framebuffer_config_state = fb_config_state;
texture_cache.GuardRenderTargets(true);
View depth_surface{};
if (using_depth_fb) {
depth_surface = texture_cache.GetDepthBufferSurface(preserve_contents);
} else {
texture_cache.SetEmptyDepthBuffer();
}
View depth_surface = texture_cache.GetDepthBufferSurface(true);
const auto& regs = gpu.regs;
state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;
UNIMPLEMENTED_IF(regs.rt_separate_frag_data == 0);
// Bind the framebuffer surfaces
current_state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;
FramebufferCacheKey fbkey;
for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
View color_surface{texture_cache.GetColorBufferSurface(index, true)};
if (using_color_fb) {
if (single_color_target) {
// Used when just a single color attachment is enabled, e.g. for clearing a color buffer
View color_surface{
texture_cache.GetColorBufferSurface(*single_color_target, preserve_contents)};
if (color_surface) {
// Assume that a surface will be written to if it is used as a framebuffer, even if
// the shader doesn't actually write to it.
texture_cache.MarkColorBufferInUse(*single_color_target);
}
fbkey.is_single_buffer = true;
fbkey.color_attachments[0] =
GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(*single_color_target);
fbkey.colors[0] = color_surface;
for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
if (index != *single_color_target) {
texture_cache.SetEmptyColorBuffer(index);
}
}
} else {
// Multiple color attachments are enabled
for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
View color_surface{texture_cache.GetColorBufferSurface(index, preserve_contents)};
if (color_surface) {
// Assume that a surface will be written to if it is used as a framebuffer, even
// if the shader doesn't actually write to it.
texture_cache.MarkColorBufferInUse(index);
}
fbkey.color_attachments[index] =
GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
fbkey.colors[index] = color_surface;
}
fbkey.is_single_buffer = false;
fbkey.colors_count = regs.rt_control.count;
if (color_surface) {
// Assume that a surface will be written to if it is used as a framebuffer, even
// if the shader doesn't actually write to it.
texture_cache.MarkColorBufferInUse(index);
}
} else {
// No color attachments are enabled - leave them as zero
fbkey.is_single_buffer = true;
fbkey.color_attachments[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
fbkey.colors[index] = std::move(color_surface);
}
fbkey.colors_count = regs.rt_control.count;
if (depth_surface) {
// Assume that a surface will be written to if it is used as a framebuffer, even if
// the shader doesn't actually write to it.
texture_cache.MarkDepthBufferInUse();
fbkey.zeta = depth_surface;
fbkey.stencil_enable = depth_surface->GetSurfaceParams().type == SurfaceType::DepthStencil;
fbkey.zeta = std::move(depth_surface);
}
texture_cache.GuardRenderTargets(false);
current_state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(fbkey);
SyncViewport(current_state);
return current_depth_stencil_usage = {static_cast<bool>(depth_surface), fbkey.stencil_enable};
state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(fbkey);
SyncViewport(state);
}
void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, bool using_color_fb,
@ -757,7 +709,7 @@ void RasterizerOpenGL::DrawArrays() {
SetupShaders(params.primitive_mode);
texture_cache.GuardSamplers(false);
ConfigureFramebuffers(state);
ConfigureFramebuffers();
// Signal the buffer cache that we are not going to upload more things.
const bool invalidate = buffer_cache.Unmap();

View File

@ -77,39 +77,8 @@ public:
const VideoCore::DiskResourceLoadCallback& callback) override;
private:
struct FramebufferConfigState {
bool using_color_fb{};
bool using_depth_fb{};
bool preserve_contents{};
std::optional<std::size_t> single_color_target;
bool operator==(const FramebufferConfigState& rhs) const {
return std::tie(using_color_fb, using_depth_fb, preserve_contents,
single_color_target) == std::tie(rhs.using_color_fb, rhs.using_depth_fb,
rhs.preserve_contents,
rhs.single_color_target);
}
bool operator!=(const FramebufferConfigState& rhs) const {
return !operator==(rhs);
}
};
/**
* Configures the color and depth framebuffer states.
*
* @param current_state The current OpenGL state.
* @param using_color_fb If true, configure color framebuffers.
* @param using_depth_fb If true, configure the depth/stencil framebuffer.
* @param preserve_contents If true, tries to preserve data from a previously used
* framebuffer.
* @param single_color_target Specifies if a single color buffer target should be used.
*
* @returns If depth (first) or stencil (second) are being stored in the bound zeta texture
* (requires using_depth_fb to be true)
*/
std::pair<bool, bool> ConfigureFramebuffers(
OpenGLState& current_state, bool using_color_fb = true, bool using_depth_fb = true,
bool preserve_contents = true, std::optional<std::size_t> single_color_target = {});
/// Configures the color and depth framebuffer states.
void ConfigureFramebuffers();
void ConfigureClearFramebuffer(OpenGLState& current_state, bool using_color_fb,
bool using_depth_fb, bool using_stencil_fb);
@ -228,9 +197,6 @@ private:
OGLVertexArray>
vertex_array_cache;
FramebufferConfigState current_framebuffer_config_state;
std::pair<bool, bool> current_depth_stencil_usage{};
static constexpr std::size_t STREAM_BUFFER_SIZE = 128 * 1024 * 1024;
OGLBufferCache buffer_cache;