gl_state_tracker: Add dirty flags for buffers and divisors
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9b08698a0c
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@ -164,12 +164,22 @@ void RasterizerOpenGL::SetupVertexFormat() {
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void RasterizerOpenGL::SetupVertexBuffer() {
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void RasterizerOpenGL::SetupVertexBuffer() {
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auto& gpu = system.GPU().Maxwell3D();
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auto& gpu = system.GPU().Maxwell3D();
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const auto& regs = gpu.regs;
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auto& flags = gpu.dirty.flags;
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if (!flags[Dirty::VertexBuffers]) {
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return;
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}
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flags[Dirty::VertexBuffers] = false;
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MICROPROFILE_SCOPE(OpenGL_VB);
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MICROPROFILE_SCOPE(OpenGL_VB);
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// Upload all guest vertex arrays sequentially to our buffer
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// Upload all guest vertex arrays sequentially to our buffer
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for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
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const auto& regs = gpu.regs;
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for (std::size_t index = 0; index < Maxwell::NumVertexArrays; ++index) {
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if (!flags[Dirty::VertexBuffer0 + index]) {
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continue;
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}
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flags[Dirty::VertexBuffer0 + index] = false;
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const auto& vertex_array = regs.vertex_array[index];
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const auto& vertex_array = regs.vertex_array[index];
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if (!vertex_array.IsEnabled()) {
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if (!vertex_array.IsEnabled()) {
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continue;
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continue;
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@ -183,33 +193,30 @@ void RasterizerOpenGL::SetupVertexBuffer() {
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const auto [vertex_buffer, vertex_buffer_offset] = buffer_cache.UploadMemory(start, size);
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const auto [vertex_buffer, vertex_buffer_offset] = buffer_cache.UploadMemory(start, size);
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// Bind the vertex array to the buffer at the current offset.
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// Bind the vertex array to the buffer at the current offset.
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vertex_array_pushbuffer.SetVertexBuffer(index, vertex_buffer, vertex_buffer_offset,
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vertex_array_pushbuffer.SetVertexBuffer(static_cast<GLuint>(index), vertex_buffer,
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vertex_array.stride);
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vertex_buffer_offset, vertex_array.stride);
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if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) {
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// Enable vertex buffer instancing with the specified divisor.
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glVertexBindingDivisor(index, vertex_array.divisor);
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} else {
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// Disable the vertex buffer instancing.
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glVertexBindingDivisor(index, 0);
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}
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}
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}
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}
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}
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void RasterizerOpenGL::SetupVertexInstances() {
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void RasterizerOpenGL::SetupVertexInstances() {
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auto& gpu = system.GPU().Maxwell3D();
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auto& gpu = system.GPU().Maxwell3D();
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const auto& regs = gpu.regs;
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auto& flags = gpu.dirty.flags;
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if (!flags[Dirty::VertexInstances]) {
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return;
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}
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flags[Dirty::VertexInstances] = false;
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// Upload all guest vertex arrays sequentially to our buffer
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const auto& regs = gpu.regs;
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for (u32 index = 0; index < 16; ++index) {
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for (std::size_t index = 0; index < 16; ++index) {
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if (regs.instanced_arrays.IsInstancingEnabled(index) &&
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if (!flags[Dirty::VertexInstance0 + index]) {
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regs.vertex_array[index].divisor != 0) {
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continue;
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// Enable vertex buffer instancing with the specified divisor.
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glVertexBindingDivisor(index, regs.vertex_array[index].divisor);
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} else {
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// Disable the vertex buffer instancing.
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glVertexBindingDivisor(index, 0);
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}
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}
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flags[Dirty::VertexInstance0 + index] = false;
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const auto gl_index = static_cast<GLuint>(index);
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const bool instancing_enabled = regs.instanced_arrays.IsInstancingEnabled(gl_index);
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const GLuint divisor = instancing_enabled ? regs.vertex_array[index].divisor : 0;
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glVertexBindingDivisor(gl_index, divisor);
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}
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}
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}
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}
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@ -71,6 +71,26 @@ void SetupDirtyColorMasks(Tables& tables) {
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FillBlock(tables[1], OFF(color_mask), NUM(color_mask), ColorMasks);
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FillBlock(tables[1], OFF(color_mask), NUM(color_mask), ColorMasks);
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}
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}
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void SetupDirtyVertexArrays(Tables& tables) {
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static constexpr std::size_t num_array = 3;
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static constexpr std::size_t instance_base_offset = 3;
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for (std::size_t i = 0; i < Regs::NumVertexArrays; ++i) {
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const std::size_t array_offset = OFF(vertex_array) + i * NUM(vertex_array[0]);
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const std::size_t limit_offset = OFF(vertex_array_limit) + i * NUM(vertex_array_limit[0]);
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FillBlock(tables, array_offset, num_array, VertexBuffer0 + i, VertexBuffers);
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FillBlock(tables, limit_offset, NUM(vertex_array_limit), VertexBuffer0 + i, VertexBuffers);
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const std::size_t instance_array_offset = array_offset + instance_base_offset;
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tables[0][instance_array_offset] = static_cast<u8>(VertexInstance0 + i);
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tables[1][instance_array_offset] = VertexInstances;
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const std::size_t instance_offset = OFF(instanced_arrays) + i;
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tables[0][instance_offset] = static_cast<u8>(VertexInstance0 + i);
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tables[1][instance_offset] = VertexInstances;
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}
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}
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void SetupDirtyVertexFormat(Tables& tables) {
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void SetupDirtyVertexFormat(Tables& tables) {
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for (std::size_t i = 0; i < Regs::NumVertexAttributes; ++i) {
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for (std::size_t i = 0; i < Regs::NumVertexAttributes; ++i) {
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const std::size_t offset = OFF(vertex_attrib_format) + i * NUM(vertex_attrib_format[0]);
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const std::size_t offset = OFF(vertex_attrib_format) + i * NUM(vertex_attrib_format[0]);
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@ -115,6 +135,7 @@ void StateTracker::Initialize() {
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SetupDirtyColorMasks(tables);
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SetupDirtyColorMasks(tables);
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SetupDirtyViewports(tables);
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SetupDirtyViewports(tables);
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SetupDirtyScissors(tables);
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SetupDirtyScissors(tables);
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SetupDirtyVertexArrays(tables);
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SetupDirtyVertexFormat(tables);
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SetupDirtyVertexFormat(tables);
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auto& store = dirty.on_write_stores;
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auto& store = dirty.on_write_stores;
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@ -78,6 +78,10 @@ public:
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flags[OpenGL::Dirty::VertexBuffers] = true;
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flags[OpenGL::Dirty::VertexBuffers] = true;
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flags[OpenGL::Dirty::VertexBuffer0] = true;
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flags[OpenGL::Dirty::VertexBuffer0] = true;
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flags[OpenGL::Dirty::VertexInstances] = true;
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flags[OpenGL::Dirty::VertexInstance0 + 0] = true;
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flags[OpenGL::Dirty::VertexInstance0 + 1] = true;
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}
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}
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void NotifyViewport0() {
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void NotifyViewport0() {
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@ -611,6 +611,8 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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glEnableVertexAttribArray(PositionLocation);
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glEnableVertexAttribArray(PositionLocation);
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glEnableVertexAttribArray(TexCoordLocation);
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glEnableVertexAttribArray(TexCoordLocation);
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glVertexAttribDivisor(PositionLocation, 0);
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glVertexAttribDivisor(TexCoordLocation, 0);
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glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE,
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glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE,
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offsetof(ScreenRectVertex, position));
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offsetof(ScreenRectVertex, position));
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glVertexAttribFormat(TexCoordLocation, 2, GL_FLOAT, GL_FALSE,
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glVertexAttribFormat(TexCoordLocation, 2, GL_FLOAT, GL_FALSE,
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