yuzu-emu
/
yuzu-mainline
Archived
1
0
Fork 0

GPU: Factor out the framebuffer configuration code for both Clear and Draw commands.

This commit is contained in:
Subv 2018-07-03 16:55:44 -05:00
parent c1811ed3d1
commit 78443a7f29
2 changed files with 62 additions and 95 deletions

View File

@ -297,92 +297,7 @@ bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
return true; return true;
} }
void RasterizerOpenGL::Clear() { std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers() {
const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
GLbitfield clear_mask = 0;
if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
regs.clear_buffers.A) {
clear_mask |= GL_COLOR_BUFFER_BIT;
}
if (regs.clear_buffers.Z)
clear_mask |= GL_DEPTH_BUFFER_BIT;
if (clear_mask == 0)
return;
// Sync the depth test state before configuring the framebuffer surfaces.
SyncDepthTestState();
// TODO(bunnei): Implement these
const bool has_stencil = false;
const bool using_color_fb = true;
const bool using_depth_fb = regs.zeta.Address() != 0;
const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
const bool write_color_fb =
state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
const bool write_depth_fb =
(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
(has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0);
Surface color_surface;
Surface depth_surface;
MathUtil::Rectangle<u32> surfaces_rect;
std::tie(color_surface, depth_surface, surfaces_rect) =
res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, viewport_rect);
MathUtil::Rectangle<u32> draw_rect{
static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.left,
surfaces_rect.left, surfaces_rect.right)), // Left
static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.top,
surfaces_rect.bottom, surfaces_rect.top)), // Top
static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.right,
surfaces_rect.left, surfaces_rect.right)), // Right
static_cast<u32>(
std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.bottom,
surfaces_rect.bottom, surfaces_rect.top))}; // Bottom
// Bind the framebuffer surfaces
BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
// Sync the viewport
SyncViewport(surfaces_rect);
// TODO(bunnei): Sync scissorbox uniform(s) here
// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
// scissor test to prevent drawing outside of the framebuffer region
state.scissor.enabled = true;
state.scissor.x = draw_rect.left;
state.scissor.y = draw_rect.bottom;
state.scissor.width = draw_rect.GetWidth();
state.scissor.height = draw_rect.GetHeight();
state.Apply();
// TODO(Subv): Support clearing only partial colors.
glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
regs.clear_color[3]);
glClearDepth(regs.clear_depth);
glClear(clear_mask);
// Mark framebuffer surfaces as dirty
if (color_surface != nullptr && write_color_fb) {
res_cache.MarkSurfaceAsDirty(color_surface);
}
if (depth_surface != nullptr && write_depth_fb) {
res_cache.MarkSurfaceAsDirty(depth_surface);
}
}
void RasterizerOpenGL::DrawArrays() {
if (accelerate_draw == AccelDraw::Disabled)
return;
MICROPROFILE_SCOPE(OpenGL_Drawing);
const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
// Sync the depth test state before configuring the framebuffer surfaces. // Sync the depth test state before configuring the framebuffer surfaces.
@ -425,11 +340,6 @@ void RasterizerOpenGL::DrawArrays() {
BindFramebufferSurfaces(color_surface, depth_surface, has_stencil); BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
SyncViewport(surfaces_rect); SyncViewport(surfaces_rect);
SyncBlendState();
SyncCullMode();
// TODO(bunnei): Sync framebuffer_scale uniform here
// TODO(bunnei): Sync scissorbox uniform(s) here
// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable // Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
// scissor test to prevent drawing outside of the framebuffer region // scissor test to prevent drawing outside of the framebuffer region
@ -440,6 +350,58 @@ void RasterizerOpenGL::DrawArrays() {
state.scissor.height = draw_rect.GetHeight(); state.scissor.height = draw_rect.GetHeight();
state.Apply(); state.Apply();
// Only return the surface to be marked as dirty if writing to it is enabled.
return std::make_pair(write_color_fb ? color_surface : nullptr,
write_depth_fb ? depth_surface : nullptr);
}
void RasterizerOpenGL::Clear() {
const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
GLbitfield clear_mask = 0;
if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
regs.clear_buffers.A) {
clear_mask |= GL_COLOR_BUFFER_BIT;
}
if (regs.clear_buffers.Z)
clear_mask |= GL_DEPTH_BUFFER_BIT;
if (clear_mask == 0)
return;
auto [dirty_color_surface, dirty_depth_surface] = ConfigureFramebuffers();
// TODO(Subv): Support clearing only partial colors.
glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
regs.clear_color[3]);
glClearDepth(regs.clear_depth);
glClear(clear_mask);
// Mark framebuffer surfaces as dirty
if (dirty_color_surface != nullptr) {
res_cache.MarkSurfaceAsDirty(dirty_color_surface);
}
if (dirty_depth_surface != nullptr) {
res_cache.MarkSurfaceAsDirty(dirty_depth_surface);
}
}
void RasterizerOpenGL::DrawArrays() {
if (accelerate_draw == AccelDraw::Disabled)
return;
MICROPROFILE_SCOPE(OpenGL_Drawing);
const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
auto [dirty_color_surface, dirty_depth_surface] = ConfigureFramebuffers();
SyncBlendState();
SyncCullMode();
// TODO(bunnei): Sync framebuffer_scale uniform here
// TODO(bunnei): Sync scissorbox uniform(s) here
// Draw the vertex batch // Draw the vertex batch
const bool is_indexed = accelerate_draw == AccelDraw::Indexed; const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
const u64 index_buffer_size{regs.index_array.count * regs.index_array.FormatSizeInBytes()}; const u64 index_buffer_size{regs.index_array.count * regs.index_array.FormatSizeInBytes()};
@ -520,11 +482,11 @@ void RasterizerOpenGL::DrawArrays() {
state.Apply(); state.Apply();
// Mark framebuffer surfaces as dirty // Mark framebuffer surfaces as dirty
if (color_surface != nullptr && write_color_fb) { if (dirty_color_surface != nullptr) {
res_cache.MarkSurfaceAsDirty(color_surface); res_cache.MarkSurfaceAsDirty(dirty_color_surface);
} }
if (depth_surface != nullptr && write_depth_fb) { if (dirty_depth_surface != nullptr) {
res_cache.MarkSurfaceAsDirty(depth_surface); res_cache.MarkSurfaceAsDirty(dirty_depth_surface);
} }
} }

View File

@ -7,6 +7,7 @@
#include <array> #include <array>
#include <cstddef> #include <cstddef>
#include <memory> #include <memory>
#include <utility>
#include <vector> #include <vector>
#include <glad/glad.h> #include <glad/glad.h>
#include "common/common_types.h" #include "common/common_types.h"
@ -82,6 +83,10 @@ private:
u32 border_color_a; u32 border_color_a;
}; };
/// Configures the color and depth framebuffer states and returns the dirty <Color, Depth>
/// surfaces if writing was enabled.
std::pair<Surface, Surface> ConfigureFramebuffers();
/// Binds the framebuffer color and depth surface /// Binds the framebuffer color and depth surface
void BindFramebufferSurfaces(const Surface& color_surface, const Surface& depth_surface, void BindFramebufferSurfaces(const Surface& color_surface, const Surface& depth_surface,
bool has_stencil); bool has_stencil);