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OpenGL: Drop framebuffer completeness check.

This OpenGL call synchronize the worker thread of the nvidia blob.
It can be verified on linux with the __GL_THREADED_OPTIMIZATIONS=1 environment variable.
Those errors should not happen on tested drivers.
It was used as a workaround for https://bugs.freedesktop.org/show_bug.cgi?id=94148
This commit is contained in:
Markus Wick 2016-12-06 23:23:21 +01:00
parent 8d529a5cda
commit d0d49bb951
5 changed files with 8 additions and 47 deletions

View File

@ -189,10 +189,6 @@ void RasterizerOpenGL::DrawTriangles() {
GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
(has_stencil && depth_surface != nullptr) ? depth_surface->texture.handle : 0, 0); (has_stencil && depth_surface != nullptr) ? depth_surface->texture.handle : 0, 0);
if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
return;
}
// Sync the viewport // Sync the viewport
// These registers hold half-width and half-height, so must be multiplied by 2 // These registers hold half-width and half-height, so must be multiplied by 2
GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_x).ToFloat32() * 2; GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_x).ToFloat32() * 2;
@ -807,10 +803,6 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config)
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
0); 0);
if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
return false;
}
GLfloat color_values[4] = {0.0f, 0.0f, 0.0f, 0.0f}; GLfloat color_values[4] = {0.0f, 0.0f, 0.0f, 0.0f};
// TODO: Handle additional pixel format and fill value size combinations to accelerate more // TODO: Handle additional pixel format and fill value size combinations to accelerate more
@ -895,10 +887,6 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config)
dst_surface->texture.handle, 0); dst_surface->texture.handle, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
return false;
}
GLfloat value_float; GLfloat value_float;
if (dst_surface->pixel_format == CachedSurface::PixelFormat::D16) { if (dst_surface->pixel_format == CachedSurface::PixelFormat::D16) {
value_float = config.value_32bit / 65535.0f; // 2^16 - 1 value_float = config.value_32bit / 65535.0f; // 2^16 - 1
@ -914,10 +902,6 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config)
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
dst_surface->texture.handle, 0); dst_surface->texture.handle, 0);
if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
return false;
}
GLfloat value_float = (config.value_32bit & 0xFFFFFF) / 16777215.0f; // 2^24 - 1 GLfloat value_float = (config.value_32bit & 0xFFFFFF) / 16777215.0f; // 2^24 - 1
GLint value_int = (config.value_32bit >> 24); GLint value_int = (config.value_32bit >> 24);

View File

@ -103,7 +103,7 @@ static void MortonCopyPixels(CachedSurface::PixelFormat pixel_format, u32 width,
} }
} }
bool RasterizerCacheOpenGL::BlitTextures(GLuint src_tex, GLuint dst_tex, void RasterizerCacheOpenGL::BlitTextures(GLuint src_tex, GLuint dst_tex,
CachedSurface::SurfaceType type, CachedSurface::SurfaceType type,
const MathUtil::Rectangle<int>& src_rect, const MathUtil::Rectangle<int>& src_rect,
const MathUtil::Rectangle<int>& dst_rect) { const MathUtil::Rectangle<int>& dst_rect) {
@ -158,21 +158,14 @@ bool RasterizerCacheOpenGL::BlitTextures(GLuint src_tex, GLuint dst_tex,
buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
} }
bool can_blit = OpenGLState::CheckFBStatus(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE && glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left,
OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE; dst_rect.top, dst_rect.right, dst_rect.bottom, buffers,
if (can_blit) {
glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, buffers,
buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST); buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
}
// Restore previous framebuffer bindings // Restore previous framebuffer bindings
cur_state.draw.read_framebuffer = old_fbs[0]; cur_state.draw.read_framebuffer = old_fbs[0];
cur_state.draw.draw_framebuffer = old_fbs[1]; cur_state.draw.draw_framebuffer = old_fbs[1];
cur_state.Apply(); cur_state.Apply();
return can_blit;
} }
bool RasterizerCacheOpenGL::TryBlitSurfaces(CachedSurface* src_surface, bool RasterizerCacheOpenGL::TryBlitSurfaces(CachedSurface* src_surface,
@ -186,9 +179,9 @@ bool RasterizerCacheOpenGL::TryBlitSurfaces(CachedSurface* src_surface,
return false; return false;
} }
return BlitTextures(src_surface->texture.handle, dst_surface->texture.handle, BlitTextures(src_surface->texture.handle, dst_surface->texture.handle,
CachedSurface::GetFormatType(src_surface->pixel_format), src_rect, CachedSurface::GetFormatType(src_surface->pixel_format), src_rect, dst_rect);
dst_rect); return true;
} }
static void AllocateSurfaceTexture(GLuint texture, CachedSurface::PixelFormat pixel_format, static void AllocateSurfaceTexture(GLuint texture, CachedSurface::PixelFormat pixel_format,

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@ -187,7 +187,7 @@ public:
~RasterizerCacheOpenGL(); ~RasterizerCacheOpenGL();
/// Blits one texture to another /// Blits one texture to another
bool BlitTextures(GLuint src_tex, GLuint dst_tex, CachedSurface::SurfaceType type, void BlitTextures(GLuint src_tex, GLuint dst_tex, CachedSurface::SurfaceType type,
const MathUtil::Rectangle<int>& src_rect, const MathUtil::Rectangle<int>& src_rect,
const MathUtil::Rectangle<int>& dst_rect); const MathUtil::Rectangle<int>& dst_rect);

View File

@ -232,19 +232,6 @@ void OpenGLState::Apply() const {
cur_state = *this; cur_state = *this;
} }
GLenum OpenGLState::CheckFBStatus(GLenum target) {
GLenum fb_status = glCheckFramebufferStatus(target);
if (fb_status != GL_FRAMEBUFFER_COMPLETE) {
const char* fb_description =
(target == GL_READ_FRAMEBUFFER ? "READ"
: (target == GL_DRAW_FRAMEBUFFER ? "DRAW" : "UNK"));
LOG_CRITICAL(Render_OpenGL, "OpenGL %s framebuffer check failed, status %X", fb_description,
fb_status);
}
return fb_status;
}
void OpenGLState::ResetTexture(GLuint handle) { void OpenGLState::ResetTexture(GLuint handle) {
for (auto& unit : cur_state.texture_units) { for (auto& unit : cur_state.texture_units) {
if (unit.texture_2d == handle) { if (unit.texture_2d == handle) {

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@ -90,9 +90,6 @@ public:
/// Apply this state as the current OpenGL state /// Apply this state as the current OpenGL state
void Apply() const; void Apply() const;
/// Check the status of the current OpenGL read or draw framebuffer configuration
static GLenum CheckFBStatus(GLenum target);
/// Resets and unbinds any references to the given resource in the current OpenGL state /// Resets and unbinds any references to the given resource in the current OpenGL state
static void ResetTexture(GLuint handle); static void ResetTexture(GLuint handle);
static void ResetSampler(GLuint handle); static void ResetSampler(GLuint handle);