gl_rasterizer: Implement a framebuffer cache
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7befe0134d
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@ -79,6 +79,26 @@ struct DrawParameters {
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}
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};
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struct FramebufferCacheKey {
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bool is_single_buffer = false;
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bool stencil_enable = false;
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std::array<GLenum, Maxwell::NumRenderTargets> color_attachments{};
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std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> colors{};
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u32 colors_count = 0;
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GLuint zeta = 0;
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auto Tie() const {
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return std::tie(is_single_buffer, stencil_enable, color_attachments, colors, colors_count,
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zeta);
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}
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bool operator<(const FramebufferCacheKey& rhs) const {
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return Tie() < rhs.Tie();
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}
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};
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RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo& info)
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: res_cache{*this}, shader_cache{*this}, emu_window{window}, screen_info{info},
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buffer_cache(*this, STREAM_BUFFER_SIZE) {
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@ -103,9 +123,6 @@ RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo
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OpenGLState::ApplyDefaultState();
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// Create render framebuffer
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framebuffer.Create();
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shader_program_manager = std::make_unique<GLShader::ProgramManager>();
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state.draw.shader_program = 0;
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state.Apply();
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@ -363,6 +380,44 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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}
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}
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void RasterizerOpenGL::SetupCachedFramebuffer(const FramebufferCacheKey& fbkey,
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OpenGLState& current_state) {
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const auto [entry, is_cache_miss] = framebuffer_cache.try_emplace(fbkey);
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auto& framebuffer = entry->second;
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if (is_cache_miss)
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framebuffer.Create();
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current_state.draw.draw_framebuffer = framebuffer.handle;
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current_state.ApplyFramebufferState();
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if (!is_cache_miss)
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return;
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if (fbkey.is_single_buffer) {
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if (fbkey.color_attachments[0] != GL_NONE) {
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glFramebufferTexture(GL_DRAW_FRAMEBUFFER, fbkey.color_attachments[0], fbkey.colors[0],
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0);
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}
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glDrawBuffer(fbkey.color_attachments[0]);
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} else {
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for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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if (fbkey.colors[index]) {
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glFramebufferTexture(GL_DRAW_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index),
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fbkey.colors[index], 0);
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}
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}
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glDrawBuffers(fbkey.colors_count, fbkey.color_attachments.data());
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}
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if (fbkey.zeta) {
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GLenum zeta_attachment =
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fbkey.stencil_enable ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
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glFramebufferTexture(GL_DRAW_FRAMEBUFFER, zeta_attachment, fbkey.zeta, 0);
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}
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}
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std::size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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@ -446,10 +501,10 @@ void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool us
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ASSERT_MSG(regs.rt_separate_frag_data == 0, "Unimplemented");
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// Bind the framebuffer surfaces
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current_state.draw.draw_framebuffer = framebuffer.handle;
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current_state.ApplyFramebufferState();
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current_state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;
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FramebufferCacheKey fbkey;
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if (using_color_fb) {
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if (single_color_target) {
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// Used when just a single color attachment is enabled, e.g. for clearing a color buffer
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@ -465,14 +520,12 @@ void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool us
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state.framebuffer_srgb.enabled |= color_surface->GetSurfaceParams().srgb_conversion;
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}
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glFramebufferTexture2D(
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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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color_surface != nullptr ? color_surface->Texture().handle : 0, 0);
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glDrawBuffer(GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(*single_color_target));
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fbkey.is_single_buffer = true;
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fbkey.color_attachments[0] =
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GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(*single_color_target);
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fbkey.colors[0] = color_surface != nullptr ? color_surface->Texture().handle : 0;
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} else {
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// Multiple color attachments are enabled
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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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Surface color_surface = res_cache.GetColorBufferSurface(index, preserve_contents);
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@ -487,22 +540,17 @@ void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool us
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color_surface->GetSurfaceParams().srgb_conversion;
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}
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buffers[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
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glFramebufferTexture2D(
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GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index),
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GL_TEXTURE_2D, color_surface != nullptr ? color_surface->Texture().handle : 0,
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0);
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fbkey.color_attachments[index] =
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GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
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fbkey.colors[index] =
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color_surface != nullptr ? color_surface->Texture().handle : 0;
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}
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glDrawBuffers(regs.rt_control.count, buffers.data());
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fbkey.is_single_buffer = false;
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fbkey.colors_count = regs.rt_control.count;
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}
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} else {
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// No color attachments are enabled - zero out all of them
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for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index), GL_TEXTURE_2D,
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0, 0);
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}
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glDrawBuffer(GL_NONE);
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// No color attachments are enabled - leave them as zero
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fbkey.is_single_buffer = true;
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}
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if (depth_surface) {
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@ -510,22 +558,12 @@ void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool us
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// the shader doesn't actually write to it.
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depth_surface->MarkAsModified(true, res_cache);
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if (regs.stencil_enable) {
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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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depth_surface->Texture().handle, 0);
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} else {
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// Attach depth
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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depth_surface->Texture().handle, 0);
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// Clear stencil attachment
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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}
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} else {
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// Clear both depth and stencil attachment
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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fbkey.zeta = depth_surface->Texture().handle;
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fbkey.stencil_enable = regs.stencil_enable;
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}
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SetupCachedFramebuffer(fbkey, current_state);
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SyncViewport(current_state);
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}
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@ -40,6 +40,7 @@ namespace OpenGL {
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struct ScreenInfo;
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struct DrawParameters;
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struct FramebufferCacheKey;
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class RasterizerOpenGL : public VideoCore::RasterizerInterface {
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public:
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@ -211,11 +212,12 @@ private:
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OGLVertexArray>
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vertex_array_cache;
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std::map<FramebufferCacheKey, OGLFramebuffer> framebuffer_cache;
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std::array<SamplerInfo, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> texture_samplers;
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static constexpr std::size_t STREAM_BUFFER_SIZE = 128 * 1024 * 1024;
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OGLBufferCache buffer_cache;
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OGLFramebuffer framebuffer;
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PrimitiveAssembler primitive_assembler{buffer_cache};
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GLint uniform_buffer_alignment;
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@ -230,6 +232,8 @@ private:
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void SetupShaders(GLenum primitive_mode);
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void SetupCachedFramebuffer(const FramebufferCacheKey& fbkey, OpenGLState& current_state);
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enum class AccelDraw { Disabled, Arrays, Indexed };
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AccelDraw accelerate_draw = AccelDraw::Disabled;
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