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gl_state_tracker: Implement dirty flags for vertex formats

This commit is contained in:
ReinUsesLisp 2019-12-28 23:08:40 -03:00
parent 6530144ccb
commit 69ad6279e4
4 changed files with 44 additions and 9 deletions

View File

@ -120,7 +120,11 @@ void RasterizerOpenGL::CheckExtensions() {
void RasterizerOpenGL::SetupVertexFormat() {
auto& gpu = system.GPU().Maxwell3D();
const auto& regs = gpu.regs;
auto& flags = gpu.dirty.flags;
if (!flags[Dirty::VertexFormats]) {
return;
}
flags[Dirty::VertexFormats] = false;
MICROPROFILE_SCOPE(OpenGL_VAO);
@ -130,25 +134,31 @@ void RasterizerOpenGL::SetupVertexFormat() {
// avoid OpenGL errors.
// TODO(Subv): Analyze the shader to identify which attributes are actually used and don't
// assume every shader uses them all.
for (u32 index = 0; index < 16; ++index) {
const auto& attrib = regs.vertex_attrib_format[index];
for (std::size_t index = 0; index < 16; ++index) {
if (!flags[Dirty::VertexFormat0 + index]) {
continue;
}
flags[Dirty::VertexFormat0 + index] = false;
const auto attrib = gpu.regs.vertex_attrib_format[index];
const auto gl_index = static_cast<GLuint>(index);
// Ignore invalid attributes.
if (!attrib.IsValid()) {
glDisableVertexAttribArray(index);
glDisableVertexAttribArray(gl_index);
continue;
}
glEnableVertexAttribArray(index);
glEnableVertexAttribArray(gl_index);
if (attrib.type == Maxwell::VertexAttribute::Type::SignedInt ||
attrib.type == Maxwell::VertexAttribute::Type::UnsignedInt) {
glVertexAttribIFormat(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
attrib.offset);
glVertexAttribIFormat(gl_index, attrib.ComponentCount(),
MaxwellToGL::VertexType(attrib), attrib.offset);
} else {
glVertexAttribFormat(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
glVertexAttribFormat(gl_index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
}
glVertexAttribBinding(index, attrib.buffer);
glVertexAttribBinding(gl_index, attrib.buffer);
}
}

View File

@ -71,6 +71,15 @@ void SetupDirtyColorMasks(Tables& tables) {
FillBlock(tables[1], OFF(color_mask), NUM(color_mask), ColorMasks);
}
void SetupDirtyVertexFormat(Tables& tables) {
for (std::size_t i = 0; i < Regs::NumVertexAttributes; ++i) {
const std::size_t offset = OFF(vertex_attrib_format) + i * NUM(vertex_attrib_format[0]);
FillBlock(tables[0], offset, NUM(vertex_attrib_format[0]), VertexFormat0 + i);
}
FillBlock(tables[1], OFF(vertex_attrib_format), Regs::NumVertexAttributes, VertexFormats);
}
void SetupDirtyViewports(Tables& tables) {
for (std::size_t i = 0; i < Regs::NumViewports; ++i) {
const std::size_t transf_offset = OFF(viewport_transform) + i * NUM(viewport_transform[0]);
@ -117,6 +126,7 @@ void StateTracker::Initialize() {
SetupDirtyColorMasks(tables);
SetupDirtyViewports(tables);
SetupDirtyScissors(tables);
SetupDirtyVertexFormat(tables);
}
} // namespace OpenGL

View File

@ -20,6 +20,8 @@ enum : u8 {
First = VideoCommon::Dirty::LastCommonEntry,
VertexFormats,
VertexFormat0,
VertexFormat31 = VertexFormat0 + 31,
VertexBuffers,
VertexBuffer0,
@ -66,6 +68,16 @@ public:
void Initialize();
void NotifyScreenDrawVertexArray() {
auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[OpenGL::Dirty::VertexFormats] = true;
flags[OpenGL::Dirty::VertexFormat0 + 0] = true;
flags[OpenGL::Dirty::VertexFormat0 + 1] = true;
flags[OpenGL::Dirty::VertexBuffers] = true;
flags[OpenGL::Dirty::VertexBuffer0] = true;
}
void NotifyViewport0() {
auto& flags = system.GPU().Maxwell3D().dirty.flags;
flags[OpenGL::Dirty::Viewports] = true;

View File

@ -576,6 +576,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
// TODO: Signal state tracker about these changes
state_tracker.NotifyScreenDrawVertexArray();
state_tracker.NotifyViewport0();
state_tracker.NotifyScissor0();
state_tracker.NotifyColorMask0();
@ -608,6 +609,8 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
static_cast<GLfloat>(layout.height));
glDepthRangeIndexed(0, 0.0, 0.0);
glEnableVertexAttribArray(PositionLocation);
glEnableVertexAttribArray(TexCoordLocation);
glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE,
offsetof(ScreenRectVertex, position));
glVertexAttribFormat(TexCoordLocation, 2, GL_FLOAT, GL_FALSE,