GPU: Factor out the framebuffer configuration code for both Clear and Draw commands.
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c1811ed3d1
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78443a7f29
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@ -297,92 +297,7 @@ bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
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return true;
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}
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void RasterizerOpenGL::Clear() {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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GLbitfield clear_mask = 0;
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if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
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regs.clear_buffers.A) {
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clear_mask |= GL_COLOR_BUFFER_BIT;
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}
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if (regs.clear_buffers.Z)
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clear_mask |= GL_DEPTH_BUFFER_BIT;
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if (clear_mask == 0)
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return;
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// Sync the depth test state before configuring the framebuffer surfaces.
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SyncDepthTestState();
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// TODO(bunnei): Implement these
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const bool has_stencil = false;
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const bool using_color_fb = true;
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const bool using_depth_fb = regs.zeta.Address() != 0;
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
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const bool write_color_fb =
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state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
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state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
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const bool write_depth_fb =
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(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
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(has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0);
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Surface color_surface;
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Surface depth_surface;
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MathUtil::Rectangle<u32> surfaces_rect;
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std::tie(color_surface, depth_surface, surfaces_rect) =
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res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, viewport_rect);
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MathUtil::Rectangle<u32> draw_rect{
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static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.left,
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surfaces_rect.left, surfaces_rect.right)), // Left
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static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.top,
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surfaces_rect.bottom, surfaces_rect.top)), // Top
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static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.right,
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surfaces_rect.left, surfaces_rect.right)), // Right
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static_cast<u32>(
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std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.bottom,
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surfaces_rect.bottom, surfaces_rect.top))}; // Bottom
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// Bind the framebuffer surfaces
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BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
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// Sync the viewport
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SyncViewport(surfaces_rect);
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// TODO(bunnei): Sync scissorbox uniform(s) here
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// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
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// scissor test to prevent drawing outside of the framebuffer region
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state.scissor.enabled = true;
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state.scissor.x = draw_rect.left;
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state.scissor.y = draw_rect.bottom;
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state.scissor.width = draw_rect.GetWidth();
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state.scissor.height = draw_rect.GetHeight();
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state.Apply();
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// TODO(Subv): Support clearing only partial colors.
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glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
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regs.clear_color[3]);
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glClearDepth(regs.clear_depth);
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glClear(clear_mask);
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// Mark framebuffer surfaces as dirty
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if (color_surface != nullptr && write_color_fb) {
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res_cache.MarkSurfaceAsDirty(color_surface);
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}
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if (depth_surface != nullptr && write_depth_fb) {
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res_cache.MarkSurfaceAsDirty(depth_surface);
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}
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}
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void RasterizerOpenGL::DrawArrays() {
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if (accelerate_draw == AccelDraw::Disabled)
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return;
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers() {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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// Sync the depth test state before configuring the framebuffer surfaces.
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@ -425,11 +340,6 @@ void RasterizerOpenGL::DrawArrays() {
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BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
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SyncViewport(surfaces_rect);
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SyncBlendState();
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SyncCullMode();
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// TODO(bunnei): Sync framebuffer_scale uniform here
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// TODO(bunnei): Sync scissorbox uniform(s) here
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// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
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// scissor test to prevent drawing outside of the framebuffer region
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@ -440,6 +350,58 @@ void RasterizerOpenGL::DrawArrays() {
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state.scissor.height = draw_rect.GetHeight();
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state.Apply();
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// Only return the surface to be marked as dirty if writing to it is enabled.
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return std::make_pair(write_color_fb ? color_surface : nullptr,
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write_depth_fb ? depth_surface : nullptr);
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}
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void RasterizerOpenGL::Clear() {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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GLbitfield clear_mask = 0;
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if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
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regs.clear_buffers.A) {
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clear_mask |= GL_COLOR_BUFFER_BIT;
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}
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if (regs.clear_buffers.Z)
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clear_mask |= GL_DEPTH_BUFFER_BIT;
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if (clear_mask == 0)
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return;
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auto [dirty_color_surface, dirty_depth_surface] = ConfigureFramebuffers();
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// TODO(Subv): Support clearing only partial colors.
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glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
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regs.clear_color[3]);
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glClearDepth(regs.clear_depth);
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glClear(clear_mask);
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// Mark framebuffer surfaces as dirty
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if (dirty_color_surface != nullptr) {
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res_cache.MarkSurfaceAsDirty(dirty_color_surface);
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}
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if (dirty_depth_surface != nullptr) {
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res_cache.MarkSurfaceAsDirty(dirty_depth_surface);
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}
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}
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void RasterizerOpenGL::DrawArrays() {
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if (accelerate_draw == AccelDraw::Disabled)
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return;
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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auto [dirty_color_surface, dirty_depth_surface] = ConfigureFramebuffers();
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SyncBlendState();
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SyncCullMode();
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// TODO(bunnei): Sync framebuffer_scale uniform here
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// TODO(bunnei): Sync scissorbox uniform(s) here
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// Draw the vertex batch
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const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
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const u64 index_buffer_size{regs.index_array.count * regs.index_array.FormatSizeInBytes()};
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@ -520,11 +482,11 @@ void RasterizerOpenGL::DrawArrays() {
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state.Apply();
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// Mark framebuffer surfaces as dirty
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if (color_surface != nullptr && write_color_fb) {
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res_cache.MarkSurfaceAsDirty(color_surface);
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if (dirty_color_surface != nullptr) {
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res_cache.MarkSurfaceAsDirty(dirty_color_surface);
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}
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if (depth_surface != nullptr && write_depth_fb) {
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res_cache.MarkSurfaceAsDirty(depth_surface);
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if (dirty_depth_surface != nullptr) {
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res_cache.MarkSurfaceAsDirty(dirty_depth_surface);
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}
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}
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@ -7,6 +7,7 @@
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#include <array>
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#include <cstddef>
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#include <memory>
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#include <utility>
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#include <vector>
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#include <glad/glad.h>
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#include "common/common_types.h"
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@ -82,6 +83,10 @@ private:
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u32 border_color_a;
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};
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/// Configures the color and depth framebuffer states and returns the dirty <Color, Depth>
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/// surfaces if writing was enabled.
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std::pair<Surface, Surface> ConfigureFramebuffers();
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/// Binds the framebuffer color and depth surface
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void BindFramebufferSurfaces(const Surface& color_surface, const Surface& depth_surface,
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bool has_stencil);
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