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GL_Rasterizer: Rework RenderTarget/DepthBuffer clearing

This commit is contained in:
Fernando Sahmkow 2019-07-14 08:14:27 -04:00 committed by FernandoS27
parent a081dea8ab
commit fec32fed18
3 changed files with 63 additions and 7 deletions

View File

@ -568,7 +568,6 @@ void Maxwell3D::FinishCBData() {
const u32 id = cb_data_state.id; const u32 id = cb_data_state.id;
memory_manager.WriteBlock(address, cb_data_state.buff[id].data(), size); memory_manager.WriteBlock(address, cb_data_state.buff[id].data(), size);
dirty.ResetRenderTargets();
cb_data_state.id = null_cb_data; cb_data_state.id = null_cb_data;
cb_data_state.current = null_cb_data; cb_data_state.current = null_cb_data;

View File

@ -105,6 +105,7 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
shader_program_manager = std::make_unique<GLShader::ProgramManager>(); shader_program_manager = std::make_unique<GLShader::ProgramManager>();
state.draw.shader_program = 0; state.draw.shader_program = 0;
state.Apply(); state.Apply();
clear_framebuffer.Create();
LOG_DEBUG(Render_OpenGL, "Sync fixed function OpenGL state here"); LOG_DEBUG(Render_OpenGL, "Sync fixed function OpenGL state here");
CheckExtensions(); CheckExtensions();
@ -546,12 +547,63 @@ std::pair<bool, bool> RasterizerOpenGL::ConfigureFramebuffers(
return current_depth_stencil_usage = {static_cast<bool>(depth_surface), fbkey.stencil_enable}; return current_depth_stencil_usage = {static_cast<bool>(depth_surface), fbkey.stencil_enable};
} }
void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, bool using_color_fb,
bool using_depth_fb, bool using_stencil_fb) {
auto& gpu = system.GPU().Maxwell3D();
const auto& regs = gpu.regs;
texture_cache.GuardRenderTargets(true);
View color_surface{};
if (using_color_fb) {
color_surface = texture_cache.GetColorBufferSurface(regs.clear_buffers.RT, false);
}
View depth_surface{};
if (using_depth_fb || using_stencil_fb) {
depth_surface = texture_cache.GetDepthBufferSurface(false);
}
texture_cache.GuardRenderTargets(false);
current_state.draw.draw_framebuffer = clear_framebuffer.handle;
current_state.ApplyFramebufferState();
if (color_surface) {
color_surface->Attach(GL_COLOR_ATTACHMENT0, GL_DRAW_FRAMEBUFFER);
} else {
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
}
if (depth_surface) {
const auto& params = depth_surface->GetSurfaceParams();
switch (params.type) {
case VideoCore::Surface::SurfaceType::Depth: {
depth_surface->Attach(GL_DEPTH_ATTACHMENT, GL_DRAW_FRAMEBUFFER);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
break;
}
case VideoCore::Surface::SurfaceType::DepthStencil: {
depth_surface->Attach(GL_DEPTH_ATTACHMENT, GL_DRAW_FRAMEBUFFER);
break;
}
default: { UNIMPLEMENTED(); }
}
} else {
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
0);
}
}
void RasterizerOpenGL::Clear() { void RasterizerOpenGL::Clear() {
const auto& regs = system.GPU().Maxwell3D().regs; const auto& regs = system.GPU().Maxwell3D().regs;
bool use_color{}; bool use_color{};
bool use_depth{}; bool use_depth{};
bool use_stencil{}; bool use_stencil{};
OpenGLState prev_state{OpenGLState::GetCurState()};
SCOPE_EXIT({
prev_state.AllDirty();
prev_state.Apply();
});
OpenGLState clear_state; OpenGLState clear_state;
if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B || if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
regs.clear_buffers.A) { regs.clear_buffers.A) {
@ -608,8 +660,8 @@ void RasterizerOpenGL::Clear() {
return; return;
} }
const auto [clear_depth, clear_stencil] = ConfigureFramebuffers( ConfigureClearFramebuffer(clear_state, use_color, use_depth, use_stencil);
clear_state, use_color, use_depth || use_stencil, false, regs.clear_buffers.RT.Value()); SyncViewport(clear_state);
if (regs.clear_flags.scissor) { if (regs.clear_flags.scissor) {
SyncScissorTest(clear_state); SyncScissorTest(clear_state);
} }
@ -625,14 +677,14 @@ void RasterizerOpenGL::Clear() {
clear_state.ApplyFramebufferState(); clear_state.ApplyFramebufferState();
if (use_color) { if (use_color) {
glClearBufferfv(GL_COLOR, regs.clear_buffers.RT, regs.clear_color); glClearBufferfv(GL_COLOR, 0, regs.clear_color);
} }
if (clear_depth && clear_stencil) { if (use_depth && use_stencil) {
glClearBufferfi(GL_DEPTH_STENCIL, 0, regs.clear_depth, regs.clear_stencil); glClearBufferfi(GL_DEPTH_STENCIL, 0, regs.clear_depth, regs.clear_stencil);
} else if (clear_depth) { } else if (use_depth) {
glClearBufferfv(GL_DEPTH, 0, &regs.clear_depth); glClearBufferfv(GL_DEPTH, 0, &regs.clear_depth);
} else if (clear_stencil) { } else if (use_stencil) {
glClearBufferiv(GL_STENCIL, 0, &regs.clear_stencil); glClearBufferiv(GL_STENCIL, 0, &regs.clear_stencil);
} }
} }

View File

@ -108,6 +108,9 @@ private:
OpenGLState& current_state, bool using_color_fb = true, bool using_depth_fb = true, OpenGLState& current_state, bool using_color_fb = true, bool using_depth_fb = true,
bool preserve_contents = true, std::optional<std::size_t> single_color_target = {}); bool preserve_contents = true, std::optional<std::size_t> single_color_target = {});
void ConfigureClearFramebuffer(OpenGLState& current_state, bool using_color_fb,
bool using_depth_fb, bool using_stencil_fb);
/// Configures the current constbuffers to use for the draw command. /// Configures the current constbuffers to use for the draw command.
void SetupDrawConstBuffers(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, void SetupDrawConstBuffers(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage,
const Shader& shader); const Shader& shader);
@ -227,6 +230,8 @@ private:
enum class AccelDraw { Disabled, Arrays, Indexed }; enum class AccelDraw { Disabled, Arrays, Indexed };
AccelDraw accelerate_draw = AccelDraw::Disabled; AccelDraw accelerate_draw = AccelDraw::Disabled;
OGLFramebuffer clear_framebuffer;
using CachedPageMap = boost::icl::interval_map<u64, int>; using CachedPageMap = boost::icl::interval_map<u64, int>;
CachedPageMap cached_pages; CachedPageMap cached_pages;
}; };