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@ -294,17 +294,10 @@ void RasterizerOpenGL::UpdatePagesCachedCount(VAddr addr, u64 size, int delta) { |
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cached_pages.add({pages_interval, delta}); |
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} |
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std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, |
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bool using_depth_fb, |
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bool preserve_contents) { |
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void RasterizerOpenGL::ConfigureFramebuffers(bool using_depth_fb, bool preserve_contents) { |
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MICROPROFILE_SCOPE(OpenGL_Framebuffer); |
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; |
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if (regs.rt[0].format == Tegra::RenderTargetFormat::NONE) { |
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LOG_ERROR(HW_GPU, "RenderTargetFormat is not configured"); |
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using_color_fb = false; |
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} |
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const bool has_stencil = regs.stencil_enable; |
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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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@ -314,41 +307,52 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c |
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(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) || |
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(has_stencil && (state.stencil.front.write_mask || state.stencil.back.write_mask)); |
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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, preserve_contents); |
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if (using_depth_fb) { |
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depth_surface = res_cache.GetDepthBufferSurface(preserve_contents); |
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} |
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()}; |
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const 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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// TODO(bunnei): Figure out how the below register works. According to envytools, this should be
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// used to enable multiple render targets. However, it is left unset on all games that I have
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// tested.
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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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BindFramebufferSurfaces(color_surface, depth_surface, has_stencil); |
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state.draw.draw_framebuffer = framebuffer.handle; |
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state.Apply(); |
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SyncViewport(surfaces_rect); |
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std::array<GLenum, Maxwell::NumRenderTargets> buffers; |
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for (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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buffers[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(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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color_surface != nullptr ? color_surface->Texture().handle : 0, 0); |
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} |
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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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glDrawBuffers(regs.rt_control.count, buffers.data()); |
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if (depth_surface) { |
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if (has_stencil) { |
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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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} |
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SyncViewport(); |
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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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state.Apply(); |
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} |
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void RasterizerOpenGL::Clear() { |
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@ -407,8 +411,7 @@ void RasterizerOpenGL::Clear() { |
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ScopeAcquireGLContext acquire_context{emu_window}; |
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auto [dirty_color_surface, dirty_depth_surface] = |
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ConfigureFramebuffers(use_color_fb, use_depth_fb, false); |
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ConfigureFramebuffers(use_depth_fb, false); |
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clear_state.Apply(); |
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@ -430,8 +433,7 @@ void RasterizerOpenGL::DrawArrays() { |
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ScopeAcquireGLContext acquire_context{emu_window}; |
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const auto [dirty_color_surface, dirty_depth_surface] = |
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ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0, true); |
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ConfigureFramebuffers(true, true); |
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SyncDepthTestState(); |
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SyncStencilTestState(); |
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@ -729,38 +731,12 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader, |
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return current_unit + static_cast<u32>(entries.size()); |
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} |
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void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface, |
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const Surface& depth_surface, bool has_stencil) { |
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state.draw.draw_framebuffer = framebuffer.handle; |
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state.Apply(); |
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
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color_surface != nullptr ? color_surface->Texture().handle : 0, 0); |
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if (depth_surface != nullptr) { |
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if (has_stencil) { |
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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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} |
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} |
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void RasterizerOpenGL::SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect) { |
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void RasterizerOpenGL::SyncViewport() { |
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; |
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()}; |
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state.viewport.x = static_cast<GLint>(surfaces_rect.left) + viewport_rect.left; |
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state.viewport.y = static_cast<GLint>(surfaces_rect.bottom) + viewport_rect.bottom; |
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state.viewport.x = viewport_rect.left; |
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state.viewport.y = viewport_rect.bottom; |
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state.viewport.width = static_cast<GLsizei>(viewport_rect.GetWidth()); |
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state.viewport.height = static_cast<GLsizei>(viewport_rect.GetHeight()); |
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} |
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