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@ -140,7 +140,7 @@ void RasterizerOpenGL::SetupVertexFormat() { |
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if (is_cache_miss) { |
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VAO.Create(); |
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state.draw.vertex_array = VAO.handle; |
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state.Apply(); |
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state.ApplyVertexBufferState(); |
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// The index buffer binding is stored within the VAO. Stupid OpenGL, but easy to work
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// around.
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@ -182,7 +182,7 @@ void RasterizerOpenGL::SetupVertexFormat() { |
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} |
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} |
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state.draw.vertex_array = VAO.handle; |
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state.Apply(); |
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state.ApplyVertexBufferState(); |
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} |
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void RasterizerOpenGL::SetupVertexBuffer() { |
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@ -342,8 +342,6 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) { |
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index++; |
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} |
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} |
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state.Apply(); |
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} |
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std::size_t RasterizerOpenGL::CalculateVertexArraysSize() const { |
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@ -412,8 +410,8 @@ 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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void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_depth_fb, |
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bool preserve_contents, |
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void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool using_color_fb, |
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bool using_depth_fb, bool preserve_contents, |
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std::optional<std::size_t> single_color_target) { |
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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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@ -429,9 +427,9 @@ void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_dep |
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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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state.draw.draw_framebuffer = framebuffer.handle; |
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state.Apply(); |
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state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0; |
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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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if (using_color_fb) { |
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if (single_color_target) { |
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@ -509,10 +507,7 @@ void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_dep |
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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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state.Apply(); |
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SyncViewport(current_state); |
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} |
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void RasterizerOpenGL::Clear() { |
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@ -525,22 +520,23 @@ void RasterizerOpenGL::Clear() { |
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bool use_stencil{}; |
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OpenGLState clear_state; |
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clear_state.draw.draw_framebuffer = framebuffer.handle; |
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clear_state.color_mask[0].red_enabled = regs.clear_buffers.R ? GL_TRUE : GL_FALSE; |
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clear_state.color_mask[0].green_enabled = regs.clear_buffers.G ? GL_TRUE : GL_FALSE; |
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clear_state.color_mask[0].blue_enabled = regs.clear_buffers.B ? GL_TRUE : GL_FALSE; |
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clear_state.color_mask[0].alpha_enabled = regs.clear_buffers.A ? GL_TRUE : GL_FALSE; |
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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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use_color = true; |
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} |
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if (use_color) { |
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clear_state.color_mask[0].red_enabled = regs.clear_buffers.R ? GL_TRUE : GL_FALSE; |
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clear_state.color_mask[0].green_enabled = regs.clear_buffers.G ? GL_TRUE : GL_FALSE; |
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clear_state.color_mask[0].blue_enabled = regs.clear_buffers.B ? GL_TRUE : GL_FALSE; |
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clear_state.color_mask[0].alpha_enabled = regs.clear_buffers.A ? GL_TRUE : GL_FALSE; |
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} |
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if (regs.clear_buffers.Z) { |
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ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!"); |
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use_depth = true; |
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// Always enable the depth write when clearing the depth buffer. The depth write mask is
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// ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to true.
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// ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to
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// true.
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clear_state.depth.test_enabled = true; |
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clear_state.depth.test_func = GL_ALWAYS; |
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} |
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@ -557,11 +553,8 @@ void RasterizerOpenGL::Clear() { |
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ScopeAcquireGLContext acquire_context{emu_window}; |
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ConfigureFramebuffers(use_color, use_depth || use_stencil, false, |
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ConfigureFramebuffers(clear_state, use_color, use_depth || use_stencil, false, |
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regs.clear_buffers.RT.Value()); |
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// Copy the sRGB setting to the clear state to avoid problem with
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// specific driver implementations
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clear_state.framebuffer_srgb.enabled = state.framebuffer_srgb.enabled; |
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clear_state.Apply(); |
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if (use_color) { |
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@ -587,7 +580,7 @@ void RasterizerOpenGL::DrawArrays() { |
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ScopeAcquireGLContext acquire_context{emu_window}; |
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ConfigureFramebuffers(); |
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ConfigureFramebuffers(state); |
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SyncColorMask(); |
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SyncDepthTestState(); |
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SyncStencilTestState(); |
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@ -608,7 +601,7 @@ void RasterizerOpenGL::DrawArrays() { |
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const bool is_indexed = accelerate_draw == AccelDraw::Indexed; |
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state.draw.vertex_buffer = buffer_cache.GetHandle(); |
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state.Apply(); |
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state.ApplyVertexBufferState(); |
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std::size_t buffer_size = CalculateVertexArraysSize(); |
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@ -923,11 +916,11 @@ 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::SyncViewport() { |
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void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) { |
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; |
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for (size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets; i++) { |
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[i].GetRect()}; |
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auto& viewport = state.viewports[i]; |
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auto& viewport = current_state.viewports[i]; |
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viewport.x = viewport_rect.left; |
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viewport.y = viewport_rect.bottom; |
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viewport.width = static_cast<GLsizei>(viewport_rect.GetWidth()); |
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@ -1131,9 +1124,8 @@ void RasterizerOpenGL::CheckAlphaTests() { |
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; |
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if (regs.alpha_test_enabled != 0 && regs.rt_control.count > 1) { |
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LOG_CRITICAL( |
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Render_OpenGL, |
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"Alpha Testing is enabled with Multiple Render Targets, this behavior is undefined."); |
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LOG_CRITICAL(Render_OpenGL, "Alpha Testing is enabled with Multiple Render Targets, " |
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"this behavior is undefined."); |
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UNREACHABLE(); |
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} |
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} |
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