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@ -93,10 +93,6 @@ void oglEnable(GLenum cap, bool state) { |
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(state ? glEnable : glDisable)(cap); |
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} |
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void oglEnablei(GLenum cap, bool state, GLuint index) { |
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(state ? glEnablei : glDisablei)(cap, index); |
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} |
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} // Anonymous namespace
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RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWindow& emu_window, |
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@ -478,7 +474,6 @@ void RasterizerOpenGL::Clear() { |
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void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) { |
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MICROPROFILE_SCOPE(OpenGL_Drawing); |
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auto& gpu = system.GPU().Maxwell3D(); |
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const auto& regs = gpu.regs; |
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query_cache.UpdateCounters(); |
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@ -529,7 +524,7 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) { |
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// Upload vertex and index data.
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SetupVertexBuffer(); |
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SetupVertexInstances(); |
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GLintptr index_buffer_offset; |
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GLintptr index_buffer_offset = 0; |
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if (is_indexed) { |
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index_buffer_offset = SetupIndexBuffer(); |
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} |
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@ -555,7 +550,7 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) { |
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ConfigureFramebuffers(); |
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// Signal the buffer cache that we are not going to upload more things.
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const bool invalidate = buffer_cache.Unmap(); |
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buffer_cache.Unmap(); |
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// Now that we are no longer uploading data, we can safely bind the buffers to OpenGL.
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vertex_array_pushbuffer.Bind(); |
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