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@ -129,8 +129,6 @@ GLuint RasterizerOpenGL::SetupVertexFormat() { |
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state.draw.vertex_array = vao; |
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state.ApplyVertexArrayState(); |
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glVertexArrayElementBuffer(vao, buffer_cache.GetHandle()); |
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// Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
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// Enables the first 16 vertex attributes always, as we don't know which ones are actually
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// used until shader time. Note, Tegra technically supports 32, but we're capping this to 16
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@ -197,10 +195,10 @@ void RasterizerOpenGL::SetupVertexBuffer(GLuint vao) { |
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ASSERT(end > start); |
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const u64 size = end - start + 1; |
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const GLintptr vertex_buffer_offset = buffer_cache.UploadMemory(start, size); |
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const auto [vertex_buffer, vertex_buffer_offset] = buffer_cache.UploadMemory(start, size); |
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// Bind the vertex array to the buffer at the current offset.
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glVertexArrayVertexBuffer(vao, index, buffer_cache.GetHandle(), vertex_buffer_offset, |
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glVertexArrayVertexBuffer(vao, index, vertex_buffer, vertex_buffer_offset, |
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vertex_array.stride); |
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if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) { |
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@ -215,12 +213,16 @@ void RasterizerOpenGL::SetupVertexBuffer(GLuint vao) { |
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gpu.dirty_flags.vertex_array.reset(); |
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} |
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GLintptr RasterizerOpenGL::SetupIndexBuffer() { |
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GLintptr RasterizerOpenGL::SetupIndexBuffer(GLuint vao) { |
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if (accelerate_draw != AccelDraw::Indexed) { |
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return 0; |
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} |
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MICROPROFILE_SCOPE(OpenGL_Index); |
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const auto& regs = system.GPU().Maxwell3D().regs; |
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return buffer_cache.UploadMemory(regs.index_array.IndexStart(), CalculateIndexBufferSize()); |
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const std::size_t size = CalculateIndexBufferSize(); |
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const auto [buffer, offset] = buffer_cache.UploadMemory(regs.index_array.IndexStart(), size); |
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glVertexArrayElementBuffer(vao, buffer); |
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return offset; |
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} |
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DrawParameters RasterizerOpenGL::SetupDraw(GLintptr index_buffer_offset) { |
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@ -235,7 +237,6 @@ DrawParameters RasterizerOpenGL::SetupDraw(GLintptr index_buffer_offset) { |
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params.primitive_mode = MaxwellToGL::PrimitiveTopology(regs.draw.topology); |
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if (is_indexed) { |
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MICROPROFILE_SCOPE(OpenGL_Index); |
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params.index_format = MaxwellToGL::IndexFormat(regs.index_array.format); |
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params.count = regs.index_array.count; |
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params.index_buffer_offset = index_buffer_offset; |
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@ -278,12 +279,11 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) { |
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GLShader::MaxwellUniformData ubo{}; |
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ubo.SetFromRegs(gpu, stage); |
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const GLintptr offset = |
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const auto [buffer, offset] = |
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buffer_cache.UploadHostMemory(&ubo, sizeof(ubo), device.GetUniformBufferAlignment()); |
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// Bind the emulation info buffer
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bind_ubo_pushbuffer.Push(buffer_cache.GetHandle(), offset, |
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static_cast<GLsizeiptr>(sizeof(ubo))); |
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bind_ubo_pushbuffer.Push(buffer, offset, static_cast<GLsizeiptr>(sizeof(ubo))); |
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Shader shader{shader_cache.GetStageProgram(program)}; |
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@ -651,11 +651,11 @@ void RasterizerOpenGL::DrawArrays() { |
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} |
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// Prepare vertex array format.
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const GLuint vertex_array = SetupVertexFormat(); |
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const GLuint vao = SetupVertexFormat(); |
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// Upload vertex and index data.
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SetupVertexBuffer(vertex_array); |
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const GLintptr index_buffer_offset = SetupIndexBuffer(); |
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SetupVertexBuffer(vao); |
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const GLintptr index_buffer_offset = SetupIndexBuffer(vao); |
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// Setup draw parameters. It will automatically choose what glDraw* method to use.
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const DrawParameters params = SetupDraw(index_buffer_offset); |
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@ -791,8 +791,8 @@ void RasterizerOpenGL::SetupConstBuffer(const Tegra::Engines::ConstBufferInfo& b |
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ASSERT_MSG(size <= MaxConstbufferSize, "Constant buffer is too big"); |
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const std::size_t alignment = device.GetUniformBufferAlignment(); |
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const GLintptr offset = buffer_cache.UploadMemory(buffer.address, size, alignment); |
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bind_ubo_pushbuffer.Push(buffer_cache.GetHandle(), offset, size); |
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const auto [cbuf, offset] = buffer_cache.UploadMemory(buffer.address, size, alignment); |
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bind_ubo_pushbuffer.Push(cbuf, offset, size); |
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} |
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void RasterizerOpenGL::SetupGlobalRegions(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, |
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