mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2024-11-30 12:24:21 +01:00
gl_rasterizer: Implement flushing.
This commit is contained in:
parent
b4e29ccb81
commit
3afdfd7bfa
@ -424,6 +424,13 @@ void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_dep
|
||||
// Used when just a single color attachment is enabled, e.g. for clearing a color buffer
|
||||
Surface color_surface =
|
||||
res_cache.GetColorBufferSurface(*single_color_target, preserve_contents);
|
||||
|
||||
if (color_surface) {
|
||||
// Assume that a surface will be written to if it is used as a framebuffer, even if
|
||||
// the shader doesn't actually write to it.
|
||||
color_surface->MarkAsDirty();
|
||||
}
|
||||
|
||||
glFramebufferTexture2D(
|
||||
GL_DRAW_FRAMEBUFFER,
|
||||
GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(*single_color_target), GL_TEXTURE_2D,
|
||||
@ -434,6 +441,13 @@ void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_dep
|
||||
std::array<GLenum, Maxwell::NumRenderTargets> buffers;
|
||||
for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
|
||||
Surface color_surface = res_cache.GetColorBufferSurface(index, preserve_contents);
|
||||
|
||||
if (color_surface) {
|
||||
// Assume that a surface will be written to if it is used as a framebuffer, even
|
||||
// if the shader doesn't actually write to it.
|
||||
color_surface->MarkAsDirty();
|
||||
}
|
||||
|
||||
buffers[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
|
||||
glFramebufferTexture2D(
|
||||
GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index),
|
||||
@ -453,6 +467,10 @@ void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_dep
|
||||
}
|
||||
|
||||
if (depth_surface) {
|
||||
// Assume that a surface will be written to if it is used as a framebuffer, even if
|
||||
// the shader doesn't actually write to it.
|
||||
depth_surface->MarkAsDirty();
|
||||
|
||||
if (regs.stencil_enable) {
|
||||
// Attach both depth and stencil
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
|
||||
@ -617,7 +635,12 @@ void RasterizerOpenGL::DrawArrays() {
|
||||
|
||||
void RasterizerOpenGL::FlushAll() {}
|
||||
|
||||
void RasterizerOpenGL::FlushRegion(VAddr addr, u64 size) {}
|
||||
void RasterizerOpenGL::FlushRegion(VAddr addr, u64 size) {
|
||||
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
|
||||
res_cache.FlushRegion(addr, size);
|
||||
shader_cache.FlushRegion(addr, size);
|
||||
buffer_cache.FlushRegion(addr, size);
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::InvalidateRegion(VAddr addr, u64 size) {
|
||||
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
|
||||
@ -627,6 +650,7 @@ void RasterizerOpenGL::InvalidateRegion(VAddr addr, u64 size) {
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::FlushAndInvalidateRegion(VAddr addr, u64 size) {
|
||||
FlushRegion(addr, size);
|
||||
InvalidateRegion(addr, size);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user