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https://github.com/yuzu-emu/yuzu-android.git
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gl_state_tracker: Implement dirty flags for vertex formats
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@ -120,7 +120,11 @@ void RasterizerOpenGL::CheckExtensions() {
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void RasterizerOpenGL::SetupVertexFormat() {
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auto& gpu = system.GPU().Maxwell3D();
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const auto& regs = gpu.regs;
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auto& flags = gpu.dirty.flags;
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if (!flags[Dirty::VertexFormats]) {
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return;
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}
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flags[Dirty::VertexFormats] = false;
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MICROPROFILE_SCOPE(OpenGL_VAO);
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@ -130,25 +134,31 @@ void RasterizerOpenGL::SetupVertexFormat() {
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// avoid OpenGL errors.
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// TODO(Subv): Analyze the shader to identify which attributes are actually used and don't
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// assume every shader uses them all.
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for (u32 index = 0; index < 16; ++index) {
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const auto& attrib = regs.vertex_attrib_format[index];
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for (std::size_t index = 0; index < 16; ++index) {
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if (!flags[Dirty::VertexFormat0 + index]) {
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continue;
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}
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flags[Dirty::VertexFormat0 + index] = false;
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const auto attrib = gpu.regs.vertex_attrib_format[index];
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const auto gl_index = static_cast<GLuint>(index);
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// Ignore invalid attributes.
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if (!attrib.IsValid()) {
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glDisableVertexAttribArray(index);
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glDisableVertexAttribArray(gl_index);
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continue;
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}
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glEnableVertexAttribArray(index);
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glEnableVertexAttribArray(gl_index);
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if (attrib.type == Maxwell::VertexAttribute::Type::SignedInt ||
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attrib.type == Maxwell::VertexAttribute::Type::UnsignedInt) {
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glVertexAttribIFormat(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
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attrib.offset);
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glVertexAttribIFormat(gl_index, attrib.ComponentCount(),
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MaxwellToGL::VertexType(attrib), attrib.offset);
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} else {
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glVertexAttribFormat(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
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glVertexAttribFormat(gl_index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
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attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
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}
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glVertexAttribBinding(index, attrib.buffer);
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glVertexAttribBinding(gl_index, attrib.buffer);
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}
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}
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@ -71,6 +71,15 @@ void SetupDirtyColorMasks(Tables& tables) {
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FillBlock(tables[1], OFF(color_mask), NUM(color_mask), ColorMasks);
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}
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void SetupDirtyVertexFormat(Tables& tables) {
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for (std::size_t i = 0; i < Regs::NumVertexAttributes; ++i) {
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const std::size_t offset = OFF(vertex_attrib_format) + i * NUM(vertex_attrib_format[0]);
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FillBlock(tables[0], offset, NUM(vertex_attrib_format[0]), VertexFormat0 + i);
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}
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FillBlock(tables[1], OFF(vertex_attrib_format), Regs::NumVertexAttributes, VertexFormats);
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}
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void SetupDirtyViewports(Tables& tables) {
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for (std::size_t i = 0; i < Regs::NumViewports; ++i) {
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const std::size_t transf_offset = OFF(viewport_transform) + i * NUM(viewport_transform[0]);
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@ -117,6 +126,7 @@ void StateTracker::Initialize() {
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SetupDirtyColorMasks(tables);
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SetupDirtyViewports(tables);
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SetupDirtyScissors(tables);
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SetupDirtyVertexFormat(tables);
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}
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} // namespace OpenGL
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@ -20,6 +20,8 @@ enum : u8 {
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First = VideoCommon::Dirty::LastCommonEntry,
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VertexFormats,
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VertexFormat0,
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VertexFormat31 = VertexFormat0 + 31,
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VertexBuffers,
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VertexBuffer0,
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@ -66,6 +68,16 @@ public:
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void Initialize();
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void NotifyScreenDrawVertexArray() {
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auto& flags = system.GPU().Maxwell3D().dirty.flags;
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flags[OpenGL::Dirty::VertexFormats] = true;
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flags[OpenGL::Dirty::VertexFormat0 + 0] = true;
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flags[OpenGL::Dirty::VertexFormat0 + 1] = true;
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flags[OpenGL::Dirty::VertexBuffers] = true;
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flags[OpenGL::Dirty::VertexBuffer0] = true;
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}
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void NotifyViewport0() {
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auto& flags = system.GPU().Maxwell3D().dirty.flags;
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flags[OpenGL::Dirty::Viewports] = true;
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@ -576,6 +576,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
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// TODO: Signal state tracker about these changes
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state_tracker.NotifyScreenDrawVertexArray();
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state_tracker.NotifyViewport0();
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state_tracker.NotifyScissor0();
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state_tracker.NotifyColorMask0();
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@ -608,6 +609,8 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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static_cast<GLfloat>(layout.height));
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glDepthRangeIndexed(0, 0.0, 0.0);
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glEnableVertexAttribArray(PositionLocation);
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glEnableVertexAttribArray(TexCoordLocation);
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glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE,
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offsetof(ScreenRectVertex, position));
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glVertexAttribFormat(TexCoordLocation, 2, GL_FLOAT, GL_FALSE,
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