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https://github.com/yuzu-emu/yuzu-android.git
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Merge pull request #1286 from bunnei/multi-clear
gl_rasterizer: Implement clear for non-zero render targets.
This commit is contained in:
commit
d6e8e16a66
@ -294,19 +294,12 @@ void RasterizerOpenGL::UpdatePagesCachedCount(VAddr addr, u64 size, int delta) {
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cached_pages.add({pages_interval, delta});
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cached_pages.add({pages_interval, delta});
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}
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}
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void RasterizerOpenGL::ConfigureFramebuffers(bool using_depth_fb, bool preserve_contents) {
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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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boost::optional<size_t> single_color_target) {
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MICROPROFILE_SCOPE(OpenGL_Framebuffer);
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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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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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const bool has_stencil = regs.stencil_enable;
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const bool write_color_fb =
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state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
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state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
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const bool write_depth_fb =
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(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
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(has_stencil && (state.stencil.front.write_mask || state.stencil.back.write_mask));
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Surface depth_surface;
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Surface depth_surface;
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if (using_depth_fb) {
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if (using_depth_fb) {
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depth_surface = res_cache.GetDepthBufferSurface(preserve_contents);
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depth_surface = res_cache.GetDepthBufferSurface(preserve_contents);
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@ -321,19 +314,41 @@ void RasterizerOpenGL::ConfigureFramebuffers(bool using_depth_fb, bool preserve_
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state.draw.draw_framebuffer = framebuffer.handle;
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state.draw.draw_framebuffer = framebuffer.handle;
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state.Apply();
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state.Apply();
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if (using_color_fb) {
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if (single_color_target) {
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// Used when just a single color attachment is enabled, e.g. for clearing a color buffer
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Surface color_surface =
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res_cache.GetColorBufferSurface(*single_color_target, preserve_contents);
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glFramebufferTexture2D(
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GL_DRAW_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(*single_color_target), GL_TEXTURE_2D,
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color_surface != nullptr ? color_surface->Texture().handle : 0, 0);
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glDrawBuffer(GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(*single_color_target));
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} else {
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// Multiple color attachments are enabled
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std::array<GLenum, Maxwell::NumRenderTargets> buffers;
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std::array<GLenum, Maxwell::NumRenderTargets> buffers;
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for (size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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for (size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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Surface color_surface = res_cache.GetColorBufferSurface(index, preserve_contents);
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Surface color_surface = res_cache.GetColorBufferSurface(index, preserve_contents);
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buffers[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
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buffers[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
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glFramebufferTexture2D(
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GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index),
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GL_TEXTURE_2D, color_surface != nullptr ? color_surface->Texture().handle : 0,
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0);
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}
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glDrawBuffers(regs.rt_control.count, buffers.data());
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}
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} else {
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// No color attachments are enabled - zero out all of them
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for (size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index), GL_TEXTURE_2D,
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GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index), GL_TEXTURE_2D,
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color_surface != nullptr ? color_surface->Texture().handle : 0, 0);
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0, 0);
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}
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glDrawBuffer(GL_NONE);
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}
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}
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glDrawBuffers(regs.rt_control.count, buffers.data());
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if (depth_surface) {
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if (depth_surface) {
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if (has_stencil) {
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if (regs.stencil_enable) {
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// Attach both depth and stencil
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// Attach both depth and stencil
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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depth_surface->Texture().handle, 0);
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depth_surface->Texture().handle, 0);
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@ -360,8 +375,9 @@ void RasterizerOpenGL::Clear() {
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SCOPE_EXIT({ prev_state.Apply(); });
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SCOPE_EXIT({ prev_state.Apply(); });
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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bool use_color_fb = false;
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bool use_color{};
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bool use_depth_fb = false;
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bool use_depth{};
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bool use_stencil{};
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OpenGLState clear_state;
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OpenGLState clear_state;
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clear_state.draw.draw_framebuffer = state.draw.draw_framebuffer;
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clear_state.draw.draw_framebuffer = state.draw.draw_framebuffer;
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@ -370,22 +386,13 @@ void RasterizerOpenGL::Clear() {
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clear_state.color_mask.blue_enabled = regs.clear_buffers.B ? GL_TRUE : GL_FALSE;
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clear_state.color_mask.blue_enabled = regs.clear_buffers.B ? GL_TRUE : GL_FALSE;
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clear_state.color_mask.alpha_enabled = regs.clear_buffers.A ? GL_TRUE : GL_FALSE;
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clear_state.color_mask.alpha_enabled = regs.clear_buffers.A ? GL_TRUE : GL_FALSE;
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GLbitfield clear_mask{};
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if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
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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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regs.clear_buffers.A) {
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if (regs.clear_buffers.RT == 0) {
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use_color = true;
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// We only support clearing the first color attachment for now
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clear_mask |= GL_COLOR_BUFFER_BIT;
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use_color_fb = true;
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} else {
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// TODO(subv): Add support for the other color attachments
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LOG_CRITICAL(HW_GPU, "Clear unimplemented for RT {}", regs.clear_buffers.RT);
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}
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}
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}
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if (regs.clear_buffers.Z) {
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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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ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!");
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use_depth_fb = true;
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use_depth = true;
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clear_mask |= GL_DEPTH_BUFFER_BIT;
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// Always enable the depth write when clearing the depth buffer. The depth write mask is
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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 true.
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@ -394,33 +401,33 @@ void RasterizerOpenGL::Clear() {
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}
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}
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if (regs.clear_buffers.S) {
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if (regs.clear_buffers.S) {
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ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
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ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
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use_depth_fb = true;
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use_stencil = true;
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clear_mask |= GL_STENCIL_BUFFER_BIT;
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clear_state.stencil.test_enabled = true;
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clear_state.stencil.test_enabled = true;
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}
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}
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if (!use_color_fb && !use_depth_fb) {
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if (!use_color && !use_depth && !use_stencil) {
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// No color surface nor depth/stencil surface are enabled
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// No color surface nor depth/stencil surface are enabled
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return;
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return;
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}
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}
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if (clear_mask == 0) {
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// No clear mask is enabled
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return;
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}
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ScopeAcquireGLContext acquire_context{emu_window};
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ScopeAcquireGLContext acquire_context{emu_window};
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ConfigureFramebuffers(use_depth_fb, false);
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ConfigureFramebuffers(use_color, use_depth || use_stencil, false,
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regs.clear_buffers.RT.Value());
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clear_state.Apply();
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clear_state.Apply();
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glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
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if (use_color) {
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regs.clear_color[3]);
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glClearBufferfv(GL_COLOR, regs.clear_buffers.RT, regs.clear_color);
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glClearDepth(regs.clear_depth);
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}
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glClearStencil(regs.clear_stencil);
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glClear(clear_mask);
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if (use_depth && use_stencil) {
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glClearBufferfi(GL_DEPTH_STENCIL, 0, regs.clear_depth, regs.clear_stencil);
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} else if (use_depth) {
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glClearBufferfv(GL_DEPTH, 0, ®s.clear_depth);
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} else if (use_stencil) {
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glClearBufferiv(GL_STENCIL, 0, ®s.clear_stencil);
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}
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}
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}
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void RasterizerOpenGL::DrawArrays() {
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void RasterizerOpenGL::DrawArrays() {
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@ -433,7 +440,7 @@ void RasterizerOpenGL::DrawArrays() {
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ScopeAcquireGLContext acquire_context{emu_window};
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ScopeAcquireGLContext acquire_context{emu_window};
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ConfigureFramebuffers(true, true);
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ConfigureFramebuffers();
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SyncDepthTestState();
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SyncDepthTestState();
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SyncStencilTestState();
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SyncStencilTestState();
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@ -13,6 +13,7 @@
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#include <vector>
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#include <vector>
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#include <boost/icl/interval_map.hpp>
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#include <boost/icl/interval_map.hpp>
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#include <boost/optional.hpp>
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#include <boost/range/iterator_range.hpp>
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#include <boost/range/iterator_range.hpp>
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#include <glad/glad.h>
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#include <glad/glad.h>
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@ -96,8 +97,16 @@ private:
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GLvec4 border_color;
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GLvec4 border_color;
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};
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};
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/// Configures the color and depth framebuffer states
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/**
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void ConfigureFramebuffers(bool using_depth_fb, bool preserve_contents);
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* Configures the color and depth framebuffer states.
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* @param use_color_fb If true, configure color framebuffers.
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* @param using_depth_fb If true, configure the depth/stencil framebuffer.
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* @param preserve_contents If true, tries to preserve data from a previously used framebuffer.
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* @param single_color_target Specifies if a single color buffer target should be used.
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*/
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void ConfigureFramebuffers(bool use_color_fb = true, bool using_depth_fb = true,
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bool preserve_contents = true,
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boost::optional<size_t> single_color_target = {});
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/*
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/*
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* Configures the current constbuffers to use for the draw command.
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* Configures the current constbuffers to use for the draw command.
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