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https://github.com/yuzu-emu/yuzu.git
synced 2024-11-24 01:45:46 +01:00
gl_framebuffer_cache: Use a hashed struct to cache framebuffers
This commit is contained in:
parent
d65a4af895
commit
9098905dd1
@ -41,6 +41,8 @@ add_library(video_core STATIC
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renderer_opengl/gl_buffer_cache.h
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renderer_opengl/gl_buffer_cache.h
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renderer_opengl/gl_device.cpp
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renderer_opengl/gl_device.cpp
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renderer_opengl/gl_device.h
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renderer_opengl/gl_device.h
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renderer_opengl/gl_framebuffer_cache.cpp
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renderer_opengl/gl_framebuffer_cache.h
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renderer_opengl/gl_global_cache.cpp
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renderer_opengl/gl_global_cache.cpp
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renderer_opengl/gl_global_cache.h
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renderer_opengl/gl_global_cache.h
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renderer_opengl/gl_rasterizer.cpp
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renderer_opengl/gl_rasterizer.cpp
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73
src/video_core/renderer_opengl/gl_framebuffer_cache.cpp
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73
src/video_core/renderer_opengl/gl_framebuffer_cache.cpp
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@ -0,0 +1,73 @@
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <tuple>
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#include "common/cityhash.h"
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#include "common/scope_exit.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_opengl/gl_framebuffer_cache.h"
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#include "video_core/renderer_opengl/gl_state.h"
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namespace OpenGL {
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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FramebufferCacheOpenGL::FramebufferCacheOpenGL() = default;
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FramebufferCacheOpenGL::~FramebufferCacheOpenGL() = default;
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GLuint FramebufferCacheOpenGL::GetFramebuffer(const FramebufferCacheKey& key) {
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const auto [entry, is_cache_miss] = cache.try_emplace(key);
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auto& framebuffer{entry->second};
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if (is_cache_miss) {
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framebuffer = CreateFramebuffer(key);
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}
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return framebuffer.handle;
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}
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OGLFramebuffer FramebufferCacheOpenGL::CreateFramebuffer(const FramebufferCacheKey& key) {
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OGLFramebuffer framebuffer;
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framebuffer.Create();
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// TODO(Rodrigo): Use DSA here after Nvidia fixes their framebuffer DSA bugs.
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local_state.draw.draw_framebuffer = framebuffer.handle;
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local_state.ApplyFramebufferState();
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if (key.is_single_buffer) {
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if (key.color_attachments[0] != GL_NONE && key.colors[0]) {
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key.colors[0]->Attach(key.color_attachments[0]);
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glDrawBuffer(key.color_attachments[0]);
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} else {
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glDrawBuffer(GL_NONE);
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}
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} else {
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for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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if (key.colors[index]) {
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key.colors[index]->Attach(GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index));
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}
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}
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glDrawBuffers(key.colors_count, key.color_attachments.data());
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}
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if (key.zeta) {
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key.zeta->Attach(key.stencil_enable ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT);
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}
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return framebuffer;
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}
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std::size_t FramebufferCacheKey::Hash() const {
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static_assert(sizeof(*this) % sizeof(u64) == 0, "Unaligned struct");
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return static_cast<std::size_t>(
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Common::CityHash64(reinterpret_cast<const char*>(this), sizeof(*this)));
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}
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bool FramebufferCacheKey::operator==(const FramebufferCacheKey& rhs) const {
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return std::tie(is_single_buffer, stencil_enable, colors_count, color_attachments, colors,
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zeta) == std::tie(rhs.is_single_buffer, rhs.stencil_enable, rhs.colors_count,
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rhs.color_attachments, rhs.colors, rhs.zeta);
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}
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} // namespace OpenGL
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68
src/video_core/renderer_opengl/gl_framebuffer_cache.h
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68
src/video_core/renderer_opengl/gl_framebuffer_cache.h
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@ -0,0 +1,68 @@
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <cstddef>
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#include <unordered_map>
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#include <glad/glad.h>
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#include "common/common_types.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/gl_texture_cache.h"
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namespace OpenGL {
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struct alignas(sizeof(u64)) FramebufferCacheKey {
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bool is_single_buffer = false;
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bool stencil_enable = false;
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u16 colors_count = 0;
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std::array<GLenum, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> color_attachments{};
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std::array<View, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> colors;
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View zeta;
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std::size_t Hash() const;
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bool operator==(const FramebufferCacheKey& rhs) const;
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bool operator!=(const FramebufferCacheKey& rhs) const {
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return !operator==(rhs);
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}
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};
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} // namespace OpenGL
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namespace std {
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template <>
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struct hash<OpenGL::FramebufferCacheKey> {
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std::size_t operator()(const OpenGL::FramebufferCacheKey& k) const noexcept {
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return k.Hash();
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}
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};
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} // namespace std
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namespace OpenGL {
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class FramebufferCacheOpenGL {
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public:
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FramebufferCacheOpenGL();
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~FramebufferCacheOpenGL();
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GLuint GetFramebuffer(const FramebufferCacheKey& key);
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private:
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OGLFramebuffer CreateFramebuffer(const FramebufferCacheKey& key);
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OpenGLState local_state;
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std::unordered_map<FramebufferCacheKey, OGLFramebuffer> cache;
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};
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} // namespace OpenGL
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@ -78,26 +78,6 @@ struct DrawParameters {
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}
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}
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};
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};
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struct FramebufferCacheKey {
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bool is_single_buffer = false;
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bool stencil_enable = false;
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std::array<GLenum, Maxwell::NumRenderTargets> color_attachments{};
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std::array<View, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> colors{};
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u32 colors_count = 0;
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View zeta = nullptr;
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auto Tie() const {
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return std::tie(is_single_buffer, stencil_enable, color_attachments, colors, colors_count,
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zeta);
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}
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bool operator<(const FramebufferCacheKey& rhs) const {
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return Tie() < rhs.Tie();
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}
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};
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RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWindow& emu_window,
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RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWindow& emu_window,
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ScreenInfo& info)
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ScreenInfo& info)
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: texture_cache{system, *this}, shader_cache{*this, system, emu_window, device},
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: texture_cache{system, *this}, shader_cache{*this, system, emu_window, device},
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@ -355,42 +335,6 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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gpu.dirty_flags.shaders = false;
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gpu.dirty_flags.shaders = false;
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}
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}
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void RasterizerOpenGL::SetupCachedFramebuffer(const FramebufferCacheKey& fbkey,
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OpenGLState& current_state) {
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const auto [entry, is_cache_miss] = framebuffer_cache.try_emplace(fbkey);
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auto& framebuffer = entry->second;
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if (is_cache_miss)
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framebuffer.Create();
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current_state.draw.draw_framebuffer = framebuffer.handle;
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current_state.ApplyFramebufferState();
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if (!is_cache_miss)
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return;
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if (fbkey.is_single_buffer) {
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if (fbkey.color_attachments[0] != GL_NONE && fbkey.colors[0]) {
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fbkey.colors[0]->Attach(fbkey.color_attachments[0]);
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glDrawBuffer(fbkey.color_attachments[0]);
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} else {
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glDrawBuffer(GL_NONE);
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}
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} else {
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for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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if (fbkey.colors[index]) {
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fbkey.colors[index]->Attach(GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index));
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}
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}
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glDrawBuffers(fbkey.colors_count, fbkey.color_attachments.data());
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}
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if (fbkey.zeta) {
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fbkey.zeta->Attach(fbkey.stencil_enable ? GL_DEPTH_STENCIL_ATTACHMENT
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: GL_DEPTH_ATTACHMENT);
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}
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}
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std::size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
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std::size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
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const auto& regs = system.GPU().Maxwell3D().regs;
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const auto& regs = system.GPU().Maxwell3D().regs;
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depth_surface->GetSurfaceParams().type == SurfaceType::DepthStencil;
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depth_surface->GetSurfaceParams().type == SurfaceType::DepthStencil;
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}
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}
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SetupCachedFramebuffer(fbkey, current_state);
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current_state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(fbkey);
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SyncViewport(current_state);
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SyncViewport(current_state);
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return current_depth_stencil_usage = {static_cast<bool>(depth_surface), fbkey.stencil_enable};
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return current_depth_stencil_usage = {static_cast<bool>(depth_surface), fbkey.stencil_enable};
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@ -638,6 +582,7 @@ void RasterizerOpenGL::Clear() {
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clear_state.ApplyDepth();
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clear_state.ApplyDepth();
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clear_state.ApplyStencilTest();
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clear_state.ApplyStencilTest();
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clear_state.ApplyViewport();
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clear_state.ApplyViewport();
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clear_state.ApplyFramebufferState();
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if (use_color) {
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if (use_color) {
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glClearBufferfv(GL_COLOR, regs.clear_buffers.RT, regs.clear_color);
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glClearBufferfv(GL_COLOR, regs.clear_buffers.RT, regs.clear_color);
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@ -23,6 +23,7 @@
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#include "video_core/rasterizer_interface.h"
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#include "video_core/rasterizer_interface.h"
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#include "video_core/renderer_opengl/gl_buffer_cache.h"
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#include "video_core/renderer_opengl/gl_buffer_cache.h"
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#include "video_core/renderer_opengl/gl_device.h"
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#include "video_core/renderer_opengl/gl_device.h"
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#include "video_core/renderer_opengl/gl_framebuffer_cache.h"
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#include "video_core/renderer_opengl/gl_global_cache.h"
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#include "video_core/renderer_opengl/gl_global_cache.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_sampler_cache.h"
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#include "video_core/renderer_opengl/gl_sampler_cache.h"
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@ -49,7 +50,6 @@ namespace OpenGL {
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struct ScreenInfo;
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struct ScreenInfo;
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struct DrawParameters;
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struct DrawParameters;
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struct FramebufferCacheKey;
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class RasterizerOpenGL : public VideoCore::RasterizerInterface {
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class RasterizerOpenGL : public VideoCore::RasterizerInterface {
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public:
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public:
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@ -193,6 +193,7 @@ private:
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ShaderCacheOpenGL shader_cache;
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ShaderCacheOpenGL shader_cache;
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GlobalRegionCacheOpenGL global_cache;
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GlobalRegionCacheOpenGL global_cache;
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SamplerCacheOpenGL sampler_cache;
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SamplerCacheOpenGL sampler_cache;
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FramebufferCacheOpenGL framebuffer_cache;
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Core::System& system;
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Core::System& system;
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ScreenInfo& screen_info;
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ScreenInfo& screen_info;
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@ -203,7 +204,6 @@ private:
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OGLVertexArray>
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OGLVertexArray>
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vertex_array_cache;
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vertex_array_cache;
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std::map<FramebufferCacheKey, OGLFramebuffer> framebuffer_cache;
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FramebufferConfigState current_framebuffer_config_state;
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FramebufferConfigState current_framebuffer_config_state;
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std::pair<bool, bool> current_depth_stencil_usage{};
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std::pair<bool, bool> current_depth_stencil_usage{};
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void SetupShaders(GLenum primitive_mode);
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void SetupShaders(GLenum primitive_mode);
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void SetupCachedFramebuffer(const FramebufferCacheKey& fbkey, OpenGLState& current_state);
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enum class AccelDraw { Disabled, Arrays, Indexed };
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enum class AccelDraw { Disabled, Arrays, Indexed };
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AccelDraw accelerate_draw = AccelDraw::Disabled;
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AccelDraw accelerate_draw = AccelDraw::Disabled;
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return {};
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return {};
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}
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}
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if (regs.color_mask[index].raw != 0) {
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if (regs.color_mask[index].raw == 0) {
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SetEmptyColorBuffer(index);
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SetEmptyColorBuffer(index);
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return {};
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return {};
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}
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}
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