gl_rasterizer: Implement clear for non-zero render targets.
- Several misc. changes to ConfigureFramebuffers in support of this.
This commit is contained in:
parent
ac959799e4
commit
035e6bd407
@ -294,19 +294,12 @@ void RasterizerOpenGL::UpdatePagesCachedCount(VAddr addr, u64 size, int delta) {
|
|||||||
cached_pages.add({pages_interval, delta});
|
cached_pages.add({pages_interval, delta});
|
||||||
}
|
}
|
||||||
|
|
||||||
void RasterizerOpenGL::ConfigureFramebuffers(bool using_depth_fb, bool preserve_contents) {
|
void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_depth_fb,
|
||||||
|
bool preserve_contents,
|
||||||
|
boost::optional<size_t> single_color_target) {
|
||||||
MICROPROFILE_SCOPE(OpenGL_Framebuffer);
|
MICROPROFILE_SCOPE(OpenGL_Framebuffer);
|
||||||
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
|
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
|
||||||
|
|
||||||
const bool has_stencil = regs.stencil_enable;
|
|
||||||
const bool write_color_fb =
|
|
||||||
state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
|
|
||||||
state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
|
|
||||||
|
|
||||||
const bool write_depth_fb =
|
|
||||||
(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
|
|
||||||
(has_stencil && (state.stencil.front.write_mask || state.stencil.back.write_mask));
|
|
||||||
|
|
||||||
Surface depth_surface;
|
Surface depth_surface;
|
||||||
if (using_depth_fb) {
|
if (using_depth_fb) {
|
||||||
depth_surface = res_cache.GetDepthBufferSurface(preserve_contents);
|
depth_surface = res_cache.GetDepthBufferSurface(preserve_contents);
|
||||||
@ -321,19 +314,41 @@ void RasterizerOpenGL::ConfigureFramebuffers(bool using_depth_fb, bool preserve_
|
|||||||
state.draw.draw_framebuffer = framebuffer.handle;
|
state.draw.draw_framebuffer = framebuffer.handle;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
|
if (using_color_fb) {
|
||||||
|
if (single_color_target) {
|
||||||
|
// 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);
|
||||||
|
glFramebufferTexture2D(
|
||||||
|
GL_DRAW_FRAMEBUFFER,
|
||||||
|
GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(*single_color_target), GL_TEXTURE_2D,
|
||||||
|
color_surface != nullptr ? color_surface->Texture().handle : 0, 0);
|
||||||
|
glDrawBuffer(GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(*single_color_target));
|
||||||
|
} else {
|
||||||
|
// Multiple color attachments are enabled
|
||||||
std::array<GLenum, Maxwell::NumRenderTargets> buffers;
|
std::array<GLenum, Maxwell::NumRenderTargets> buffers;
|
||||||
for (size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
|
for (size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
|
||||||
Surface color_surface = res_cache.GetColorBufferSurface(index, preserve_contents);
|
Surface color_surface = res_cache.GetColorBufferSurface(index, preserve_contents);
|
||||||
buffers[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
|
buffers[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
|
||||||
|
glFramebufferTexture2D(
|
||||||
|
GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index),
|
||||||
|
GL_TEXTURE_2D, color_surface != nullptr ? color_surface->Texture().handle : 0,
|
||||||
|
0);
|
||||||
|
}
|
||||||
|
glDrawBuffers(regs.rt_control.count, buffers.data());
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// No color attachments are enabled - zero out all of them
|
||||||
|
for (size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
|
||||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
|
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
|
||||||
GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index), GL_TEXTURE_2D,
|
GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index), GL_TEXTURE_2D,
|
||||||
color_surface != nullptr ? color_surface->Texture().handle : 0, 0);
|
0, 0);
|
||||||
|
}
|
||||||
|
glDrawBuffer(GL_NONE);
|
||||||
}
|
}
|
||||||
|
|
||||||
glDrawBuffers(regs.rt_control.count, buffers.data());
|
|
||||||
|
|
||||||
if (depth_surface) {
|
if (depth_surface) {
|
||||||
if (has_stencil) {
|
if (regs.stencil_enable) {
|
||||||
// Attach both depth and stencil
|
// Attach both depth and stencil
|
||||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
|
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
|
||||||
depth_surface->Texture().handle, 0);
|
depth_surface->Texture().handle, 0);
|
||||||
@ -360,8 +375,9 @@ void RasterizerOpenGL::Clear() {
|
|||||||
SCOPE_EXIT({ prev_state.Apply(); });
|
SCOPE_EXIT({ prev_state.Apply(); });
|
||||||
|
|
||||||
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
|
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
|
||||||
bool use_color_fb = false;
|
bool use_color{};
|
||||||
bool use_depth_fb = false;
|
bool use_depth{};
|
||||||
|
bool use_stencil{};
|
||||||
|
|
||||||
OpenGLState clear_state;
|
OpenGLState clear_state;
|
||||||
clear_state.draw.draw_framebuffer = state.draw.draw_framebuffer;
|
clear_state.draw.draw_framebuffer = state.draw.draw_framebuffer;
|
||||||
@ -370,22 +386,13 @@ void RasterizerOpenGL::Clear() {
|
|||||||
clear_state.color_mask.blue_enabled = regs.clear_buffers.B ? GL_TRUE : GL_FALSE;
|
clear_state.color_mask.blue_enabled = regs.clear_buffers.B ? GL_TRUE : GL_FALSE;
|
||||||
clear_state.color_mask.alpha_enabled = regs.clear_buffers.A ? GL_TRUE : GL_FALSE;
|
clear_state.color_mask.alpha_enabled = regs.clear_buffers.A ? GL_TRUE : GL_FALSE;
|
||||||
|
|
||||||
GLbitfield clear_mask{};
|
|
||||||
if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
|
if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
|
||||||
regs.clear_buffers.A) {
|
regs.clear_buffers.A) {
|
||||||
if (regs.clear_buffers.RT == 0) {
|
use_color = true;
|
||||||
// We only support clearing the first color attachment for now
|
|
||||||
clear_mask |= GL_COLOR_BUFFER_BIT;
|
|
||||||
use_color_fb = true;
|
|
||||||
} else {
|
|
||||||
// TODO(subv): Add support for the other color attachments
|
|
||||||
LOG_CRITICAL(HW_GPU, "Clear unimplemented for RT {}", regs.clear_buffers.RT);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
if (regs.clear_buffers.Z) {
|
if (regs.clear_buffers.Z) {
|
||||||
ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!");
|
ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!");
|
||||||
use_depth_fb = true;
|
use_depth = true;
|
||||||
clear_mask |= GL_DEPTH_BUFFER_BIT;
|
|
||||||
|
|
||||||
// Always enable the depth write when clearing the depth buffer. The depth write mask is
|
// Always enable the depth write when clearing the depth buffer. The depth write mask is
|
||||||
// ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to true.
|
// ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to true.
|
||||||
@ -394,33 +401,33 @@ void RasterizerOpenGL::Clear() {
|
|||||||
}
|
}
|
||||||
if (regs.clear_buffers.S) {
|
if (regs.clear_buffers.S) {
|
||||||
ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
|
ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
|
||||||
use_depth_fb = true;
|
use_stencil = true;
|
||||||
clear_mask |= GL_STENCIL_BUFFER_BIT;
|
|
||||||
clear_state.stencil.test_enabled = true;
|
clear_state.stencil.test_enabled = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!use_color_fb && !use_depth_fb) {
|
if (!use_color && !use_depth && !use_stencil) {
|
||||||
// No color surface nor depth/stencil surface are enabled
|
// No color surface nor depth/stencil surface are enabled
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (clear_mask == 0) {
|
|
||||||
// No clear mask is enabled
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
ScopeAcquireGLContext acquire_context{emu_window};
|
ScopeAcquireGLContext acquire_context{emu_window};
|
||||||
|
|
||||||
ConfigureFramebuffers(use_depth_fb, false);
|
ConfigureFramebuffers(use_color, use_depth || use_stencil, false,
|
||||||
|
regs.clear_buffers.RT.Value());
|
||||||
|
|
||||||
clear_state.Apply();
|
clear_state.Apply();
|
||||||
|
|
||||||
glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
|
if (use_color) {
|
||||||
regs.clear_color[3]);
|
glClearBufferfv(GL_COLOR, regs.clear_buffers.RT, regs.clear_color);
|
||||||
glClearDepth(regs.clear_depth);
|
}
|
||||||
glClearStencil(regs.clear_stencil);
|
|
||||||
|
|
||||||
glClear(clear_mask);
|
if (use_depth && use_stencil) {
|
||||||
|
glClearBufferfi(GL_DEPTH_STENCIL, 0, regs.clear_depth, regs.clear_stencil);
|
||||||
|
} else if (use_depth) {
|
||||||
|
glClearBufferfv(GL_DEPTH, 0, ®s.clear_depth);
|
||||||
|
} else if (use_stencil) {
|
||||||
|
glClearBufferiv(GL_STENCIL, 0, ®s.clear_stencil);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void RasterizerOpenGL::DrawArrays() {
|
void RasterizerOpenGL::DrawArrays() {
|
||||||
@ -433,7 +440,7 @@ void RasterizerOpenGL::DrawArrays() {
|
|||||||
|
|
||||||
ScopeAcquireGLContext acquire_context{emu_window};
|
ScopeAcquireGLContext acquire_context{emu_window};
|
||||||
|
|
||||||
ConfigureFramebuffers(true, true);
|
ConfigureFramebuffers();
|
||||||
|
|
||||||
SyncDepthTestState();
|
SyncDepthTestState();
|
||||||
SyncStencilTestState();
|
SyncStencilTestState();
|
||||||
|
@ -13,6 +13,7 @@
|
|||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
#include <boost/icl/interval_map.hpp>
|
#include <boost/icl/interval_map.hpp>
|
||||||
|
#include <boost/optional.hpp>
|
||||||
#include <boost/range/iterator_range.hpp>
|
#include <boost/range/iterator_range.hpp>
|
||||||
#include <glad/glad.h>
|
#include <glad/glad.h>
|
||||||
|
|
||||||
@ -97,8 +98,16 @@ private:
|
|||||||
GLvec4 border_color;
|
GLvec4 border_color;
|
||||||
};
|
};
|
||||||
|
|
||||||
/// Configures the color and depth framebuffer states
|
/**
|
||||||
void ConfigureFramebuffers(bool using_depth_fb, bool preserve_contents);
|
* Configures the color and depth framebuffer states.
|
||||||
|
* @param use_color_fb If true, configure color framebuffers.
|
||||||
|
* @param using_depth_fb If true, configure the depth/stencil framebuffer.
|
||||||
|
* @param preserve_contents If true, tries to preserve data from a previously used framebuffer.
|
||||||
|
* @param single_color_target Specifies if a single color buffer target should be used.
|
||||||
|
*/
|
||||||
|
void ConfigureFramebuffers(bool use_color_fb = true, bool using_depth_fb = true,
|
||||||
|
bool preserve_contents = true,
|
||||||
|
boost::optional<size_t> single_color_target = {});
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Configures the current constbuffers to use for the draw command.
|
* Configures the current constbuffers to use for the draw command.
|
||||||
|
Loading…
Reference in New Issue
Block a user