gl_state: Remove framebuffer tracking
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17a7fa751b
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5ccb07933a
@ -36,8 +36,7 @@ OGLFramebuffer FramebufferCacheOpenGL::CreateFramebuffer(const FramebufferCacheK
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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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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.handle);
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if (key.zeta) {
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const bool stencil = key.zeta->GetSurfaceParams().type == SurfaceType::DepthStencil;
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@ -359,7 +359,7 @@ void RasterizerOpenGL::ConfigureFramebuffers() {
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texture_cache.GuardRenderTargets(false);
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state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(key);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer_cache.GetFramebuffer(key));
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}
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void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, bool using_color_fb,
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@ -384,8 +384,7 @@ void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, boo
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key.colors[0] = color_surface;
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key.zeta = depth_surface;
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current_state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(key);
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current_state.ApplyFramebufferState();
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer_cache.GetFramebuffer(key));
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}
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void RasterizerOpenGL::Clear() {
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@ -20,7 +20,7 @@ void OGLRenderbuffer::Create() {
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return;
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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glGenRenderbuffers(1, &handle);
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glCreateRenderbuffers(1, &handle);
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}
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void OGLRenderbuffer::Release() {
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@ -29,7 +29,6 @@ void OGLRenderbuffer::Release() {
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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glDeleteRenderbuffers(1, &handle);
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OpenGLState::GetCurState().ResetRenderbuffer(handle).Apply();
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handle = 0;
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}
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@ -200,7 +199,6 @@ void OGLFramebuffer::Release() {
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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glDeleteFramebuffers(1, &handle);
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OpenGLState::GetCurState().ResetFramebuffer(handle).Apply();
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handle = 0;
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}
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@ -85,15 +85,6 @@ void Enable(GLenum cap, GLuint index, bool& current_value, bool new_value) {
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OpenGLState::OpenGLState() = default;
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void OpenGLState::ApplyFramebufferState() {
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if (UpdateValue(cur_state.draw.read_framebuffer, draw.read_framebuffer)) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
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}
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if (UpdateValue(cur_state.draw.draw_framebuffer, draw.draw_framebuffer)) {
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw.draw_framebuffer);
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}
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}
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void OpenGLState::ApplyShaderProgram() {
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if (UpdateValue(cur_state.draw.shader_program, draw.shader_program)) {
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glUseProgram(draw.shader_program);
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@ -106,19 +97,10 @@ void OpenGLState::ApplyProgramPipeline() {
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}
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}
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void OpenGLState::ApplyRenderBuffer() {
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if (cur_state.renderbuffer != renderbuffer) {
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cur_state.renderbuffer = renderbuffer;
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
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}
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}
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void OpenGLState::Apply() {
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MICROPROFILE_SCOPE(OpenGL_State);
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ApplyFramebufferState();
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ApplyShaderProgram();
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ApplyProgramPipeline();
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ApplyRenderBuffer();
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}
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OpenGLState& OpenGLState::ResetProgram(GLuint handle) {
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@ -135,21 +117,4 @@ OpenGLState& OpenGLState::ResetPipeline(GLuint handle) {
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return *this;
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}
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OpenGLState& OpenGLState::ResetFramebuffer(GLuint handle) {
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if (draw.read_framebuffer == handle) {
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draw.read_framebuffer = 0;
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}
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if (draw.draw_framebuffer == handle) {
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draw.draw_framebuffer = 0;
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}
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return *this;
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}
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OpenGLState& OpenGLState::ResetRenderbuffer(GLuint handle) {
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if (renderbuffer == handle) {
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renderbuffer = 0;
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}
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return *this;
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}
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} // namespace OpenGL
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@ -14,14 +14,10 @@ namespace OpenGL {
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class OpenGLState {
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public:
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struct {
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GLuint read_framebuffer = 0; // GL_READ_FRAMEBUFFER_BINDING
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GLuint draw_framebuffer = 0; // GL_DRAW_FRAMEBUFFER_BINDING
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GLuint shader_program = 0; // GL_CURRENT_PROGRAM
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GLuint program_pipeline = 0; // GL_PROGRAM_PIPELINE_BINDING
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} draw;
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GLuint renderbuffer{}; // GL_RENDERBUFFER_BINDING
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OpenGLState();
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/// Get the currently active OpenGL state
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@ -32,16 +28,12 @@ public:
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/// Apply this state as the current OpenGL state
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void Apply();
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void ApplyFramebufferState();
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void ApplyShaderProgram();
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void ApplyProgramPipeline();
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void ApplyRenderBuffer();
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/// Resets any references to the given resource
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OpenGLState& ResetProgram(GLuint handle);
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OpenGLState& ResetPipeline(GLuint handle);
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OpenGLState& ResetFramebuffer(GLuint handle);
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OpenGLState& ResetRenderbuffer(GLuint handle);
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private:
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static OpenGLState cur_state;
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@ -515,14 +515,8 @@ void TextureCacheOpenGL::ImageBlit(View& src_view, View& dst_view,
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const Tegra::Engines::Fermi2D::Config& copy_config) {
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const auto& src_params{src_view->GetSurfaceParams()};
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const auto& dst_params{dst_view->GetSurfaceParams()};
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OpenGLState prev_state{OpenGLState::GetCurState()};
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SCOPE_EXIT({ prev_state.Apply(); });
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OpenGLState state;
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state.draw.read_framebuffer = src_framebuffer.handle;
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state.draw.draw_framebuffer = dst_framebuffer.handle;
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state.Apply();
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UNIMPLEMENTED_IF(src_params.target == SurfaceTarget::Texture3D);
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UNIMPLEMENTED_IF(dst_params.target == SurfaceTarget::Texture3D);
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// TODO: Signal state tracker about these changes
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if (dst_params.srgb_conversion) {
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@ -538,11 +532,10 @@ void TextureCacheOpenGL::ImageBlit(View& src_view, View& dst_view,
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glDisablei(GL_BLEND, 0);
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glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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u32 buffers{};
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UNIMPLEMENTED_IF(src_params.target == SurfaceTarget::Texture3D);
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UNIMPLEMENTED_IF(dst_params.target == SurfaceTarget::Texture3D);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, src_framebuffer.handle);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst_framebuffer.handle);
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GLenum buffers = 0;
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if (src_params.type == SurfaceType::ColorTexture) {
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src_view->Attach(GL_COLOR_ATTACHMENT0, GL_READ_FRAMEBUFFER);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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@ -86,28 +86,22 @@ public:
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}
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void ReloadRenderFrame(Frame* frame, u32 width, u32 height) {
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OpenGLState prev_state = OpenGLState::GetCurState();
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OpenGLState state = OpenGLState::GetCurState();
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// Recreate the color texture attachment
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frame->color.Release();
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frame->color.Create();
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state.renderbuffer = frame->color.handle;
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state.Apply();
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glRenderbufferStorage(GL_RENDERBUFFER, frame->is_srgb ? GL_SRGB8 : GL_RGB8, width, height);
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const GLenum internal_format = frame->is_srgb ? GL_SRGB8 : GL_RGB8;
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glNamedRenderbufferStorage(frame->color.handle, internal_format, width, height);
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// Recreate the FBO for the render target
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frame->render.Release();
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frame->render.Create();
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state.draw.read_framebuffer = frame->render.handle;
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state.draw.draw_framebuffer = frame->render.handle;
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state.Apply();
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glBindFramebuffer(GL_FRAMEBUFFER, frame->render.handle);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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frame->color.handle);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
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}
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prev_state.Apply();
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frame->width = width;
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frame->height = height;
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frame->color_reloaded = true;
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@ -353,8 +347,7 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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frame->is_srgb = screen_info.display_srgb;
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frame_mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
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}
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state.draw.draw_framebuffer = frame->render.handle;
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state.Apply();
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frame->render.handle);
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DrawScreen(layout);
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// Create a fence for the frontend to wait on and swap this frame to OffTex
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frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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@ -647,12 +640,14 @@ void RendererOpenGL::RenderScreenshot() {
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return;
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}
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GLint old_read_fb;
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GLint old_draw_fb;
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
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// Draw the current frame to the screenshot framebuffer
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screenshot_framebuffer.Create();
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GLuint old_read_fb = state.draw.read_framebuffer;
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GLuint old_draw_fb = state.draw.draw_framebuffer;
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state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
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state.Apply();
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glBindFramebuffer(GL_FRAMEBUFFER, screenshot_framebuffer.handle);
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Layout::FramebufferLayout layout{renderer_settings.screenshot_framebuffer_layout};
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@ -669,11 +664,11 @@ void RendererOpenGL::RenderScreenshot() {
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renderer_settings.screenshot_bits);
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screenshot_framebuffer.Release();
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state.draw.read_framebuffer = old_read_fb;
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state.draw.draw_framebuffer = old_draw_fb;
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state.Apply();
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glDeleteRenderbuffers(1, &renderbuffer);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
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renderer_settings.screenshot_complete_callback();
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renderer_settings.screenshot_requested = false;
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}
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