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@@ -36,10 +36,7 @@ static bool IsPassThroughTevStage(const Pica::Regs::TevStageConfig& stage) {
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stage.GetAlphaMultiplier() == 1);
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}
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-RasterizerOpenGL::RasterizerOpenGL() : cached_fb_color_addr(0), cached_fb_depth_addr(0) { }
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-RasterizerOpenGL::~RasterizerOpenGL() { }
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-
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-void RasterizerOpenGL::InitObjects() {
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+RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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// Create sampler objects
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for (size_t i = 0; i < texture_samplers.size(); ++i) {
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texture_samplers[i].Create();
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@@ -61,6 +58,10 @@ void RasterizerOpenGL::InitObjects() {
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uniform_block_data.dirty = true;
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+ for (unsigned index = 0; index < lighting_luts.size(); index++) {
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+ uniform_block_data.lut_dirty[index] = true;
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+ }
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+
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// Set vertex attributes
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glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION);
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@@ -81,70 +82,24 @@ void RasterizerOpenGL::InitObjects() {
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glVertexAttribPointer(GLShader::ATTRIBUTE_VIEW, 3, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, view));
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_VIEW);
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- SetShader();
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-
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- // Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
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- fb_color_texture.texture.Create();
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- ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
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-
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- state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
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- state.Apply();
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-
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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-
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- state.texture_units[0].texture_2d = 0;
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- state.Apply();
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-
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- fb_depth_texture.texture.Create();
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- ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
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-
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- state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
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- state.Apply();
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-
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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-
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- state.texture_units[0].texture_2d = 0;
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- state.Apply();
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-
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- // Configure OpenGL framebuffer
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+ // Create render framebuffer
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framebuffer.Create();
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- state.draw.framebuffer = framebuffer.handle;
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+ // Allocate and bind lighting lut textures
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+ for (size_t i = 0; i < lighting_luts.size(); ++i) {
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+ lighting_luts[i].Create();
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+ state.lighting_luts[i].texture_1d = lighting_luts[i].handle;
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+ }
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state.Apply();
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- glActiveTexture(GL_TEXTURE0);
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- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_color_texture.texture.handle, 0);
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- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0);
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-
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- for (size_t i = 0; i < lighting_lut.size(); ++i) {
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- lighting_lut[i].Create();
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- state.lighting_lut[i].texture_1d = lighting_lut[i].handle;
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-
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+ for (size_t i = 0; i < lighting_luts.size(); ++i) {
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glActiveTexture(GL_TEXTURE3 + i);
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- glBindTexture(GL_TEXTURE_1D, state.lighting_lut[i].texture_1d);
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-
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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- state.Apply();
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-
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- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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- ASSERT_MSG(status == GL_FRAMEBUFFER_COMPLETE,
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- "OpenGL rasterizer framebuffer setup failed, status %X", status);
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-}
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-void RasterizerOpenGL::Reset() {
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+ // Sync fixed function OpenGL state
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SyncCullMode();
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SyncDepthModifiers();
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SyncBlendEnabled();
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@@ -156,10 +111,10 @@ void RasterizerOpenGL::Reset() {
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SyncColorWriteMask();
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SyncStencilWriteMask();
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SyncDepthWriteMask();
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+}
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- SetShader();
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+RasterizerOpenGL::~RasterizerOpenGL() {
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- res_cache.InvalidateAll();
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}
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/**
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@@ -196,47 +151,98 @@ void RasterizerOpenGL::DrawTriangles() {
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if (vertex_batch.empty())
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return;
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- SyncFramebuffer();
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- SyncDrawState();
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+ const auto& regs = Pica::g_state.regs;
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+
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+ // Sync and bind the framebuffer surfaces
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+ CachedSurface* color_surface;
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+ CachedSurface* depth_surface;
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+ MathUtil::Rectangle<int> rect;
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+ std::tie(color_surface, depth_surface, rect) = res_cache.GetFramebufferSurfaces(regs.framebuffer);
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+
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+ state.draw.draw_framebuffer = framebuffer.handle;
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+ state.Apply();
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+
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+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_surface != nullptr ? color_surface->texture.handle : 0, 0);
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+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_surface != nullptr ? depth_surface->texture.handle : 0, 0);
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+ bool has_stencil = regs.framebuffer.depth_format == Pica::Regs::DepthFormat::D24S8;
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+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, (has_stencil && depth_surface != nullptr) ? depth_surface->texture.handle : 0, 0);
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+
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+ if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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+ return;
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+ }
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+
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+ // Sync the viewport
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+ // These registers hold half-width and half-height, so must be multiplied by 2
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+ GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_x).ToFloat32() * 2;
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+ GLsizei viewport_height = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_y).ToFloat32() * 2;
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+
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+ glViewport((GLint)(rect.left + regs.viewport_corner.x * color_surface->res_scale_width),
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+ (GLint)(rect.bottom + regs.viewport_corner.y * color_surface->res_scale_height),
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+ (GLsizei)(viewport_width * color_surface->res_scale_width), (GLsizei)(viewport_height * color_surface->res_scale_height));
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+
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+ // Sync and bind the texture surfaces
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+ const auto pica_textures = regs.GetTextures();
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+ for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
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+ const auto& texture = pica_textures[texture_index];
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+
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+ if (texture.enabled) {
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+ texture_samplers[texture_index].SyncWithConfig(texture.config);
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+ CachedSurface* surface = res_cache.GetTextureSurface(texture);
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+ if (surface != nullptr) {
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+ state.texture_units[texture_index].texture_2d = surface->texture.handle;
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+ } else {
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+ // Can occur when texture addr is null or its memory is unmapped/invalid
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+ state.texture_units[texture_index].texture_2d = 0;
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+ }
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+ } else {
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+ state.texture_units[texture_index].texture_2d = 0;
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+ }
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+ }
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- if (state.draw.shader_dirty) {
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+ // Sync and bind the shader
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+ if (shader_dirty) {
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SetShader();
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- state.draw.shader_dirty = false;
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+ shader_dirty = false;
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}
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- for (unsigned index = 0; index < lighting_lut.size(); index++) {
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+ // Sync the lighting luts
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+ for (unsigned index = 0; index < lighting_luts.size(); index++) {
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if (uniform_block_data.lut_dirty[index]) {
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SyncLightingLUT(index);
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uniform_block_data.lut_dirty[index] = false;
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}
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}
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+ // Sync the uniform data
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if (uniform_block_data.dirty) {
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW);
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uniform_block_data.dirty = false;
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}
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+ state.Apply();
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+
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+ // Draw the vertex batch
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glBufferData(GL_ARRAY_BUFFER, vertex_batch.size() * sizeof(HardwareVertex), vertex_batch.data(), GL_STREAM_DRAW);
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertex_batch.size());
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- vertex_batch.clear();
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-
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- // Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture
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- const auto& regs = Pica::g_state.regs;
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-
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- u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
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- * fb_color_texture.width * fb_color_texture.height;
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-
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- u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
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- * fb_depth_texture.width * fb_depth_texture.height;
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+ // Mark framebuffer surfaces as dirty
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+ // TODO: Restrict invalidation area to the viewport
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+ if (color_surface != nullptr) {
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+ color_surface->dirty = true;
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+ res_cache.FlushRegion(color_surface->addr, color_surface->size, color_surface, true);
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+ }
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+ if (depth_surface != nullptr) {
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+ depth_surface->dirty = true;
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+ res_cache.FlushRegion(depth_surface->addr, depth_surface->size, depth_surface, true);
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+ }
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- res_cache.InvalidateInRange(cached_fb_color_addr, cached_fb_color_size, true);
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- res_cache.InvalidateInRange(cached_fb_depth_addr, cached_fb_depth_size, true);
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-}
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+ vertex_batch.clear();
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-void RasterizerOpenGL::FlushFramebuffer() {
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- CommitColorBuffer();
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- CommitDepthBuffer();
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+ // Unbind textures for potential future use as framebuffer attachments
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+ for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
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+ state.texture_units[texture_index].texture_2d = 0;
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+ }
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+ state.Apply();
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}
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void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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@@ -268,7 +274,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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// Alpha test
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case PICA_REG_INDEX(output_merger.alpha_test):
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SyncAlphaTest();
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- state.draw.shader_dirty = true;
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+ shader_dirty = true;
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break;
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// Sync GL stencil test + stencil write mask
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@@ -334,7 +340,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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case PICA_REG_INDEX(tev_stage5.color_op):
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case PICA_REG_INDEX(tev_stage5.color_scale):
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case PICA_REG_INDEX(tev_combiner_buffer_input):
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- state.draw.shader_dirty = true;
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+ shader_dirty = true;
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break;
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case PICA_REG_INDEX(tev_stage0.const_r):
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SyncTevConstColor(0, regs.tev_stage0);
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@@ -521,41 +527,257 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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}
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}
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+void RasterizerOpenGL::FlushAll() {
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+ res_cache.FlushAll();
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+}
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+
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void RasterizerOpenGL::FlushRegion(PAddr addr, u32 size) {
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- const auto& regs = Pica::g_state.regs;
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+ res_cache.FlushRegion(addr, size, nullptr, false);
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+}
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- u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
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- * fb_color_texture.width * fb_color_texture.height;
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+void RasterizerOpenGL::FlushAndInvalidateRegion(PAddr addr, u32 size) {
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+ res_cache.FlushRegion(addr, size, nullptr, true);
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+}
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- u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
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- * fb_depth_texture.width * fb_depth_texture.height;
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+bool RasterizerOpenGL::AccelerateDisplayTransfer(const GPU::Regs::DisplayTransferConfig& config) {
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+ using PixelFormat = CachedSurface::PixelFormat;
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+ using SurfaceType = CachedSurface::SurfaceType;
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- // If source memory region overlaps 3DS framebuffers, commit them before the copy happens
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- if (MathUtil::IntervalsIntersect(addr, size, cached_fb_color_addr, cached_fb_color_size))
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- CommitColorBuffer();
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+ if (config.is_texture_copy) {
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+ // TODO(tfarley): Try to hardware accelerate this
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+ return false;
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+ }
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- if (MathUtil::IntervalsIntersect(addr, size, cached_fb_depth_addr, cached_fb_depth_size))
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- CommitDepthBuffer();
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+ CachedSurface src_params;
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+ src_params.addr = config.GetPhysicalInputAddress();
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+ src_params.width = config.output_width;
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+ src_params.height = config.output_height;
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+ src_params.is_tiled = !config.input_linear;
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+ src_params.pixel_format = CachedSurface::PixelFormatFromGPUPixelFormat(config.input_format);
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+
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+ CachedSurface dst_params;
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+ dst_params.addr = config.GetPhysicalOutputAddress();
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+ dst_params.width = config.scaling != config.NoScale ? config.output_width / 2 : config.output_width.Value();
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+ dst_params.height = config.scaling == config.ScaleXY ? config.output_height / 2 : config.output_height.Value();
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+ dst_params.is_tiled = config.input_linear != config.dont_swizzle;
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+ dst_params.pixel_format = CachedSurface::PixelFormatFromGPUPixelFormat(config.output_format);
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+
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+ MathUtil::Rectangle<int> src_rect;
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+ CachedSurface* src_surface = res_cache.GetSurfaceRect(src_params, false, true, src_rect);
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+
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+ if (src_surface == nullptr) {
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+ return false;
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+ }
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+
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+ // Require destination surface to have same resolution scale as source to preserve scaling
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+ dst_params.res_scale_width = src_surface->res_scale_width;
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+ dst_params.res_scale_height = src_surface->res_scale_height;
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+
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+ MathUtil::Rectangle<int> dst_rect;
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+ CachedSurface* dst_surface = res_cache.GetSurfaceRect(dst_params, true, false, dst_rect);
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+
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+ if (dst_surface == nullptr) {
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+ return false;
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+ }
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+
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+ // Don't accelerate if the src and dst surfaces are the same
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+ if (src_surface == dst_surface) {
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+ return false;
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+ }
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+
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+ if (config.flip_vertically) {
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+ std::swap(dst_rect.top, dst_rect.bottom);
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+ }
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+
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+ if (!res_cache.TryBlitSurfaces(src_surface, src_rect, dst_surface, dst_rect)) {
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+ return false;
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+ }
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+
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+ u32 dst_size = dst_params.width * dst_params.height * CachedSurface::GetFormatBpp(dst_params.pixel_format) / 8;
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+ dst_surface->dirty = true;
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+ res_cache.FlushRegion(config.GetPhysicalOutputAddress(), dst_size, dst_surface, true);
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+ return true;
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}
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-void RasterizerOpenGL::InvalidateRegion(PAddr addr, u32 size) {
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- const auto& regs = Pica::g_state.regs;
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+bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config) {
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+ using PixelFormat = CachedSurface::PixelFormat;
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+ using SurfaceType = CachedSurface::SurfaceType;
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+
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+ CachedSurface* dst_surface = res_cache.TryGetFillSurface(config);
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+
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+ if (dst_surface == nullptr) {
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+ return false;
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+ }
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+
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|
|
+ OpenGLState cur_state = OpenGLState::GetCurState();
|
|
|
+
|
|
|
+ SurfaceType dst_type = CachedSurface::GetFormatType(dst_surface->pixel_format);
|
|
|
|
|
|
- u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
|
|
|
- * fb_color_texture.width * fb_color_texture.height;
|
|
|
+ GLuint old_fb = cur_state.draw.draw_framebuffer;
|
|
|
+ cur_state.draw.draw_framebuffer = framebuffer.handle;
|
|
|
+ // TODO: When scissor test is implemented, need to disable scissor test in cur_state here so Clear call isn't affected
|
|
|
+ cur_state.Apply();
|
|
|
|
|
|
- u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
|
|
|
- * fb_depth_texture.width * fb_depth_texture.height;
|
|
|
+ if (dst_type == SurfaceType::Color || dst_type == SurfaceType::Texture) {
|
|
|
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_surface->texture.handle, 0);
|
|
|
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
|
|
|
|
|
|
- // If modified memory region overlaps 3DS framebuffers, reload their contents into OpenGL
|
|
|
- if (MathUtil::IntervalsIntersect(addr, size, cached_fb_color_addr, cached_fb_color_size))
|
|
|
- ReloadColorBuffer();
|
|
|
+ if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ GLfloat color_values[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
|
+
|
|
|
+ // TODO: Handle additional pixel format and fill value size combinations to accelerate more cases
|
|
|
+ // For instance, checking if fill value's bytes/bits repeat to allow filling I8/A8/I4/A4/...
|
|
|
+ // Currently only handles formats that are multiples of the fill value size
|
|
|
+
|
|
|
+ if (config.fill_24bit) {
|
|
|
+ switch (dst_surface->pixel_format) {
|
|
|
+ case PixelFormat::RGB8:
|
|
|
+ color_values[0] = config.value_24bit_r / 255.0f;
|
|
|
+ color_values[1] = config.value_24bit_g / 255.0f;
|
|
|
+ color_values[2] = config.value_24bit_b / 255.0f;
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ } else if (config.fill_32bit) {
|
|
|
+ u32 value = config.value_32bit;
|
|
|
+
|
|
|
+ switch (dst_surface->pixel_format) {
|
|
|
+ case PixelFormat::RGBA8:
|
|
|
+ color_values[0] = (value >> 24) / 255.0f;
|
|
|
+ color_values[1] = ((value >> 16) & 0xFF) / 255.0f;
|
|
|
+ color_values[2] = ((value >> 8) & 0xFF) / 255.0f;
|
|
|
+ color_values[3] = (value & 0xFF) / 255.0f;
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ u16 value_16bit = config.value_16bit.Value();
|
|
|
+ Math::Vec4<u8> color;
|
|
|
+
|
|
|
+ switch (dst_surface->pixel_format) {
|
|
|
+ case PixelFormat::RGBA8:
|
|
|
+ color_values[0] = (value_16bit >> 8) / 255.0f;
|
|
|
+ color_values[1] = (value_16bit & 0xFF) / 255.0f;
|
|
|
+ color_values[2] = color_values[0];
|
|
|
+ color_values[3] = color_values[1];
|
|
|
+ break;
|
|
|
+ case PixelFormat::RGB5A1:
|
|
|
+ color = Color::DecodeRGB5A1((const u8*)&value_16bit);
|
|
|
+ color_values[0] = color[0] / 31.0f;
|
|
|
+ color_values[1] = color[1] / 31.0f;
|
|
|
+ color_values[2] = color[2] / 31.0f;
|
|
|
+ color_values[3] = color[3];
|
|
|
+ break;
|
|
|
+ case PixelFormat::RGB565:
|
|
|
+ color = Color::DecodeRGB565((const u8*)&value_16bit);
|
|
|
+ color_values[0] = color[0] / 31.0f;
|
|
|
+ color_values[1] = color[1] / 63.0f;
|
|
|
+ color_values[2] = color[2] / 31.0f;
|
|
|
+ break;
|
|
|
+ case PixelFormat::RGBA4:
|
|
|
+ color = Color::DecodeRGBA4((const u8*)&value_16bit);
|
|
|
+ color_values[0] = color[0] / 15.0f;
|
|
|
+ color_values[1] = color[1] / 15.0f;
|
|
|
+ color_values[2] = color[2] / 15.0f;
|
|
|
+ color_values[3] = color[3] / 15.0f;
|
|
|
+ break;
|
|
|
+ case PixelFormat::IA8:
|
|
|
+ case PixelFormat::RG8:
|
|
|
+ color_values[0] = (value_16bit >> 8) / 255.0f;
|
|
|
+ color_values[1] = (value_16bit & 0xFF) / 255.0f;
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ cur_state.color_mask.red_enabled = true;
|
|
|
+ cur_state.color_mask.green_enabled = true;
|
|
|
+ cur_state.color_mask.blue_enabled = true;
|
|
|
+ cur_state.color_mask.alpha_enabled = true;
|
|
|
+ cur_state.Apply();
|
|
|
+ glClearBufferfv(GL_COLOR, 0, color_values);
|
|
|
+ } else if (dst_type == SurfaceType::Depth) {
|
|
|
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
|
|
|
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_surface->texture.handle, 0);
|
|
|
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
|
|
|
+
|
|
|
+ if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ GLfloat value_float;
|
|
|
+ if (dst_surface->pixel_format == CachedSurface::PixelFormat::D16) {
|
|
|
+ value_float = config.value_32bit / 65535.0f; // 2^16 - 1
|
|
|
+ } else if (dst_surface->pixel_format == CachedSurface::PixelFormat::D24) {
|
|
|
+ value_float = config.value_32bit / 16777215.0f; // 2^24 - 1
|
|
|
+ }
|
|
|
+
|
|
|
+ cur_state.depth.write_mask = true;
|
|
|
+ cur_state.Apply();
|
|
|
+ glClearBufferfv(GL_DEPTH, 0, &value_float);
|
|
|
+ } else if (dst_type == SurfaceType::DepthStencil) {
|
|
|
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
|
|
|
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, dst_surface->texture.handle, 0);
|
|
|
+
|
|
|
+ if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ GLfloat value_float = (config.value_32bit & 0xFFFFFF) / 16777215.0f; // 2^24 - 1
|
|
|
+ GLint value_int = (config.value_32bit >> 24);
|
|
|
+
|
|
|
+ cur_state.depth.write_mask = true;
|
|
|
+ cur_state.stencil.write_mask = true;
|
|
|
+ cur_state.Apply();
|
|
|
+ glClearBufferfi(GL_DEPTH_STENCIL, 0, value_float, value_int);
|
|
|
+ }
|
|
|
|
|
|
- if (MathUtil::IntervalsIntersect(addr, size, cached_fb_depth_addr, cached_fb_depth_size))
|
|
|
- ReloadDepthBuffer();
|
|
|
+ cur_state.draw.draw_framebuffer = old_fb;
|
|
|
+ // TODO: Return scissor test to previous value when scissor test is implemented
|
|
|
+ cur_state.Apply();
|
|
|
|
|
|
- // Notify cache of flush in case the region touches a cached resource
|
|
|
- res_cache.InvalidateInRange(addr, size);
|
|
|
+ dst_surface->dirty = true;
|
|
|
+ res_cache.FlushRegion(dst_surface->addr, dst_surface->size, dst_surface, true);
|
|
|
+ return true;
|
|
|
+}
|
|
|
+
|
|
|
+bool RasterizerOpenGL::AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr, u32 pixel_stride, ScreenInfo& screen_info) {
|
|
|
+ if (framebuffer_addr == 0) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ CachedSurface src_params;
|
|
|
+ src_params.addr = framebuffer_addr;
|
|
|
+ src_params.width = config.width;
|
|
|
+ src_params.height = config.height;
|
|
|
+ src_params.stride = pixel_stride;
|
|
|
+ src_params.is_tiled = false;
|
|
|
+ src_params.pixel_format = CachedSurface::PixelFormatFromGPUPixelFormat(config.color_format);
|
|
|
+
|
|
|
+ MathUtil::Rectangle<int> src_rect;
|
|
|
+ CachedSurface* src_surface = res_cache.GetSurfaceRect(src_params, false, true, src_rect);
|
|
|
+
|
|
|
+ if (src_surface == nullptr) {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ u32 scaled_width = src_surface->GetScaledWidth();
|
|
|
+ u32 scaled_height = src_surface->GetScaledHeight();
|
|
|
+
|
|
|
+ screen_info.display_texcoords = MathUtil::Rectangle<float>((float)src_rect.top / (float)scaled_height,
|
|
|
+ (float)src_rect.left / (float)scaled_width,
|
|
|
+ (float)src_rect.bottom / (float)scaled_height,
|
|
|
+ (float)src_rect.right / (float)scaled_width);
|
|
|
+
|
|
|
+ screen_info.display_texture = src_surface->texture.handle;
|
|
|
+
|
|
|
+ return true;
|
|
|
}
|
|
|
|
|
|
void RasterizerOpenGL::SamplerInfo::Create() {
|
|
|
@@ -597,108 +819,6 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Pica::Regs::TextureConf
|
|
|
}
|
|
|
}
|
|
|
|
|
|
-void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height) {
|
|
|
- GLint internal_format;
|
|
|
-
|
|
|
- texture.format = format;
|
|
|
- texture.width = width;
|
|
|
- texture.height = height;
|
|
|
-
|
|
|
- switch (format) {
|
|
|
- case Pica::Regs::ColorFormat::RGBA8:
|
|
|
- internal_format = GL_RGBA;
|
|
|
- texture.gl_format = GL_RGBA;
|
|
|
- texture.gl_type = GL_UNSIGNED_INT_8_8_8_8;
|
|
|
- break;
|
|
|
-
|
|
|
- case Pica::Regs::ColorFormat::RGB8:
|
|
|
- // This pixel format uses BGR since GL_UNSIGNED_BYTE specifies byte-order, unlike every
|
|
|
- // specific OpenGL type used in this function using native-endian (that is, little-endian
|
|
|
- // mostly everywhere) for words or half-words.
|
|
|
- // TODO: check how those behave on big-endian processors.
|
|
|
- internal_format = GL_RGB;
|
|
|
- texture.gl_format = GL_BGR;
|
|
|
- texture.gl_type = GL_UNSIGNED_BYTE;
|
|
|
- break;
|
|
|
-
|
|
|
- case Pica::Regs::ColorFormat::RGB5A1:
|
|
|
- internal_format = GL_RGBA;
|
|
|
- texture.gl_format = GL_RGBA;
|
|
|
- texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
|
|
|
- break;
|
|
|
-
|
|
|
- case Pica::Regs::ColorFormat::RGB565:
|
|
|
- internal_format = GL_RGB;
|
|
|
- texture.gl_format = GL_RGB;
|
|
|
- texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
|
|
|
- break;
|
|
|
-
|
|
|
- case Pica::Regs::ColorFormat::RGBA4:
|
|
|
- internal_format = GL_RGBA;
|
|
|
- texture.gl_format = GL_RGBA;
|
|
|
- texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
|
|
|
- break;
|
|
|
-
|
|
|
- default:
|
|
|
- LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer texture color format %x", format);
|
|
|
- UNIMPLEMENTED();
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- state.texture_units[0].texture_2d = texture.texture.handle;
|
|
|
- state.Apply();
|
|
|
-
|
|
|
- glActiveTexture(GL_TEXTURE0);
|
|
|
- glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
|
|
|
- texture.gl_format, texture.gl_type, nullptr);
|
|
|
-
|
|
|
- state.texture_units[0].texture_2d = 0;
|
|
|
- state.Apply();
|
|
|
-}
|
|
|
-
|
|
|
-void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) {
|
|
|
- GLint internal_format;
|
|
|
-
|
|
|
- texture.format = format;
|
|
|
- texture.width = width;
|
|
|
- texture.height = height;
|
|
|
-
|
|
|
- switch (format) {
|
|
|
- case Pica::Regs::DepthFormat::D16:
|
|
|
- internal_format = GL_DEPTH_COMPONENT16;
|
|
|
- texture.gl_format = GL_DEPTH_COMPONENT;
|
|
|
- texture.gl_type = GL_UNSIGNED_SHORT;
|
|
|
- break;
|
|
|
-
|
|
|
- case Pica::Regs::DepthFormat::D24:
|
|
|
- internal_format = GL_DEPTH_COMPONENT24;
|
|
|
- texture.gl_format = GL_DEPTH_COMPONENT;
|
|
|
- texture.gl_type = GL_UNSIGNED_INT;
|
|
|
- break;
|
|
|
-
|
|
|
- case Pica::Regs::DepthFormat::D24S8:
|
|
|
- internal_format = GL_DEPTH24_STENCIL8;
|
|
|
- texture.gl_format = GL_DEPTH_STENCIL;
|
|
|
- texture.gl_type = GL_UNSIGNED_INT_24_8;
|
|
|
- break;
|
|
|
-
|
|
|
- default:
|
|
|
- LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer texture depth format %x", format);
|
|
|
- UNIMPLEMENTED();
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- state.texture_units[0].texture_2d = texture.texture.handle;
|
|
|
- state.Apply();
|
|
|
-
|
|
|
- glActiveTexture(GL_TEXTURE0);
|
|
|
- glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
|
|
|
- texture.gl_format, texture.gl_type, nullptr);
|
|
|
-
|
|
|
- state.texture_units[0].texture_2d = 0;
|
|
|
- state.Apply();
|
|
|
-}
|
|
|
-
|
|
|
void RasterizerOpenGL::SetShader() {
|
|
|
PicaShaderConfig config = PicaShaderConfig::CurrentConfig();
|
|
|
std::unique_ptr<PicaShader> shader = std::make_unique<PicaShader>();
|
|
|
@@ -761,83 +881,6 @@ void RasterizerOpenGL::SetShader() {
|
|
|
}
|
|
|
}
|
|
|
|
|
|
-void RasterizerOpenGL::SyncFramebuffer() {
|
|
|
- const auto& regs = Pica::g_state.regs;
|
|
|
-
|
|
|
- PAddr new_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress();
|
|
|
- Pica::Regs::ColorFormat new_fb_color_format = regs.framebuffer.color_format;
|
|
|
-
|
|
|
- PAddr new_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
|
|
|
- Pica::Regs::DepthFormat new_fb_depth_format = regs.framebuffer.depth_format;
|
|
|
-
|
|
|
- bool fb_size_changed = fb_color_texture.width != static_cast<GLsizei>(regs.framebuffer.GetWidth()) ||
|
|
|
- fb_color_texture.height != static_cast<GLsizei>(regs.framebuffer.GetHeight());
|
|
|
-
|
|
|
- bool color_fb_prop_changed = fb_color_texture.format != new_fb_color_format ||
|
|
|
- fb_size_changed;
|
|
|
-
|
|
|
- bool depth_fb_prop_changed = fb_depth_texture.format != new_fb_depth_format ||
|
|
|
- fb_size_changed;
|
|
|
-
|
|
|
- bool color_fb_modified = cached_fb_color_addr != new_fb_color_addr ||
|
|
|
- color_fb_prop_changed;
|
|
|
-
|
|
|
- bool depth_fb_modified = cached_fb_depth_addr != new_fb_depth_addr ||
|
|
|
- depth_fb_prop_changed;
|
|
|
-
|
|
|
- // Commit if framebuffer modified in any way
|
|
|
- if (color_fb_modified)
|
|
|
- CommitColorBuffer();
|
|
|
-
|
|
|
- if (depth_fb_modified)
|
|
|
- CommitDepthBuffer();
|
|
|
-
|
|
|
- // Reconfigure framebuffer textures if any property has changed
|
|
|
- if (color_fb_prop_changed) {
|
|
|
- ReconfigureColorTexture(fb_color_texture, new_fb_color_format,
|
|
|
- regs.framebuffer.GetWidth(), regs.framebuffer.GetHeight());
|
|
|
- }
|
|
|
-
|
|
|
- if (depth_fb_prop_changed) {
|
|
|
- ReconfigureDepthTexture(fb_depth_texture, new_fb_depth_format,
|
|
|
- regs.framebuffer.GetWidth(), regs.framebuffer.GetHeight());
|
|
|
-
|
|
|
- // Only attach depth buffer as stencil if it supports stencil
|
|
|
- switch (new_fb_depth_format) {
|
|
|
- case Pica::Regs::DepthFormat::D16:
|
|
|
- case Pica::Regs::DepthFormat::D24:
|
|
|
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
|
|
|
- break;
|
|
|
-
|
|
|
- case Pica::Regs::DepthFormat::D24S8:
|
|
|
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0);
|
|
|
- break;
|
|
|
-
|
|
|
- default:
|
|
|
- LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer depth format %x", new_fb_depth_format);
|
|
|
- UNIMPLEMENTED();
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Load buffer data again if fb modified in any way
|
|
|
- if (color_fb_modified) {
|
|
|
- cached_fb_color_addr = new_fb_color_addr;
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-
|
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- ReloadColorBuffer();
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|
- }
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|
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-
|
|
|
- if (depth_fb_modified) {
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|
- cached_fb_depth_addr = new_fb_depth_addr;
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|
-
|
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|
- ReloadDepthBuffer();
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|
- }
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-
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- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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- ASSERT_MSG(status == GL_FRAMEBUFFER_COMPLETE,
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- "OpenGL rasterizer framebuffer setup failed, status %X", status);
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-}
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-
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void RasterizerOpenGL::SyncCullMode() {
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const auto& regs = Pica::g_state.regs;
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@@ -1034,229 +1077,3 @@ void RasterizerOpenGL::SyncLightPosition(int light_index) {
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uniform_block_data.dirty = true;
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}
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}
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-
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-void RasterizerOpenGL::SyncDrawState() {
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- const auto& regs = Pica::g_state.regs;
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-
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- // Sync the viewport
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- GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_x).ToFloat32() * 2;
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- GLsizei viewport_height = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_y).ToFloat32() * 2;
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-
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- // OpenGL uses different y coordinates, so negate corner offset and flip origin
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- // TODO: Ensure viewport_corner.x should not be negated or origin flipped
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- // TODO: Use floating-point viewports for accuracy if supported
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- glViewport((GLsizei)regs.viewport_corner.x,
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- (GLsizei)regs.viewport_corner.y,
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- viewport_width, viewport_height);
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-
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- // Sync bound texture(s), upload if not cached
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- const auto pica_textures = regs.GetTextures();
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- for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
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|
- const auto& texture = pica_textures[texture_index];
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-
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- if (texture.enabled) {
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- texture_samplers[texture_index].SyncWithConfig(texture.config);
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- res_cache.LoadAndBindTexture(state, texture_index, texture);
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- } else {
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- state.texture_units[texture_index].texture_2d = 0;
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- }
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- }
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-
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- state.draw.uniform_buffer = uniform_buffer.handle;
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- state.Apply();
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-}
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-
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-MICROPROFILE_DEFINE(OpenGL_FramebufferReload, "OpenGL", "FB Reload", MP_RGB(70, 70, 200));
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-
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-void RasterizerOpenGL::ReloadColorBuffer() {
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- u8* color_buffer = Memory::GetPhysicalPointer(cached_fb_color_addr);
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-
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- if (color_buffer == nullptr)
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- return;
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-
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|
|
- MICROPROFILE_SCOPE(OpenGL_FramebufferReload);
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|
-
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|
|
- u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
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|
-
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|
- std::unique_ptr<u8[]> temp_fb_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
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|
-
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- // Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
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- for (int y = 0; y < fb_color_texture.height; ++y) {
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|
|
- for (int x = 0; x < fb_color_texture.width; ++x) {
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|
|
- const u32 coarse_y = y & ~7;
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|
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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|
- u32 gl_pixel_index = (x + (fb_color_texture.height - 1 - y) * fb_color_texture.width) * bytes_per_pixel;
|
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|
-
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- u8* pixel = color_buffer + dst_offset;
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|
- memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel);
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|
|
- }
|
|
|
- }
|
|
|
-
|
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|
- state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
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|
- state.Apply();
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|
-
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|
- glActiveTexture(GL_TEXTURE0);
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|
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height,
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|
- fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get());
|
|
|
-
|
|
|
- state.texture_units[0].texture_2d = 0;
|
|
|
- state.Apply();
|
|
|
-}
|
|
|
-
|
|
|
-void RasterizerOpenGL::ReloadDepthBuffer() {
|
|
|
- if (cached_fb_depth_addr == 0)
|
|
|
- return;
|
|
|
-
|
|
|
- // TODO: Appears to work, but double-check endianness of depth values and order of depth-stencil
|
|
|
- u8* depth_buffer = Memory::GetPhysicalPointer(cached_fb_depth_addr);
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|
|
-
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|
|
- if (depth_buffer == nullptr)
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|
|
- return;
|
|
|
-
|
|
|
- MICROPROFILE_SCOPE(OpenGL_FramebufferReload);
|
|
|
-
|
|
|
- u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
|
|
|
-
|
|
|
- // OpenGL needs 4 bpp alignment for D24
|
|
|
- u32 gl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel;
|
|
|
-
|
|
|
- std::unique_ptr<u8[]> temp_fb_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
|
|
|
-
|
|
|
- u8* temp_fb_depth_data = bytes_per_pixel == 3 ? (temp_fb_depth_buffer.get() + 1) : temp_fb_depth_buffer.get();
|
|
|
-
|
|
|
- if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
|
|
|
- for (int y = 0; y < fb_depth_texture.height; ++y) {
|
|
|
- for (int x = 0; x < fb_depth_texture.width; ++x) {
|
|
|
- const u32 coarse_y = y & ~7;
|
|
|
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
|
|
|
- u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
|
|
|
-
|
|
|
- u8* pixel = depth_buffer + dst_offset;
|
|
|
- u32 depth_stencil = *(u32*)pixel;
|
|
|
- ((u32*)temp_fb_depth_data)[gl_pixel_index] = (depth_stencil << 8) | (depth_stencil >> 24);
|
|
|
- }
|
|
|
- }
|
|
|
- } else {
|
|
|
- for (int y = 0; y < fb_depth_texture.height; ++y) {
|
|
|
- for (int x = 0; x < fb_depth_texture.width; ++x) {
|
|
|
- const u32 coarse_y = y & ~7;
|
|
|
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
|
|
|
- u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
|
|
|
-
|
|
|
- u8* pixel = depth_buffer + dst_offset;
|
|
|
- memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
|
|
|
- state.Apply();
|
|
|
-
|
|
|
- glActiveTexture(GL_TEXTURE0);
|
|
|
- if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
|
|
|
- // TODO(Subv): There is a bug with Intel Windows drivers that makes glTexSubImage2D not change the stencil buffer.
|
|
|
- // The bug has been reported to Intel (https://communities.intel.com/message/324464)
|
|
|
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, fb_depth_texture.width, fb_depth_texture.height, 0,
|
|
|
- GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, temp_fb_depth_buffer.get());
|
|
|
- } else {
|
|
|
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
|
|
|
- fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
|
|
|
- }
|
|
|
-
|
|
|
- state.texture_units[0].texture_2d = 0;
|
|
|
- state.Apply();
|
|
|
-}
|
|
|
-
|
|
|
-Common::Profiling::TimingCategory buffer_commit_category("Framebuffer Commit");
|
|
|
-MICROPROFILE_DEFINE(OpenGL_FramebufferCommit, "OpenGL", "FB Commit", MP_RGB(70, 70, 200));
|
|
|
-
|
|
|
-void RasterizerOpenGL::CommitColorBuffer() {
|
|
|
- if (cached_fb_color_addr != 0) {
|
|
|
- u8* color_buffer = Memory::GetPhysicalPointer(cached_fb_color_addr);
|
|
|
-
|
|
|
- if (color_buffer != nullptr) {
|
|
|
- Common::Profiling::ScopeTimer timer(buffer_commit_category);
|
|
|
- MICROPROFILE_SCOPE(OpenGL_FramebufferCommit);
|
|
|
-
|
|
|
- u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
|
|
|
-
|
|
|
- std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
|
|
|
-
|
|
|
- state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
|
|
|
- state.Apply();
|
|
|
-
|
|
|
- glActiveTexture(GL_TEXTURE0);
|
|
|
- glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get());
|
|
|
-
|
|
|
- state.texture_units[0].texture_2d = 0;
|
|
|
- state.Apply();
|
|
|
-
|
|
|
- // Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
|
|
|
- for (int y = 0; y < fb_color_texture.height; ++y) {
|
|
|
- for (int x = 0; x < fb_color_texture.width; ++x) {
|
|
|
- const u32 coarse_y = y & ~7;
|
|
|
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
|
|
|
- u32 gl_pixel_index = x * bytes_per_pixel + (fb_color_texture.height - 1 - y) * fb_color_texture.width * bytes_per_pixel;
|
|
|
-
|
|
|
- u8* pixel = color_buffer + dst_offset;
|
|
|
- memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void RasterizerOpenGL::CommitDepthBuffer() {
|
|
|
- if (cached_fb_depth_addr != 0) {
|
|
|
- // TODO: Output seems correct visually, but doesn't quite match sw renderer output. One of them is wrong.
|
|
|
- u8* depth_buffer = Memory::GetPhysicalPointer(cached_fb_depth_addr);
|
|
|
-
|
|
|
- if (depth_buffer != nullptr) {
|
|
|
- Common::Profiling::ScopeTimer timer(buffer_commit_category);
|
|
|
- MICROPROFILE_SCOPE(OpenGL_FramebufferCommit);
|
|
|
-
|
|
|
- u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
|
|
|
-
|
|
|
- // OpenGL needs 4 bpp alignment for D24
|
|
|
- u32 gl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel;
|
|
|
-
|
|
|
- std::unique_ptr<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
|
|
|
-
|
|
|
- state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
|
|
|
- state.Apply();
|
|
|
-
|
|
|
- glActiveTexture(GL_TEXTURE0);
|
|
|
- glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get());
|
|
|
-
|
|
|
- state.texture_units[0].texture_2d = 0;
|
|
|
- state.Apply();
|
|
|
-
|
|
|
- u8* temp_gl_depth_data = bytes_per_pixel == 3 ? (temp_gl_depth_buffer.get() + 1) : temp_gl_depth_buffer.get();
|
|
|
-
|
|
|
- if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
|
|
|
- for (int y = 0; y < fb_depth_texture.height; ++y) {
|
|
|
- for (int x = 0; x < fb_depth_texture.width; ++x) {
|
|
|
- const u32 coarse_y = y & ~7;
|
|
|
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
|
|
|
- u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
|
|
|
-
|
|
|
- u8* pixel = depth_buffer + dst_offset;
|
|
|
- u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index];
|
|
|
- *(u32*)pixel = (depth_stencil >> 8) | (depth_stencil << 24);
|
|
|
- }
|
|
|
- }
|
|
|
- } else {
|
|
|
- for (int y = 0; y < fb_depth_texture.height; ++y) {
|
|
|
- for (int x = 0; x < fb_depth_texture.width; ++x) {
|
|
|
- const u32 coarse_y = y & ~7;
|
|
|
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
|
|
|
- u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
|
|
|
-
|
|
|
- u8* pixel = depth_buffer + dst_offset;
|
|
|
- memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-}
|