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@@ -192,7 +192,7 @@ static GLShader::ProgramCode GetShaderProgramCode(Maxwell::ShaderProgram program
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return program_code;
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}
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-void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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+std::pair<u8*, GLintptr> RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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// Helper function for uploading uniform data
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const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) {
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if (has_ARB_direct_state_access) {
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@@ -290,6 +290,8 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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}
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shader_program_manager->UseTrivialGeometryShader();
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+
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+ return {buffer_ptr, buffer_offset};
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}
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size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
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@@ -423,6 +425,14 @@ void RasterizerOpenGL::Clear() {
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}
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}
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+std::pair<u8*, GLintptr> RasterizerOpenGL::AlignBuffer(u8* buffer_ptr, GLintptr buffer_offset,
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+ size_t alignment) {
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+ // Align the offset, not the mapped pointer
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+ GLintptr offset_aligned =
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+ static_cast<GLintptr>(Common::AlignUp(static_cast<size_t>(buffer_offset), alignment));
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+ return {buffer_ptr + (offset_aligned - buffer_offset), offset_aligned};
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+}
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+
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void RasterizerOpenGL::DrawArrays() {
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if (accelerate_draw == AccelDraw::Disabled)
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return;
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@@ -464,13 +474,11 @@ void RasterizerOpenGL::DrawArrays() {
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GLintptr buffer_offset;
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std::tie(buffer_ptr, buffer_offset, std::ignore) =
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stream_buffer.Map(static_cast<GLsizeiptr>(buffer_size), 4);
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+ u8* buffer_ptr_base = buffer_ptr;
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- u8* offseted_buffer;
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- std::tie(offseted_buffer, buffer_offset) = SetupVertexArrays(buffer_ptr, buffer_offset);
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+ std::tie(buffer_ptr, buffer_offset) = SetupVertexArrays(buffer_ptr, buffer_offset);
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- offseted_buffer =
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- reinterpret_cast<u8*>(Common::AlignUp(reinterpret_cast<size_t>(offseted_buffer), 4));
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- buffer_offset = Common::AlignUp<size_t>(buffer_offset, 4);
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+ std::tie(buffer_ptr, buffer_offset) = AlignBuffer(buffer_ptr, buffer_offset, 4);
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// If indexed mode, copy the index buffer
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GLintptr index_buffer_offset = 0;
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@@ -478,21 +486,18 @@ void RasterizerOpenGL::DrawArrays() {
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const auto& memory_manager = Core::System::GetInstance().GPU().memory_manager;
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const boost::optional<VAddr> index_data_addr{
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memory_manager->GpuToCpuAddress(regs.index_array.StartAddress())};
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- Memory::ReadBlock(*index_data_addr, offseted_buffer, index_buffer_size);
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+ Memory::ReadBlock(*index_data_addr, buffer_ptr, index_buffer_size);
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index_buffer_offset = buffer_offset;
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- offseted_buffer += index_buffer_size;
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+ buffer_ptr += index_buffer_size;
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buffer_offset += index_buffer_size;
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}
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- offseted_buffer =
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- reinterpret_cast<u8*>(Common::AlignUp(reinterpret_cast<size_t>(offseted_buffer), 4));
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- buffer_offset = Common::AlignUp<size_t>(buffer_offset, 4);
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+ std::tie(buffer_ptr, buffer_offset) = AlignBuffer(buffer_ptr, buffer_offset, 4);
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- SetupShaders(offseted_buffer, buffer_offset);
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+ std::tie(buffer_ptr, buffer_offset) = SetupShaders(buffer_ptr, buffer_offset);
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- // TODO: Don't use buffer_size here, use the updated buffer_offset.
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- stream_buffer.Unmap(buffer_size);
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+ stream_buffer.Unmap(buffer_ptr - buffer_ptr_base);
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shader_program_manager->ApplyTo(state);
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state.Apply();
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