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@@ -297,11 +297,7 @@ bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
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return true;
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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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-
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- MICROPROFILE_SCOPE(OpenGL_Drawing);
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+std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers() {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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// Sync the depth test state before configuring the framebuffer surfaces.
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@@ -344,11 +340,6 @@ void RasterizerOpenGL::DrawArrays() {
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BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
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SyncViewport(surfaces_rect);
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- SyncBlendState();
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- SyncCullMode();
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-
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- // TODO(bunnei): Sync framebuffer_scale uniform here
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- // TODO(bunnei): Sync scissorbox uniform(s) here
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// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
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// scissor test to prevent drawing outside of the framebuffer region
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@@ -359,6 +350,58 @@ void RasterizerOpenGL::DrawArrays() {
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state.scissor.height = draw_rect.GetHeight();
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state.Apply();
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+ // Only return the surface to be marked as dirty if writing to it is enabled.
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+ return std::make_pair(write_color_fb ? color_surface : nullptr,
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+ write_depth_fb ? depth_surface : nullptr);
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+}
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+
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+void RasterizerOpenGL::Clear() {
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+ const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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+
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+ GLbitfield clear_mask = 0;
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+ if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
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+ regs.clear_buffers.A) {
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+ clear_mask |= GL_COLOR_BUFFER_BIT;
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+ }
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+ if (regs.clear_buffers.Z)
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+ clear_mask |= GL_DEPTH_BUFFER_BIT;
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+
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+ if (clear_mask == 0)
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+ return;
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+
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+ auto [dirty_color_surface, dirty_depth_surface] = ConfigureFramebuffers();
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+
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+ // TODO(Subv): Support clearing only partial colors.
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+ glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
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+ regs.clear_color[3]);
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+ glClearDepth(regs.clear_depth);
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+
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+ glClear(clear_mask);
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+
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+ // Mark framebuffer surfaces as dirty
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+ if (dirty_color_surface != nullptr) {
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+ res_cache.MarkSurfaceAsDirty(dirty_color_surface);
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+ }
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+ if (dirty_depth_surface != nullptr) {
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+ res_cache.MarkSurfaceAsDirty(dirty_depth_surface);
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+ }
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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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+
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+ MICROPROFILE_SCOPE(OpenGL_Drawing);
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+ const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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+
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+ auto [dirty_color_surface, dirty_depth_surface] = ConfigureFramebuffers();
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+
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+ SyncBlendState();
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+ SyncCullMode();
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+
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+ // TODO(bunnei): Sync framebuffer_scale uniform here
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+ // TODO(bunnei): Sync scissorbox uniform(s) here
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+
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// Draw the vertex batch
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const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
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const u64 index_buffer_size{regs.index_array.count * regs.index_array.FormatSizeInBytes()};
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@@ -439,11 +482,11 @@ void RasterizerOpenGL::DrawArrays() {
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state.Apply();
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// Mark framebuffer surfaces as dirty
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- if (color_surface != nullptr && write_color_fb) {
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- res_cache.MarkSurfaceAsDirty(color_surface);
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+ if (dirty_color_surface != nullptr) {
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+ res_cache.MarkSurfaceAsDirty(dirty_color_surface);
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}
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- if (depth_surface != nullptr && write_depth_fb) {
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- res_cache.MarkSurfaceAsDirty(depth_surface);
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+ if (dirty_depth_surface != nullptr) {
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+ res_cache.MarkSurfaceAsDirty(dirty_depth_surface);
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}
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}
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