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authorGravatar bunnei2018-03-24 03:59:51 -0400
committerGravatar bunnei2018-03-26 21:16:53 -0400
commit0162a2d5cbfb0e0df7f99187a87c031416fd79cc (patch)
tree978bf094dae0f6a369065adeb8eb234f00b02a99 /src
parentMaxwell3D: Call AccelerateDrawBatch on DrawArrays. (diff)
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gl_rasterizer: Implement DrawTriangles.
Diffstat (limited to 'src')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp195
1 files changed, 194 insertions, 1 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 982e84768..c44ce4a18 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -197,8 +197,201 @@ bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
197} 197}
198 198
199void RasterizerOpenGL::DrawTriangles() { 199void RasterizerOpenGL::DrawTriangles() {
200 if (accelerate_draw == AccelDraw::Disabled)
201 return;
202
200 MICROPROFILE_SCOPE(OpenGL_Drawing); 203 MICROPROFILE_SCOPE(OpenGL_Drawing);
201 UNIMPLEMENTED(); 204 const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
205
206 // TODO(bunnei): Implement these
207 const bool has_stencil = false;
208 const bool using_color_fb = true;
209 const bool using_depth_fb = false;
210
211 MathUtil::Rectangle<s32> viewport_rect_unscaled{
212 static_cast<s32>(regs.viewport[0].x), // left
213 static_cast<s32>(regs.viewport[0].y + regs.viewport[0].height), // top
214 static_cast<s32>(regs.viewport[0].x + regs.viewport[0].width), // right
215 static_cast<s32>(regs.viewport[0].y) // bottom
216 };
217
218 const bool write_color_fb =
219 state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
220 state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
221
222 const bool write_depth_fb =
223 (state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
224 (has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0);
225
226 Surface color_surface;
227 Surface depth_surface;
228 MathUtil::Rectangle<u32> surfaces_rect;
229 std::tie(color_surface, depth_surface, surfaces_rect) =
230 res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, viewport_rect_unscaled);
231
232 const u16 res_scale = color_surface != nullptr
233 ? color_surface->res_scale
234 : (depth_surface == nullptr ? 1u : depth_surface->res_scale);
235
236 MathUtil::Rectangle<u32> draw_rect{
237 static_cast<u32>(MathUtil::Clamp<s32>(static_cast<s32>(surfaces_rect.left) +
238 viewport_rect_unscaled.left * res_scale,
239 surfaces_rect.left, surfaces_rect.right)), // Left
240 static_cast<u32>(MathUtil::Clamp<s32>(static_cast<s32>(surfaces_rect.bottom) +
241 viewport_rect_unscaled.top * res_scale,
242 surfaces_rect.bottom, surfaces_rect.top)), // Top
243 static_cast<u32>(MathUtil::Clamp<s32>(static_cast<s32>(surfaces_rect.left) +
244 viewport_rect_unscaled.right * res_scale,
245 surfaces_rect.left, surfaces_rect.right)), // Right
246 static_cast<u32>(MathUtil::Clamp<s32>(static_cast<s32>(surfaces_rect.bottom) +
247 viewport_rect_unscaled.bottom * res_scale,
248 surfaces_rect.bottom, surfaces_rect.top))}; // Bottom
249
250 // Bind the framebuffer surfaces
251 state.draw.draw_framebuffer = framebuffer.handle;
252 state.Apply();
253
254 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
255 color_surface != nullptr ? color_surface->texture.handle : 0, 0);
256 if (depth_surface != nullptr) {
257 if (has_stencil) {
258 // attach both depth and stencil
259 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
260 depth_surface->texture.handle, 0);
261 } else {
262 // attach depth
263 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
264 depth_surface->texture.handle, 0);
265 // clear stencil attachment
266 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
267 }
268 } else {
269 // clear both depth and stencil attachment
270 glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
271 0);
272 }
273
274 // Sync the viewport
275 state.viewport.x =
276 static_cast<GLint>(surfaces_rect.left) + viewport_rect_unscaled.left * res_scale;
277 state.viewport.y =
278 static_cast<GLint>(surfaces_rect.bottom) + viewport_rect_unscaled.bottom * res_scale;
279 state.viewport.width = static_cast<GLsizei>(viewport_rect_unscaled.GetWidth() * res_scale);
280 state.viewport.height = static_cast<GLsizei>(viewport_rect_unscaled.GetHeight() * res_scale);
281
282 // TODO(bunnei): Sync framebuffer_scale uniform here
283 // TODO(bunnei): Sync scissorbox uniform(s) here
284 // TODO(bunnei): Sync and bind the texture surfaces
285
286 // Sync and bind the shader
287 if (shader_dirty) {
288 SetShader();
289 shader_dirty = false;
290 }
291
292 // Sync the uniform data
293 if (uniform_block_data.dirty) {
294 glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformData), &uniform_block_data.data);
295 uniform_block_data.dirty = false;
296 }
297
298 // Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
299 // scissor test to prevent drawing outside of the framebuffer region
300 state.scissor.enabled = true;
301 state.scissor.x = draw_rect.left;
302 state.scissor.y = draw_rect.bottom;
303 state.scissor.width = draw_rect.GetWidth();
304 state.scissor.height = draw_rect.GetHeight();
305 state.Apply();
306
307 // Draw the vertex batch
308 GLenum primitive_mode;
309 switch (regs.draw.topology) {
310 case Maxwell::PrimitiveTopology::TriangleStrip:
311 primitive_mode = GL_TRIANGLE_STRIP;
312 break;
313 default:
314 UNREACHABLE();
315 }
316
317 const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
318
319 AnalyzeVertexArray(is_indexed);
320 state.draw.vertex_buffer = stream_buffer->GetHandle();
321 state.Apply();
322
323 size_t buffer_size = static_cast<size_t>(vs_input_size);
324 if (is_indexed) {
325 UNREACHABLE();
326 }
327 buffer_size += sizeof(VSUniformData);
328
329 size_t ptr_pos = 0;
330 u8* buffer_ptr;
331 GLintptr buffer_offset;
332 std::tie(buffer_ptr, buffer_offset) =
333 stream_buffer->Map(static_cast<GLsizeiptr>(buffer_size), 4);
334
335 SetupVertexArray(buffer_ptr, buffer_offset);
336 ptr_pos += vs_input_size;
337
338 GLintptr index_buffer_offset = 0;
339 if (is_indexed) {
340 UNREACHABLE();
341 }
342
343 SetupVertexShader(reinterpret_cast<VSUniformData*>(&buffer_ptr[ptr_pos]),
344 buffer_offset + static_cast<GLintptr>(ptr_pos));
345 const GLintptr vs_ubo_offset = buffer_offset + static_cast<GLintptr>(ptr_pos);
346 ptr_pos += sizeof(VSUniformData);
347
348 stream_buffer->Unmap();
349
350 const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) {
351 if (has_ARB_direct_state_access) {
352 glCopyNamedBufferSubData(stream_buffer->GetHandle(), handle, offset, 0, size);
353 } else {
354 glBindBuffer(GL_COPY_WRITE_BUFFER, handle);
355 glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, offset, 0, size);
356 }
357 };
358
359 copy_buffer(vs_uniform_buffer.handle, vs_ubo_offset, sizeof(VSUniformData));
360
361 glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current_shader->shader.handle);
362
363 if (is_indexed) {
364 UNREACHABLE();
365 } else {
366 glDrawArrays(primitive_mode, 0, regs.vertex_buffer.count);
367 }
368
369 // Disable scissor test
370 state.scissor.enabled = false;
371
372 accelerate_draw = AccelDraw::Disabled;
373
374 // Unbind textures for potential future use as framebuffer attachments
375 for (auto& texture_unit : state.texture_units) {
376 texture_unit.texture_2d = 0;
377 }
378 state.Apply();
379
380 // Mark framebuffer surfaces as dirty
381 MathUtil::Rectangle<u32> draw_rect_unscaled{
382 draw_rect.left / res_scale, draw_rect.top / res_scale, draw_rect.right / res_scale,
383 draw_rect.bottom / res_scale};
384
385 if (color_surface != nullptr && write_color_fb) {
386 auto interval = color_surface->GetSubRectInterval(draw_rect_unscaled);
387 res_cache.InvalidateRegion(boost::icl::first(interval), boost::icl::length(interval),
388 color_surface);
389 }
390 if (depth_surface != nullptr && write_depth_fb) {
391 auto interval = depth_surface->GetSubRectInterval(draw_rect_unscaled);
392 res_cache.InvalidateRegion(boost::icl::first(interval), boost::icl::length(interval),
393 depth_surface);
394 }
202} 395}
203 396
204void RasterizerOpenGL::NotifyMaxwellRegisterChanged(u32 id) {} 397void RasterizerOpenGL::NotifyMaxwellRegisterChanged(u32 id) {}