From 78443a7f2929dece8d2509d50642df9478aeb166 Mon Sep 17 00:00:00 2001 From: Subv Date: Tue, 3 Jul 2018 16:55:44 -0500 Subject: [PATCH] GPU: Factor out the framebuffer configuration code for both Clear and Draw commands. --- .../renderer_opengl/gl_rasterizer.cpp | 152 +++++++----------- .../renderer_opengl/gl_rasterizer.h | 5 + 2 files changed, 62 insertions(+), 95 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 08c4df5dc..32906be7e 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -297,92 +297,7 @@ bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) { return true; } -void RasterizerOpenGL::Clear() { - const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; - - GLbitfield clear_mask = 0; - if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B && - regs.clear_buffers.A) { - clear_mask |= GL_COLOR_BUFFER_BIT; - } - if (regs.clear_buffers.Z) - clear_mask |= GL_DEPTH_BUFFER_BIT; - - if (clear_mask == 0) - return; - - // Sync the depth test state before configuring the framebuffer surfaces. - SyncDepthTestState(); - - // TODO(bunnei): Implement these - const bool has_stencil = false; - const bool using_color_fb = true; - const bool using_depth_fb = regs.zeta.Address() != 0; - const MathUtil::Rectangle viewport_rect{regs.viewport_transform[0].GetRect()}; - - const bool write_color_fb = - state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE || - state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE; - - const bool write_depth_fb = - (state.depth.test_enabled && state.depth.write_mask == GL_TRUE) || - (has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0); - - Surface color_surface; - Surface depth_surface; - MathUtil::Rectangle surfaces_rect; - std::tie(color_surface, depth_surface, surfaces_rect) = - res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, viewport_rect); - - MathUtil::Rectangle draw_rect{ - static_cast(std::clamp(static_cast(surfaces_rect.left) + viewport_rect.left, - surfaces_rect.left, surfaces_rect.right)), // Left - static_cast(std::clamp(static_cast(surfaces_rect.bottom) + viewport_rect.top, - surfaces_rect.bottom, surfaces_rect.top)), // Top - static_cast(std::clamp(static_cast(surfaces_rect.left) + viewport_rect.right, - surfaces_rect.left, surfaces_rect.right)), // Right - static_cast( - std::clamp(static_cast(surfaces_rect.bottom) + viewport_rect.bottom, - surfaces_rect.bottom, surfaces_rect.top))}; // Bottom - - // Bind the framebuffer surfaces - BindFramebufferSurfaces(color_surface, depth_surface, has_stencil); - - // Sync the viewport - SyncViewport(surfaces_rect); - - // TODO(bunnei): Sync scissorbox uniform(s) here - - // Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable - // scissor test to prevent drawing outside of the framebuffer region - state.scissor.enabled = true; - state.scissor.x = draw_rect.left; - state.scissor.y = draw_rect.bottom; - state.scissor.width = draw_rect.GetWidth(); - state.scissor.height = draw_rect.GetHeight(); - state.Apply(); - - // TODO(Subv): Support clearing only partial colors. - glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2], - regs.clear_color[3]); - glClearDepth(regs.clear_depth); - - glClear(clear_mask); - - // Mark framebuffer surfaces as dirty - if (color_surface != nullptr && write_color_fb) { - res_cache.MarkSurfaceAsDirty(color_surface); - } - if (depth_surface != nullptr && write_depth_fb) { - res_cache.MarkSurfaceAsDirty(depth_surface); - } -} - -void RasterizerOpenGL::DrawArrays() { - if (accelerate_draw == AccelDraw::Disabled) - return; - - MICROPROFILE_SCOPE(OpenGL_Drawing); +std::pair RasterizerOpenGL::ConfigureFramebuffers() { const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; // Sync the depth test state before configuring the framebuffer surfaces. @@ -425,11 +340,6 @@ void RasterizerOpenGL::DrawArrays() { BindFramebufferSurfaces(color_surface, depth_surface, has_stencil); SyncViewport(surfaces_rect); - SyncBlendState(); - SyncCullMode(); - - // TODO(bunnei): Sync framebuffer_scale uniform here - // TODO(bunnei): Sync scissorbox uniform(s) here // Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable // scissor test to prevent drawing outside of the framebuffer region @@ -440,6 +350,58 @@ void RasterizerOpenGL::DrawArrays() { state.scissor.height = draw_rect.GetHeight(); state.Apply(); + // Only return the surface to be marked as dirty if writing to it is enabled. + return std::make_pair(write_color_fb ? color_surface : nullptr, + write_depth_fb ? depth_surface : nullptr); +} + +void RasterizerOpenGL::Clear() { + const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; + + GLbitfield clear_mask = 0; + if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B && + regs.clear_buffers.A) { + clear_mask |= GL_COLOR_BUFFER_BIT; + } + if (regs.clear_buffers.Z) + clear_mask |= GL_DEPTH_BUFFER_BIT; + + if (clear_mask == 0) + return; + + auto [dirty_color_surface, dirty_depth_surface] = ConfigureFramebuffers(); + + // TODO(Subv): Support clearing only partial colors. + glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2], + regs.clear_color[3]); + glClearDepth(regs.clear_depth); + + glClear(clear_mask); + + // Mark framebuffer surfaces as dirty + if (dirty_color_surface != nullptr) { + res_cache.MarkSurfaceAsDirty(dirty_color_surface); + } + if (dirty_depth_surface != nullptr) { + res_cache.MarkSurfaceAsDirty(dirty_depth_surface); + } +} + +void RasterizerOpenGL::DrawArrays() { + if (accelerate_draw == AccelDraw::Disabled) + return; + + MICROPROFILE_SCOPE(OpenGL_Drawing); + const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; + + auto [dirty_color_surface, dirty_depth_surface] = ConfigureFramebuffers(); + + SyncBlendState(); + SyncCullMode(); + + // TODO(bunnei): Sync framebuffer_scale uniform here + // TODO(bunnei): Sync scissorbox uniform(s) here + // Draw the vertex batch const bool is_indexed = accelerate_draw == AccelDraw::Indexed; const u64 index_buffer_size{regs.index_array.count * regs.index_array.FormatSizeInBytes()}; @@ -520,11 +482,11 @@ void RasterizerOpenGL::DrawArrays() { state.Apply(); // Mark framebuffer surfaces as dirty - if (color_surface != nullptr && write_color_fb) { - res_cache.MarkSurfaceAsDirty(color_surface); + if (dirty_color_surface != nullptr) { + res_cache.MarkSurfaceAsDirty(dirty_color_surface); } - if (depth_surface != nullptr && write_depth_fb) { - res_cache.MarkSurfaceAsDirty(depth_surface); + if (dirty_depth_surface != nullptr) { + res_cache.MarkSurfaceAsDirty(dirty_depth_surface); } } diff --git a/src/video_core/renderer_opengl/gl_rasterizer.h b/src/video_core/renderer_opengl/gl_rasterizer.h index 0b1e139b0..7738f40b1 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.h +++ b/src/video_core/renderer_opengl/gl_rasterizer.h @@ -7,6 +7,7 @@ #include #include #include +#include #include #include #include "common/common_types.h" @@ -82,6 +83,10 @@ private: u32 border_color_a; }; + /// Configures the color and depth framebuffer states and returns the dirty + /// surfaces if writing was enabled. + std::pair ConfigureFramebuffers(); + /// Binds the framebuffer color and depth surface void BindFramebufferSurfaces(const Surface& color_surface, const Surface& depth_surface, bool has_stencil);