gl_rasterizer: Re-enable framebuffer cache for clear buffers

This commit is contained in:
ReinUsesLisp 2019-11-28 21:04:57 -03:00
parent e3ee017e91
commit c34da106ed
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GPG Key ID: 2DFC508897B39CFE
3 changed files with 15 additions and 32 deletions

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@ -19,8 +19,8 @@
namespace OpenGL {
struct alignas(sizeof(u64)) FramebufferCacheKey {
bool stencil_enable = false;
u16 colors_count = 0;
bool stencil_enable;
u16 colors_count;
std::array<GLenum, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> color_attachments{};
std::array<View, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> colors;

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@ -93,7 +93,6 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
shader_program_manager = std::make_unique<GLShader::ProgramManager>();
state.draw.shader_program = 0;
state.Apply();
clear_framebuffer.Create();
LOG_DEBUG(Render_OpenGL, "Sync fixed function OpenGL state here");
CheckExtensions();
@ -405,46 +404,32 @@ void RasterizerOpenGL::ConfigureFramebuffers() {
void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, bool using_color_fb,
bool using_depth_fb, bool using_stencil_fb) {
using VideoCore::Surface::SurfaceType;
auto& gpu = system.GPU().Maxwell3D();
const auto& regs = gpu.regs;
texture_cache.GuardRenderTargets(true);
View color_surface{};
View color_surface;
if (using_color_fb) {
color_surface = texture_cache.GetColorBufferSurface(regs.clear_buffers.RT, false);
}
View depth_surface{};
View depth_surface;
if (using_depth_fb || using_stencil_fb) {
depth_surface = texture_cache.GetDepthBufferSurface(false);
}
texture_cache.GuardRenderTargets(false);
current_state.draw.draw_framebuffer = clear_framebuffer.handle;
FramebufferCacheKey key;
key.colors_count = color_surface ? 1 : 0;
key.colors[0] = color_surface;
key.color_attachments[0] = GL_COLOR_ATTACHMENT0;
key.zeta = depth_surface;
key.stencil_enable = depth_surface && depth_surface->GetSurfaceParams().type ==
VideoCore::Surface::SurfaceType::DepthStencil;
current_state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(key);
current_state.ApplyFramebufferState();
if (color_surface) {
color_surface->Attach(GL_COLOR_ATTACHMENT0, GL_DRAW_FRAMEBUFFER);
} else {
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
}
if (depth_surface) {
const auto& params = depth_surface->GetSurfaceParams();
switch (params.type) {
case VideoCore::Surface::SurfaceType::Depth:
depth_surface->Attach(GL_DEPTH_ATTACHMENT, GL_DRAW_FRAMEBUFFER);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
break;
case VideoCore::Surface::SurfaceType::DepthStencil:
depth_surface->Attach(GL_DEPTH_STENCIL_ATTACHMENT, GL_DRAW_FRAMEBUFFER);
break;
default:
UNIMPLEMENTED();
}
} else {
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
0);
}
}
void RasterizerOpenGL::Clear() {

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@ -223,8 +223,6 @@ private:
enum class AccelDraw { Disabled, Arrays, Indexed };
AccelDraw accelerate_draw = AccelDraw::Disabled;
OGLFramebuffer clear_framebuffer;
};
} // namespace OpenGL