suyu/src/video_core/renderer_opengl/gl_framebuffer_cache.cpp

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// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <tuple>
#include <unordered_map>
#include <utility>
#include <glad/glad.h>
#include "common/common_types.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/renderer_opengl/gl_framebuffer_cache.h"
#include "video_core/renderer_opengl/gl_state.h"
namespace OpenGL {
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
using VideoCore::Surface::SurfaceType;
FramebufferCacheOpenGL::FramebufferCacheOpenGL() = default;
FramebufferCacheOpenGL::~FramebufferCacheOpenGL() = default;
GLuint FramebufferCacheOpenGL::GetFramebuffer(const FramebufferCacheKey& key) {
const auto [entry, is_cache_miss] = cache.try_emplace(key);
auto& framebuffer{entry->second};
if (is_cache_miss) {
framebuffer = CreateFramebuffer(key);
}
return framebuffer.handle;
}
OGLFramebuffer FramebufferCacheOpenGL::CreateFramebuffer(const FramebufferCacheKey& key) {
OGLFramebuffer framebuffer;
framebuffer.Create();
// TODO(Rodrigo): Use DSA here after Nvidia fixes their framebuffer DSA bugs.
local_state.draw.draw_framebuffer = framebuffer.handle;
local_state.ApplyFramebufferState();
if (key.zeta) {
const bool stencil = key.zeta->GetSurfaceParams().type == SurfaceType::DepthStencil;
const GLenum attach_target = stencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
key.zeta->Attach(attach_target, GL_DRAW_FRAMEBUFFER);
}
std::size_t num_buffers = 0;
std::array<GLenum, Maxwell::NumRenderTargets> targets;
for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
if (!key.colors[index]) {
targets[index] = GL_NONE;
continue;
}
const GLenum attach_target = GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index);
key.colors[index]->Attach(attach_target, GL_DRAW_FRAMEBUFFER);
const u32 attachment = (key.color_attachments >> (BitsPerAttachment * index)) & 0b1111;
targets[index] = GL_COLOR_ATTACHMENT0 + attachment;
num_buffers = index + 1;
}
if (num_buffers > 0) {
glDrawBuffers(static_cast<GLsizei>(num_buffers), std::data(targets));
} else {
glDrawBuffer(GL_NONE);
}
return framebuffer;
}
std::size_t FramebufferCacheKey::Hash() const noexcept {
std::size_t hash = std::hash<View>{}(zeta);
for (const auto& color : colors) {
hash ^= std::hash<View>{}(color);
}
hash ^= static_cast<std::size_t>(color_attachments) << 16;
return hash;
}
bool FramebufferCacheKey::operator==(const FramebufferCacheKey& rhs) const noexcept {
return std::tie(colors, zeta, color_attachments) ==
std::tie(rhs.colors, rhs.zeta, rhs.color_attachments);
}
} // namespace OpenGL