forked from suyu/suyu
74 lines
2.5 KiB
C++
74 lines
2.5 KiB
C++
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <tuple>
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#include "common/cityhash.h"
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#include "common/scope_exit.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_opengl/gl_framebuffer_cache.h"
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#include "video_core/renderer_opengl/gl_state.h"
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namespace OpenGL {
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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FramebufferCacheOpenGL::FramebufferCacheOpenGL() = default;
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FramebufferCacheOpenGL::~FramebufferCacheOpenGL() = default;
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GLuint FramebufferCacheOpenGL::GetFramebuffer(const FramebufferCacheKey& key) {
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const auto [entry, is_cache_miss] = cache.try_emplace(key);
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auto& framebuffer{entry->second};
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if (is_cache_miss) {
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framebuffer = CreateFramebuffer(key);
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}
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return framebuffer.handle;
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}
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OGLFramebuffer FramebufferCacheOpenGL::CreateFramebuffer(const FramebufferCacheKey& key) {
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OGLFramebuffer framebuffer;
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framebuffer.Create();
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// TODO(Rodrigo): Use DSA here after Nvidia fixes their framebuffer DSA bugs.
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local_state.draw.draw_framebuffer = framebuffer.handle;
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local_state.ApplyFramebufferState();
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if (key.is_single_buffer) {
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if (key.color_attachments[0] != GL_NONE && key.colors[0]) {
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key.colors[0]->Attach(key.color_attachments[0]);
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glDrawBuffer(key.color_attachments[0]);
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} else {
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glDrawBuffer(GL_NONE);
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}
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} else {
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for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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if (key.colors[index]) {
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key.colors[index]->Attach(GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index));
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}
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}
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glDrawBuffers(key.colors_count, key.color_attachments.data());
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}
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if (key.zeta) {
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key.zeta->Attach(key.stencil_enable ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT);
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}
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return framebuffer;
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}
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std::size_t FramebufferCacheKey::Hash() const {
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static_assert(sizeof(*this) % sizeof(u64) == 0, "Unaligned struct");
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return static_cast<std::size_t>(
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Common::CityHash64(reinterpret_cast<const char*>(this), sizeof(*this)));
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}
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bool FramebufferCacheKey::operator==(const FramebufferCacheKey& rhs) const {
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return std::tie(is_single_buffer, stencil_enable, colors_count, color_attachments, colors,
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zeta) == std::tie(rhs.is_single_buffer, rhs.stencil_enable, rhs.colors_count,
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rhs.color_attachments, rhs.colors, rhs.zeta);
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}
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} // namespace OpenGL
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