forked from suyu/suyu
85 lines
2.7 KiB
C++
85 lines
2.7 KiB
C++
// 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 <unordered_map>
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#include <utility>
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#include <glad/glad.h>
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#include "common/common_types.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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namespace OpenGL {
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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using VideoCore::Surface::SurfaceType;
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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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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.handle);
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if (key.zeta) {
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const bool stencil = key.zeta->GetSurfaceParams().type == SurfaceType::DepthStencil;
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const GLenum attach_target = stencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
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key.zeta->Attach(attach_target, GL_DRAW_FRAMEBUFFER);
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}
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std::size_t num_buffers = 0;
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std::array<GLenum, Maxwell::NumRenderTargets> targets;
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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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targets[index] = GL_NONE;
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continue;
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}
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const GLenum attach_target = GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index);
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key.colors[index]->Attach(attach_target, GL_DRAW_FRAMEBUFFER);
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const u32 attachment = (key.color_attachments >> (BitsPerAttachment * index)) & 0b1111;
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targets[index] = GL_COLOR_ATTACHMENT0 + attachment;
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num_buffers = index + 1;
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}
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if (num_buffers > 0) {
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glDrawBuffers(static_cast<GLsizei>(num_buffers), std::data(targets));
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} else {
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glDrawBuffer(GL_NONE);
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}
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return framebuffer;
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}
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std::size_t FramebufferCacheKey::Hash() const noexcept {
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std::size_t hash = std::hash<View>{}(zeta);
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for (const auto& color : colors) {
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hash ^= std::hash<View>{}(color);
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}
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hash ^= static_cast<std::size_t>(color_attachments) << 16;
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return hash;
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}
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bool FramebufferCacheKey::operator==(const FramebufferCacheKey& rhs) const noexcept {
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return std::tie(colors, zeta, color_attachments) ==
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std::tie(rhs.colors, rhs.zeta, rhs.color_attachments);
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}
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} // namespace OpenGL
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