gl_rasterizer: Use DSA for vertex array objects
This commit is contained in:
parent
ea4928393f
commit
35c095898b
6 changed files with 53 additions and 79 deletions
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@ -135,27 +135,25 @@ void RasterizerOpenGL::CheckExtensions() {
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}
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}
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}
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}
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void RasterizerOpenGL::SetupVertexFormat() {
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GLuint RasterizerOpenGL::SetupVertexFormat() {
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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const auto& regs = gpu.regs;
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const auto& regs = gpu.regs;
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if (!gpu.dirty_flags.vertex_attrib_format)
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if (!gpu.dirty_flags.vertex_attrib_format) {
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return;
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return state.draw.vertex_array;
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}
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gpu.dirty_flags.vertex_attrib_format = false;
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gpu.dirty_flags.vertex_attrib_format = false;
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MICROPROFILE_SCOPE(OpenGL_VAO);
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MICROPROFILE_SCOPE(OpenGL_VAO);
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auto [iter, is_cache_miss] = vertex_array_cache.try_emplace(regs.vertex_attrib_format);
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auto [iter, is_cache_miss] = vertex_array_cache.try_emplace(regs.vertex_attrib_format);
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auto& VAO = iter->second;
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auto& vao_entry = iter->second;
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if (is_cache_miss) {
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if (is_cache_miss) {
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VAO.Create();
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vao_entry.Create();
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state.draw.vertex_array = VAO.handle;
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const GLuint vao = vao_entry.handle;
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state.ApplyVertexBufferState();
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// The index buffer binding is stored within the VAO. Stupid OpenGL, but easy to work
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glVertexArrayElementBuffer(vao, buffer_cache.GetHandle());
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// around.
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer_cache.GetHandle());
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// Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
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// Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
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// Enables the first 16 vertex attributes always, as we don't know which ones are actually
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// Enables the first 16 vertex attributes always, as we don't know which ones are actually
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@ -163,7 +161,7 @@ void RasterizerOpenGL::SetupVertexFormat() {
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// for now to avoid OpenGL errors.
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// for now to avoid OpenGL errors.
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// TODO(Subv): Analyze the shader to identify which attributes are actually used and don't
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// TODO(Subv): Analyze the shader to identify which attributes are actually used and don't
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// assume every shader uses them all.
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// assume every shader uses them all.
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for (unsigned index = 0; index < 16; ++index) {
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for (u32 index = 0; index < 16; ++index) {
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const auto& attrib = regs.vertex_attrib_format[index];
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const auto& attrib = regs.vertex_attrib_format[index];
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// Ignore invalid attributes.
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// Ignore invalid attributes.
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@ -178,28 +176,29 @@ void RasterizerOpenGL::SetupVertexFormat() {
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ASSERT(buffer.IsEnabled());
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ASSERT(buffer.IsEnabled());
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glEnableVertexAttribArray(index);
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glEnableVertexArrayAttrib(vao, index);
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if (attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::SignedInt ||
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if (attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::SignedInt ||
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attrib.type ==
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attrib.type ==
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Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::UnsignedInt) {
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Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::UnsignedInt) {
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glVertexAttribIFormat(index, attrib.ComponentCount(),
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glVertexArrayAttribIFormat(vao, index, attrib.ComponentCount(),
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MaxwellToGL::VertexType(attrib), attrib.offset);
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MaxwellToGL::VertexType(attrib), attrib.offset);
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} else {
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} else {
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glVertexAttribFormat(index, attrib.ComponentCount(),
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glVertexArrayAttribFormat(
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MaxwellToGL::VertexType(attrib),
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vao, index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
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attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
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attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
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}
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}
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glVertexAttribBinding(index, attrib.buffer);
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glVertexArrayAttribBinding(vao, index, attrib.buffer);
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}
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}
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}
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}
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state.draw.vertex_array = VAO.handle;
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state.ApplyVertexBufferState();
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// Rebinding the VAO invalidates the vertex buffer bindings.
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// Rebinding the VAO invalidates the vertex buffer bindings.
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gpu.dirty_flags.vertex_array = 0xFFFFFFFF;
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gpu.dirty_flags.vertex_array = 0xFFFFFFFF;
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state.draw.vertex_array = vao_entry.handle;
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return vao_entry.handle;
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}
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}
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void RasterizerOpenGL::SetupVertexBuffer() {
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void RasterizerOpenGL::SetupVertexBuffer(GLuint vao) {
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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const auto& regs = gpu.regs;
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const auto& regs = gpu.regs;
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@ -217,7 +216,7 @@ void RasterizerOpenGL::SetupVertexBuffer() {
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if (!vertex_array.IsEnabled())
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if (!vertex_array.IsEnabled())
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continue;
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continue;
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Tegra::GPUVAddr start = vertex_array.StartAddress();
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const Tegra::GPUVAddr start = vertex_array.StartAddress();
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const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
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const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
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ASSERT(end > start);
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ASSERT(end > start);
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@ -225,21 +224,18 @@ void RasterizerOpenGL::SetupVertexBuffer() {
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const GLintptr vertex_buffer_offset = buffer_cache.UploadMemory(start, size);
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const GLintptr vertex_buffer_offset = buffer_cache.UploadMemory(start, size);
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// Bind the vertex array to the buffer at the current offset.
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// Bind the vertex array to the buffer at the current offset.
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glBindVertexBuffer(index, buffer_cache.GetHandle(), vertex_buffer_offset,
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glVertexArrayVertexBuffer(vao, index, buffer_cache.GetHandle(), vertex_buffer_offset,
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vertex_array.stride);
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vertex_array.stride);
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if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) {
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if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) {
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// Enable vertex buffer instancing with the specified divisor.
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// Enable vertex buffer instancing with the specified divisor.
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glVertexBindingDivisor(index, vertex_array.divisor);
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glVertexArrayBindingDivisor(vao, index, vertex_array.divisor);
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} else {
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} else {
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// Disable the vertex buffer instancing.
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// Disable the vertex buffer instancing.
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glVertexBindingDivisor(index, 0);
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glVertexArrayBindingDivisor(vao, index, 0);
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}
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}
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}
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}
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// Implicit set by glBindVertexBuffer. Stupid glstate handling...
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state.draw.vertex_buffer = buffer_cache.GetHandle();
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gpu.dirty_flags.vertex_array = 0;
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gpu.dirty_flags.vertex_array = 0;
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}
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}
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@ -689,9 +685,6 @@ void RasterizerOpenGL::DrawArrays() {
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// Draw the vertex batch
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// Draw the vertex batch
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const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
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const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
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state.draw.vertex_buffer = buffer_cache.GetHandle();
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state.ApplyVertexBufferState();
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std::size_t buffer_size = CalculateVertexArraysSize();
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std::size_t buffer_size = CalculateVertexArraysSize();
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// Add space for index buffer (keeping in mind non-core primitives)
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// Add space for index buffer (keeping in mind non-core primitives)
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@ -721,8 +714,9 @@ void RasterizerOpenGL::DrawArrays() {
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gpu.dirty_flags.vertex_array = 0xFFFFFFFF;
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gpu.dirty_flags.vertex_array = 0xFFFFFFFF;
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}
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}
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SetupVertexFormat();
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const GLuint vao = SetupVertexFormat();
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SetupVertexBuffer();
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SetupVertexBuffer(vao);
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DrawParameters params = SetupDraw();
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DrawParameters params = SetupDraw();
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SetupShaders(params.primitive_mode);
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SetupShaders(params.primitive_mode);
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@ -209,8 +209,10 @@ private:
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std::size_t CalculateIndexBufferSize() const;
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std::size_t CalculateIndexBufferSize() const;
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void SetupVertexFormat();
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/// Updates and returns a vertex array object representing current vertex format
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void SetupVertexBuffer();
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GLuint SetupVertexFormat();
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void SetupVertexBuffer(GLuint vao);
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DrawParameters SetupDraw();
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DrawParameters SetupDraw();
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@ -117,7 +117,7 @@ void OGLBuffer::Create() {
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return;
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return;
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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glGenBuffers(1, &handle);
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glCreateBuffers(1, &handle);
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}
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}
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void OGLBuffer::Release() {
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void OGLBuffer::Release() {
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@ -126,7 +126,6 @@ void OGLBuffer::Release() {
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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glDeleteBuffers(1, &handle);
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glDeleteBuffers(1, &handle);
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OpenGLState::GetCurState().ResetBuffer(handle).Apply();
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handle = 0;
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handle = 0;
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}
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}
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@ -152,7 +151,7 @@ void OGLVertexArray::Create() {
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return;
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return;
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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glGenVertexArrays(1, &handle);
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glCreateVertexArrays(1, &handle);
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}
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}
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void OGLVertexArray::Release() {
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void OGLVertexArray::Release() {
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@ -83,7 +83,6 @@ OpenGLState::OpenGLState() {
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draw.read_framebuffer = 0;
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draw.read_framebuffer = 0;
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draw.draw_framebuffer = 0;
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draw.draw_framebuffer = 0;
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draw.vertex_array = 0;
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draw.vertex_array = 0;
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draw.vertex_buffer = 0;
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draw.shader_program = 0;
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draw.shader_program = 0;
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draw.program_pipeline = 0;
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draw.program_pipeline = 0;
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@ -513,18 +512,6 @@ void OpenGLState::ApplyFramebufferState() const {
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}
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}
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}
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}
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void OpenGLState::ApplyVertexBufferState() const {
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// Vertex array
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if (draw.vertex_array != cur_state.draw.vertex_array) {
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glBindVertexArray(draw.vertex_array);
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}
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// Vertex buffer
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if (draw.vertex_buffer != cur_state.draw.vertex_buffer) {
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glBindBuffer(GL_ARRAY_BUFFER, draw.vertex_buffer);
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}
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}
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void OpenGLState::ApplyDepthClamp() const {
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void OpenGLState::ApplyDepthClamp() const {
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if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
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if (depth_clamp.far_plane == cur_state.depth_clamp.far_plane &&
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depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
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depth_clamp.near_plane == cur_state.depth_clamp.near_plane) {
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@ -542,7 +529,11 @@ void OpenGLState::ApplyDepthClamp() const {
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void OpenGLState::Apply() const {
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void OpenGLState::Apply() const {
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ApplyFramebufferState();
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ApplyFramebufferState();
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ApplyVertexBufferState();
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// Vertex array
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if (draw.vertex_array != cur_state.draw.vertex_array) {
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glBindVertexArray(draw.vertex_array);
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}
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// Shader program
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// Shader program
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if (draw.shader_program != cur_state.draw.shader_program) {
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if (draw.shader_program != cur_state.draw.shader_program) {
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@ -633,13 +624,6 @@ OpenGLState& OpenGLState::ResetPipeline(GLuint handle) {
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return *this;
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return *this;
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}
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}
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OpenGLState& OpenGLState::ResetBuffer(GLuint handle) {
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if (draw.vertex_buffer == handle) {
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draw.vertex_buffer = 0;
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}
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return *this;
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}
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OpenGLState& OpenGLState::ResetVertexArray(GLuint handle) {
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OpenGLState& OpenGLState::ResetVertexArray(GLuint handle) {
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if (draw.vertex_array == handle) {
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if (draw.vertex_array == handle) {
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draw.vertex_array = 0;
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draw.vertex_array = 0;
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@ -154,7 +154,6 @@ public:
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GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
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GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
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GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
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GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
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GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
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GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
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GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING
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GLuint shader_program; // GL_CURRENT_PROGRAM
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GLuint shader_program; // GL_CURRENT_PROGRAM
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GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
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GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
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} draw;
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} draw;
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void Apply() const;
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void Apply() const;
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/// Apply only the state afecting the framebuffer
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/// Apply only the state afecting the framebuffer
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void ApplyFramebufferState() const;
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void ApplyFramebufferState() const;
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/// Apply only the state afecting the vertex buffer
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void ApplyVertexBufferState() const;
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/// Set the initial OpenGL state
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/// Set the initial OpenGL state
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static void ApplyDefaultState();
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static void ApplyDefaultState();
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/// Resets any references to the given resource
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/// Resets any references to the given resource
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OpenGLState& ResetSampler(GLuint handle);
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OpenGLState& ResetSampler(GLuint handle);
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OpenGLState& ResetProgram(GLuint handle);
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OpenGLState& ResetProgram(GLuint handle);
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OpenGLState& ResetPipeline(GLuint handle);
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OpenGLState& ResetPipeline(GLuint handle);
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OpenGLState& ResetBuffer(GLuint handle);
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OpenGLState& ResetVertexArray(GLuint handle);
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OpenGLState& ResetVertexArray(GLuint handle);
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OpenGLState& ResetFramebuffer(GLuint handle);
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OpenGLState& ResetFramebuffer(GLuint handle);
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void EmulateViewportWithScissor();
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void EmulateViewportWithScissor();
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// Generate VAO
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// Generate VAO
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vertex_array.Create();
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vertex_array.Create();
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state.draw.vertex_array = vertex_array.handle;
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state.draw.vertex_array = vertex_array.handle;
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state.draw.vertex_buffer = vertex_buffer.handle;
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state.Apply();
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// Attach vertex data to VAO
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// Attach vertex data to VAO
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glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
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glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
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glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex),
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glVertexArrayAttribFormat(vertex_array.handle, attrib_position, 2, GL_FLOAT, GL_FALSE,
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(GLvoid*)offsetof(ScreenRectVertex, position));
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offsetof(ScreenRectVertex, position));
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glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex),
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glVertexArrayAttribFormat(vertex_array.handle, attrib_tex_coord, 2, GL_FLOAT, GL_FALSE,
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(GLvoid*)offsetof(ScreenRectVertex, tex_coord));
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offsetof(ScreenRectVertex, tex_coord));
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glEnableVertexAttribArray(attrib_position);
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glVertexArrayAttribBinding(vertex_array.handle, attrib_position, 0);
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glEnableVertexAttribArray(attrib_tex_coord);
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glVertexArrayAttribBinding(vertex_array.handle, attrib_tex_coord, 0);
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glEnableVertexArrayAttrib(vertex_array.handle, attrib_position);
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glEnableVertexArrayAttrib(vertex_array.handle, attrib_tex_coord);
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glVertexArrayVertexBuffer(vertex_array.handle, 0, vertex_buffer.handle, 0,
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sizeof(ScreenRectVertex));
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// Allocate textures for the screen
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// Allocate textures for the screen
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screen_info.texture.resource.Create();
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screen_info.texture.resource.Create();
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@ -369,14 +370,12 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x,
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state.texture_units[0].texture = screen_info.display_texture;
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state.texture_units[0].texture = screen_info.display_texture;
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state.texture_units[0].swizzle = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
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state.texture_units[0].swizzle = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
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// Workaround brigthness problems in SMO by enabling sRGB in the final output
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// Workaround brigthness problems in SMO by enabling sRGB in the final output
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// if it has been used in the frame
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// if it has been used in the frame. Needed because of this bug in QT: QTBUG-50987
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// Needed because of this bug in QT
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// QTBUG-50987
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state.framebuffer_srgb.enabled = OpenGLState::GetsRGBUsed();
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state.framebuffer_srgb.enabled = OpenGLState::GetsRGBUsed();
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state.Apply();
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state.Apply();
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), vertices.data());
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// restore default state
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// Restore default state
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state.framebuffer_srgb.enabled = false;
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state.framebuffer_srgb.enabled = false;
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state.texture_units[0].texture = 0;
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state.texture_units[0].texture = 0;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
Loading…
Reference in a new issue