Improve state management by splitting some of the states id separated function to avoid a full apply overhead
This commit is contained in:
parent
4a6eff3b7b
commit
4e6c64bf8d
|
@ -140,7 +140,7 @@ void RasterizerOpenGL::SetupVertexFormat() {
|
|||
if (is_cache_miss) {
|
||||
VAO.Create();
|
||||
state.draw.vertex_array = VAO.handle;
|
||||
state.Apply();
|
||||
state.ApplyVertexBufferState();
|
||||
|
||||
// The index buffer binding is stored within the VAO. Stupid OpenGL, but easy to work
|
||||
// around.
|
||||
|
@ -182,7 +182,7 @@ void RasterizerOpenGL::SetupVertexFormat() {
|
|||
}
|
||||
}
|
||||
state.draw.vertex_array = VAO.handle;
|
||||
state.Apply();
|
||||
state.ApplyVertexBufferState();
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::SetupVertexBuffer() {
|
||||
|
@ -342,8 +342,6 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
|
|||
index++;
|
||||
}
|
||||
}
|
||||
|
||||
state.Apply();
|
||||
}
|
||||
|
||||
std::size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
|
||||
|
@ -412,8 +410,8 @@ void RasterizerOpenGL::UpdatePagesCachedCount(VAddr addr, u64 size, int delta) {
|
|||
cached_pages.add({pages_interval, delta});
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_depth_fb,
|
||||
bool preserve_contents,
|
||||
void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool using_color_fb,
|
||||
bool using_depth_fb, bool preserve_contents,
|
||||
std::optional<std::size_t> single_color_target) {
|
||||
MICROPROFILE_SCOPE(OpenGL_Framebuffer);
|
||||
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
|
||||
|
@ -429,9 +427,9 @@ void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_dep
|
|||
ASSERT_MSG(regs.rt_separate_frag_data == 0, "Unimplemented");
|
||||
|
||||
// Bind the framebuffer surfaces
|
||||
state.draw.draw_framebuffer = framebuffer.handle;
|
||||
state.Apply();
|
||||
state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;
|
||||
current_state.draw.draw_framebuffer = framebuffer.handle;
|
||||
current_state.ApplyFramebufferState();
|
||||
current_state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;
|
||||
|
||||
if (using_color_fb) {
|
||||
if (single_color_target) {
|
||||
|
@ -509,10 +507,7 @@ void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_dep
|
|||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
|
||||
0);
|
||||
}
|
||||
|
||||
SyncViewport();
|
||||
|
||||
state.Apply();
|
||||
SyncViewport(current_state);
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::Clear() {
|
||||
|
@ -525,22 +520,23 @@ void RasterizerOpenGL::Clear() {
|
|||
bool use_stencil{};
|
||||
|
||||
OpenGLState clear_state;
|
||||
clear_state.draw.draw_framebuffer = framebuffer.handle;
|
||||
clear_state.color_mask[0].red_enabled = regs.clear_buffers.R ? GL_TRUE : GL_FALSE;
|
||||
clear_state.color_mask[0].green_enabled = regs.clear_buffers.G ? GL_TRUE : GL_FALSE;
|
||||
clear_state.color_mask[0].blue_enabled = regs.clear_buffers.B ? GL_TRUE : GL_FALSE;
|
||||
clear_state.color_mask[0].alpha_enabled = regs.clear_buffers.A ? GL_TRUE : GL_FALSE;
|
||||
|
||||
if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
|
||||
regs.clear_buffers.A) {
|
||||
use_color = true;
|
||||
}
|
||||
if (use_color) {
|
||||
clear_state.color_mask[0].red_enabled = regs.clear_buffers.R ? GL_TRUE : GL_FALSE;
|
||||
clear_state.color_mask[0].green_enabled = regs.clear_buffers.G ? GL_TRUE : GL_FALSE;
|
||||
clear_state.color_mask[0].blue_enabled = regs.clear_buffers.B ? GL_TRUE : GL_FALSE;
|
||||
clear_state.color_mask[0].alpha_enabled = regs.clear_buffers.A ? GL_TRUE : GL_FALSE;
|
||||
}
|
||||
if (regs.clear_buffers.Z) {
|
||||
ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!");
|
||||
use_depth = true;
|
||||
|
||||
// Always enable the depth write when clearing the depth buffer. The depth write mask is
|
||||
// ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to true.
|
||||
// ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to
|
||||
// true.
|
||||
clear_state.depth.test_enabled = true;
|
||||
clear_state.depth.test_func = GL_ALWAYS;
|
||||
}
|
||||
|
@ -557,11 +553,8 @@ void RasterizerOpenGL::Clear() {
|
|||
|
||||
ScopeAcquireGLContext acquire_context{emu_window};
|
||||
|
||||
ConfigureFramebuffers(use_color, use_depth || use_stencil, false,
|
||||
ConfigureFramebuffers(clear_state, use_color, use_depth || use_stencil, false,
|
||||
regs.clear_buffers.RT.Value());
|
||||
// Copy the sRGB setting to the clear state to avoid problem with
|
||||
// specific driver implementations
|
||||
clear_state.framebuffer_srgb.enabled = state.framebuffer_srgb.enabled;
|
||||
clear_state.Apply();
|
||||
|
||||
if (use_color) {
|
||||
|
@ -587,7 +580,7 @@ void RasterizerOpenGL::DrawArrays() {
|
|||
|
||||
ScopeAcquireGLContext acquire_context{emu_window};
|
||||
|
||||
ConfigureFramebuffers();
|
||||
ConfigureFramebuffers(state);
|
||||
SyncColorMask();
|
||||
SyncDepthTestState();
|
||||
SyncStencilTestState();
|
||||
|
@ -608,7 +601,7 @@ void RasterizerOpenGL::DrawArrays() {
|
|||
const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
|
||||
|
||||
state.draw.vertex_buffer = buffer_cache.GetHandle();
|
||||
state.Apply();
|
||||
state.ApplyVertexBufferState();
|
||||
|
||||
std::size_t buffer_size = CalculateVertexArraysSize();
|
||||
|
||||
|
@ -923,11 +916,11 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader,
|
|||
return current_unit + static_cast<u32>(entries.size());
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::SyncViewport() {
|
||||
void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) {
|
||||
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
|
||||
for (size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets; i++) {
|
||||
const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[i].GetRect()};
|
||||
auto& viewport = state.viewports[i];
|
||||
auto& viewport = current_state.viewports[i];
|
||||
viewport.x = viewport_rect.left;
|
||||
viewport.y = viewport_rect.bottom;
|
||||
viewport.width = static_cast<GLsizei>(viewport_rect.GetWidth());
|
||||
|
@ -1131,9 +1124,8 @@ void RasterizerOpenGL::CheckAlphaTests() {
|
|||
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
|
||||
|
||||
if (regs.alpha_test_enabled != 0 && regs.rt_control.count > 1) {
|
||||
LOG_CRITICAL(
|
||||
Render_OpenGL,
|
||||
"Alpha Testing is enabled with Multiple Render Targets, this behavior is undefined.");
|
||||
LOG_CRITICAL(Render_OpenGL, "Alpha Testing is enabled with Multiple Render Targets, "
|
||||
"this behavior is undefined.");
|
||||
UNREACHABLE();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -109,8 +109,8 @@ private:
|
|||
* @param preserve_contents If true, tries to preserve data from a previously used framebuffer.
|
||||
* @param single_color_target Specifies if a single color buffer target should be used.
|
||||
*/
|
||||
void ConfigureFramebuffers(bool use_color_fb = true, bool using_depth_fb = true,
|
||||
bool preserve_contents = true,
|
||||
void ConfigureFramebuffers(OpenGLState& current_state, bool use_color_fb = true,
|
||||
bool using_depth_fb = true, bool preserve_contents = true,
|
||||
std::optional<std::size_t> single_color_target = {});
|
||||
|
||||
/*
|
||||
|
@ -134,7 +134,7 @@ private:
|
|||
GLenum primitive_mode, u32 current_unit);
|
||||
|
||||
/// Syncs the viewport and depth range to match the guest state
|
||||
void SyncViewport();
|
||||
void SyncViewport(OpenGLState& current_state);
|
||||
|
||||
/// Syncs the clip enabled status to match the guest state
|
||||
void SyncClipEnabled();
|
||||
|
|
|
@ -580,7 +580,7 @@ static bool BlitSurface(const Surface& src_surface, const Surface& dst_surface,
|
|||
state.draw.draw_framebuffer = draw_fb_handle;
|
||||
// Set sRGB enabled if the destination surfaces need it
|
||||
state.framebuffer_srgb.enabled = dst_params.srgb_conversion;
|
||||
state.Apply();
|
||||
state.ApplyFramebufferState();
|
||||
|
||||
u32 buffers{};
|
||||
|
||||
|
|
|
@ -427,7 +427,7 @@ void OpenGLState::ApplySamplers() const {
|
|||
}
|
||||
}
|
||||
|
||||
void OpenGLState::Apply() const {
|
||||
void OpenGLState::ApplyFramebufferState() const {
|
||||
// Framebuffer
|
||||
if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
|
||||
|
@ -435,7 +435,9 @@ void OpenGLState::Apply() const {
|
|||
if (draw.draw_framebuffer != cur_state.draw.draw_framebuffer) {
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw.draw_framebuffer);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::ApplyVertexBufferState() const {
|
||||
// Vertex array
|
||||
if (draw.vertex_array != cur_state.draw.vertex_array) {
|
||||
glBindVertexArray(draw.vertex_array);
|
||||
|
@ -445,7 +447,11 @@ void OpenGLState::Apply() const {
|
|||
if (draw.vertex_buffer != cur_state.draw.vertex_buffer) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, draw.vertex_buffer);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLState::Apply() const {
|
||||
ApplyFramebufferState();
|
||||
ApplyVertexBufferState();
|
||||
// Uniform buffer
|
||||
if (draw.uniform_buffer != cur_state.draw.uniform_buffer) {
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, draw.uniform_buffer);
|
||||
|
|
|
@ -181,6 +181,10 @@ public:
|
|||
}
|
||||
/// Apply this state as the current OpenGL state
|
||||
void Apply() const;
|
||||
/// Apply only the state afecting the framebuffer
|
||||
void ApplyFramebufferState() const;
|
||||
/// Apply only the state afecting the vertex buffer
|
||||
void ApplyVertexBufferState() const;
|
||||
/// Set the initial OpenGL state
|
||||
static void ApplyDefaultState();
|
||||
/// Resets any references to the given resource
|
||||
|
|
|
@ -159,8 +159,7 @@ inline GLenum TextureFilterMode(Tegra::Texture::TextureFilter filter_mode,
|
|||
}
|
||||
}
|
||||
}
|
||||
LOG_ERROR(Render_OpenGL, "Unimplemented texture filter mode={}",
|
||||
static_cast<u32>(filter_mode));
|
||||
LOG_ERROR(Render_OpenGL, "Unimplemented texture filter mode={}", static_cast<u32>(filter_mode));
|
||||
return GL_LINEAR;
|
||||
}
|
||||
|
||||
|
@ -206,7 +205,7 @@ inline GLenum DepthCompareFunc(Tegra::Texture::DepthCompareFunc func) {
|
|||
return GL_ALWAYS;
|
||||
}
|
||||
LOG_ERROR(Render_OpenGL, "Unimplemented texture depth compare function ={}",
|
||||
static_cast<u32>(func));
|
||||
static_cast<u32>(func));
|
||||
return GL_GREATER;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue