OpenGL: Drop framebuffer completeness check.
This OpenGL call synchronize the worker thread of the nvidia blob. It can be verified on linux with the __GL_THREADED_OPTIMIZATIONS=1 environment variable. Those errors should not happen on tested drivers. It was used as a workaround for https://bugs.freedesktop.org/show_bug.cgi?id=94148
This commit is contained in:
parent
8d529a5cda
commit
d0d49bb951
|
@ -189,10 +189,6 @@ void RasterizerOpenGL::DrawTriangles() {
|
|||
GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
|
||||
(has_stencil && depth_surface != nullptr) ? depth_surface->texture.handle : 0, 0);
|
||||
|
||||
if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Sync the viewport
|
||||
// These registers hold half-width and half-height, so must be multiplied by 2
|
||||
GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_x).ToFloat32() * 2;
|
||||
|
@ -807,10 +803,6 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config)
|
|||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
|
||||
0);
|
||||
|
||||
if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
return false;
|
||||
}
|
||||
|
||||
GLfloat color_values[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
||||
|
||||
// TODO: Handle additional pixel format and fill value size combinations to accelerate more
|
||||
|
@ -895,10 +887,6 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config)
|
|||
dst_surface->texture.handle, 0);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
|
||||
|
||||
if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
return false;
|
||||
}
|
||||
|
||||
GLfloat value_float;
|
||||
if (dst_surface->pixel_format == CachedSurface::PixelFormat::D16) {
|
||||
value_float = config.value_32bit / 65535.0f; // 2^16 - 1
|
||||
|
@ -914,10 +902,6 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config)
|
|||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
|
||||
dst_surface->texture.handle, 0);
|
||||
|
||||
if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
return false;
|
||||
}
|
||||
|
||||
GLfloat value_float = (config.value_32bit & 0xFFFFFF) / 16777215.0f; // 2^24 - 1
|
||||
GLint value_int = (config.value_32bit >> 24);
|
||||
|
||||
|
|
|
@ -103,7 +103,7 @@ static void MortonCopyPixels(CachedSurface::PixelFormat pixel_format, u32 width,
|
|||
}
|
||||
}
|
||||
|
||||
bool RasterizerCacheOpenGL::BlitTextures(GLuint src_tex, GLuint dst_tex,
|
||||
void RasterizerCacheOpenGL::BlitTextures(GLuint src_tex, GLuint dst_tex,
|
||||
CachedSurface::SurfaceType type,
|
||||
const MathUtil::Rectangle<int>& src_rect,
|
||||
const MathUtil::Rectangle<int>& dst_rect) {
|
||||
|
@ -158,21 +158,14 @@ bool RasterizerCacheOpenGL::BlitTextures(GLuint src_tex, GLuint dst_tex,
|
|||
buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
|
||||
}
|
||||
|
||||
bool can_blit = OpenGLState::CheckFBStatus(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE &&
|
||||
OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
|
||||
|
||||
if (can_blit) {
|
||||
glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
|
||||
dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, buffers,
|
||||
buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
|
||||
}
|
||||
glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left,
|
||||
dst_rect.top, dst_rect.right, dst_rect.bottom, buffers,
|
||||
buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
|
||||
|
||||
// Restore previous framebuffer bindings
|
||||
cur_state.draw.read_framebuffer = old_fbs[0];
|
||||
cur_state.draw.draw_framebuffer = old_fbs[1];
|
||||
cur_state.Apply();
|
||||
|
||||
return can_blit;
|
||||
}
|
||||
|
||||
bool RasterizerCacheOpenGL::TryBlitSurfaces(CachedSurface* src_surface,
|
||||
|
@ -186,9 +179,9 @@ bool RasterizerCacheOpenGL::TryBlitSurfaces(CachedSurface* src_surface,
|
|||
return false;
|
||||
}
|
||||
|
||||
return BlitTextures(src_surface->texture.handle, dst_surface->texture.handle,
|
||||
CachedSurface::GetFormatType(src_surface->pixel_format), src_rect,
|
||||
dst_rect);
|
||||
BlitTextures(src_surface->texture.handle, dst_surface->texture.handle,
|
||||
CachedSurface::GetFormatType(src_surface->pixel_format), src_rect, dst_rect);
|
||||
return true;
|
||||
}
|
||||
|
||||
static void AllocateSurfaceTexture(GLuint texture, CachedSurface::PixelFormat pixel_format,
|
||||
|
|
|
@ -187,7 +187,7 @@ public:
|
|||
~RasterizerCacheOpenGL();
|
||||
|
||||
/// Blits one texture to another
|
||||
bool BlitTextures(GLuint src_tex, GLuint dst_tex, CachedSurface::SurfaceType type,
|
||||
void BlitTextures(GLuint src_tex, GLuint dst_tex, CachedSurface::SurfaceType type,
|
||||
const MathUtil::Rectangle<int>& src_rect,
|
||||
const MathUtil::Rectangle<int>& dst_rect);
|
||||
|
||||
|
|
|
@ -232,19 +232,6 @@ void OpenGLState::Apply() const {
|
|||
cur_state = *this;
|
||||
}
|
||||
|
||||
GLenum OpenGLState::CheckFBStatus(GLenum target) {
|
||||
GLenum fb_status = glCheckFramebufferStatus(target);
|
||||
if (fb_status != GL_FRAMEBUFFER_COMPLETE) {
|
||||
const char* fb_description =
|
||||
(target == GL_READ_FRAMEBUFFER ? "READ"
|
||||
: (target == GL_DRAW_FRAMEBUFFER ? "DRAW" : "UNK"));
|
||||
LOG_CRITICAL(Render_OpenGL, "OpenGL %s framebuffer check failed, status %X", fb_description,
|
||||
fb_status);
|
||||
}
|
||||
|
||||
return fb_status;
|
||||
}
|
||||
|
||||
void OpenGLState::ResetTexture(GLuint handle) {
|
||||
for (auto& unit : cur_state.texture_units) {
|
||||
if (unit.texture_2d == handle) {
|
||||
|
|
|
@ -90,9 +90,6 @@ public:
|
|||
/// Apply this state as the current OpenGL state
|
||||
void Apply() const;
|
||||
|
||||
/// Check the status of the current OpenGL read or draw framebuffer configuration
|
||||
static GLenum CheckFBStatus(GLenum target);
|
||||
|
||||
/// Resets and unbinds any references to the given resource in the current OpenGL state
|
||||
static void ResetTexture(GLuint handle);
|
||||
static void ResetSampler(GLuint handle);
|
||||
|
|
Loading…
Reference in a new issue