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