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gl_texture_cache: Attach surface textures instead of views
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fb94871791
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@ -83,10 +83,10 @@ struct FramebufferCacheKey {
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bool stencil_enable = false;
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std::array<GLenum, Maxwell::NumRenderTargets> color_attachments{};
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std::array<GLuint, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> colors{};
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std::array<CachedSurfaceView*, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> colors{};
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u32 colors_count = 0;
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GLuint zeta = 0;
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CachedSurfaceView* zeta = nullptr;
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auto Tie() const {
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return std::tie(is_single_buffer, stencil_enable, color_attachments, colors, colors_count,
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@ -367,25 +367,21 @@ void RasterizerOpenGL::SetupCachedFramebuffer(const FramebufferCacheKey& fbkey,
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if (fbkey.is_single_buffer) {
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if (fbkey.color_attachments[0] != GL_NONE) {
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glFramebufferTexture(GL_DRAW_FRAMEBUFFER, fbkey.color_attachments[0], fbkey.colors[0],
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0);
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fbkey.colors[0]->Attach(fbkey.color_attachments[0]);
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}
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glDrawBuffer(fbkey.color_attachments[0]);
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} else {
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for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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if (fbkey.colors[index]) {
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glFramebufferTexture(GL_DRAW_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index),
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fbkey.colors[index], 0);
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fbkey.colors[index]->Attach(GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index));
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}
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}
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glDrawBuffers(fbkey.colors_count, fbkey.color_attachments.data());
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}
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if (fbkey.zeta) {
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GLenum zeta_attachment =
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fbkey.stencil_enable ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
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glFramebufferTexture(GL_DRAW_FRAMEBUFFER, zeta_attachment, fbkey.zeta, 0);
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fbkey.zeta->Attach(fbkey.stencil_enable ? GL_DEPTH_STENCIL_ATTACHMENT
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: GL_DEPTH_ATTACHMENT);
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}
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}
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@ -509,7 +505,7 @@ std::pair<bool, bool> RasterizerOpenGL::ConfigureFramebuffers(
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fbkey.is_single_buffer = true;
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fbkey.color_attachments[0] =
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GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(*single_color_target);
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fbkey.colors[0] = color_surface != nullptr ? color_surface->GetTexture() : 0;
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fbkey.colors[0] = color_surface;
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} else {
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// Multiple color attachments are enabled
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for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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@ -529,7 +525,7 @@ std::pair<bool, bool> RasterizerOpenGL::ConfigureFramebuffers(
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fbkey.color_attachments[index] =
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GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
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fbkey.colors[index] = color_surface != nullptr ? color_surface->GetTexture() : 0;
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fbkey.colors[index] = color_surface;
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}
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fbkey.is_single_buffer = false;
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fbkey.colors_count = regs.rt_control.count;
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@ -544,7 +540,7 @@ std::pair<bool, bool> RasterizerOpenGL::ConfigureFramebuffers(
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// the shader doesn't actually write to it.
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depth_surface->MarkAsModified(true);
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fbkey.zeta = depth_surface->GetTexture();
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fbkey.zeta = depth_surface;
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fbkey.stencil_enable = regs.stencil_enable && depth_surface->GetSurfaceParams().GetType() ==
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SurfaceType::DepthStencil;
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}
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@ -428,13 +428,28 @@ CachedSurfaceView::CachedSurfaceView(CachedSurface& surface, ViewKey key)
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CachedSurfaceView::~CachedSurfaceView() = default;
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GLuint CachedSurfaceView::GetTexture() {
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// TODO(Rodrigo): Remove this entry and attach the super texture to the framebuffer through
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// legacy API (also dropping Intel driver issues).
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if (texture_view_2d.texture.handle == 0) {
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texture_view_2d = CreateTextureView(GL_TEXTURE_2D);
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void CachedSurfaceView::Attach(GLenum attachment) const {
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ASSERT(key.num_layers == 1 && key.num_levels == 1);
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switch (params.GetTarget()) {
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case SurfaceTarget::Texture1D:
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glFramebufferTexture1D(GL_DRAW_FRAMEBUFFER, attachment, surface.GetTarget(),
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surface.GetTexture(), key.base_level);
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break;
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case SurfaceTarget::Texture2D:
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, attachment, surface.GetTarget(),
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surface.GetTexture(), key.base_level);
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break;
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case SurfaceTarget::Texture1DArray:
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case SurfaceTarget::Texture2DArray:
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case SurfaceTarget::TextureCubemap:
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case SurfaceTarget::TextureCubeArray:
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glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, attachment, surface.GetTexture(),
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key.base_level, key.base_layer);
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break;
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default:
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UNIMPLEMENTED();
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}
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return texture_view_2d.texture.handle;
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}
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GLuint CachedSurfaceView::GetTexture(Tegra::Shader::TextureType texture_type, bool is_array,
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@ -73,7 +73,8 @@ public:
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explicit CachedSurfaceView(CachedSurface& surface, ViewKey key);
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~CachedSurfaceView();
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GLuint GetTexture();
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/// Attaches this texture view to the current bound GL_DRAW_FRAMEBUFFER
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void Attach(GLenum attachment) const;
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GLuint GetTexture(Tegra::Shader::TextureType texture_type, bool is_array,
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Tegra::Texture::SwizzleSource x_source,
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