OGL: Rewrite POKE_Z with a draw call
It's now also merged and it should be faster than the glClear way.
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2b5945ae07
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84b13de538
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@ -38,9 +38,9 @@ GLuint FramebufferManager::m_resolvedDepthTexture;
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SHADER FramebufferManager::m_pixel_format_shaders[2];
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// EFB pokes
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GLuint FramebufferManager::m_EfbColorPokes_VBO;
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GLuint FramebufferManager::m_EfbColorPokes_VAO;
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SHADER FramebufferManager::m_EfbColorPokes;
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GLuint FramebufferManager::m_EfbPokes_VBO;
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GLuint FramebufferManager::m_EfbPokes_VAO;
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SHADER FramebufferManager::m_EfbPokes;
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FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
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{
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@ -315,29 +315,36 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str(), (m_EFBLayers > 1) ? gs.c_str() : nullptr);
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ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str(), (m_EFBLayers > 1) ? gs.c_str() : nullptr);
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ProgramShaderCache::CompileShader(m_EfbColorPokes,
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ProgramShaderCache::CompileShader(m_EfbPokes,
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StringFromFormat(
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"in vec2 rawpos;\n"
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"in vec4 color0;\n"
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"in vec4 color0;\n" // color
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"in int color1;\n" // depth
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"out vec4 v_c;\n"
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"out float v_z;\n"
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"void main(void) {\n"
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" gl_Position = vec4(((rawpos + 0.5) / vec2(640.0, 528.0) * 2.0 - 1.0) * vec2(1.0, -1.0), 0.0, 1.0);\n"
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" gl_PointSize = %d.0 / 640.0;\n"
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" v_c = color0;\n"
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" v_c = color0.bgra;\n"
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" v_z = (color1 & 0xFFFFFF) / 16777216.0;\n"
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"}\n", m_targetWidth).c_str(),
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StringFromFormat(
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"in vec4 %s_c;\n"
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"in float %s_z;\n"
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"out vec4 ocol0;\n"
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"void main(void) {\n"
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" ocol0 = %s_c.bgra;\n"
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"}\n", m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v").c_str(),
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" ocol0 = %s_c;\n"
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" gl_FragDepth = %s_z;\n"
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"}\n", m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v").c_str(),
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m_EFBLayers > 1 ? StringFromFormat(
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"layout(points) in;\n"
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"layout(points, max_vertices = %d) out;\n"
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"in vec4 v_c[1];\n"
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"in float v_z[1];\n"
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"out vec4 g_c;\n"
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"out float g_z;\n"
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"void main()\n"
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"{\n"
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" for (int j = 0; j < %d; ++j) {\n"
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@ -345,18 +352,21 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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" gl_Position = gl_in[0].gl_Position;\n"
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" gl_PointSize = %d.0 / 640.0;\n"
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" g_c = v_c[0];\n"
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" g_z = v_z[0];\n"
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" EmitVertex();\n"
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" EndPrimitive();\n"
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" }\n"
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"}\n", m_EFBLayers, m_EFBLayers, m_targetWidth).c_str() : nullptr);
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glGenBuffers(1, &m_EfbColorPokes_VBO);
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glGenVertexArrays(1, &m_EfbColorPokes_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, m_EfbColorPokes_VBO);
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glBindVertexArray(m_EfbColorPokes_VAO );
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glGenBuffers(1, &m_EfbPokes_VBO);
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glGenVertexArrays(1, &m_EfbPokes_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, m_EfbPokes_VBO);
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glBindVertexArray(m_EfbPokes_VAO );
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glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_UNSIGNED_SHORT, 0, sizeof(EfbPokeData), (void*)offsetof(EfbPokeData, x));
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glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB);
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glVertexAttribPointer(SHADER_COLOR0_ATTRIB, 4, GL_UNSIGNED_BYTE, 1, sizeof(EfbPokeData), (void*)offsetof(EfbPokeData, data));
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glEnableVertexAttribArray(SHADER_COLOR1_ATTRIB);
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glVertexAttribIPointer(SHADER_COLOR1_ATTRIB, 1, GL_INT, sizeof(EfbPokeData), (void*)offsetof(EfbPokeData, data));
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if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
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glEnable(GL_PROGRAM_POINT_SIZE);
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@ -399,11 +409,11 @@ FramebufferManager::~FramebufferManager()
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m_pixel_format_shaders[1].Destroy();
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// EFB pokes
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glDeleteBuffers(1, &m_EfbColorPokes_VBO);
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glDeleteVertexArrays(1, &m_EfbColorPokes_VAO);
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m_EfbColorPokes_VBO = 0;
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m_EfbColorPokes_VAO = 0;
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m_EfbColorPokes.Destroy();
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glDeleteBuffers(1, &m_EfbPokes_VBO);
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glDeleteVertexArrays(1, &m_EfbPokes_VAO);
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m_EfbPokes_VBO = 0;
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m_EfbPokes_VAO = 0;
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m_EfbPokes.Destroy();
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}
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GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
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@ -602,17 +612,21 @@ void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height
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}
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void FramebufferManager::PokeEFB(EFBAccessType type, const std::vector<EfbPokeData>& data)
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{
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switch (type)
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{
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case POKE_COLOR:
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{
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g_renderer->ResetAPIState();
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glBindVertexArray(m_EfbColorPokes_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, m_EfbColorPokes_VBO);
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if (type == POKE_Z)
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{
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glDepthMask(GL_TRUE);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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}
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glBindVertexArray(m_EfbPokes_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, m_EfbPokes_VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(EfbPokeData) * data.size(), data.data(), GL_STREAM_DRAW);
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m_EfbColorPokes.Bind();
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m_EfbPokes.Bind();
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glViewport(0, 0, m_targetWidth, m_targetHeight);
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glDrawArrays(GL_POINTS, 0, (GLsizei)data.size());
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@ -620,12 +634,6 @@ void FramebufferManager::PokeEFB(EFBAccessType type, const std::vector<EfbPokeDa
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// TODO: Could just update the EFB cache with the new value
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ClearEFBCache();
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break;
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}
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default:
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break;
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}
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}
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} // namespace OGL
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@ -119,9 +119,9 @@ private:
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static SHADER m_pixel_format_shaders[2];
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// For EFB pokes
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static GLuint m_EfbColorPokes_VBO;
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static GLuint m_EfbColorPokes_VAO;
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static SHADER m_EfbColorPokes;
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static GLuint m_EfbPokes_VBO;
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static GLuint m_EfbPokes_VAO;
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static SHADER m_EfbPokes;
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};
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} // namespace OGL
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@ -1107,6 +1107,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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}
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case POKE_COLOR:
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case POKE_Z:
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{
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std::vector<EfbPokeData> vector;
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EfbPokeData d;
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@ -1118,26 +1119,6 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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break;
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}
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case POKE_Z:
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{
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ResetAPIState();
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glDepthMask(GL_TRUE);
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glClearDepthf(float(poke_data & 0xFFFFFF) / 16777216.0f);
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glEnable(GL_SCISSOR_TEST);
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glScissor(targetPixelRc.left, targetPixelRc.bottom, targetPixelRc.GetWidth(), targetPixelRc.GetHeight());
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glClear(GL_DEPTH_BUFFER_BIT);
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RestoreAPIState();
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// TODO: Could just update the EFB cache with the new value
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ClearEFBCache();
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break;
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}
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default:
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break;
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}
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@ -1146,19 +1127,8 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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}
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void Renderer::PokeEFB(EFBAccessType type, const std::vector<EfbPokeData>& data)
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{
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switch(type)
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{
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case POKE_COLOR:
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{
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FramebufferManager::PokeEFB(type, data);
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break;
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}
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default:
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::Renderer::PokeEFB(type, data);
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break;
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}
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}
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u16 Renderer::BBoxRead(int index)
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