OGL: Rewrite POKE_Z with a draw call

It's now also merged and it should be faster than the glClear way.
This commit is contained in:
degasus 2015-05-29 09:55:45 +02:00
parent 2b5945ae07
commit 84b13de538
3 changed files with 50 additions and 72 deletions

View File

@ -38,9 +38,9 @@ GLuint FramebufferManager::m_resolvedDepthTexture;
SHADER FramebufferManager::m_pixel_format_shaders[2];
// EFB pokes
GLuint FramebufferManager::m_EfbColorPokes_VBO;
GLuint FramebufferManager::m_EfbColorPokes_VAO;
SHADER FramebufferManager::m_EfbColorPokes;
GLuint FramebufferManager::m_EfbPokes_VBO;
GLuint FramebufferManager::m_EfbPokes_VAO;
SHADER FramebufferManager::m_EfbPokes;
FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int msaaSamples)
{
@ -315,29 +315,36 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6.c_str(), (m_EFBLayers > 1) ? gs.c_str() : nullptr);
ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8.c_str(), (m_EFBLayers > 1) ? gs.c_str() : nullptr);
ProgramShaderCache::CompileShader(m_EfbColorPokes,
ProgramShaderCache::CompileShader(m_EfbPokes,
StringFromFormat(
"in vec2 rawpos;\n"
"in vec4 color0;\n"
"in vec4 color0;\n" // color
"in int color1;\n" // depth
"out vec4 v_c;\n"
"out float v_z;\n"
"void main(void) {\n"
" 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"
" gl_PointSize = %d.0 / 640.0;\n"
" v_c = color0;\n"
" v_c = color0.bgra;\n"
" v_z = (color1 & 0xFFFFFF) / 16777216.0;\n"
"}\n", m_targetWidth).c_str(),
StringFromFormat(
"in vec4 %s_c;\n"
"in float %s_z;\n"
"out vec4 ocol0;\n"
"void main(void) {\n"
" ocol0 = %s_c.bgra;\n"
"}\n", m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v").c_str(),
" ocol0 = %s_c;\n"
" gl_FragDepth = %s_z;\n"
"}\n", m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v").c_str(),
m_EFBLayers > 1 ? StringFromFormat(
"layout(points) in;\n"
"layout(points, max_vertices = %d) out;\n"
"in vec4 v_c[1];\n"
"in float v_z[1];\n"
"out vec4 g_c;\n"
"out float g_z;\n"
"void main()\n"
"{\n"
" for (int j = 0; j < %d; ++j) {\n"
@ -345,18 +352,21 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
" gl_Position = gl_in[0].gl_Position;\n"
" gl_PointSize = %d.0 / 640.0;\n"
" g_c = v_c[0];\n"
" g_z = v_z[0];\n"
" EmitVertex();\n"
" EndPrimitive();\n"
" }\n"
"}\n", m_EFBLayers, m_EFBLayers, m_targetWidth).c_str() : nullptr);
glGenBuffers(1, &m_EfbColorPokes_VBO);
glGenVertexArrays(1, &m_EfbColorPokes_VAO);
glBindBuffer(GL_ARRAY_BUFFER, m_EfbColorPokes_VBO);
glBindVertexArray(m_EfbColorPokes_VAO );
glGenBuffers(1, &m_EfbPokes_VBO);
glGenVertexArrays(1, &m_EfbPokes_VAO);
glBindBuffer(GL_ARRAY_BUFFER, m_EfbPokes_VBO);
glBindVertexArray(m_EfbPokes_VAO );
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_UNSIGNED_SHORT, 0, sizeof(EfbPokeData), (void*)offsetof(EfbPokeData, x));
glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB);
glVertexAttribPointer(SHADER_COLOR0_ATTRIB, 4, GL_UNSIGNED_BYTE, 1, sizeof(EfbPokeData), (void*)offsetof(EfbPokeData, data));
glEnableVertexAttribArray(SHADER_COLOR1_ATTRIB);
glVertexAttribIPointer(SHADER_COLOR1_ATTRIB, 1, GL_INT, sizeof(EfbPokeData), (void*)offsetof(EfbPokeData, data));
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
glEnable(GL_PROGRAM_POINT_SIZE);
@ -399,11 +409,11 @@ FramebufferManager::~FramebufferManager()
m_pixel_format_shaders[1].Destroy();
// EFB pokes
glDeleteBuffers(1, &m_EfbColorPokes_VBO);
glDeleteVertexArrays(1, &m_EfbColorPokes_VAO);
m_EfbColorPokes_VBO = 0;
m_EfbColorPokes_VAO = 0;
m_EfbColorPokes.Destroy();
glDeleteBuffers(1, &m_EfbPokes_VBO);
glDeleteVertexArrays(1, &m_EfbPokes_VAO);
m_EfbPokes_VBO = 0;
m_EfbPokes_VAO = 0;
m_EfbPokes.Destroy();
}
GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
@ -603,16 +613,20 @@ void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height
void FramebufferManager::PokeEFB(EFBAccessType type, const std::vector<EfbPokeData>& data)
{
switch (type)
{
case POKE_COLOR:
{
g_renderer->ResetAPIState();
glBindVertexArray(m_EfbColorPokes_VAO);
glBindBuffer(GL_ARRAY_BUFFER, m_EfbColorPokes_VBO);
if (type == POKE_Z)
{
glDepthMask(GL_TRUE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
}
glBindVertexArray(m_EfbPokes_VAO);
glBindBuffer(GL_ARRAY_BUFFER, m_EfbPokes_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(EfbPokeData) * data.size(), data.data(), GL_STREAM_DRAW);
m_EfbColorPokes.Bind();
m_EfbPokes.Bind();
glViewport(0, 0, m_targetWidth, m_targetHeight);
glDrawArrays(GL_POINTS, 0, (GLsizei)data.size());
@ -620,12 +634,6 @@ void FramebufferManager::PokeEFB(EFBAccessType type, const std::vector<EfbPokeDa
// TODO: Could just update the EFB cache with the new value
ClearEFBCache();
break;
}
default:
break;
}
}
} // namespace OGL

View File

@ -119,9 +119,9 @@ private:
static SHADER m_pixel_format_shaders[2];
// For EFB pokes
static GLuint m_EfbColorPokes_VBO;
static GLuint m_EfbColorPokes_VAO;
static SHADER m_EfbColorPokes;
static GLuint m_EfbPokes_VBO;
static GLuint m_EfbPokes_VAO;
static SHADER m_EfbPokes;
};
} // namespace OGL

View File

@ -1107,6 +1107,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
}
case POKE_COLOR:
case POKE_Z:
{
std::vector<EfbPokeData> vector;
EfbPokeData d;
@ -1118,26 +1119,6 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
break;
}
case POKE_Z:
{
ResetAPIState();
glDepthMask(GL_TRUE);
glClearDepthf(float(poke_data & 0xFFFFFF) / 16777216.0f);
glEnable(GL_SCISSOR_TEST);
glScissor(targetPixelRc.left, targetPixelRc.bottom, targetPixelRc.GetWidth(), targetPixelRc.GetHeight());
glClear(GL_DEPTH_BUFFER_BIT);
RestoreAPIState();
// TODO: Could just update the EFB cache with the new value
ClearEFBCache();
break;
}
default:
break;
}
@ -1147,18 +1128,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
void Renderer::PokeEFB(EFBAccessType type, const std::vector<EfbPokeData>& data)
{
switch(type)
{
case POKE_COLOR:
{
FramebufferManager::PokeEFB(type, data);
break;
}
default:
::Renderer::PokeEFB(type, data);
break;
}
}
u16 Renderer::BBoxRead(int index)