GL: Eliminiate most redundant state setting calls at draw time
This commit is contained in:
parent
8987fa93c2
commit
4fa79f1503
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@ -6,6 +6,7 @@
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Log_SetChannel(GL);
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static u32 s_next_bad_shader_id = 1;
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static GLuint s_last_program_id = 0;
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namespace GL {
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@ -63,6 +64,11 @@ GLuint Program::CompileShader(GLenum type, const char* source)
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return id;
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}
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void Program::ResetLastProgram()
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{
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s_last_program_id = 0;
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}
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bool Program::Compile(const char* vertex_shader, const char* fragment_shader)
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{
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GLuint vertex_shader_id = CompileShader(GL_VERTEX_SHADER, vertex_shader);
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@ -138,7 +144,11 @@ bool Program::Link()
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void Program::Bind() const
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{
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if (s_last_program_id == m_program_id)
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return;
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glUseProgram(m_program_id);
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s_last_program_id = m_program_id;
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}
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void Program::Destroy()
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@ -11,6 +11,7 @@ public:
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~Program();
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static GLuint CompileShader(GLenum type, const char* source);
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static void ResetLastProgram();
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bool IsVaild() const { return m_program_id != 0; }
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@ -135,6 +135,10 @@ bool GPU::DoState(StateWrapper& sw)
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return !sw.HasError();
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}
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void GPU::ResetGraphicsAPIState() {}
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void GPU::RestoreGraphicsAPIState() {}
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void GPU::RenderStatistics() {}
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void GPU::RenderDebugMenu()
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@ -445,17 +449,29 @@ void GPU::WriteGP0(u32 value)
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case 0xE3: // Set drawing area top left
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{
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m_drawing_area.left = param & UINT32_C(0x3FF);
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m_drawing_area.top = (param >> 10) & UINT32_C(0x1FF);
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Log_DebugPrintf("Set drawing area top-left: (%u, %u)", m_drawing_area.left, m_drawing_area.top);
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const u32 left = param & UINT32_C(0x3FF);
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const u32 top = (param >> 10) & UINT32_C(0x1FF);
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Log_DebugPrintf("Set drawing area top-left: (%u, %u)", left, top);
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if (m_drawing_area.left != left || m_drawing_area.top != top)
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{
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m_drawing_area.left = left;
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m_drawing_area.top = top;
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UpdateDrawingArea();
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}
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}
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break;
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case 0xE4: // Set drawing area bottom right
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{
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m_drawing_area.right = param & UINT32_C(0x3FF);
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m_drawing_area.bottom = (param >> 10) & UINT32_C(0x1FF);
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const u32 right = param & UINT32_C(0x3FF);
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const u32 bottom = (param >> 10) & UINT32_C(0x1FF);
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Log_DebugPrintf("Set drawing area bottom-right: (%u, %u)", m_drawing_area.right, m_drawing_area.bottom);
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if (m_drawing_area.right != right || m_drawing_area.bottom != bottom)
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{
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m_drawing_area.right = right;
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m_drawing_area.bottom = bottom;
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UpdateDrawingArea();
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}
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}
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break;
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@ -772,6 +788,8 @@ bool GPU::HandleCopyRectangleVRAMToVRAMCommand()
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void GPU::UpdateDisplay() {}
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void GPU::UpdateDrawingArea() {}
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void GPU::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer) {}
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void GPU::FillVRAM(u32 x, u32 y, u32 width, u32 height, u16 color) {}
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@ -35,6 +35,10 @@ public:
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virtual void Reset();
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virtual bool DoState(StateWrapper& sw);
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// Graphics API state reset/restore - call when drawing the UI etc.
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virtual void ResetGraphicsAPIState();
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virtual void RestoreGraphicsAPIState();
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// Render statistics debug window.
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virtual void RenderStatistics();
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@ -198,6 +202,7 @@ protected:
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// Rendering in the backend
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virtual void UpdateDisplay();
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virtual void UpdateDrawingArea();
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virtual void ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer);
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virtual void FillVRAM(u32 x, u32 y, u32 width, u32 height, u16 color);
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virtual void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data);
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@ -26,6 +26,7 @@ bool GPU_HW_OpenGL::Initialize(System* system, DMA* dma, InterruptController* in
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return false;
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m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT, 1.0f);
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RestoreGraphicsAPIState();
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return true;
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}
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@ -36,6 +37,37 @@ void GPU_HW_OpenGL::Reset()
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ClearFramebuffer();
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}
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void GPU_HW_OpenGL::ResetGraphicsAPIState()
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{
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GPU_HW::ResetGraphicsAPIState();
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glEnable(GL_CULL_FACE);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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glLineWidth(1.0f);
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glBindVertexArray(0);
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}
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void GPU_HW_OpenGL::RestoreGraphicsAPIState()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_vram_fbo);
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glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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glDepthMask(GL_FALSE);
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glLineWidth(static_cast<float>(m_resolution_scale));
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UpdateDrawingArea();
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m_last_transparency_enable = false;
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glDisable(GL_BLEND);
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
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glBindVertexArray(m_vao_id);
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}
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void GPU_HW_OpenGL::RenderStatistics()
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{
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GPU_HW::RenderStatistics();
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@ -156,6 +188,7 @@ void GPU_HW_OpenGL::CreateFramebuffer()
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linear_filter ? GL_LINEAR : GL_NEAREST);
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glDeleteFramebuffers(1, &old_vram_fbo);
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glEnable(GL_SCISSOR_TEST);
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old_vram_texture.reset();
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}
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@ -187,15 +220,16 @@ void GPU_HW_OpenGL::CreateFramebuffer()
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glBindFramebuffer(GL_FRAMEBUFFER, m_display_fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_display_texture->GetGLId(), 0);
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Assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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glBindFramebuffer(GL_FRAMEBUFFER, m_vram_fbo);
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}
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void GPU_HW_OpenGL::ClearFramebuffer()
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{
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// TODO: get rid of the FBO switches
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glBindFramebuffer(GL_FRAMEBUFFER, m_vram_fbo);
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glDisable(GL_SCISSOR_TEST);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glEnable(GL_SCISSOR_TEST);
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m_vram_read_texture_dirty = true;
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}
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@ -305,7 +339,7 @@ bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, bool textured, bool blendi
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return true;
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}
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void GPU_HW_OpenGL::SetProgram()
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void GPU_HW_OpenGL::SetDrawState()
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{
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const GL::Program& prog =
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m_render_programs[BoolToUInt32(m_batch.texture_enable)][BoolToUInt32(m_batch.texture_blending_enable)]
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@ -326,14 +360,30 @@ void GPU_HW_OpenGL::SetProgram()
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if (m_batch.texture_enable)
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m_vram_read_texture->Bind();
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if (m_last_transparency_enable != m_batch.transparency_enable ||
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(!m_last_transparency_enable && m_last_transparency_mode != m_batch.transparency_mode))
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{
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m_last_transparency_enable = m_batch.texture_enable;
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m_last_transparency_mode = m_batch.transparency_mode;
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if (!m_batch.transparency_enable)
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{
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glDisable(GL_BLEND);
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}
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else
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{
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glEnable(GL_BLEND);
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glBlendEquationSeparate(m_batch.transparency_mode == GPU::TransparencyMode::BackgroundMinusForeground ?
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GL_FUNC_REVERSE_SUBTRACT :
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GL_FUNC_ADD,
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GL_FUNC_ADD);
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glBlendFuncSeparate(GL_ONE, GL_SRC_ALPHA, GL_ONE, GL_ZERO);
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}
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}
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}
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void GPU_HW_OpenGL::SetViewport()
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{
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glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
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}
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void GPU_HW_OpenGL::SetScissor()
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void GPU_HW_OpenGL::UpdateDrawingArea()
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{
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int left, top, right, bottom;
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CalcScissorRect(&left, &top, &right, &bottom);
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@ -347,22 +397,6 @@ void GPU_HW_OpenGL::SetScissor()
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glScissor(x, y, width, height);
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}
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void GPU_HW_OpenGL::SetBlendState()
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{
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if (!m_batch.transparency_enable)
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{
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glDisable(GL_BLEND);
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return;
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}
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glEnable(GL_BLEND);
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glBlendEquationSeparate(m_batch.transparency_mode == GPU::TransparencyMode::BackgroundMinusForeground ?
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GL_FUNC_REVERSE_SUBTRACT :
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GL_FUNC_ADD,
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GL_FUNC_ADD);
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glBlendFuncSeparate(GL_ONE, GL_SRC_ALPHA, GL_ONE, GL_ZERO);
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}
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void GPU_HW_OpenGL::UpdateDisplay()
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{
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GPU_HW::UpdateDisplay();
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@ -415,7 +449,9 @@ void GPU_HW_OpenGL::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer)
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glBlitFramebuffer(scaled_x, texture_height - scaled_y - height, scaled_x + scaled_width, scaled_y + scaled_height,
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0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_vram_downsample_fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo);
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glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, temp_buffer.data());
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glEnable(GL_SCISSOR_TEST);
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}
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else
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{
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@ -457,8 +493,6 @@ void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u16 color)
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width *= m_resolution_scale;
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height *= m_resolution_scale;
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glBindFramebuffer(GL_FRAMEBUFFER, m_vram_fbo);
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glEnable(GL_SCISSOR_TEST);
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glScissor(x, m_vram_texture->GetHeight() - y - height, width, height);
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@ -466,6 +500,7 @@ void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u16 color)
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glClearColor(r, g, b, a);
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glClear(GL_COLOR_BUFFER_BIT);
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UpdateDrawingArea();
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InvalidateVRAMReadCache();
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}
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@ -517,9 +552,9 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
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const u32 scaled_flipped_y = m_vram_texture->GetHeight() - scaled_y - scaled_height;
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glDisable(GL_SCISSOR_TEST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_vram_downsample_fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo);
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glBlitFramebuffer(x, flipped_y, x + width, flipped_y + height, scaled_x, scaled_flipped_y, scaled_x + scaled_width,
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scaled_flipped_y + scaled_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glEnable(GL_SCISSOR_TEST);
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}
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}
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@ -540,6 +575,7 @@ void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 wid
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glBindFramebuffer(GL_FRAMEBUFFER, m_vram_fbo);
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glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glEnable(GL_SCISSOR_TEST);
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InvalidateVRAMReadCache();
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}
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@ -565,21 +601,9 @@ void GPU_HW_OpenGL::FlushRender()
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m_stats.num_batches++;
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m_stats.num_vertices += static_cast<u32>(m_batch.vertices.size());
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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glDepthMask(GL_FALSE);
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glLineWidth(static_cast<float>(m_resolution_scale));
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SetProgram();
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SetViewport();
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SetScissor();
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SetBlendState();
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glBindFramebuffer(GL_FRAMEBUFFER, m_vram_fbo);
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glBindVertexArray(m_vao_id);
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SetDrawState();
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Assert((m_batch.vertices.size() * sizeof(HWVertex)) <= VERTEX_BUFFER_SIZE);
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
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glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizei>(sizeof(HWVertex) * m_batch.vertices.size()),
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m_batch.vertices.data());
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@ -15,11 +15,16 @@ public:
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bool Initialize(System* system, DMA* dma, InterruptController* interrupt_controller, Timers* timers) override;
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void Reset() override;
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void ResetGraphicsAPIState() override;
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void RestoreGraphicsAPIState() override;
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void RenderStatistics() override;
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void UpdateSettings() override;
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protected:
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void UpdateDisplay() override;
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void UpdateDrawingArea() override;
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void ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer) override;
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void FillVRAM(u32 x, u32 y, u32 width, u32 height, u16 color) override;
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void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) override;
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@ -48,10 +53,7 @@ private:
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bool CompilePrograms();
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bool CompileProgram(GL::Program& prog, bool textured, bool blending, bool transparent, TextureColorMode texture_color_mode);
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void SetProgram();
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void SetViewport();
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void SetScissor();
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void SetBlendState();
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void SetDrawState();
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// downsample texture - used for readbacks at >1xIR.
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std::unique_ptr<GL::Texture> m_vram_texture;
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@ -69,6 +71,8 @@ private:
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GLuint m_attributeless_vao_id = 0;
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bool m_vram_read_texture_dirty = true;
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bool m_last_transparency_enable = false;
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TransparencyMode m_last_transparency_mode = TransparencyMode::BackgroundMinusForeground;
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std::array<std::array<std::array<std::array<GL::Program, 3>, 2>, 2>, 2> m_render_programs;
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std::array<GL::Program, 3> m_texture_page_programs;
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@ -388,8 +388,9 @@ bool SDLInterface::PassEventToImGui(const SDL_Event* event)
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void SDLInterface::Render()
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{
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m_system->GetGPU()->ResetGraphicsAPIState();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDisable(GL_SCISSOR_TEST);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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@ -405,6 +406,9 @@ void SDLInterface::Render()
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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GL::Program::ResetLastProgram();
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m_system->GetGPU()->RestoreGraphicsAPIState();
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}
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static std::tuple<int, int, int, int> CalculateDrawRect(int window_width, int window_height, float display_ratio)
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