GPU/HW: Track dirty area of VRAM shadow texture via drawing area
This commit is contained in:
parent
65197d4350
commit
afbec85f89
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@ -38,8 +38,10 @@ void GPU::Reset()
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void GPU::SoftReset()
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{
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m_GPUSTAT.bits = 0x14802000;
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m_drawing_area = {};
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m_drawing_area.Set(0, 0, 0, 0);
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m_drawing_area_changed = true;
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m_drawing_offset = {};
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m_drawing_offset_changed = true;
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std::memset(&m_crtc_state, 0, sizeof(m_crtc_state));
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m_crtc_state.regs.display_address_start = 0;
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m_crtc_state.regs.horizontal_display_range = 0xC60260;
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@ -50,8 +52,6 @@ void GPU::SoftReset()
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m_render_state.texture_page_changed = true;
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UpdateGPUSTAT();
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UpdateCRTCConfig();
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UpdateDrawingArea();
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UpdateDrawingOffset();
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}
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bool GPU::DoState(StateWrapper& sw)
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@ -115,8 +115,8 @@ bool GPU::DoState(StateWrapper& sw)
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{
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m_render_state.texture_page_changed = true;
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m_render_state.texture_window_changed = true;
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UpdateDrawingArea();
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UpdateDrawingOffset();
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m_drawing_area_changed = true;
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m_drawing_offset_changed = true;
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UpdateGPUSTAT();
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}
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@ -665,10 +665,6 @@ void GPU::HandleGetGPUInfoCommand(u32 value)
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void GPU::UpdateDisplay() {}
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void GPU::UpdateDrawingArea() {}
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void GPU::UpdateDrawingOffset() {}
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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, u32 color) {}
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@ -1,5 +1,6 @@
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#pragma once
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#include "common/bitfield.h"
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#include "common/rectangle.h"
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#include "timers.h"
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#include "types.h"
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#include <array>
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@ -289,8 +290,6 @@ 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 UpdateDrawingOffset();
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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, u32 color);
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virtual void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data);
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@ -370,6 +369,21 @@ protected:
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(static_cast<u8>(TextureMode::Palette4Bit) | static_cast<u8>(TextureMode::Palette8Bit))) != 0;
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}
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/// Returns a rectangle comprising the texture page area.
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Common::Rectangle<u32> GetTexturePageRectangle() const
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{
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return Common::Rectangle<u32>::FromExtents(texture_page_x, texture_page_y, TEXTURE_PAGE_WIDTH,
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TEXTURE_PAGE_HEIGHT);
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}
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/// Returns a rectangle comprising the texture palette area.
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Common::Rectangle<u32> GetTexturePaletteRectangle() const
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{
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static constexpr std::array<u32, 4> palette_widths = {{16, 256, 0, 0}};
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return Common::Rectangle<u32>::FromExtents(texture_palette_x, texture_palette_y,
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palette_widths[static_cast<u8>(texture_mode) & 3], 1);
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}
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bool IsTexturePageChanged() const { return texture_page_changed; }
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void ClearTexturePageChangedFlag() { texture_page_changed = false; }
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@ -384,11 +398,7 @@ protected:
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void SetTextureWindow(u32 value);
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} m_render_state = {};
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struct DrawingArea
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{
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u32 left, top;
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u32 right, bottom;
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} m_drawing_area = {};
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Common::Rectangle<u32> m_drawing_area;
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struct DrawingOffset
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{
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@ -396,6 +406,9 @@ protected:
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s32 y;
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} m_drawing_offset = {};
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bool m_drawing_area_changed = false;
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bool m_drawing_offset_changed = false;
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struct CRTCState
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{
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struct Regs
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@ -110,11 +110,9 @@ bool GPU::HandleSetDrawingAreaTopLeftCommand(const u32*& command_ptr, u32 comman
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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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FlushRender();
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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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m_drawing_area_changed = true;
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}
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return true;
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@ -129,11 +127,9 @@ bool GPU::HandleSetDrawingAreaBottomRightCommand(const u32*& command_ptr, u32 co
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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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FlushRender();
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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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m_drawing_area_changed = true;
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}
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return true;
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@ -147,11 +143,9 @@ bool GPU::HandleSetDrawingOffsetCommand(const u32*& command_ptr, u32 command_siz
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Log_DebugPrintf("Set drawing offset (%d, %d)", m_drawing_offset.x, m_drawing_offset.y);
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if (m_drawing_offset.x != x || m_drawing_offset.y != y)
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{
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FlushRender();
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m_drawing_offset.x = x;
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m_drawing_offset.y = y;
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UpdateDrawingOffset();
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m_drawing_offset_changed = true;
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}
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return true;
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}
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@ -41,15 +41,6 @@ void GPU_HW::UpdateSettings()
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m_true_color = m_system->GetSettings().gpu_true_color;
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}
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void GPU_HW::UpdateDrawingOffset()
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{
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GPU::UpdateDrawingOffset();
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m_batch_ubo_data.u_pos_offset[0] = m_drawing_offset.x;
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m_batch_ubo_data.u_pos_offset[1] = m_drawing_offset.y;
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m_batch_ubo_dirty = true;
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}
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void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command_ptr)
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{
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const u32 texpage =
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@ -231,28 +222,14 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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if (m_render_state.IsTexturePageChanged())
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{
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m_render_state.ClearTexturePageChangedFlag();
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const u32 texture_page_left = m_render_state.texture_page_x;
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const u32 texture_page_right = m_render_state.texture_page_y + TEXTURE_PAGE_WIDTH;
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const u32 texture_page_top = m_render_state.texture_page_y;
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const u32 texture_page_bottom = texture_page_top + TEXTURE_PAGE_HEIGHT;
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const bool texture_page_overlaps =
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(texture_page_left < m_drawing_area.right && texture_page_right > m_drawing_area.left &&
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texture_page_top > m_drawing_area.bottom && texture_page_bottom < m_drawing_area.top);
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const u32 texture_palette_left = m_render_state.texture_palette_x;
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const u32 texture_palette_right = m_render_state.texture_palette_x + 256;
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const bool texture_palette_overlaps =
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m_render_state.IsUsingPalette() && texture_palette_left < m_drawing_area.right &&
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texture_palette_right > m_drawing_area.left && m_render_state.texture_palette_y < m_drawing_area.bottom &&
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m_render_state.texture_palette_y >= m_drawing_area.top;
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// we only need to update the copy texture if the render area intersects with the texture page
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if (texture_page_overlaps || texture_palette_overlaps)
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if (m_vram_dirty_rect.Valid() && (m_render_state.GetTexturePageRectangle().Intersects(m_vram_dirty_rect) ||
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m_render_state.GetTexturePaletteRectangle().Intersects(m_vram_dirty_rect)))
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{
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Log_WarningPrintf("Invalidating VRAM read cache due to drawing area overlap");
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if (!IsFlushed())
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FlushRender();
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InvalidateVRAMReadCache();
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Log_WarningPrintf("Invalidating VRAM read cache due to drawing area overlap");
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m_vram_read_texture_dirty = true;
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}
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}
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@ -267,7 +244,8 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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const bool buffer_overflow = GetBatchVertexSpace() < max_added_vertices;
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if (buffer_overflow || rc_primitive == BatchPrimitive::LineStrip || m_batch.texture_mode != texture_mode ||
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m_batch.transparency_mode != transparency_mode || m_batch.primitive != rc_primitive ||
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dithering_enable != m_batch.dithering || m_render_state.IsTextureWindowChanged())
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dithering_enable != m_batch.dithering || m_drawing_area_changed || m_drawing_offset_changed ||
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m_render_state.IsTextureWindowChanged())
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{
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FlushRender();
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}
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@ -282,6 +260,14 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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m_batch_ubo_dirty = true;
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}
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if (m_drawing_offset_changed)
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{
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m_drawing_offset_changed = false;
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m_batch_ubo_data.u_pos_offset[0] = m_drawing_offset.x;
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m_batch_ubo_data.u_pos_offset[1] = m_drawing_offset.y;
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m_batch_ubo_dirty = true;
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}
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// map buffer if it's not already done
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if (!m_batch_current_vertex_ptr)
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MapBatchVertexPointer(max_added_vertices);
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@ -102,12 +102,10 @@ protected:
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static_cast<float>(rgba >> 24) * (1.0f / 255.0f));
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}
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virtual void UpdateDrawingOffset() override;
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virtual void InvalidateVRAMReadCache() = 0;
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virtual void MapBatchVertexPointer(u32 required_vertices) = 0;
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void InvalidateVRAMReadTexture() { m_vram_read_texture_dirty = true; }
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u32 GetBatchVertexSpace() const { return static_cast<u32>(m_batch_end_vertex_ptr - m_batch_current_vertex_ptr); }
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u32 GetBatchVertexCount() const { return static_cast<u32>(m_batch_current_vertex_ptr - m_batch_start_vertex_ptr); }
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@ -135,6 +133,10 @@ protected:
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BatchUBOData m_batch_ubo_data = {};
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bool m_batch_ubo_dirty = true;
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// Bounding box of VRAM area that the GPU has drawn into.
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Common::Rectangle<u32> m_vram_dirty_rect;
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bool m_vram_read_texture_dirty = false;
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private:
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static BatchPrimitive GetPrimitiveForCommand(RenderCommand rc);
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@ -107,7 +107,7 @@ void GPU_HW_D3D11::RestoreGraphicsAPIState()
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m_context->OMSetRenderTargets(1, m_vram_texture.GetD3DRTVArray(), nullptr);
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m_context->RSSetState(m_cull_none_rasterizer_state.Get());
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SetViewport(0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
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m_drawing_area_changed = true;
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SetScissorFromDrawingArea();
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m_batch_ubo_dirty = true;
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}
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@ -172,11 +172,6 @@ void GPU_HW_D3D11::DrawRendererStatsWindow()
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ImGui::End();
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}
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void GPU_HW_D3D11::InvalidateVRAMReadCache()
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{
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m_vram_read_texture_dirty = true;
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}
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void GPU_HW_D3D11::MapBatchVertexPointer(u32 required_vertices)
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{
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Assert(!m_batch_start_vertex_ptr);
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@ -536,12 +531,8 @@ void GPU_HW_D3D11::SetDrawState(BatchRenderMode render_mode)
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if (m_drawing_area_changed)
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{
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m_drawing_area_changed = false;
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int left, top, right, bottom;
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CalcScissorRect(&left, &top, &right, &bottom);
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CD3D11_RECT rc(left, top, right, bottom);
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m_context->RSSetScissorRects(1, &rc);
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m_vram_dirty_rect.Include(m_drawing_area);
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SetScissorFromDrawingArea();
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}
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if (m_batch_ubo_dirty)
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@ -549,11 +540,18 @@ void GPU_HW_D3D11::SetDrawState(BatchRenderMode render_mode)
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UploadUniformBlock(&m_batch_ubo_data, sizeof(m_batch_ubo_data));
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m_batch_ubo_dirty = false;
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}
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if (m_vram_read_texture_dirty)
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UpdateVRAMReadTexture();
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}
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void GPU_HW_D3D11::UpdateDrawingArea()
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void GPU_HW_D3D11::SetScissorFromDrawingArea()
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{
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m_drawing_area_changed = true;
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int left, top, right, bottom;
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CalcScissorRect(&left, &top, &right, &bottom);
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CD3D11_RECT rc(left, top, right, bottom);
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m_context->RSSetScissorRects(1, &rc);
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}
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void GPU_HW_D3D11::UpdateDisplay()
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@ -659,7 +657,7 @@ void GPU_HW_D3D11::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
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DrawUtilityShader(m_fill_pixel_shader.Get(), uniforms, sizeof(uniforms));
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RestoreGraphicsAPIState();
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InvalidateVRAMReadCache();
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InvalidateVRAMReadTexture();
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}
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void GPU_HW_D3D11::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
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@ -678,7 +676,7 @@ void GPU_HW_D3D11::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* d
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DrawUtilityShader(m_vram_write_pixel_shader.Get(), uniforms, sizeof(uniforms));
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RestoreGraphicsAPIState();
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InvalidateVRAMReadCache();
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InvalidateVRAMReadTexture();
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m_stats.num_vram_writes++;
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}
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@ -693,13 +691,14 @@ void GPU_HW_D3D11::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 widt
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const CD3D11_BOX src_box(src_x, src_y, 0, src_x + width, src_y + height, 1);
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m_context->CopySubresourceRegion(m_vram_texture, 0, dst_x, dst_y, 0, m_vram_texture, 0, &src_box);
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InvalidateVRAMReadCache();
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InvalidateVRAMReadTexture();
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}
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void GPU_HW_D3D11::UpdateVRAMReadTexture()
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{
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m_stats.num_vram_read_texture_updates++;
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m_vram_read_texture_dirty = false;
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m_vram_dirty_rect.SetInvalid();
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const CD3D11_BOX src_box(0, 0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight(), 1);
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m_context->CopySubresourceRegion(m_vram_read_texture, 0, 0, 0, 0, m_vram_texture, 0, &src_box);
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@ -711,9 +710,6 @@ void GPU_HW_D3D11::FlushRender()
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if (vertex_count == 0)
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return;
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if (m_vram_read_texture_dirty)
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UpdateVRAMReadTexture();
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m_stats.num_batches++;
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m_stats.num_vertices += vertex_count;
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@ -30,13 +30,11 @@ public:
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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, u32 color) override;
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void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) override;
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void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override;
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void FlushRender() override;
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void InvalidateVRAMReadCache() override;
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void MapBatchVertexPointer(u32 required_vertices) override;
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private:
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@ -64,6 +62,7 @@ private:
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bool CompileShaders();
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void SetDrawState(BatchRenderMode render_mode);
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void SetScissorFromDrawingArea();
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void UploadUniformBlock(const void* data, u32 data_size);
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void SetViewport(u32 x, u32 y, u32 width, u32 height);
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void SetScissor(u32 x, u32 y, u32 width, u32 height);
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@ -117,7 +116,5 @@ private:
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GLStats m_stats = {};
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GLStats m_last_stats = {};
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bool m_vram_read_texture_dirty = true;
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bool m_drawing_area_changed = true;
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bool m_show_renderer_statistics = false;
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};
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@ -73,9 +73,10 @@ void GPU_HW_OpenGL::RestoreGraphicsAPIState()
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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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glBindVertexArray(m_vao_id);
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SetScissorFromDrawingArea();
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m_batch_ubo_dirty = true;
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}
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void GPU_HW_OpenGL::UpdateSettings()
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@ -139,11 +140,6 @@ void GPU_HW_OpenGL::DrawRendererStatsWindow()
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ImGui::End();
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}
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void GPU_HW_OpenGL::InvalidateVRAMReadCache()
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{
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m_vram_read_texture_dirty = true;
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}
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void GPU_HW_OpenGL::MapBatchVertexPointer(u32 required_vertices)
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{
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Assert(!m_batch_start_vertex_ptr);
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@ -397,17 +393,8 @@ void GPU_HW_OpenGL::SetDrawState(BatchRenderMode render_mode)
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if (m_drawing_area_changed)
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{
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m_drawing_area_changed = false;
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int left, top, right, bottom;
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CalcScissorRect(&left, &top, &right, &bottom);
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const int width = right - left;
|
||||
const int height = bottom - top;
|
||||
const int x = left;
|
||||
const int y = m_vram_texture->GetHeight() - bottom;
|
||||
|
||||
Log_DebugPrintf("SetScissor: (%d-%d, %d-%d)", x, x + width, y, y + height);
|
||||
glScissor(x, y, width, height);
|
||||
m_vram_dirty_rect.Include(m_drawing_area);
|
||||
SetScissorFromDrawingArea();
|
||||
}
|
||||
|
||||
if (m_batch_ubo_dirty)
|
||||
|
@ -415,6 +402,23 @@ void GPU_HW_OpenGL::SetDrawState(BatchRenderMode render_mode)
|
|||
UploadUniformBlock(&m_batch_ubo_data, sizeof(m_batch_ubo_data));
|
||||
m_batch_ubo_dirty = false;
|
||||
}
|
||||
|
||||
if (m_vram_read_texture_dirty)
|
||||
UpdateVRAMReadTexture();
|
||||
}
|
||||
|
||||
void GPU_HW_OpenGL::SetScissorFromDrawingArea()
|
||||
{
|
||||
int left, top, right, bottom;
|
||||
CalcScissorRect(&left, &top, &right, &bottom);
|
||||
|
||||
const int width = right - left;
|
||||
const int height = bottom - top;
|
||||
const int x = left;
|
||||
const int y = m_vram_texture->GetHeight() - bottom;
|
||||
|
||||
Log_DebugPrintf("SetScissor: (%d-%d, %d-%d)", x, x + width, y, y + height);
|
||||
glScissor(x, y, width, height);
|
||||
}
|
||||
|
||||
void GPU_HW_OpenGL::UploadUniformBlock(const void* data, u32 data_size)
|
||||
|
@ -428,11 +432,6 @@ void GPU_HW_OpenGL::UploadUniformBlock(const void* data, u32 data_size)
|
|||
m_stats.num_uniform_buffer_updates++;
|
||||
}
|
||||
|
||||
void GPU_HW_OpenGL::UpdateDrawingArea()
|
||||
{
|
||||
m_drawing_area_changed = true;
|
||||
}
|
||||
|
||||
void GPU_HW_OpenGL::UpdateDisplay()
|
||||
{
|
||||
GPU_HW::UpdateDisplay();
|
||||
|
@ -616,8 +615,8 @@ void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
|
|||
glClearColor(r, g, b, a);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
UpdateDrawingArea();
|
||||
InvalidateVRAMReadCache();
|
||||
SetScissorFromDrawingArea();
|
||||
InvalidateVRAMReadTexture();
|
||||
}
|
||||
|
||||
void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
|
||||
|
@ -700,10 +699,10 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
|
|||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
|
||||
UpdateDrawingArea();
|
||||
SetScissorFromDrawingArea();
|
||||
#endif
|
||||
|
||||
InvalidateVRAMReadCache();
|
||||
InvalidateVRAMReadTexture();
|
||||
m_stats.num_vram_writes++;
|
||||
}
|
||||
|
||||
|
@ -726,13 +725,14 @@ void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 wid
|
|||
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
|
||||
InvalidateVRAMReadCache();
|
||||
InvalidateVRAMReadTexture();
|
||||
}
|
||||
|
||||
void GPU_HW_OpenGL::UpdateVRAMReadTexture()
|
||||
{
|
||||
m_stats.num_vram_read_texture_updates++;
|
||||
m_vram_read_texture_dirty = false;
|
||||
m_vram_dirty_rect.SetInvalid();
|
||||
|
||||
// TODO: Fallback blit path, and partial updates.
|
||||
glCopyImageSubData(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, 0, 0, 0, m_vram_read_texture->GetGLId(),
|
||||
|
@ -745,9 +745,6 @@ void GPU_HW_OpenGL::FlushRender()
|
|||
if (vertex_count == 0)
|
||||
return;
|
||||
|
||||
if (m_vram_read_texture_dirty)
|
||||
UpdateVRAMReadTexture();
|
||||
|
||||
m_stats.num_batches++;
|
||||
m_stats.num_vertices += vertex_count;
|
||||
|
||||
|
|
|
@ -26,13 +26,11 @@ public:
|
|||
|
||||
protected:
|
||||
void UpdateDisplay() override;
|
||||
void UpdateDrawingArea() override;
|
||||
void ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer) override;
|
||||
void FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) override;
|
||||
void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) override;
|
||||
void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override;
|
||||
void FlushRender() override;
|
||||
void InvalidateVRAMReadCache() override;
|
||||
void MapBatchVertexPointer(u32 required_vertices) override;
|
||||
|
||||
private:
|
||||
|
@ -60,6 +58,7 @@ private:
|
|||
|
||||
bool CompilePrograms();
|
||||
void SetDrawState(BatchRenderMode render_mode);
|
||||
void SetScissorFromDrawingArea();
|
||||
void UploadUniformBlock(const void* data, u32 data_size);
|
||||
|
||||
// downsample texture - used for readbacks at >1xIR.
|
||||
|
@ -86,7 +85,5 @@ private:
|
|||
GLStats m_stats = {};
|
||||
GLStats m_last_stats = {};
|
||||
|
||||
bool m_vram_read_texture_dirty = true;
|
||||
bool m_drawing_area_changed = true;
|
||||
bool m_show_renderer_statistics = false;
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue