Add an option for the draw batcher to collect vertex shader output. Disabled by default.
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d4145173a1
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3859b0a091
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@ -48,13 +48,92 @@ bool DrawBatcher::Initialize(CircularBuffer* array_data_buffer) {
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if (!state_buffer_.Initialize()) {
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return false;
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}
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if (!InitializeTFB()) {
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return false;
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}
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glBindBuffer(GL_DRAW_INDIRECT_BUFFER, command_buffer_.handle());
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return true;
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}
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// Initializes a transform feedback object
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// We use this to capture vertex data straight from the vertex/geometry shader.
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bool DrawBatcher::InitializeTFB() {
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glGenBuffers(1, &tfvbo_);
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if (!tfvbo_) {
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return false;
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}
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glGenTransformFeedbacks(1, &tfbo_);
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if (!tfbo_) {
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return false;
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}
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glGenQueries(1, &tfqo_);
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if (!tfqo_) {
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return false;
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}
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// TODO(DrChat): Calculate this based on the number of primitives drawn.
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glBindBuffer(GL_ARRAY_BUFFER, tfvbo_);
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glBufferData(GL_ARRAY_BUFFER, 16384 * 4, nullptr, GL_STATIC_READ);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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return true;
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}
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void DrawBatcher::ShutdownTFB() {
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glDeleteBuffers(1, &tfvbo_);
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glDeleteTransformFeedbacks(1, &tfbo_);
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glDeleteQueries(1, &tfqo_);
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tfvbo_ = 0;
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tfbo_ = 0;
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tfqo_ = 0;
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}
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size_t DrawBatcher::QueryTFBSize() {
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if (!tfb_enabled_) {
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return 0;
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}
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size_t size = 0;
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switch (tfb_prim_type_gl_) {
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case GL_POINTS:
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size = tfb_prim_count_ * 1 * 4 * 4;
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break;
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case GL_LINES:
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size = tfb_prim_count_ * 2 * 4 * 4;
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break;
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case GL_TRIANGLES:
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size = tfb_prim_count_ * 3 * 4 * 4;
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break;
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}
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return size;
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}
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bool DrawBatcher::ReadbackTFB(void* buffer, size_t size) {
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if (!tfb_enabled_) {
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XELOGW("DrawBatcher::ReadbackTFB called when TFB was disabled!");
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return false;
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}
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glBindBuffer(GL_ARRAY_BUFFER, tfvbo_);
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void* data = glMapBufferRange(GL_ARRAY_BUFFER, 0, size, GL_MAP_READ_BIT);
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std::memcpy(buffer, data, size);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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return true;
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}
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void DrawBatcher::Shutdown() {
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command_buffer_.Shutdown();
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state_buffer_.Shutdown();
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ShutdownTFB();
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}
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bool DrawBatcher::ReconfigurePipeline(GL4Shader* vertex_shader,
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@ -242,6 +321,84 @@ bool DrawBatcher::CommitDraw() {
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return true;
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}
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void DrawBatcher::TFBBegin(PrimitiveType prim_type) {
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if (!tfb_enabled_) {
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return;
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}
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// Translate the primitive typename to something compatible with TFB.
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GLenum gl_prim_type = 0;
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switch (prim_type) {
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case PrimitiveType::kLineList:
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gl_prim_type = GL_LINES;
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break;
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case PrimitiveType::kLineStrip:
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gl_prim_type = GL_LINES;
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break;
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case PrimitiveType::kLineLoop:
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gl_prim_type = GL_LINES;
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break;
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case PrimitiveType::kPointList:
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// The geometry shader associated with this writes out triangles.
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gl_prim_type = GL_TRIANGLES;
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break;
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case PrimitiveType::kTriangleList:
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gl_prim_type = GL_TRIANGLES;
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break;
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case PrimitiveType::kTriangleStrip:
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gl_prim_type = GL_TRIANGLES;
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break;
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case PrimitiveType::kRectangleList:
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gl_prim_type = GL_TRIANGLES;
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break;
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case PrimitiveType::kTriangleFan:
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gl_prim_type = GL_TRIANGLES;
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break;
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case PrimitiveType::kQuadList:
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// FIXME: In some cases the geometry shader will output lines.
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// See: GL4CommandProcessor::UpdateShaders
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gl_prim_type = GL_TRIANGLES;
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break;
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default:
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assert_unhandled_case(prim_type);
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break;
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}
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// TODO(DrChat): Resize the TFVBO here.
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// Could draw a 2nd time with the rasterizer disabled once we have a primitive
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// count.
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tfb_prim_type_ = prim_type;
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tfb_prim_type_gl_ = gl_prim_type;
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glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, tfbo_);
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// Bind the buffer to the TFB object.
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glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfvbo_);
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// Begin a query for # prims written
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glBeginQueryIndexed(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, 0, tfqo_);
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// Begin capturing.
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glBeginTransformFeedback(gl_prim_type);
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}
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void DrawBatcher::TFBEnd() {
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if (!tfb_enabled_) {
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return;
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}
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glEndTransformFeedback();
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glEndQueryIndexed(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, 0);
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glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
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glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
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// Cache the query size as query objects aren't shared.
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GLint prim_count = 0;
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glGetQueryObjectiv(tfqo_, GL_QUERY_RESULT, &prim_count);
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tfb_prim_count_ = prim_count;
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}
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bool DrawBatcher::Flush(FlushMode mode) {
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GLboolean cull_enabled = 0;
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if (batch_state_.draw_count) {
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@ -263,6 +420,7 @@ bool DrawBatcher::Flush(FlushMode mode) {
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batch_state_.state_range_length);
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GLenum prim_type = 0;
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bool valid_prim = true;
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switch (batch_state_.prim_type) {
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case PrimitiveType::kPointList:
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prim_type = GL_POINTS;
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@ -291,8 +449,6 @@ bool DrawBatcher::Flush(FlushMode mode) {
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// assert_true(
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// (register_file_->values[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32
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// & 0x3) == 0);
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cull_enabled = glIsEnabled(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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break;
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case PrimitiveType::kQuadList:
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prim_type = GL_LINES_ADJACENCY;
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@ -300,17 +456,21 @@ bool DrawBatcher::Flush(FlushMode mode) {
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default:
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case PrimitiveType::kUnknown0x07:
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prim_type = GL_POINTS;
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valid_prim = false;
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XELOGE("unsupported primitive type %d", batch_state_.prim_type);
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assert_unhandled_case(batch_state_.prim_type);
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DiscardDraw();
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return false;
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break;
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}
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// Fast path for single draws.
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void* indirect_offset =
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reinterpret_cast<void*>(batch_state_.command_range_start);
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if (batch_state_.draw_count == 1) {
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if (tfb_enabled_) {
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TFBBegin(batch_state_.prim_type);
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}
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if (valid_prim && batch_state_.draw_count == 1) {
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// Fast path for one draw. Removes MDI overhead when not required.
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if (batch_state_.indexed) {
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auto& cmd = active_draw_.draw_elements_cmd;
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@ -326,7 +486,7 @@ bool DrawBatcher::Flush(FlushMode mode) {
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cmd->count, cmd->instance_count,
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cmd->base_instance);
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}
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} else {
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} else if (valid_prim) {
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// Full multi-draw.
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if (batch_state_.indexed) {
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glMultiDrawElementsIndirect(prim_type, batch_state_.index_type,
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@ -339,6 +499,10 @@ bool DrawBatcher::Flush(FlushMode mode) {
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}
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}
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if (tfb_enabled_) {
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TFBEnd();
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}
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batch_state_.command_range_start = UINTPTR_MAX;
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batch_state_.command_range_length = 0;
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batch_state_.state_range_start = UINTPTR_MAX;
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@ -346,10 +510,6 @@ bool DrawBatcher::Flush(FlushMode mode) {
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batch_state_.draw_count = 0;
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}
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if (batch_state_.prim_type == PrimitiveType::kRectangleList && cull_enabled) {
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glEnable(GL_CULL_FACE);
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}
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if (mode == FlushMode::kReconfigure) {
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// Reset - we'll update it as soon as we have all the information.
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batch_state_.needs_reconfigure = true;
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@ -99,7 +99,21 @@ class DrawBatcher {
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bool CommitDraw();
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bool Flush(FlushMode mode);
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// TFB - Filled with vertex shader output from the last flush.
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size_t QueryTFBSize();
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bool ReadbackTFB(void* buffer, size_t size);
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GLuint tfvbo() { return tfvbo_; }
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bool is_tfb_enabled() const { return tfb_enabled_; }
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void set_tfb_enabled(bool enabled) { tfb_enabled_ = enabled; }
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private:
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bool InitializeTFB();
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void ShutdownTFB();
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void TFBBegin(PrimitiveType prim_type);
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void TFBEnd();
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bool BeginDraw();
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void CopyConstants();
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@ -108,6 +122,14 @@ class DrawBatcher {
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CircularBuffer state_buffer_;
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CircularBuffer* array_data_buffer_;
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GLuint tfbo_ = 0;
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GLuint tfvbo_ = 0;
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GLuint tfqo_ = 0;
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PrimitiveType tfb_prim_type_ = PrimitiveType::kNone;
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GLenum tfb_prim_type_gl_ = 0;
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GLint tfb_prim_count_ = 0;
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bool tfb_enabled_ = false;
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struct BatchState {
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bool needs_reconfigure;
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PrimitiveType prim_type;
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