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gl_state: Remove framebuffer tracking

This commit is contained in:
ReinUsesLisp 2019-12-26 05:01:43 -03:00
parent 17a7fa751b
commit 5ccb07933a
7 changed files with 23 additions and 82 deletions

View file

@ -36,8 +36,7 @@ OGLFramebuffer FramebufferCacheOpenGL::CreateFramebuffer(const FramebufferCacheK
framebuffer.Create();
// TODO(Rodrigo): Use DSA here after Nvidia fixes their framebuffer DSA bugs.
local_state.draw.draw_framebuffer = framebuffer.handle;
local_state.ApplyFramebufferState();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.handle);
if (key.zeta) {
const bool stencil = key.zeta->GetSurfaceParams().type == SurfaceType::DepthStencil;

View file

@ -359,7 +359,7 @@ void RasterizerOpenGL::ConfigureFramebuffers() {
texture_cache.GuardRenderTargets(false);
state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(key);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer_cache.GetFramebuffer(key));
}
void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, bool using_color_fb,
@ -384,8 +384,7 @@ void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, boo
key.colors[0] = color_surface;
key.zeta = depth_surface;
current_state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(key);
current_state.ApplyFramebufferState();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer_cache.GetFramebuffer(key));
}
void RasterizerOpenGL::Clear() {

View file

@ -20,7 +20,7 @@ void OGLRenderbuffer::Create() {
return;
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
glGenRenderbuffers(1, &handle);
glCreateRenderbuffers(1, &handle);
}
void OGLRenderbuffer::Release() {
@ -29,7 +29,6 @@ void OGLRenderbuffer::Release() {
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteRenderbuffers(1, &handle);
OpenGLState::GetCurState().ResetRenderbuffer(handle).Apply();
handle = 0;
}
@ -200,7 +199,6 @@ void OGLFramebuffer::Release() {
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteFramebuffers(1, &handle);
OpenGLState::GetCurState().ResetFramebuffer(handle).Apply();
handle = 0;
}

View file

@ -85,15 +85,6 @@ void Enable(GLenum cap, GLuint index, bool& current_value, bool new_value) {
OpenGLState::OpenGLState() = default;
void OpenGLState::ApplyFramebufferState() {
if (UpdateValue(cur_state.draw.read_framebuffer, draw.read_framebuffer)) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
}
if (UpdateValue(cur_state.draw.draw_framebuffer, draw.draw_framebuffer)) {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw.draw_framebuffer);
}
}
void OpenGLState::ApplyShaderProgram() {
if (UpdateValue(cur_state.draw.shader_program, draw.shader_program)) {
glUseProgram(draw.shader_program);
@ -106,19 +97,10 @@ void OpenGLState::ApplyProgramPipeline() {
}
}
void OpenGLState::ApplyRenderBuffer() {
if (cur_state.renderbuffer != renderbuffer) {
cur_state.renderbuffer = renderbuffer;
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
}
}
void OpenGLState::Apply() {
MICROPROFILE_SCOPE(OpenGL_State);
ApplyFramebufferState();
ApplyShaderProgram();
ApplyProgramPipeline();
ApplyRenderBuffer();
}
OpenGLState& OpenGLState::ResetProgram(GLuint handle) {
@ -135,21 +117,4 @@ OpenGLState& OpenGLState::ResetPipeline(GLuint handle) {
return *this;
}
OpenGLState& OpenGLState::ResetFramebuffer(GLuint handle) {
if (draw.read_framebuffer == handle) {
draw.read_framebuffer = 0;
}
if (draw.draw_framebuffer == handle) {
draw.draw_framebuffer = 0;
}
return *this;
}
OpenGLState& OpenGLState::ResetRenderbuffer(GLuint handle) {
if (renderbuffer == handle) {
renderbuffer = 0;
}
return *this;
}
} // namespace OpenGL

View file

@ -14,14 +14,10 @@ namespace OpenGL {
class OpenGLState {
public:
struct {
GLuint read_framebuffer = 0; // GL_READ_FRAMEBUFFER_BINDING
GLuint draw_framebuffer = 0; // GL_DRAW_FRAMEBUFFER_BINDING
GLuint shader_program = 0; // GL_CURRENT_PROGRAM
GLuint program_pipeline = 0; // GL_PROGRAM_PIPELINE_BINDING
} draw;
GLuint renderbuffer{}; // GL_RENDERBUFFER_BINDING
OpenGLState();
/// Get the currently active OpenGL state
@ -32,16 +28,12 @@ public:
/// Apply this state as the current OpenGL state
void Apply();
void ApplyFramebufferState();
void ApplyShaderProgram();
void ApplyProgramPipeline();
void ApplyRenderBuffer();
/// Resets any references to the given resource
OpenGLState& ResetProgram(GLuint handle);
OpenGLState& ResetPipeline(GLuint handle);
OpenGLState& ResetFramebuffer(GLuint handle);
OpenGLState& ResetRenderbuffer(GLuint handle);
private:
static OpenGLState cur_state;

View file

@ -515,14 +515,8 @@ void TextureCacheOpenGL::ImageBlit(View& src_view, View& dst_view,
const Tegra::Engines::Fermi2D::Config& copy_config) {
const auto& src_params{src_view->GetSurfaceParams()};
const auto& dst_params{dst_view->GetSurfaceParams()};
OpenGLState prev_state{OpenGLState::GetCurState()};
SCOPE_EXIT({ prev_state.Apply(); });
OpenGLState state;
state.draw.read_framebuffer = src_framebuffer.handle;
state.draw.draw_framebuffer = dst_framebuffer.handle;
state.Apply();
UNIMPLEMENTED_IF(src_params.target == SurfaceTarget::Texture3D);
UNIMPLEMENTED_IF(dst_params.target == SurfaceTarget::Texture3D);
// TODO: Signal state tracker about these changes
if (dst_params.srgb_conversion) {
@ -538,11 +532,10 @@ void TextureCacheOpenGL::ImageBlit(View& src_view, View& dst_view,
glDisablei(GL_BLEND, 0);
glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
u32 buffers{};
UNIMPLEMENTED_IF(src_params.target == SurfaceTarget::Texture3D);
UNIMPLEMENTED_IF(dst_params.target == SurfaceTarget::Texture3D);
glBindFramebuffer(GL_READ_FRAMEBUFFER, src_framebuffer.handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dst_framebuffer.handle);
GLenum buffers = 0;
if (src_params.type == SurfaceType::ColorTexture) {
src_view->Attach(GL_COLOR_ATTACHMENT0, GL_READ_FRAMEBUFFER);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,

View file

@ -86,28 +86,22 @@ public:
}
void ReloadRenderFrame(Frame* frame, u32 width, u32 height) {
OpenGLState prev_state = OpenGLState::GetCurState();
OpenGLState state = OpenGLState::GetCurState();
// Recreate the color texture attachment
frame->color.Release();
frame->color.Create();
state.renderbuffer = frame->color.handle;
state.Apply();
glRenderbufferStorage(GL_RENDERBUFFER, frame->is_srgb ? GL_SRGB8 : GL_RGB8, width, height);
const GLenum internal_format = frame->is_srgb ? GL_SRGB8 : GL_RGB8;
glNamedRenderbufferStorage(frame->color.handle, internal_format, width, height);
// Recreate the FBO for the render target
frame->render.Release();
frame->render.Create();
state.draw.read_framebuffer = frame->render.handle;
state.draw.draw_framebuffer = frame->render.handle;
state.Apply();
glBindFramebuffer(GL_FRAMEBUFFER, frame->render.handle);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
frame->color.handle);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
}
prev_state.Apply();
frame->width = width;
frame->height = height;
frame->color_reloaded = true;
@ -353,8 +347,7 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
frame->is_srgb = screen_info.display_srgb;
frame_mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
}
state.draw.draw_framebuffer = frame->render.handle;
state.Apply();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frame->render.handle);
DrawScreen(layout);
// Create a fence for the frontend to wait on and swap this frame to OffTex
frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
@ -647,12 +640,14 @@ void RendererOpenGL::RenderScreenshot() {
return;
}
GLint old_read_fb;
GLint old_draw_fb;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
// Draw the current frame to the screenshot framebuffer
screenshot_framebuffer.Create();
GLuint old_read_fb = state.draw.read_framebuffer;
GLuint old_draw_fb = state.draw.draw_framebuffer;
state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
state.Apply();
glBindFramebuffer(GL_FRAMEBUFFER, screenshot_framebuffer.handle);
Layout::FramebufferLayout layout{renderer_settings.screenshot_framebuffer_layout};
@ -669,11 +664,11 @@ void RendererOpenGL::RenderScreenshot() {
renderer_settings.screenshot_bits);
screenshot_framebuffer.Release();
state.draw.read_framebuffer = old_read_fb;
state.draw.draw_framebuffer = old_draw_fb;
state.Apply();
glDeleteRenderbuffers(1, &renderbuffer);
glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
renderer_settings.screenshot_complete_callback();
renderer_settings.screenshot_requested = false;
}