Swapping.
This commit is contained in:
@@ -13,6 +13,7 @@
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#include <poly/logging.h>
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#include <poly/math.h>
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#include <xenia/gpu/gl4/gl4_gpu-private.h>
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#include <xenia/gpu/gl4/gl4_graphics_system.h>
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#include <xenia/gpu/gpu-private.h>
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#include <xenia/gpu/xenos.h>
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@@ -28,7 +29,9 @@ namespace gl4 {
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using namespace xe::gpu::xenos;
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extern "C" extern "C" GLEWContext* glewGetContext();
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extern "C" GLEWContext* glewGetContext();
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const GLuint kAnyTarget = UINT_MAX;
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CommandProcessor::CommandProcessor(GL4GraphicsSystem* graphics_system)
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: memory_(graphics_system->memory()),
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@@ -48,7 +51,8 @@ CommandProcessor::CommandProcessor(GL4GraphicsSystem* graphics_system)
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bin_select_(0xFFFFFFFFull),
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bin_mask_(0xFFFFFFFFull),
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active_vertex_shader_(nullptr),
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active_pixel_shader_(nullptr) {
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active_pixel_shader_(nullptr),
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active_framebuffer_(nullptr) {
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std::memset(&draw_command_, 0, sizeof(draw_command_));
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LARGE_INTEGER perf_counter;
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QueryPerformanceCounter(&perf_counter);
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@@ -70,7 +74,6 @@ bool CommandProcessor::Initialize(std::unique_ptr<GLContext> context) {
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worker_thread_ = std::thread([this]() {
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poly::threading::set_name("GL4 Worker");
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xe::Profiler::ThreadEnter("GL4 Worker");
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context_->MakeCurrent();
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WorkerMain();
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xe::Profiler::ThreadExit();
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});
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@@ -89,6 +92,7 @@ void CommandProcessor::Shutdown() {
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}
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void CommandProcessor::WorkerMain() {
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context_->MakeCurrent();
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if (!SetupGL()) {
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PFATAL("Unable to setup command processor GL state");
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return;
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@@ -106,9 +110,11 @@ void CommandProcessor::WorkerMain() {
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const int wait_time_ms = 5;
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if (WaitForSingleObject(write_ptr_index_event_, wait_time_ms) ==
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WAIT_TIMEOUT) {
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ReturnFromWait();
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write_ptr_index = write_ptr_index_.load();
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continue;
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}
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ReturnFromWait();
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}
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assert_true(read_ptr_index_ != write_ptr_index);
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@@ -128,6 +134,7 @@ void CommandProcessor::WorkerMain() {
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}
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ShutdownGL();
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context_->ClearCurrent();
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}
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bool CommandProcessor::SetupGL() {
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@@ -232,6 +239,16 @@ void CommandProcessor::PrepareForWait() {
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// synchronize here.
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// glFlush();
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glFinish();
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if (FLAGS_thread_safe_gl) {
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context_->ClearCurrent();
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}
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}
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void CommandProcessor::ReturnFromWait() {
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if (FLAGS_thread_safe_gl) {
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context_->MakeCurrent();
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}
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}
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class CommandProcessor::RingbufferReader {
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@@ -588,6 +605,10 @@ bool CommandProcessor::ExecutePacketType3_XE_SWAP(RingbufferReader* reader,
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uint32_t packet_ptr,
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uint32_t packet,
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uint32_t count) {
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auto& regs = *register_file_;
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PLOGI("XE_SWAP");
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// Xenia-specific VdSwap hook.
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// VdSwap will post this to tell us we need to swap the screen/fire an
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// interrupt.
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@@ -595,10 +616,36 @@ bool CommandProcessor::ExecutePacketType3_XE_SWAP(RingbufferReader* reader,
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// 63 words here, but only the first has any data.
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reader->TraceData(1);
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uint32_t frontbuffer_ptr = reader->Read();
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// TODO(benvanik): something with the frontbuffer ptr.
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reader->Advance(count - 1);
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if (swap_handler_) {
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swap_handler_();
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SwapParameters swap_params;
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// Lookup the framebuffer in the recently-resolved list.
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// TODO(benvanik): make this much more sophisticated.
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// TODO(benvanik): handle not found cases.
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// TODO(benvanik): handle dirty cases (resolved to sysmem, touched).
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// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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// HACK: just use whatever our current framebuffer is.
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if (active_framebuffer_) {
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swap_params.framebuffer = active_framebuffer_->framebuffer;
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// TODO(benvanik): pick the right one?
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swap_params.attachment = GL_COLOR_ATTACHMENT0;
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} else {
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swap_params.framebuffer = 0;
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}
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// Guess frontbuffer dimensions.
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// Command buffer seems to set these right before the XE_SWAP.
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uint32_t window_scissor_tl = regs[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL].u32;
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uint32_t window_scissor_br = regs[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR].u32;
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swap_params.x = window_scissor_tl & 0x7FFF;
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swap_params.y = (window_scissor_tl >> 16) & 0x7FFF;
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swap_params.width = window_scissor_br & 0x7FFF - swap_params.x;
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swap_params.height = (window_scissor_br >> 16) & 0x7FFF - swap_params.y;
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PrepareForWait();
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swap_handler_(swap_params);
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ReturnFromWait();
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}
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return true;
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}
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@@ -677,6 +724,7 @@ bool CommandProcessor::ExecutePacketType3_WAIT_REG_MEM(RingbufferReader* reader,
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if (wait >= 0x100) {
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PrepareForWait();
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Sleep(wait / 0x100);
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ReturnFromWait();
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} else {
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SwitchToThread();
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}
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@@ -1077,18 +1125,21 @@ bool CommandProcessor::IssueDraw(DrawCommand* draw_command) {
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if (enable_mode == ModeControl::kIgnore) {
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// Ignored.
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return true;
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} else if (enable_mode == ModeControl::kCopy) {
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// Special copy handling.
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return IssueCopy(draw_command);
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}
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if (!UpdateRenderTargets(draw_command)) {
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PLOGE("Unable to setup render targets");
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return false;
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}
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if (enable_mode == ModeControl::kCopy) {
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// Special copy handling.
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return IssueCopy(draw_command);
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if (!active_framebuffer_) {
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// No framebuffer, so nothing we do will actually have an effect.
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// Treat it as a no-op.
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XETRACECP("No-op draw (no framebuffer set)");
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return true;
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}
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if (!UpdateState(draw_command)) {
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PLOGE("Unable to setup render state");
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return false;
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@@ -1301,7 +1352,6 @@ bool CommandProcessor::UpdateState(DrawCommand* draw_command) {
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/* 3 */ GL_MAX,
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/* 4 */ GL_FUNC_REVERSE_SUBTRACT,
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};
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uint32_t color_mask = regs[XE_GPU_REG_RB_COLOR_MASK].u32;
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uint32_t blend_control[4] = {
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regs[XE_GPU_REG_RB_BLENDCONTROL_0].u32,
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regs[XE_GPU_REG_RB_BLENDCONTROL_1].u32,
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@@ -1321,8 +1371,6 @@ bool CommandProcessor::UpdateState(DrawCommand* draw_command) {
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auto dest_blend_alpha = blend_map[(blend_control[n] & 0x1F000000) >> 24];
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// A2XX_RB_BLEND_CONTROL_ALPHA_COMB_FCN
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auto blend_op_alpha = blend_op_map[(blend_control[n] & 0x00E00000) >> 21];
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// A2XX_RB_COLOR_MASK_WRITE_*
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uint32_t write_mask = (color_mask >> (n * 4)) & 0xF;
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// A2XX_RB_COLORCONTROL_BLEND_DISABLE ?? Can't find this!
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// Just guess based on actions.
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bool blend_enable =
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@@ -1443,34 +1491,78 @@ bool CommandProcessor::UpdateRenderTargets(DrawCommand* draw_command) {
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// Get/create all color render targets, if we are using them.
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// In depth-only mode we don't need them.
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GLuint color_targets[4] = {0, 0, 0, 0};
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GLenum draw_buffers[4] = {GL_NONE, GL_NONE, GL_NONE, GL_NONE};
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GLuint color_targets[4] = {kAnyTarget, kAnyTarget, kAnyTarget, kAnyTarget};
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if (enable_mode == ModeControl::kColorDepth) {
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uint32_t color_info[4] = {
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regs[XE_GPU_REG_RB_COLOR_INFO].u32, regs[XE_GPU_REG_RB_COLOR1_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR2_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR3_INFO].u32,
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};
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// A2XX_RB_COLOR_MASK_WRITE_* == D3DRS_COLORWRITEENABLE
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uint32_t color_mask = regs[XE_GPU_REG_RB_COLOR_MASK].u32;
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for (int n = 0; n < poly::countof(color_info); n++) {
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uint32_t write_mask = (color_mask >> (n * 4)) & 0xF;
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if (!write_mask) {
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// Unused, so keep disabled and set to wildcard so we'll take any
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// framebuffer that has it.
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continue;
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}
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uint32_t color_base = color_info[n] & 0xFFF;
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auto color_format =
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static_cast<ColorRenderTargetFormat>((color_info[n] >> 16) & 0xF);
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color_targets[n] = GetColorRenderTarget(surface_pitch, surface_msaa,
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color_base, color_format);
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draw_buffers[n] = GL_COLOR_ATTACHMENT0 + n;
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glColorMaski(n, !!(write_mask & 0x1), !!(write_mask & 0x2),
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!!(write_mask & 0x4), !!(write_mask & 0x8));
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}
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}
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uint32_t depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
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uint32_t depth_base = depth_info & 0xFFF;
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auto depth_format =
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static_cast<DepthRenderTargetFormat>((depth_info >> 16) & 0x1);
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GLuint depth_target = GetDepthRenderTarget(surface_pitch, surface_msaa,
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depth_base, depth_format);
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// TODO(benvanik): when a game switches does it expect to keep the same
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// depth buffer contents?
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// Get/create depth buffer, but only if we are going to use it.
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uint32_t depth_control = regs[XE_GPU_REG_RB_DEPTHCONTROL].u32;
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uint32_t stencil_ref_mask = regs[XE_GPU_REG_RB_STENCILREFMASK].u32;
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bool uses_depth =
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(depth_control & 0x00000002) || (depth_control & 0x00000004);
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uint32_t stencil_write_mask = (stencil_ref_mask & 0x00FF0000) >> 16;
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bool uses_stencil = (depth_control & 0x00000001) || (stencil_write_mask != 0);
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GLuint depth_target = kAnyTarget;
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if (uses_depth && uses_stencil) {
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uint32_t depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
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uint32_t depth_base = depth_info & 0xFFF;
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auto depth_format =
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static_cast<DepthRenderTargetFormat>((depth_info >> 16) & 0x1);
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depth_target = GetDepthRenderTarget(surface_pitch, surface_msaa, depth_base,
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depth_format);
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// TODO(benvanik): when a game switches does it expect to keep the same
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// depth buffer contents?
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}
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// Get/create a framebuffer with the required targets.
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GLuint framebuffer = GetFramebuffer(color_targets, depth_target);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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// Note that none may be returned if we really don't need one.
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auto cached_framebuffer = GetFramebuffer(color_targets, depth_target);
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active_framebuffer_ = cached_framebuffer;
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if (!active_framebuffer_) {
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// Nothing to do.
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return true;
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}
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// Setup just the targets we want.
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glNamedFramebufferDrawBuffers(cached_framebuffer->framebuffer, 4,
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draw_buffers);
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// Make active.
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// TODO(benvanik): can we do this all named?
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// TODO(benvanik): do we want this on READ too?
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, cached_framebuffer->framebuffer);
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// TEST TEST TEST TEST TEST TEST TEST TEST TEST TEST
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// Pretend we are drawing.
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glEnable(GL_SCISSOR_TEST);
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glScissor(100, 100, 100, 100);
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float red[] = {rand() / (float)RAND_MAX, 0, 0, 1.0f};
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glClearNamedFramebufferfv(active_framebuffer_->framebuffer, GL_COLOR, 0, red);
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glDisable(GL_SCISSOR_TEST);
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return true;
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}
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@@ -1519,6 +1611,45 @@ bool CommandProcessor::IssueCopy(DrawCommand* draw_command) {
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uint32_t copy_mask = regs[XE_GPU_REG_RB_COPY_MASK].u32;
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assert_true(copy_mask == 0);
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// RB_SURFACE_INFO
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// http://fossies.org/dox/MesaLib-10.3.5/fd2__gmem_8c_source.html
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uint32_t surface_info = regs[XE_GPU_REG_RB_SURFACE_INFO].u32;
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uint32_t surface_pitch = surface_info & 0x3FFF;
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auto surface_msaa = static_cast<MsaaSamples>((surface_info >> 16) & 0x3);
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// Depending on the source, pick the buffer we'll be sourcing.
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// We then query for a cached framebuffer setup with that buffer active.
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GLuint color_targets[4] = {kAnyTarget, kAnyTarget, kAnyTarget, kAnyTarget};
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GLuint depth_target = kAnyTarget;
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if (copy_src_select <= 3) {
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// Source from a color target.
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uint32_t color_info[4] = {
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regs[XE_GPU_REG_RB_COLOR_INFO].u32, regs[XE_GPU_REG_RB_COLOR1_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR2_INFO].u32,
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regs[XE_GPU_REG_RB_COLOR3_INFO].u32,
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};
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uint32_t color_base = color_info[copy_src_select] & 0xFFF;
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auto color_format = static_cast<ColorRenderTargetFormat>(
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(color_info[copy_src_select] >> 16) & 0xF);
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color_targets[copy_src_select] = GetColorRenderTarget(
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surface_pitch, surface_msaa, color_base, color_format);
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} else {
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// Source from depth/stencil.
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uint32_t depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
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uint32_t depth_base = depth_info & 0xFFF;
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auto depth_format =
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static_cast<DepthRenderTargetFormat>((depth_info >> 16) & 0x1);
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depth_target = GetDepthRenderTarget(surface_pitch, surface_msaa, depth_base,
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depth_format);
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}
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auto source_framebuffer = GetFramebuffer(color_targets, depth_target);
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if (!source_framebuffer) {
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// If we get here we are likely missing some state checks.
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assert_always("No framebuffer for copy source? no-op copy?");
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PLOGE("No framebuffer for copy source");
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return false;
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}
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GLenum read_format;
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GLenum read_type;
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switch (copy_dest_format) {
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@@ -1553,15 +1684,25 @@ bool CommandProcessor::IssueCopy(DrawCommand* draw_command) {
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// TODO(benvanik): copy to staging texture then PBO back?
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void* ptr = membase_ + GpuToCpu(copy_dest_base);
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// TODO(benvanik): any way to scissor this? a200 has:
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// REG_A2XX_RB_COPY_DEST_OFFSET = A2XX_RB_COPY_DEST_OFFSET_X(tile->xoff) |
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// A2XX_RB_COPY_DEST_OFFSET_Y(tile->yoff);
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// but I can't seem to find something similar.
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// Maybe scissor rect/window offset?
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uint32_t x = 0;
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uint32_t y = 0;
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uint32_t w = copy_dest_pitch;
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uint32_t h = copy_dest_height;
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// Make active so glReadPixels reads from us.
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glBindFramebuffer(GL_READ_FRAMEBUFFER, source_framebuffer->framebuffer);
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switch (copy_command) {
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case CopyCommand::kConvert:
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if (copy_src_select <= 3) {
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// Source from a bound render target.
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glReadBuffer(GL_COLOR_ATTACHMENT0 + copy_src_select);
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// glBindBuffer(GL_READ_FRAMEBUFFER, framebuffer)
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glNamedFramebufferReadBuffer(source_framebuffer->framebuffer,
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GL_COLOR_ATTACHMENT0 + copy_src_select);
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glReadPixels(x, y, w, h, read_format, read_type, ptr);
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} else {
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// Source from the bound depth/stencil target.
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@@ -1575,22 +1716,36 @@ bool CommandProcessor::IssueCopy(DrawCommand* draw_command) {
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assert_unhandled_case(copy_command);
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return false;
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}
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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if (color_clear_enabled || depth_clear_enabled) {
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// Clear requested, so let's setup for that.
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uint32_t copy_depth_clear = regs[XE_GPU_REG_RB_DEPTH_CLEAR].u32;
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uint32_t copy_color_clear = regs[XE_GPU_REG_RB_COLOR_CLEAR].u32;
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uint32_t copy_color_clear_low = regs[XE_GPU_REG_RB_COLOR_CLEAR_LOW].u32;
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assert_true(copy_color_clear == copy_color_clear_low);
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// Perform any requested clears.
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uint32_t copy_depth_clear = regs[XE_GPU_REG_RB_DEPTH_CLEAR].u32;
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uint32_t copy_color_clear = regs[XE_GPU_REG_RB_COLOR_CLEAR].u32;
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uint32_t copy_color_clear_low = regs[XE_GPU_REG_RB_COLOR_CLEAR_LOW].u32;
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assert_true(copy_color_clear == copy_color_clear_low);
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if (color_clear_enabled) {
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// Clear the render target we selected for copy.
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assert_true(copy_src_select < 3);
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}
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if (color_clear_enabled) {
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// Clear the render target we selected for copy.
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assert_true(copy_src_select < 3);
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// TODO(benvanik): verify color order.
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float color[] = {(copy_color_clear & 0xFF) / 255.0f,
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((copy_color_clear >> 8) & 0xFF) / 255.0f,
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((copy_color_clear >> 16) & 0xFF) / 255.0f,
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((copy_color_clear >> 24) & 0xFF) / 255.0f};
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glClearNamedFramebufferfv(source_framebuffer->framebuffer, GL_COLOR,
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copy_src_select, color);
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}
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if (depth_clear_enabled) {
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// Clear the current depth buffer.
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}
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if (depth_clear_enabled) {
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// Clear the current depth buffer.
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// TODO(benvanik): verify format.
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union {
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uint32_t uint_value;
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GLfloat float_value;
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} depth = {copy_depth_clear & 0xFFFFFF00};
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GLint stencil = copy_depth_clear & 0xFF;
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glClearNamedFramebufferfi(source_framebuffer->framebuffer, GL_DEPTH_STENCIL,
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depth.float_value, stencil);
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}
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return true;
|
||||
@@ -1610,7 +1765,6 @@ GLuint CommandProcessor::GetColorRenderTarget(uint32_t pitch,
|
||||
format = ColorRenderTargetFormat::k8888;
|
||||
}
|
||||
|
||||
CachedColorRenderTarget* cached = nullptr;
|
||||
for (auto& it = cached_color_render_targets_.begin();
|
||||
it != cached_color_render_targets_.end(); ++it) {
|
||||
if (it->base == base && it->width == width && it->height == height &&
|
||||
@@ -1619,7 +1773,7 @@ GLuint CommandProcessor::GetColorRenderTarget(uint32_t pitch,
|
||||
}
|
||||
}
|
||||
cached_color_render_targets_.push_back(CachedColorRenderTarget());
|
||||
cached = &cached_color_render_targets_.back();
|
||||
auto cached = &cached_color_render_targets_.back();
|
||||
cached->base = base;
|
||||
cached->width = width;
|
||||
cached->height = height;
|
||||
@@ -1649,7 +1803,6 @@ GLuint CommandProcessor::GetDepthRenderTarget(uint32_t pitch,
|
||||
uint32_t width = 2560;
|
||||
uint32_t height = 2560;
|
||||
|
||||
CachedDepthRenderTarget* cached = nullptr;
|
||||
for (auto& it = cached_depth_render_targets_.begin();
|
||||
it != cached_depth_render_targets_.end(); ++it) {
|
||||
if (it->base == base && it->width == width && it->height == height &&
|
||||
@@ -1658,7 +1811,7 @@ GLuint CommandProcessor::GetDepthRenderTarget(uint32_t pitch,
|
||||
}
|
||||
}
|
||||
cached_depth_render_targets_.push_back(CachedDepthRenderTarget());
|
||||
cached = &cached_depth_render_targets_.back();
|
||||
auto cached = &cached_depth_render_targets_.back();
|
||||
cached->base = base;
|
||||
cached->width = width;
|
||||
cached->height = height;
|
||||
@@ -1682,38 +1835,58 @@ GLuint CommandProcessor::GetDepthRenderTarget(uint32_t pitch,
|
||||
return cached->texture;
|
||||
}
|
||||
|
||||
GLuint CommandProcessor::GetFramebuffer(GLuint color_targets[4],
|
||||
GLuint depth_target) {
|
||||
CachedFramebuffer* cached = nullptr;
|
||||
CommandProcessor::CachedFramebuffer* CommandProcessor::GetFramebuffer(
|
||||
GLuint color_targets[4], GLuint depth_target) {
|
||||
for (auto& it = cached_framebuffers_.begin();
|
||||
it != cached_framebuffers_.end(); ++it) {
|
||||
if ((depth_target == -1u || it->depth_target == depth_target) &&
|
||||
(color_targets[0] == -1u || it->color_targets[0] == color_targets[0]) &&
|
||||
(color_targets[1] == -1u || it->color_targets[1] == color_targets[1]) &&
|
||||
(color_targets[2] == -1u || it->color_targets[2] == color_targets[2]) &&
|
||||
(color_targets[3] == -1u || it->color_targets[3] == color_targets[3])) {
|
||||
return it->framebuffer;
|
||||
if ((depth_target == kAnyTarget || it->depth_target == depth_target) &&
|
||||
(color_targets[0] == kAnyTarget ||
|
||||
it->color_targets[0] == color_targets[0]) &&
|
||||
(color_targets[1] == kAnyTarget ||
|
||||
it->color_targets[1] == color_targets[1]) &&
|
||||
(color_targets[2] == kAnyTarget ||
|
||||
it->color_targets[2] == color_targets[2]) &&
|
||||
(color_targets[3] == kAnyTarget ||
|
||||
it->color_targets[3] == color_targets[3])) {
|
||||
return &*it;
|
||||
}
|
||||
}
|
||||
|
||||
GLuint real_color_targets[4];
|
||||
bool any_set = false;
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (color_targets[i] == kAnyTarget) {
|
||||
real_color_targets[i] = 0;
|
||||
} else {
|
||||
any_set = true;
|
||||
real_color_targets[i] = color_targets[i];
|
||||
}
|
||||
}
|
||||
GLuint real_depth_target;
|
||||
if (depth_target == kAnyTarget) {
|
||||
real_depth_target = 0;
|
||||
} else {
|
||||
any_set = true;
|
||||
real_depth_target = depth_target;
|
||||
}
|
||||
if (!any_set) {
|
||||
// No framebuffer required.
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
cached_framebuffers_.push_back(CachedFramebuffer());
|
||||
cached = &cached_framebuffers_.back();
|
||||
auto cached = &cached_framebuffers_.back();
|
||||
glCreateFramebuffers(1, &cached->framebuffer);
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
uint32_t color_target = color_targets[i];
|
||||
if (color_target == -1u) {
|
||||
color_target = 0;
|
||||
}
|
||||
cached->color_targets[i] = color_target;
|
||||
cached->color_targets[i] = real_color_targets[i];
|
||||
glNamedFramebufferTexture(cached->framebuffer, GL_COLOR_ATTACHMENT0 + i,
|
||||
color_target, 0);
|
||||
real_color_targets[i], 0);
|
||||
}
|
||||
if (depth_target == -1u) {
|
||||
depth_target = 0;
|
||||
}
|
||||
cached->depth_target = depth_target;
|
||||
cached->depth_target = real_depth_target;
|
||||
glNamedFramebufferTexture(cached->framebuffer, GL_DEPTH_STENCIL_ATTACHMENT,
|
||||
depth_target, 0);
|
||||
return cached->framebuffer;
|
||||
real_depth_target, 0);
|
||||
|
||||
return cached;
|
||||
}
|
||||
|
||||
} // namespace gl4
|
||||
|
||||
Reference in New Issue
Block a user