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Merge pull request #2008 from ReinUsesLisp/dirty-framebuffers
gl_rasterizer_cache: Use dirty flags for framebuffers
This commit is contained in:
commit
197d0d9d24
6 changed files with 78 additions and 8 deletions
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@ -135,6 +135,25 @@ void Maxwell3D::CallMethod(const GPU::MethodCall& method_call) {
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if (regs.reg_array[method_call.method] != method_call.argument) {
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if (regs.reg_array[method_call.method] != method_call.argument) {
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regs.reg_array[method_call.method] = method_call.argument;
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regs.reg_array[method_call.method] = method_call.argument;
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// Color buffers
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constexpr u32 first_rt_reg = MAXWELL3D_REG_INDEX(rt);
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constexpr u32 registers_per_rt = sizeof(regs.rt[0]) / sizeof(u32);
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if (method_call.method >= first_rt_reg &&
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method_call.method < first_rt_reg + registers_per_rt * Regs::NumRenderTargets) {
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const std::size_t rt_index = (method_call.method - first_rt_reg) / registers_per_rt;
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dirty_flags.color_buffer |= 1u << static_cast<u32>(rt_index);
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}
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// Zeta buffer
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constexpr u32 registers_in_zeta = sizeof(regs.zeta) / sizeof(u32);
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if (method_call.method == MAXWELL3D_REG_INDEX(zeta_enable) ||
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method_call.method == MAXWELL3D_REG_INDEX(zeta_width) ||
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method_call.method == MAXWELL3D_REG_INDEX(zeta_height) ||
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(method_call.method >= MAXWELL3D_REG_INDEX(zeta) &&
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method_call.method < MAXWELL3D_REG_INDEX(zeta) + registers_in_zeta)) {
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dirty_flags.zeta_buffer = true;
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}
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// Shader
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// Shader
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constexpr u32 shader_registers_count =
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constexpr u32 shader_registers_count =
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sizeof(regs.shader_config[0]) * Regs::MaxShaderProgram / sizeof(u32);
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sizeof(regs.shader_config[0]) * Regs::MaxShaderProgram / sizeof(u32);
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@ -1089,12 +1089,17 @@ public:
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MemoryManager& memory_manager;
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MemoryManager& memory_manager;
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struct DirtyFlags {
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struct DirtyFlags {
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u8 color_buffer = 0xFF;
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bool zeta_buffer = true;
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bool shaders = true;
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bool shaders = true;
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bool vertex_attrib_format = true;
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bool vertex_attrib_format = true;
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u32 vertex_array = 0xFFFFFFFF;
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u32 vertex_array = 0xFFFFFFFF;
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void OnMemoryWrite() {
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void OnMemoryWrite() {
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color_buffer = 0xFF;
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zeta_buffer = true;
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shaders = true;
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shaders = true;
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vertex_array = 0xFFFFFFFF;
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vertex_array = 0xFFFFFFFF;
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}
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}
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@ -490,7 +490,19 @@ void RasterizerOpenGL::ConfigureFramebuffers(OpenGLState& current_state, bool us
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bool using_depth_fb, bool preserve_contents,
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bool using_depth_fb, bool preserve_contents,
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std::optional<std::size_t> single_color_target) {
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std::optional<std::size_t> single_color_target) {
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MICROPROFILE_SCOPE(OpenGL_Framebuffer);
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MICROPROFILE_SCOPE(OpenGL_Framebuffer);
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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const auto& regs = gpu.regs;
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const FramebufferConfigState fb_config_state{using_color_fb, using_depth_fb, preserve_contents,
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single_color_target};
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if (fb_config_state == current_framebuffer_config_state && gpu.dirty_flags.color_buffer == 0 &&
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!gpu.dirty_flags.zeta_buffer) {
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// Only skip if the previous ConfigureFramebuffers call was from the same kind (multiple or
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// single color targets). This is done because the guest registers may not change but the
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// host framebuffer may contain different attachments
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return;
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}
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current_framebuffer_config_state = fb_config_state;
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Surface depth_surface;
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Surface depth_surface;
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if (using_depth_fb) {
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if (using_depth_fb) {
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@ -99,6 +99,23 @@ private:
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float max_anisotropic = 1.0f;
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float max_anisotropic = 1.0f;
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};
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};
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struct FramebufferConfigState {
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bool using_color_fb{};
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bool using_depth_fb{};
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bool preserve_contents{};
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std::optional<std::size_t> single_color_target;
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bool operator==(const FramebufferConfigState& rhs) const {
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return std::tie(using_color_fb, using_depth_fb, preserve_contents,
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single_color_target) == std::tie(rhs.using_color_fb, rhs.using_depth_fb,
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rhs.preserve_contents,
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rhs.single_color_target);
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}
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bool operator!=(const FramebufferConfigState& rhs) const {
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return !operator==(rhs);
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}
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};
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/**
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/**
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* Configures the color and depth framebuffer states.
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* Configures the color and depth framebuffer states.
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* @param use_color_fb If true, configure color framebuffers.
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* @param use_color_fb If true, configure color framebuffers.
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@ -203,6 +220,7 @@ private:
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vertex_array_cache;
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vertex_array_cache;
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std::map<FramebufferCacheKey, OGLFramebuffer> framebuffer_cache;
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std::map<FramebufferCacheKey, OGLFramebuffer> framebuffer_cache;
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FramebufferConfigState current_framebuffer_config_state;
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std::array<SamplerInfo, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> texture_samplers;
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std::array<SamplerInfo, Tegra::Engines::Maxwell3D::Regs::NumTextureSamplers> texture_samplers;
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@ -919,9 +919,16 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextu
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}
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}
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Surface RasterizerCacheOpenGL::GetDepthBufferSurface(bool preserve_contents) {
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Surface RasterizerCacheOpenGL::GetDepthBufferSurface(bool preserve_contents) {
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const auto& regs{Core::System::GetInstance().GPU().Maxwell3D().regs};
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auto& gpu{Core::System::GetInstance().GPU().Maxwell3D()};
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const auto& regs{gpu.regs};
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if (!gpu.dirty_flags.zeta_buffer) {
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return last_depth_buffer;
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}
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gpu.dirty_flags.zeta_buffer = false;
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if (!regs.zeta.Address() || !regs.zeta_enable) {
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if (!regs.zeta.Address() || !regs.zeta_enable) {
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return {};
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return last_depth_buffer = {};
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}
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}
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SurfaceParams depth_params{SurfaceParams::CreateForDepthBuffer(
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SurfaceParams depth_params{SurfaceParams::CreateForDepthBuffer(
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@ -929,25 +936,31 @@ Surface RasterizerCacheOpenGL::GetDepthBufferSurface(bool preserve_contents) {
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regs.zeta.memory_layout.block_width, regs.zeta.memory_layout.block_height,
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regs.zeta.memory_layout.block_width, regs.zeta.memory_layout.block_height,
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regs.zeta.memory_layout.block_depth, regs.zeta.memory_layout.type)};
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regs.zeta.memory_layout.block_depth, regs.zeta.memory_layout.type)};
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return GetSurface(depth_params, preserve_contents);
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return last_depth_buffer = GetSurface(depth_params, preserve_contents);
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}
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}
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Surface RasterizerCacheOpenGL::GetColorBufferSurface(std::size_t index, bool preserve_contents) {
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Surface RasterizerCacheOpenGL::GetColorBufferSurface(std::size_t index, bool preserve_contents) {
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const auto& regs{Core::System::GetInstance().GPU().Maxwell3D().regs};
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auto& gpu{Core::System::GetInstance().GPU().Maxwell3D()};
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const auto& regs{gpu.regs};
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if ((gpu.dirty_flags.color_buffer & (1u << static_cast<u32>(index))) == 0) {
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return last_color_buffers[index];
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}
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gpu.dirty_flags.color_buffer &= ~(1u << static_cast<u32>(index));
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ASSERT(index < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets);
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ASSERT(index < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets);
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if (index >= regs.rt_control.count) {
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if (index >= regs.rt_control.count) {
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return {};
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return last_color_buffers[index] = {};
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}
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}
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if (regs.rt[index].Address() == 0 || regs.rt[index].format == Tegra::RenderTargetFormat::NONE) {
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if (regs.rt[index].Address() == 0 || regs.rt[index].format == Tegra::RenderTargetFormat::NONE) {
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return {};
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return last_color_buffers[index] = {};
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}
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}
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const SurfaceParams color_params{SurfaceParams::CreateForFramebuffer(index)};
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const SurfaceParams color_params{SurfaceParams::CreateForFramebuffer(index)};
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return GetSurface(color_params, preserve_contents);
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return last_color_buffers[index] = GetSurface(color_params, preserve_contents);
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}
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}
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void RasterizerCacheOpenGL::LoadSurface(const Surface& surface) {
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void RasterizerCacheOpenGL::LoadSurface(const Surface& surface) {
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@ -396,6 +396,9 @@ private:
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/// Use a Pixel Buffer Object to download the previous texture and then upload it to the new one
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/// Use a Pixel Buffer Object to download the previous texture and then upload it to the new one
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/// using the new format.
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/// using the new format.
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OGLBuffer copy_pbo;
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OGLBuffer copy_pbo;
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std::array<Surface, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> last_color_buffers;
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Surface last_depth_buffer;
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};
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};
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} // namespace OpenGL
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} // namespace OpenGL
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