gl_rasterizer_cache: Use dirty flags for color buffers
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@ -135,6 +135,15 @@ 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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// 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 +1089,15 @@ 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 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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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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@ -933,21 +933,27 @@ Surface RasterizerCacheOpenGL::GetDepthBufferSurface(bool 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 +396,8 @@ 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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};
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};
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} // namespace OpenGL
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} // namespace OpenGL
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