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gl_rasterizer: fallback to software shader path if buffer overflow happens on hardware shader path
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6985b13439
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dd6252a676
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@ -438,8 +438,7 @@ bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
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if (!SetupGeometryShader())
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if (!SetupGeometryShader())
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return false;
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return false;
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Draw(true, is_indexed);
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return Draw(true, is_indexed);
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return true;
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}
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}
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static GLenum GetCurrentPrimitiveMode(bool use_gs) {
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static GLenum GetCurrentPrimitiveMode(bool use_gs) {
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@ -475,12 +474,17 @@ static GLenum GetCurrentPrimitiveMode(bool use_gs) {
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}
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}
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}
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}
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void RasterizerOpenGL::AccelerateDrawBatchInternal(bool is_indexed, bool use_gs) {
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bool RasterizerOpenGL::AccelerateDrawBatchInternal(bool is_indexed, bool use_gs) {
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const auto& regs = Pica::g_state.regs;
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const auto& regs = Pica::g_state.regs;
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GLenum primitive_mode = GetCurrentPrimitiveMode(use_gs);
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GLenum primitive_mode = GetCurrentPrimitiveMode(use_gs);
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auto [vs_input_index_min, vs_input_index_max, vs_input_size] = AnalyzeVertexArray(is_indexed);
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auto [vs_input_index_min, vs_input_index_max, vs_input_size] = AnalyzeVertexArray(is_indexed);
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if (vs_input_size > VERTEX_BUFFER_SIZE) {
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NGLOG_WARNING(Render_OpenGL, "Too large vertex input size {}", vs_input_size);
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return false;
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}
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state.draw.vertex_buffer = vertex_buffer.GetHandle();
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state.draw.vertex_buffer = vertex_buffer.GetHandle();
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state.Apply();
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state.Apply();
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@ -496,6 +500,12 @@ void RasterizerOpenGL::AccelerateDrawBatchInternal(bool is_indexed, bool use_gs)
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if (is_indexed) {
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if (is_indexed) {
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bool index_u16 = regs.pipeline.index_array.format != 0;
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bool index_u16 = regs.pipeline.index_array.format != 0;
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std::size_t index_buffer_size = regs.pipeline.num_vertices * (index_u16 ? 2 : 1);
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std::size_t index_buffer_size = regs.pipeline.num_vertices * (index_u16 ? 2 : 1);
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if (index_buffer_size > INDEX_BUFFER_SIZE) {
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NGLOG_WARNING(Render_OpenGL, "Too large index input size {}", index_buffer_size);
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return false;
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}
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const u8* index_data =
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const u8* index_data =
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Memory::GetPhysicalPointer(regs.pipeline.vertex_attributes.GetPhysicalBaseAddress() +
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Memory::GetPhysicalPointer(regs.pipeline.vertex_attributes.GetPhysicalBaseAddress() +
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regs.pipeline.index_array.offset);
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regs.pipeline.index_array.offset);
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@ -510,6 +520,7 @@ void RasterizerOpenGL::AccelerateDrawBatchInternal(bool is_indexed, bool use_gs)
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} else {
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} else {
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glDrawArrays(primitive_mode, 0, regs.pipeline.num_vertices);
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glDrawArrays(primitive_mode, 0, regs.pipeline.num_vertices);
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}
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}
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return true;
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}
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}
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void RasterizerOpenGL::DrawTriangles() {
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void RasterizerOpenGL::DrawTriangles() {
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@ -518,7 +529,7 @@ void RasterizerOpenGL::DrawTriangles() {
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Draw(false, false);
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Draw(false, false);
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}
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}
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void RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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const auto& regs = Pica::g_state.regs;
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const auto& regs = Pica::g_state.regs;
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@ -746,8 +757,9 @@ void RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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state.Apply();
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state.Apply();
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// Draw the vertex batch
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// Draw the vertex batch
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bool succeeded = true;
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if (accelerate) {
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if (accelerate) {
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AccelerateDrawBatchInternal(is_indexed, use_gs);
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succeeded = AccelerateDrawBatchInternal(is_indexed, use_gs);
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} else {
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} else {
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state.draw.vertex_array = sw_vao.handle;
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state.draw.vertex_array = sw_vao.handle;
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state.draw.vertex_buffer = vertex_buffer.GetHandle();
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state.draw.vertex_buffer = vertex_buffer.GetHandle();
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@ -798,6 +810,8 @@ void RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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res_cache.InvalidateRegion(boost::icl::first(interval), boost::icl::length(interval),
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res_cache.InvalidateRegion(boost::icl::first(interval), boost::icl::length(interval),
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depth_surface);
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depth_surface);
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}
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}
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return succeeded;
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}
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}
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void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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@ -221,10 +221,10 @@ private:
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void UploadUniforms(bool accelerate_draw, bool use_gs);
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void UploadUniforms(bool accelerate_draw, bool use_gs);
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/// Generic draw function for DrawTriangles and AccelerateDrawBatch
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/// Generic draw function for DrawTriangles and AccelerateDrawBatch
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void Draw(bool accelerate, bool is_indexed);
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bool Draw(bool accelerate, bool is_indexed);
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/// Internal implementation for AccelerateDrawBatch
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/// Internal implementation for AccelerateDrawBatch
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void AccelerateDrawBatchInternal(bool is_indexed, bool use_gs);
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bool AccelerateDrawBatchInternal(bool is_indexed, bool use_gs);
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struct VertexArrayInfo {
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struct VertexArrayInfo {
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u32 vs_input_index_min;
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u32 vs_input_index_min;
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