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https://github.com/yuzu-emu/yuzu-android.git
synced 2024-12-27 22:05:39 +00:00
gl_rasterizer: Fix vertex and index data invalidations
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1fa21fa192
commit
9cdc576f60
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@ -198,9 +198,8 @@ void RasterizerOpenGL::SetupVertexBuffer(GLuint vao) {
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const auto [vertex_buffer, vertex_buffer_offset] = buffer_cache.UploadMemory(start, size);
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const auto [vertex_buffer, vertex_buffer_offset] = buffer_cache.UploadMemory(start, size);
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// Bind the vertex array to the buffer at the current offset.
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// Bind the vertex array to the buffer at the current offset.
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// FIXME(Rodrigo): This dereferenced pointer might be invalidated in future uploads.
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vertex_array_pushbuffer.SetVertexBuffer(index, vertex_buffer, vertex_buffer_offset,
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glVertexArrayVertexBuffer(vao, index, *vertex_buffer, vertex_buffer_offset,
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vertex_array.stride);
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vertex_array.stride);
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if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) {
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if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) {
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// Enable vertex buffer instancing with the specified divisor.
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// Enable vertex buffer instancing with the specified divisor.
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@ -214,7 +213,7 @@ void RasterizerOpenGL::SetupVertexBuffer(GLuint vao) {
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gpu.dirty_flags.vertex_array.reset();
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gpu.dirty_flags.vertex_array.reset();
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}
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}
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GLintptr RasterizerOpenGL::SetupIndexBuffer(GLuint vao) {
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GLintptr RasterizerOpenGL::SetupIndexBuffer() {
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if (accelerate_draw != AccelDraw::Indexed) {
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if (accelerate_draw != AccelDraw::Indexed) {
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return 0;
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return 0;
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}
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}
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@ -222,8 +221,7 @@ GLintptr RasterizerOpenGL::SetupIndexBuffer(GLuint vao) {
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const auto& regs = system.GPU().Maxwell3D().regs;
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const auto& regs = system.GPU().Maxwell3D().regs;
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const std::size_t size = CalculateIndexBufferSize();
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const std::size_t size = CalculateIndexBufferSize();
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const auto [buffer, offset] = buffer_cache.UploadMemory(regs.index_array.IndexStart(), size);
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const auto [buffer, offset] = buffer_cache.UploadMemory(regs.index_array.IndexStart(), size);
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// FIXME(Rodrigo): This dereferenced pointer might be invalidated in future uploads.
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vertex_array_pushbuffer.SetIndexBuffer(buffer);
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glVertexArrayElementBuffer(vao, *buffer);
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return offset;
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return offset;
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}
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}
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@ -644,10 +642,11 @@ void RasterizerOpenGL::DrawArrays() {
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// Prepare vertex array format.
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// Prepare vertex array format.
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const GLuint vao = SetupVertexFormat();
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const GLuint vao = SetupVertexFormat();
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vertex_array_pushbuffer.Setup(vao);
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// Upload vertex and index data.
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// Upload vertex and index data.
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SetupVertexBuffer(vao);
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SetupVertexBuffer(vao);
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const GLintptr index_buffer_offset = SetupIndexBuffer(vao);
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const GLintptr index_buffer_offset = SetupIndexBuffer();
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// Setup draw parameters. It will automatically choose what glDraw* method to use.
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// Setup draw parameters. It will automatically choose what glDraw* method to use.
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const DrawParameters params = SetupDraw(index_buffer_offset);
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const DrawParameters params = SetupDraw(index_buffer_offset);
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@ -667,6 +666,7 @@ void RasterizerOpenGL::DrawArrays() {
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const bool invalidate = buffer_cache.Unmap();
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const bool invalidate = buffer_cache.Unmap();
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// Now that we are no longer uploading data, we can safely bind the buffers to OpenGL.
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// Now that we are no longer uploading data, we can safely bind the buffers to OpenGL.
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vertex_array_pushbuffer.Bind();
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bind_ubo_pushbuffer.Bind();
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bind_ubo_pushbuffer.Bind();
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bind_ssbo_pushbuffer.Bind();
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bind_ssbo_pushbuffer.Bind();
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@ -207,6 +207,7 @@ private:
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static constexpr std::size_t STREAM_BUFFER_SIZE = 128 * 1024 * 1024;
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static constexpr std::size_t STREAM_BUFFER_SIZE = 128 * 1024 * 1024;
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OGLBufferCache buffer_cache;
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OGLBufferCache buffer_cache;
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VertexArrayPushBuffer vertex_array_pushbuffer;
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BindBuffersRangePushBuffer bind_ubo_pushbuffer{GL_UNIFORM_BUFFER};
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BindBuffersRangePushBuffer bind_ubo_pushbuffer{GL_UNIFORM_BUFFER};
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BindBuffersRangePushBuffer bind_ssbo_pushbuffer{GL_SHADER_STORAGE_BUFFER};
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BindBuffersRangePushBuffer bind_ssbo_pushbuffer{GL_SHADER_STORAGE_BUFFER};
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@ -219,7 +220,7 @@ private:
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void SetupVertexBuffer(GLuint vao);
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void SetupVertexBuffer(GLuint vao);
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GLintptr SetupIndexBuffer(GLuint vao);
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GLintptr SetupIndexBuffer();
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DrawParameters SetupDraw(GLintptr index_buffer_offset);
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DrawParameters SetupDraw(GLintptr index_buffer_offset);
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@ -13,6 +13,37 @@
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namespace OpenGL {
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namespace OpenGL {
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VertexArrayPushBuffer::VertexArrayPushBuffer() = default;
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VertexArrayPushBuffer::~VertexArrayPushBuffer() = default;
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void VertexArrayPushBuffer::Setup(GLuint vao_) {
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vao = vao_;
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index_buffer = nullptr;
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vertex_buffers.clear();
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}
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void VertexArrayPushBuffer::SetIndexBuffer(const GLuint* buffer) {
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index_buffer = buffer;
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}
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void VertexArrayPushBuffer::SetVertexBuffer(GLuint binding_index, const GLuint* buffer,
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GLintptr offset, GLsizei stride) {
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vertex_buffers.push_back(Entry{binding_index, buffer, offset, stride});
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}
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void VertexArrayPushBuffer::Bind() {
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if (index_buffer) {
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glVertexArrayElementBuffer(vao, *index_buffer);
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}
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// TODO(Rodrigo): Find a way to ARB_multi_bind this
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for (const auto& entry : vertex_buffers) {
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glVertexArrayVertexBuffer(vao, entry.binding_index, *entry.buffer, entry.offset,
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entry.stride);
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}
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}
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BindBuffersRangePushBuffer::BindBuffersRangePushBuffer(GLenum target) : target{target} {}
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BindBuffersRangePushBuffer::BindBuffersRangePushBuffer(GLenum target) : target{target} {}
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BindBuffersRangePushBuffer::~BindBuffersRangePushBuffer() = default;
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BindBuffersRangePushBuffer::~BindBuffersRangePushBuffer() = default;
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@ -11,6 +11,33 @@
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namespace OpenGL {
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namespace OpenGL {
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class VertexArrayPushBuffer final {
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public:
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explicit VertexArrayPushBuffer();
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~VertexArrayPushBuffer();
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void Setup(GLuint vao_);
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void SetIndexBuffer(const GLuint* buffer);
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void SetVertexBuffer(GLuint binding_index, const GLuint* buffer, GLintptr offset,
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GLsizei stride);
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void Bind();
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private:
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struct Entry {
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GLuint binding_index{};
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const GLuint* buffer{};
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GLintptr offset{};
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GLsizei stride{};
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};
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GLuint vao{};
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const GLuint* index_buffer{};
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std::vector<Entry> vertex_buffers;
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};
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class BindBuffersRangePushBuffer final {
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class BindBuffersRangePushBuffer final {
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public:
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public:
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explicit BindBuffersRangePushBuffer(GLenum target);
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explicit BindBuffersRangePushBuffer(GLenum target);
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