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https://github.com/yuzu-emu/yuzu-mainline.git
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Merge pull request #12094 from ameerj/gl-buffer-cache-batch-vtx
gl_buffer_cache: Batch vertex/tfb buffer binding
This commit is contained in:
commit
5fb1a83e4c
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@ -53,13 +53,11 @@ Buffer::Buffer(BufferCacheRuntime& runtime, VideoCore::RasterizerInterface& rast
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VAddr cpu_addr_, u64 size_bytes_)
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: VideoCommon::BufferBase<VideoCore::RasterizerInterface>(rasterizer_, cpu_addr_, size_bytes_) {
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buffer.Create();
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const std::string name = fmt::format("Buffer 0x{:x}", CpuAddr());
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glObjectLabel(GL_BUFFER, buffer.handle, static_cast<GLsizei>(name.size()), name.data());
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glNamedBufferData(buffer.handle, SizeBytes(), nullptr, GL_DYNAMIC_DRAW);
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if (runtime.has_unified_vertex_buffers) {
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glGetNamedBufferParameterui64vNV(buffer.handle, GL_BUFFER_GPU_ADDRESS_NV, &address);
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if (runtime.device.HasDebuggingToolAttached()) {
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const std::string name = fmt::format("Buffer 0x{:x}", CpuAddr());
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glObjectLabel(GL_BUFFER, buffer.handle, static_cast<GLsizei>(name.size()), name.data());
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}
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glNamedBufferData(buffer.handle, SizeBytes(), nullptr, GL_DYNAMIC_DRAW);
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}
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void Buffer::ImmediateUpload(size_t offset, std::span<const u8> data) noexcept {
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@ -111,7 +109,6 @@ BufferCacheRuntime::BufferCacheRuntime(const Device& device_,
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: device{device_}, staging_buffer_pool{staging_buffer_pool_},
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has_fast_buffer_sub_data{device.HasFastBufferSubData()},
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use_assembly_shaders{device.UseAssemblyShaders()},
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has_unified_vertex_buffers{device.HasVertexBufferUnifiedMemory()},
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stream_buffer{has_fast_buffer_sub_data ? std::nullopt : std::make_optional<StreamBuffer>()} {
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GLint gl_max_attributes;
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &gl_max_attributes);
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@ -123,16 +120,18 @@ BufferCacheRuntime::BufferCacheRuntime(const Device& device_,
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GL_STREAM_DRAW);
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}
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}
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for (auto& stage_uniforms : copy_uniforms) {
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for (OGLBuffer& buffer : stage_uniforms) {
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if (use_assembly_shaders) {
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for (auto& stage_uniforms : copy_uniforms) {
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for (OGLBuffer& buffer : stage_uniforms) {
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buffer.Create();
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glNamedBufferData(buffer.handle, 0x10'000, nullptr, GL_STREAM_COPY);
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}
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}
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for (OGLBuffer& buffer : copy_compute_uniforms) {
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buffer.Create();
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glNamedBufferData(buffer.handle, 0x10'000, nullptr, GL_STREAM_COPY);
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}
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}
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for (OGLBuffer& buffer : copy_compute_uniforms) {
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buffer.Create();
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glNamedBufferData(buffer.handle, 0x10'000, nullptr, GL_STREAM_COPY);
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}
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device_access_memory = [this]() -> u64 {
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if (device.CanReportMemoryUsage()) {
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@ -211,14 +210,8 @@ void BufferCacheRuntime::ClearBuffer(Buffer& dest_buffer, u32 offset, size_t siz
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}
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void BufferCacheRuntime::BindIndexBuffer(Buffer& buffer, u32 offset, u32 size) {
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if (has_unified_vertex_buffers) {
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buffer.MakeResident(GL_READ_ONLY);
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glBufferAddressRangeNV(GL_ELEMENT_ARRAY_ADDRESS_NV, 0, buffer.HostGpuAddr() + offset,
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static_cast<GLsizeiptr>(Common::AlignUp(size, 4)));
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} else {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.Handle());
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index_buffer_offset = offset;
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.Handle());
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index_buffer_offset = offset;
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}
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void BufferCacheRuntime::BindVertexBuffer(u32 index, Buffer& buffer, u32 offset, u32 size,
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@ -226,24 +219,23 @@ void BufferCacheRuntime::BindVertexBuffer(u32 index, Buffer& buffer, u32 offset,
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if (index >= max_attributes) {
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return;
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}
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if (has_unified_vertex_buffers) {
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buffer.MakeResident(GL_READ_ONLY);
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glBindVertexBuffer(index, 0, 0, static_cast<GLsizei>(stride));
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glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, index,
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buffer.HostGpuAddr() + offset, static_cast<GLsizeiptr>(size));
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} else {
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glBindVertexBuffer(index, buffer.Handle(), static_cast<GLintptr>(offset),
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static_cast<GLsizei>(stride));
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}
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glBindVertexBuffer(index, buffer.Handle(), static_cast<GLintptr>(offset),
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static_cast<GLsizei>(stride));
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}
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void BufferCacheRuntime::BindVertexBuffers(VideoCommon::HostBindings<Buffer>& bindings) {
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for (u32 index = 0; index < bindings.buffers.size(); ++index) {
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BindVertexBuffer(bindings.min_index + index, *bindings.buffers[index],
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static_cast<u32>(bindings.offsets[index]),
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static_cast<u32>(bindings.sizes[index]),
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static_cast<u32>(bindings.strides[index]));
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}
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// TODO: Should HostBindings provide the correct runtime types to avoid these transforms?
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std::array<GLuint, 32> buffer_handles;
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std::array<GLsizei, 32> buffer_strides;
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std::ranges::transform(bindings.buffers, buffer_handles.begin(),
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[](const Buffer* const buffer) { return buffer->Handle(); });
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std::ranges::transform(bindings.strides, buffer_strides.begin(),
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[](u64 stride) { return static_cast<GLsizei>(stride); });
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const u32 count =
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std::min(static_cast<u32>(bindings.buffers.size()), max_attributes - bindings.min_index);
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glBindVertexBuffers(bindings.min_index, static_cast<GLsizei>(count), buffer_handles.data(),
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reinterpret_cast<const GLintptr*>(bindings.offsets.data()),
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buffer_strides.data());
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}
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void BufferCacheRuntime::BindUniformBuffer(size_t stage, u32 binding_index, Buffer& buffer,
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@ -335,11 +327,13 @@ void BufferCacheRuntime::BindTransformFeedbackBuffer(u32 index, Buffer& buffer,
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}
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void BufferCacheRuntime::BindTransformFeedbackBuffers(VideoCommon::HostBindings<Buffer>& bindings) {
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for (u32 index = 0; index < bindings.buffers.size(); ++index) {
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glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, index, bindings.buffers[index]->Handle(),
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static_cast<GLintptr>(bindings.offsets[index]),
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static_cast<GLsizeiptr>(bindings.sizes[index]));
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}
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std::array<GLuint, 4> buffer_handles;
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std::ranges::transform(bindings.buffers, buffer_handles.begin(),
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[](const Buffer* const buffer) { return buffer->Handle(); });
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glBindBuffersRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0,
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static_cast<GLsizei>(bindings.buffers.size()), buffer_handles.data(),
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reinterpret_cast<const GLintptr*>(bindings.offsets.data()),
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reinterpret_cast<const GLsizeiptr*>(bindings.strides.data()));
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}
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void BufferCacheRuntime::BindTextureBuffer(Buffer& buffer, u32 offset, u32 size,
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@ -209,7 +209,6 @@ private:
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bool has_fast_buffer_sub_data = false;
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bool use_assembly_shaders = false;
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bool has_unified_vertex_buffers = false;
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bool use_storage_buffers = false;
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@ -200,7 +200,6 @@ Device::Device(Core::Frontend::EmuWindow& emu_window) {
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has_broken_texture_view_formats = is_amd || (!is_linux && is_intel);
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has_nv_viewport_array2 = GLAD_GL_NV_viewport_array2;
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has_derivative_control = GLAD_GL_ARB_derivative_control;
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has_vertex_buffer_unified_memory = GLAD_GL_NV_vertex_buffer_unified_memory;
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has_debugging_tool_attached = IsDebugToolAttached(extensions);
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has_depth_buffer_float = HasExtension(extensions, "GL_NV_depth_buffer_float");
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has_geometry_shader_passthrough = GLAD_GL_NV_geometry_shader_passthrough;
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@ -72,10 +72,6 @@ public:
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return has_texture_shadow_lod;
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}
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bool HasVertexBufferUnifiedMemory() const {
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return has_vertex_buffer_unified_memory;
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}
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bool HasASTC() const {
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return has_astc;
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}
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@ -215,7 +211,6 @@ private:
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bool has_vertex_viewport_layer{};
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bool has_image_load_formatted{};
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bool has_texture_shadow_lod{};
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bool has_vertex_buffer_unified_memory{};
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bool has_astc{};
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bool has_variable_aoffi{};
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bool has_component_indexing_bug{};
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@ -168,15 +168,6 @@ RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_,
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if (!GLAD_GL_ARB_seamless_cubemap_per_texture && !GLAD_GL_AMD_seamless_cubemap_per_texture) {
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glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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}
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// Enable unified vertex attributes and query vertex buffer address when the driver supports it
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if (device.HasVertexBufferUnifiedMemory()) {
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glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
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glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
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glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY);
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glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV,
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&vertex_buffer_address);
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}
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}
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RendererOpenGL::~RendererOpenGL() = default;
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@ -680,13 +671,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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offsetof(ScreenRectVertex, tex_coord));
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glVertexAttribBinding(PositionLocation, 0);
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glVertexAttribBinding(TexCoordLocation, 0);
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if (device.HasVertexBufferUnifiedMemory()) {
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glBindVertexBuffer(0, 0, 0, sizeof(ScreenRectVertex));
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glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, 0, vertex_buffer_address,
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sizeof(vertices));
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} else {
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glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
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}
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glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
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if (Settings::values.scaling_filter.GetValue() != Settings::ScalingFilter::NearestNeighbor) {
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glBindSampler(0, present_sampler.handle);
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