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@ -183,15 +183,25 @@ void RasterizerOpenGL::SetupVertexFormat() {
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}
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state.draw.vertex_array = VAO.handle;
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state.ApplyVertexBufferState();
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// Rebinding the VAO invalidates the vertex buffer bindings.
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gpu.dirty_flags.vertex_array = 0xFFFFFFFF;
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}
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void RasterizerOpenGL::SetupVertexBuffer() {
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MICROPROFILE_SCOPE(OpenGL_VB);
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const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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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.vertex_array)
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return;
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MICROPROFILE_SCOPE(OpenGL_VB);
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// Upload all guest vertex arrays sequentially to our buffer
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for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
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if (~gpu.dirty_flags.vertex_array & (1u << index))
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continue;
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const auto& vertex_array = regs.vertex_array[index];
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if (!vertex_array.IsEnabled())
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continue;
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@ -218,6 +228,8 @@ void RasterizerOpenGL::SetupVertexBuffer() {
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// Implicit set by glBindVertexBuffer. Stupid glstate handling...
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state.draw.vertex_buffer = buffer_cache.GetHandle();
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gpu.dirty_flags.vertex_array = 0;
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}
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DrawParameters RasterizerOpenGL::SetupDraw() {
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@ -575,7 +587,7 @@ void RasterizerOpenGL::DrawArrays() {
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return;
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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const auto& regs = gpu.regs;
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ScopeAcquireGLContext acquire_context{emu_window};
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@ -626,7 +638,11 @@ void RasterizerOpenGL::DrawArrays() {
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// Add space for at least 18 constant buffers
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buffer_size += Maxwell::MaxConstBuffers * (MaxConstbufferSize + uniform_buffer_alignment);
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buffer_cache.Map(buffer_size);
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bool invalidate = buffer_cache.Map(buffer_size);
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if (invalidate) {
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// As all cached buffers are invalidated, we need to recheck their state.
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gpu.dirty_flags.vertex_attrib_format = 0xFFFFFFFF;
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}
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SetupVertexFormat();
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SetupVertexBuffer();
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