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@ -135,27 +135,31 @@ void RasterizerOpenGL::CheckExtensions() {
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}
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}
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void RasterizerOpenGL::SetupVertexFormat() {
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GLuint RasterizerOpenGL::SetupVertexFormat() {
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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_attrib_format)
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return;
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if (!gpu.dirty_flags.vertex_attrib_format) {
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return state.draw.vertex_array;
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}
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gpu.dirty_flags.vertex_attrib_format = false;
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MICROPROFILE_SCOPE(OpenGL_VAO);
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auto [iter, is_cache_miss] = vertex_array_cache.try_emplace(regs.vertex_attrib_format);
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auto& VAO = iter->second;
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auto& vao_entry = iter->second;
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if (is_cache_miss) {
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VAO.Create();
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state.draw.vertex_array = VAO.handle;
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state.ApplyVertexBufferState();
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vao_entry.Create();
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const GLuint vao = vao_entry.handle;
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// The index buffer binding is stored within the VAO. Stupid OpenGL, but easy to work
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// around.
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer_cache.GetHandle());
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// Eventhough we are using DSA to create this vertex array, there is a bug on Intel's blob
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// that fails to properly create the vertex array if it's not bound even after creating it
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// with glCreateVertexArrays
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state.draw.vertex_array = vao;
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state.ApplyVertexArrayState();
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glVertexArrayElementBuffer(vao, buffer_cache.GetHandle());
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// Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
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// Enables the first 16 vertex attributes always, as we don't know which ones are actually
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@ -163,7 +167,7 @@ void RasterizerOpenGL::SetupVertexFormat() {
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// for now to avoid OpenGL errors.
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// TODO(Subv): Analyze the shader to identify which attributes are actually used and don't
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// assume every shader uses them all.
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for (unsigned index = 0; index < 16; ++index) {
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for (u32 index = 0; index < 16; ++index) {
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const auto& attrib = regs.vertex_attrib_format[index];
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// Ignore invalid attributes.
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@ -178,28 +182,29 @@ void RasterizerOpenGL::SetupVertexFormat() {
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ASSERT(buffer.IsEnabled());
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glEnableVertexAttribArray(index);
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glEnableVertexArrayAttrib(vao, index);
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if (attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::SignedInt ||
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attrib.type ==
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Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::UnsignedInt) {
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glVertexAttribIFormat(index, attrib.ComponentCount(),
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MaxwellToGL::VertexType(attrib), attrib.offset);
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glVertexArrayAttribIFormat(vao, index, attrib.ComponentCount(),
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MaxwellToGL::VertexType(attrib), attrib.offset);
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} else {
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glVertexAttribFormat(index, attrib.ComponentCount(),
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MaxwellToGL::VertexType(attrib),
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attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
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glVertexArrayAttribFormat(
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vao, index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
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attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
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}
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glVertexAttribBinding(index, attrib.buffer);
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glVertexArrayAttribBinding(vao, index, attrib.buffer);
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}
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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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state.draw.vertex_array = vao_entry.handle;
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return vao_entry.handle;
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}
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void RasterizerOpenGL::SetupVertexBuffer() {
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void RasterizerOpenGL::SetupVertexBuffer(GLuint vao) {
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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const auto& regs = gpu.regs;
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@ -217,7 +222,7 @@ void RasterizerOpenGL::SetupVertexBuffer() {
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if (!vertex_array.IsEnabled())
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continue;
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Tegra::GPUVAddr start = vertex_array.StartAddress();
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const Tegra::GPUVAddr start = vertex_array.StartAddress();
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const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
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ASSERT(end > start);
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@ -225,21 +230,18 @@ void RasterizerOpenGL::SetupVertexBuffer() {
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const GLintptr 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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glBindVertexBuffer(index, buffer_cache.GetHandle(), vertex_buffer_offset,
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vertex_array.stride);
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glVertexArrayVertexBuffer(vao, index, buffer_cache.GetHandle(), vertex_buffer_offset,
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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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// Enable vertex buffer instancing with the specified divisor.
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glVertexBindingDivisor(index, vertex_array.divisor);
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glVertexArrayBindingDivisor(vao, index, vertex_array.divisor);
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} else {
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// Disable the vertex buffer instancing.
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glVertexBindingDivisor(index, 0);
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glVertexArrayBindingDivisor(vao, index, 0);
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}
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}
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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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@ -691,9 +693,6 @@ void RasterizerOpenGL::DrawArrays() {
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// Draw the vertex batch
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const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
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state.draw.vertex_buffer = buffer_cache.GetHandle();
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state.ApplyVertexBufferState();
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std::size_t buffer_size = CalculateVertexArraysSize();
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// Add space for index buffer (keeping in mind non-core primitives)
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@ -723,8 +722,9 @@ void RasterizerOpenGL::DrawArrays() {
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gpu.dirty_flags.vertex_array = 0xFFFFFFFF;
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}
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SetupVertexFormat();
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SetupVertexBuffer();
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const GLuint vao = SetupVertexFormat();
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SetupVertexBuffer(vao);
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DrawParameters params = SetupDraw();
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SetupShaders(params.primitive_mode);
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