mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2025-01-17 22:25:37 +00:00
GPU: Add base functionality for GL streaming buffers
This commit is contained in:
parent
c52c0608ae
commit
407fee9ec3
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@ -40,6 +40,7 @@
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<ClInclude Include="cd_image.h" />
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<ClInclude Include="fifo_queue.h" />
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<ClInclude Include="gl_program.h" />
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<ClInclude Include="gl_stream_buffer.h" />
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<ClInclude Include="gl_texture.h" />
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<ClInclude Include="heap_array.h" />
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<ClInclude Include="jit_code_buffer.h" />
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@ -53,6 +54,7 @@
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<ClCompile Include="cd_image_bin.cpp" />
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<ClCompile Include="cd_image_cue.cpp" />
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<ClCompile Include="gl_program.cpp" />
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<ClCompile Include="gl_stream_buffer.cpp" />
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<ClCompile Include="gl_texture.cpp" />
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<ClCompile Include="jit_code_buffer.cpp" />
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<ClCompile Include="state_wrapper.cpp" />
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@ -12,6 +12,7 @@
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<ClInclude Include="audio_stream.h" />
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<ClInclude Include="cd_xa.h" />
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<ClInclude Include="heap_array.h" />
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<ClInclude Include="gl_stream_buffer.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="jit_code_buffer.cpp" />
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@ -23,6 +24,7 @@
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<ClCompile Include="cd_xa.cpp" />
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<ClCompile Include="cd_image_cue.cpp" />
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<ClCompile Include="cd_image_bin.cpp" />
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<ClCompile Include="gl_stream_buffer.cpp" />
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</ItemGroup>
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<ItemGroup>
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<Natvis Include="bitfield.natvis" />
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53
src/common/gl_stream_buffer.cpp
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53
src/common/gl_stream_buffer.cpp
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@ -0,0 +1,53 @@
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#include "gl_stream_buffer.h"
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namespace GL {
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StreamBuffer::StreamBuffer(GLenum target, GLuint buffer_id, u32 size)
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: m_target(target), m_buffer_id(buffer_id), m_size(size), m_cpu_buffer(size)
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{
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}
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StreamBuffer::~StreamBuffer()
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{
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glDeleteBuffers(1, &m_buffer_id);
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}
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void StreamBuffer::Bind()
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{
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glBindBuffer(m_target, m_buffer_id);
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}
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StreamBuffer::MappingResult StreamBuffer::Map(u32 alignment, u32 min_size)
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{
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return MappingResult{static_cast<void*>(m_cpu_buffer.data()), 0, m_size / alignment};
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}
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void StreamBuffer::Unmap(u32 used_size)
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{
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if (used_size == 0)
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return;
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glBindBuffer(m_target, m_buffer_id);
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glBufferSubData(m_target, 0, used_size, m_cpu_buffer.data());
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}
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std::unique_ptr<StreamBuffer> StreamBuffer::Create(GLenum target, u32 size)
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{
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glGetError();
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GLuint buffer_id;
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glGenBuffers(1, &buffer_id);
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glBindBuffer(target, buffer_id);
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glBufferData(target, size, nullptr, GL_STREAM_DRAW);
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GLenum err = glGetError();
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if (err != GL_NO_ERROR)
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{
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glDeleteBuffers(1, &buffer_id);
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return {};
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}
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return std::unique_ptr<StreamBuffer>(new StreamBuffer(target, buffer_id, size));
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}
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} // namespace GL
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42
src/common/gl_stream_buffer.h
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42
src/common/gl_stream_buffer.h
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@ -0,0 +1,42 @@
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#pragma once
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#include "types.h"
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#include <glad.h>
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#include <memory>
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#include <tuple>
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#include <vector>
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namespace GL {
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// TODO: Persistent mapping-based implementation
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class StreamBuffer
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{
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public:
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~StreamBuffer();
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ALWAYS_INLINE GLuint GetGLBufferId() const { return m_buffer_id; }
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ALWAYS_INLINE GLenum GetGLTarget() const { return m_target; }
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ALWAYS_INLINE u32 GetSize() const { return m_size; }
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void Bind();
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struct MappingResult
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{
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void* pointer;
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u32 index_aligned; // offset / alignment, suitable for base vertex
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u32 space_aligned; // remaining space / alignment
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};
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MappingResult Map(u32 alignment, u32 min_size);
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void Unmap(u32 used_size);
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static std::unique_ptr<StreamBuffer> Create(GLenum target, u32 size);
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private:
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StreamBuffer(GLenum target, GLuint buffer_id, u32 size);
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GLenum m_target;
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GLuint m_buffer_id;
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u32 m_size;
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std::vector<u8> m_cpu_buffer;
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};
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} // namespace GL
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@ -49,9 +49,9 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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case Primitive::Polygon:
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{
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// if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip
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bool restart_strip = (rc.quad_polygon && !m_batch.vertices.empty());
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bool restart_strip = (rc.quad_polygon && !IsFlushed());
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if (restart_strip)
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m_batch.vertices.push_back(m_batch.vertices.back());
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AddDuplicateVertex();
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const u32 first_color = rc.color_for_first_vertex;
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const bool shaded = rc.shading_enable;
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@ -60,28 +60,15 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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u32 buffer_pos = 1;
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for (u32 i = 0; i < num_vertices; i++)
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{
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HWVertex hw_vert;
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hw_vert.color = (shaded && i > 0) ? (command_ptr[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color;
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const u32 color = (shaded && i > 0) ? (command_ptr[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color;
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const VertexPosition vp{command_ptr[buffer_pos++]};
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hw_vert.x = vp.x;
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hw_vert.y = vp.y;
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hw_vert.texpage = texpage;
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const u16 packed_texcoord = textured ? Truncate16(command_ptr[buffer_pos++]) : 0;
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if (textured)
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{
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const auto [texcoord_x, texcoord_y] = UnpackTexcoord(Truncate16(command_ptr[buffer_pos++]));
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hw_vert.texcoord = HWVertex::PackTexcoord(texcoord_x, texcoord_y);
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}
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else
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{
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hw_vert.texcoord = 0;
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}
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(m_batch_current_vertex_ptr++)->Set(vp.x, vp.y, color, texpage, packed_texcoord);
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m_batch.vertices.push_back(hw_vert);
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if (restart_strip)
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{
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m_batch.vertices.push_back(m_batch.vertices.back());
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AddDuplicateVertex();
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restart_strip = false;
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}
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}
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case Primitive::Rectangle:
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{
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// if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip
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const bool restart_strip = !m_batch.vertices.empty();
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const bool restart_strip = !IsFlushed();
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if (restart_strip)
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m_batch.vertices.push_back(m_batch.vertices.back());
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AddDuplicateVertex();
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u32 buffer_pos = 1;
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const u32 color = rc.color_for_first_vertex;
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@ -132,16 +119,13 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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const u16 tex_right = tex_left + static_cast<u16>(rectangle_width);
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const u16 tex_bottom = tex_top + static_cast<u16>(rectangle_height);
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m_batch.vertices.push_back(
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HWVertex{pos_left, pos_top, color, texpage, HWVertex::PackTexcoord(tex_left, tex_top)});
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(m_batch_current_vertex_ptr++)->Set(pos_left, pos_top, color, texpage, tex_left, tex_top);
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if (restart_strip)
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m_batch.vertices.push_back(m_batch.vertices.back());
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m_batch.vertices.push_back(
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HWVertex{pos_right, pos_top, color, texpage, HWVertex::PackTexcoord(tex_right, tex_top)});
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m_batch.vertices.push_back(
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HWVertex{pos_left, pos_bottom, color, texpage, HWVertex::PackTexcoord(tex_left, tex_bottom)});
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m_batch.vertices.push_back(
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HWVertex{pos_right, pos_bottom, color, texpage, HWVertex::PackTexcoord(tex_right, tex_bottom)});
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AddDuplicateVertex();
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(m_batch_current_vertex_ptr++)->Set(pos_right, pos_top, color, texpage, tex_right, tex_top);
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(m_batch_current_vertex_ptr++)->Set(pos_left, pos_bottom, color, texpage, tex_left, tex_bottom);
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(m_batch_current_vertex_ptr++)->Set(pos_right, pos_bottom, color, texpage, tex_right, tex_bottom);
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}
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break;
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@ -155,7 +139,7 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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{
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const u32 color = (shaded && i > 0) ? (command_ptr[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color;
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const VertexPosition vp{command_ptr[buffer_pos++]};
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m_batch.vertices.push_back(HWVertex{vp.x.GetValue(), vp.y.GetValue(), color});
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(m_batch_current_vertex_ptr++)->Set(vp.x, vp.y, color, 0, 0);
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}
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}
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break;
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@ -166,6 +150,12 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
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}
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}
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void GPU_HW::AddDuplicateVertex()
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{
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std::memcpy(m_batch_current_vertex_ptr, m_batch_current_vertex_ptr - 1, sizeof(HWVertex));
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m_batch_current_vertex_ptr++;
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}
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void GPU_HW::CalcScissorRect(int* left, int* top, int* right, int* bottom)
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{
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*left = m_drawing_area.left * m_resolution_scale;
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@ -567,8 +557,6 @@ GPU_HW::HWPrimitive GPU_HW::GetPrimitiveForCommand(RenderCommand rc)
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return HWPrimitive::Triangles;
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}
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void GPU_HW::InvalidateVRAMReadCache() {}
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void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr)
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{
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TextureMode texture_mode;
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@ -612,10 +600,10 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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rc.transparency_enable ? m_render_state.transparency_mode : TransparencyMode::Disabled;
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const HWPrimitive rc_primitive = GetPrimitiveForCommand(rc);
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const bool dithering_enable = (!m_true_color && rc.IsDitheringEnabled()) ? m_GPUSTAT.dither_enable : false;
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const u32 max_added_vertices = num_vertices + 2;
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if (!IsFlushed())
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{
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const u32 max_added_vertices = num_vertices + 2;
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const bool buffer_overflow = (m_batch.vertices.size() + max_added_vertices) >= MAX_BATCH_VERTEX_COUNT;
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const bool buffer_overflow = GetBatchVertexSpace() < max_added_vertices;
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if (buffer_overflow || rc_primitive == HWPrimitive::LineStrip || m_batch.texture_mode != texture_mode ||
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m_batch.transparency_mode != transparency_mode || m_batch.primitive != rc_primitive ||
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dithering_enable != m_batch.dithering || m_render_state.IsTexturePageChanged() ||
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}
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}
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// map buffer if it's not already done
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if (!m_batch_current_vertex_ptr)
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MapBatchVertexPointer(max_added_vertices);
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// update state
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m_batch.primitive = rc_primitive;
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m_batch.texture_mode = texture_mode;
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s32 y;
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u32 color;
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u32 texpage;
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u32 texcoord;
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u32 texcoord; // 16-bit texcoords are needed for 256 extent rectangles
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// 16-bit texcoords are needed for 256 extent rectangles
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static u32 PackTexcoord(u16 x, u16 y) { return ZeroExtend32(x) | (ZeroExtend32(y) << 16); }
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ALWAYS_INLINE void Set(s32 x_, s32 y_, u32 color_, u32 texpage_, u16 packed_texcoord)
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{
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Set(x_, y_, color_, texpage_, packed_texcoord & 0xFF, (packed_texcoord >> 8));
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}
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ALWAYS_INLINE void Set(s32 x_, s32 y_, u32 color_, u32 texpage_, u16 texcoord_x, u16 texcoord_y)
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{
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x = x_;
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y = y_;
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color = color_;
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texpage = texpage_;
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texcoord = ZeroExtend32(texcoord_x) | (ZeroExtend32(texcoord_y) << 16);
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}
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};
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struct HWRenderBatch
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struct HWBatchConfig
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{
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u32 texture_page_x;
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u32 texture_page_y;
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std::array<u8, 4> texture_window_values;
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bool dithering;
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std::vector<HWVertex> vertices;
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// We need two-pass rendering when using BG-FG blending and texturing, as the transparency can be enabled
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// on a per-pixel basis, and the opaque pixels shouldn't be blended at all.
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bool NeedsTwoPassRendering() const
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@ -75,6 +84,7 @@ protected:
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};
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static constexpr u32 VERTEX_BUFFER_SIZE = 1 * 1024 * 1024;
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static constexpr u32 MIN_BATCH_VERTEX_COUNT = 6;
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static constexpr u32 MAX_BATCH_VERTEX_COUNT = VERTEX_BUFFER_SIZE / sizeof(HWVertex);
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static constexpr u32 TEXTURE_TILE_SIZE = 256;
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static constexpr u32 TEXTURE_TILE_X_COUNT = VRAM_WIDTH / TEXTURE_TILE_SIZE;
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@ -89,9 +99,14 @@ protected:
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static_cast<float>(rgba >> 24) * (1.0f / 255.0f));
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}
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virtual void InvalidateVRAMReadCache();
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virtual void InvalidateVRAMReadCache() = 0;
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bool IsFlushed() const { return m_batch.vertices.empty(); }
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virtual void MapBatchVertexPointer(u32 required_vertices) = 0;
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u32 GetBatchVertexSpace() const { return static_cast<u32>(m_batch_end_vertex_ptr - m_batch_current_vertex_ptr); }
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u32 GetBatchVertexCount() const { return static_cast<u32>(m_batch_current_vertex_ptr - m_batch_start_vertex_ptr); }
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bool IsFlushed() const { return m_batch_current_vertex_ptr == m_batch_start_vertex_ptr; }
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void DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32* command_ptr) override;
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std::string GenerateFillFragmentShader();
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std::string GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced);
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HWRenderBatch m_batch = {};
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HWBatchConfig m_batch = {};
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HWVertex* m_batch_start_vertex_ptr = nullptr;
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HWVertex* m_batch_end_vertex_ptr = nullptr;
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HWVertex* m_batch_current_vertex_ptr = nullptr;
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u32 m_batch_base_vertex = 0;
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u32 m_resolution_scale = 1;
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u32 m_max_resolution_scale = 1;
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bool m_true_color = false;
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void GenerateShaderHeader(std::stringstream& ss);
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void LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command_ptr);
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void AddDuplicateVertex();
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};
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@ -62,7 +62,6 @@ void GPU_HW_OpenGL::RestoreGraphicsAPIState()
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glLineWidth(static_cast<float>(m_resolution_scale));
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UpdateDrawingArea();
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
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glBindVertexArray(m_vao_id);
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}
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@ -132,6 +131,19 @@ void GPU_HW_OpenGL::InvalidateVRAMReadCache()
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m_vram_read_texture_dirty = true;
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}
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void GPU_HW_OpenGL::MapBatchVertexPointer(u32 required_vertices)
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{
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Assert(!m_batch_start_vertex_ptr);
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const GL::StreamBuffer::MappingResult res =
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m_vertex_stream_buffer->Map(sizeof(HWVertex), required_vertices * sizeof(HWVertex));
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m_batch_start_vertex_ptr = static_cast<HWVertex*>(res.pointer);
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m_batch_current_vertex_ptr = m_batch_start_vertex_ptr;
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m_batch_end_vertex_ptr = m_batch_start_vertex_ptr + res.space_aligned;
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m_batch_base_vertex = res.index_aligned;
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}
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std::tuple<s32, s32> GPU_HW_OpenGL::ConvertToFramebufferCoordinates(s32 x, s32 y)
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{
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return std::make_tuple(x, static_cast<s32>(static_cast<s32>(VRAM_HEIGHT) - y));
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@ -217,9 +229,11 @@ void GPU_HW_OpenGL::DestroyFramebuffer()
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void GPU_HW_OpenGL::CreateVertexBuffer()
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{
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glGenBuffers(1, &m_vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE, nullptr, GL_STREAM_DRAW);
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m_vertex_stream_buffer = GL::StreamBuffer::Create(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE);
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if (!m_vertex_stream_buffer)
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Panic("Failed to create vertex streaming buffer");
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m_vertex_stream_buffer->Bind();
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glGenVertexArrays(1, &m_vao_id);
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glBindVertexArray(m_vao_id);
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@ -638,35 +652,36 @@ void GPU_HW_OpenGL::UpdateVRAMReadTexture()
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void GPU_HW_OpenGL::FlushRender()
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{
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if (m_batch.vertices.empty())
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const u32 vertex_count = GetBatchVertexCount();
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if (vertex_count == 0)
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return;
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if (m_vram_read_texture_dirty)
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UpdateVRAMReadTexture();
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m_stats.num_batches++;
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m_stats.num_vertices += static_cast<u32>(m_batch.vertices.size());
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m_stats.num_vertices += vertex_count;
|
||||
|
||||
Assert((m_batch.vertices.size() * sizeof(HWVertex)) <= VERTEX_BUFFER_SIZE);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizei>(sizeof(HWVertex) * m_batch.vertices.size()),
|
||||
m_batch.vertices.data());
|
||||
m_vertex_stream_buffer->Unmap(vertex_count * sizeof(HWVertex));
|
||||
m_vertex_stream_buffer->Bind();
|
||||
m_batch_start_vertex_ptr = nullptr;
|
||||
m_batch_end_vertex_ptr = nullptr;
|
||||
m_batch_current_vertex_ptr = nullptr;
|
||||
|
||||
static constexpr std::array<GLenum, 4> gl_primitives = {{GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP}};
|
||||
|
||||
if (m_batch.NeedsTwoPassRendering())
|
||||
{
|
||||
SetDrawState(HWBatchRenderMode::OnlyTransparent);
|
||||
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
|
||||
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, vertex_count);
|
||||
SetDrawState(HWBatchRenderMode::OnlyOpaque);
|
||||
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
|
||||
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, vertex_count);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetDrawState(m_batch.GetRenderMode());
|
||||
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
|
||||
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, vertex_count);
|
||||
}
|
||||
|
||||
m_batch.vertices.clear();
|
||||
}
|
||||
|
||||
std::unique_ptr<GPU> GPU::CreateHardwareOpenGLRenderer()
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
#pragma once
|
||||
#include "common/gl_program.h"
|
||||
#include "common/gl_stream_buffer.h"
|
||||
#include "common/gl_texture.h"
|
||||
#include "glad.h"
|
||||
#include "gpu_hw.h"
|
||||
|
@ -31,6 +32,7 @@ protected:
|
|||
void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override;
|
||||
void FlushRender() override;
|
||||
void InvalidateVRAMReadCache() override;
|
||||
void MapBatchVertexPointer(u32 required_vertices) override;
|
||||
|
||||
private:
|
||||
struct GLStats
|
||||
|
@ -62,7 +64,7 @@ private:
|
|||
std::unique_ptr<GL::Texture> m_vram_downsample_texture;
|
||||
std::unique_ptr<GL::Texture> m_display_texture;
|
||||
|
||||
GLuint m_vertex_buffer = 0;
|
||||
std::unique_ptr<GL::StreamBuffer> m_vertex_stream_buffer;
|
||||
GLuint m_vao_id = 0;
|
||||
GLuint m_attributeless_vao_id = 0;
|
||||
|
||||
|
|
Loading…
Reference in a new issue