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authorStenzek <stenzek@gmail.com>2018-11-28 14:30:47 +1000
committerStenzek <stenzek@gmail.com>2019-01-25 11:15:57 +1000
commite4b205c76937d379cd9043939e2cef1651b1a21b (patch)
tree95bc07fc4ffbb9a9e0aa8d7bbb22163a97a1fd8e /Source/Core/VideoBackends/OGL/Render.cpp
parentf1e7fb505bc52fa3d6ed1a13e8c43d44c13cb943 (diff)
Decouple XFB scanout from presentation
Diffstat (limited to 'Source/Core/VideoBackends/OGL/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/Render.cpp180
1 files changed, 56 insertions, 124 deletions
diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp
index 630cea738e..35ec1a6715 100644
--- a/Source/Core/VideoBackends/OGL/Render.cpp
+++ b/Source/Core/VideoBackends/OGL/Render.cpp
@@ -59,10 +59,6 @@ VideoConfig g_ogl_config;
// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
static int s_MSAASamples = 1;
-static u32 s_last_multisamples = 1;
-static bool s_last_stereo_mode = false;
-
-static bool s_vsync;
// EFB cache related
static const u32 EFB_CACHE_RECT_SIZE = 64; // Cache 64x64 blocks.
@@ -725,9 +721,6 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
g_Config.VerifyValidity();
UpdateActiveConfig();
- // Since we modify the config here, we need to update the last host bits, it may have changed.
- m_last_host_config_bits = ShaderHostConfig::GetCurrent().bits;
-
OSD::AddMessage(StringFromFormat("Video Info: %s, %s, %s", g_ogl_config.gl_vendor,
g_ogl_config.gl_renderer, g_ogl_config.gl_version),
5000);
@@ -756,15 +749,9 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
g_ogl_config.bSupportsCopySubImage ? "" : "CopyImageSubData ",
g_ActiveConfig.backend_info.bSupportsDepthClamp ? "" : "DepthClamp ");
- s_last_multisamples = g_ActiveConfig.iMultisamples;
- s_MSAASamples = s_last_multisamples;
-
- s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
-
// Handle VSync on/off
- s_vsync = g_ActiveConfig.IsVSync();
if (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_VSYNC))
- m_main_gl_context->SwapInterval(s_vsync);
+ m_main_gl_context->SwapInterval(g_ActiveConfig.IsVSync());
// Because of the fixed framebuffer size we need to disable the resolution
// options while running
@@ -1220,37 +1207,55 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
ClearEFBCache();
}
-void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_texture,
- int src_width, int src_height)
+void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc)
{
+ TargetRectangle source_rc = rc;
+ source_rc.top = rc.GetHeight();
+ source_rc.bottom = 0;
+
+ // Check if we need to render to a new surface.
+ TargetRectangle flipped_trc = GetTargetRectangle();
+ std::swap(flipped_trc.top, flipped_trc.bottom);
+
+ // Copy the framebuffer to screen.
OpenGLPostProcessing* post_processor = static_cast<OpenGLPostProcessing*>(m_post_processor.get());
if (g_ActiveConfig.stereo_mode == StereoMode::SBS ||
g_ActiveConfig.stereo_mode == StereoMode::TAB)
{
- TargetRectangle leftRc, rightRc;
+ TargetRectangle left_rc, right_rc;
// Top-and-Bottom mode needs to compensate for inverted vertical screen coordinates.
if (g_ActiveConfig.stereo_mode == StereoMode::TAB)
- std::tie(rightRc, leftRc) = ConvertStereoRectangle(dst);
+ std::tie(right_rc, left_rc) = ConvertStereoRectangle(flipped_trc);
else
- std::tie(leftRc, rightRc) = ConvertStereoRectangle(dst);
+ std::tie(left_rc, right_rc) = ConvertStereoRectangle(flipped_trc);
- post_processor->BlitFromTexture(src, leftRc, src_texture, src_width, src_height, 0);
- post_processor->BlitFromTexture(src, rightRc, src_texture, src_width, src_height, 1);
+ post_processor->BlitFromTexture(source_rc, left_rc,
+ static_cast<const OGLTexture*>(texture)->GetRawTexIdentifier(),
+ texture->GetWidth(), texture->GetHeight(), 0);
+ post_processor->BlitFromTexture(source_rc, right_rc,
+ static_cast<const OGLTexture*>(texture)->GetRawTexIdentifier(),
+ texture->GetWidth(), texture->GetHeight(), 1);
}
else if (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer)
{
glDrawBuffer(GL_BACK_LEFT);
- post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 0);
+ post_processor->BlitFromTexture(source_rc, flipped_trc,
+ static_cast<const OGLTexture*>(texture)->GetRawTexIdentifier(),
+ texture->GetWidth(), texture->GetHeight(), 0);
glDrawBuffer(GL_BACK_RIGHT);
- post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 1);
+ post_processor->BlitFromTexture(source_rc, flipped_trc,
+ static_cast<const OGLTexture*>(texture)->GetRawTexIdentifier(),
+ texture->GetWidth(), texture->GetHeight(), 1);
glDrawBuffer(GL_BACK);
}
else
{
- post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 0);
+ post_processor->BlitFromTexture(source_rc, flipped_trc,
+ static_cast<const OGLTexture*>(texture)->GetRawTexIdentifier(),
+ texture->GetWidth(), texture->GetHeight(), 0);
}
}
@@ -1385,8 +1390,20 @@ void Renderer::ApplyBlendingState(const BlendingState state, bool force)
m_current_blend_state = state;
}
-// This function has the final picture. We adjust the aspect ratio here.
-void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks)
+void Renderer::BindBackbuffer(const ClearColor& clear_color)
+{
+ CheckForSurfaceChange();
+ CheckForSurfaceResize();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glClearColor(0, 0, 0, 0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ m_current_framebuffer = nullptr;
+ m_current_framebuffer_width = m_backbuffer_width;
+ m_current_framebuffer_height = m_backbuffer_height;
+}
+
+void Renderer::PresentBackbuffer()
{
if (g_ogl_config.bSupportsDebug)
{
@@ -1396,72 +1413,22 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
glDisable(GL_DEBUG_OUTPUT);
}
- auto* xfb_texture = static_cast<OGLTexture*>(texture);
-
- TargetRectangle sourceRc = xfb_region;
- sourceRc.top = xfb_region.GetHeight();
- sourceRc.bottom = 0;
-
- ResetAPIState();
-
- // Check if we need to render to a new surface.
- CheckForSurfaceChange();
- CheckForSurfaceResize();
- UpdateDrawRectangle();
- TargetRectangle flipped_trc = GetTargetRectangle();
- std::swap(flipped_trc.top, flipped_trc.bottom);
-
- // Skip screen rendering when running in headless mode.
- if (!IsHeadless())
- {
- // Clear the framebuffer before drawing anything.
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glClearColor(0, 0, 0, 0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- m_current_framebuffer = nullptr;
- m_current_framebuffer_width = m_backbuffer_width;
- m_current_framebuffer_height = m_backbuffer_height;
-
- // Copy the framebuffer to screen.
- BlitScreen(sourceRc, flipped_trc, xfb_texture->GetRawTexIdentifier(),
- xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
-
- // Render OSD messages.
- glViewport(0, 0, m_backbuffer_width, m_backbuffer_height);
- DrawImGui();
-
- // Swap the back and front buffers, presenting the image.
- m_main_gl_context->Swap();
- }
- else
- {
- // Since we're not swapping in headless mode, ensure all commands are sent to the GPU.
- // Otherwise the driver could batch several frames togehter.
- glFlush();
- }
-
- // Was the size changed since the last frame?
- bool target_size_changed = CalculateTargetSize();
- bool stencil_buffer_enabled =
- static_cast<FramebufferManager*>(g_framebuffer_manager.get())->HasStencilBuffer();
-
- bool fb_needs_update = target_size_changed ||
- s_last_multisamples != g_ActiveConfig.iMultisamples ||
- stencil_buffer_enabled != BoundingBox::NeedsStencilBuffer() ||
- s_last_stereo_mode != (g_ActiveConfig.stereo_mode != StereoMode::Off);
+ // Swap the back and front buffers, presenting the image.
+ m_main_gl_context->Swap();
+}
- if (fb_needs_update)
+void Renderer::OnConfigChanged(u32 bits)
+{
+ if (bits & (CONFIG_CHANGE_BIT_TARGET_SIZE | CONFIG_CHANGE_BIT_MULTISAMPLES |
+ CONFIG_CHANGE_BIT_STEREO_MODE | CONFIG_CHANGE_BIT_BBOX))
{
- s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
- s_last_multisamples = g_ActiveConfig.iMultisamples;
- s_MSAASamples = s_last_multisamples;
-
+ s_MSAASamples = g_ActiveConfig.iMultisamples;
if (s_MSAASamples > 1 && s_MSAASamples > g_ogl_config.max_samples)
{
s_MSAASamples = g_ogl_config.max_samples;
OSD::AddMessage(
StringFromFormat("%d Anti Aliasing samples selected, but only %d supported by your GPU.",
- s_last_multisamples, g_ogl_config.max_samples),
+ s_MSAASamples, g_ogl_config.max_samples),
10000);
}
@@ -1469,40 +1436,13 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
g_framebuffer_manager = std::make_unique<FramebufferManager>(
m_target_width, m_target_height, s_MSAASamples, BoundingBox::NeedsStencilBuffer());
BoundingBox::SetTargetSizeChanged(m_target_width, m_target_height);
- UpdateDrawRectangle();
- }
-
- if (s_vsync != g_ActiveConfig.IsVSync())
- {
- s_vsync = g_ActiveConfig.IsVSync();
- if (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_VSYNC))
- m_main_gl_context->SwapInterval(s_vsync);
}
- // Clean out old stuff from caches. It's not worth it to clean out the shader caches.
- g_texture_cache->Cleanup(frameCount);
-
- RestoreAPIState();
-
- g_Config.iSaveTargetId = 0;
+ if (bits & CONFIG_CHANGE_BIT_VSYNC && !DriverDetails::HasBug(DriverDetails::BUG_BROKEN_VSYNC))
+ m_main_gl_context->SwapInterval(g_ActiveConfig.IsVSync());
- int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
- UpdateActiveConfig();
- g_texture_cache->OnConfigChanged(g_ActiveConfig);
-
- if (old_anisotropy != g_ActiveConfig.iMaxAnisotropy)
+ if (bits & CONFIG_CHANGE_BIT_ANISOTROPY)
g_sampler_cache->Clear();
-
- // Invalidate shader cache when the host config changes.
- CheckForHostConfigChanges();
-
- // For testing zbuffer targets.
- // Renderer::SetZBufferRender();
- // SaveTexture("tex.png", GL_TEXTURE_2D, s_FakeZTarget,
- // GetTargetWidth(), GetTargetHeight());
-
- // Invalidate EFB cache
- ClearEFBCache();
}
void Renderer::Flush()
@@ -1535,15 +1475,6 @@ void Renderer::CheckForSurfaceResize()
m_backbuffer_height = m_main_gl_context->GetBackBufferHeight();
}
-void Renderer::DrawEFB(GLuint framebuffer, const TargetRectangle& target_rc,
- const TargetRectangle& source_rc)
-{
- // for msaa mode, we must resolve the efb content to non-msaa
- GLuint tex = FramebufferManager::ResolveAndGetRenderTarget(source_rc);
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
- BlitScreen(source_rc, target_rc, tex, m_target_width, m_target_height);
-}
-
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
void Renderer::ResetAPIState()
{
@@ -1671,6 +1602,7 @@ void Renderer::UnbindTexture(const AbstractTexture* texture)
glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + i));
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
+ m_bound_textures[i] = nullptr;
}
}