Use main buffers for utility draws

This commit is contained in:
Stenzek
2018-11-27 17:16:53 +10:00
parent 5ca18ff04e
commit 7afd5cc2fb
32 changed files with 533 additions and 681 deletions

View File

@ -1184,6 +1184,27 @@ void Renderer::SetViewport(float x, float y, float width, float height, float ne
glDepthRangef(near_depth, far_depth);
}
void Renderer::Draw(u32 base_vertex, u32 num_vertices)
{
glDrawArrays(static_cast<const OGLPipeline*>(m_graphics_pipeline)->GetGLPrimitive(), base_vertex,
num_vertices);
}
void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
{
if (g_ogl_config.bSupportsGLBaseVertex)
{
glDrawElementsBaseVertex(static_cast<const OGLPipeline*>(m_graphics_pipeline)->GetGLPrimitive(),
num_indices, GL_UNSIGNED_SHORT,
static_cast<u16*>(nullptr) + base_index, base_vertex);
}
else
{
glDrawElements(static_cast<const OGLPipeline*>(m_graphics_pipeline)->GetGLPrimitive(),
num_indices, GL_UNSIGNED_SHORT, static_cast<u16*>(nullptr) + base_index);
}
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
u32 color, u32 z)
{
@ -1675,54 +1696,6 @@ void Renderer::SetInterlacingMode()
// TODO
}
void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices)
{
// Copy in uniforms.
if (uniforms_size > 0)
UploadUtilityUniforms(uniforms, uniforms_size);
// Draw from base index if there is vertex data.
if (vertices)
{
StreamBuffer* vbuf = static_cast<VertexManager*>(g_vertex_manager.get())->GetVertexBuffer();
auto buf = vbuf->Map(vertex_stride * num_vertices, vertex_stride);
std::memcpy(buf.first, vertices, vertex_stride * num_vertices);
vbuf->Unmap(vertex_stride * num_vertices);
glDrawArrays(m_graphics_pipeline->GetGLPrimitive(), buf.second / vertex_stride, num_vertices);
}
else
{
glDrawArrays(m_graphics_pipeline->GetGLPrimitive(), 0, num_vertices);
}
}
void Renderer::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
{
DEBUG_ASSERT(uniforms_size > 0);
auto buf = ProgramShaderCache::GetUniformBuffer()->Map(
uniforms_size, ProgramShaderCache::GetUniformBufferAlignment());
std::memcpy(buf.first, uniforms, uniforms_size);
ProgramShaderCache::GetUniformBuffer()->Unmap(uniforms_size);
glBindBufferRange(GL_UNIFORM_BUFFER, 1, ProgramShaderCache::GetUniformBuffer()->m_buffer,
buf.second, uniforms_size);
// This is rather horrible, but because of how the UBOs are bound, this forces it to rebind.
ProgramShaderCache::InvalidateConstants();
}
void Renderer::DispatchComputeShader(const AbstractShader* shader, const void* uniforms,
u32 uniforms_size, u32 groups_x, u32 groups_y, u32 groups_z)
{
glUseProgram(static_cast<const OGLShader*>(shader)->GetGLComputeProgramID());
if (uniforms_size > 0)
UploadUtilityUniforms(uniforms, uniforms_size);
glDispatchCompute(groups_x, groups_y, groups_z);
ProgramShaderCache::InvalidateLastProgram();
}
std::unique_ptr<VideoCommon::AsyncShaderCompiler> Renderer::CreateAsyncShaderCompiler()
{
return std::make_unique<SharedContextAsyncShaderCompiler>();