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

@ -116,6 +116,8 @@ public:
void SetInterlacingMode() override;
void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override;
void Draw(u32 base_vertex, u32 num_vertices) override;
void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
void RenderText(const std::string& text, int left, int top, u32 color) override;
@ -137,18 +139,14 @@ public:
void ReinterpretPixelData(unsigned int convtype) override;
void DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices) override;
void DispatchComputeShader(const AbstractShader* shader, const void* uniforms, u32 uniforms_size,
u32 groups_x, u32 groups_y, u32 groups_z) override;
std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler() override;
// Only call methods from this on the GPU thread.
GLContext* GetMainGLContext() const { return m_main_gl_context.get(); }
bool IsGLES() const { return m_main_gl_context->IsGLES(); }
const OGLPipeline* GetCurrentGraphicsPipeline() const { return m_graphics_pipeline; }
private:
void UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc,
const TargetRectangle& targetPixelRc, const void* data);
@ -165,7 +163,6 @@ private:
void ApplyBlendingState(const BlendingState state, bool force = false);
void ApplyRasterizationState(const RasterizationState state, bool force = false);
void ApplyDepthState(const DepthState state, bool force = false);
void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size);
std::unique_ptr<GLContext> m_main_gl_context;
std::array<const AbstractTexture*, 8> m_bound_textures{};