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Use main buffers for utility draws
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@ -27,6 +27,7 @@
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/SamplerCommon.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderManager.h"
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@ -131,7 +132,7 @@ DataReader VertexManagerBase::PrepareForAdditionalData(int primitive, u32 count,
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// need to alloc new buffer
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if (m_is_flushed)
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{
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g_vertex_manager->ResetBuffer(stride);
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g_vertex_manager->ResetBuffer(stride, cullall);
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m_is_flushed = false;
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}
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@ -209,6 +210,28 @@ std::pair<size_t, size_t> VertexManagerBase::ResetFlushAspectRatioCount()
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return val;
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}
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void VertexManagerBase::UploadUtilityVertices(const void* vertices, u32 vertex_stride,
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u32 num_vertices, const u16* indices, u32 num_indices,
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u32* out_base_vertex, u32* out_base_index)
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{
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// The GX vertex list should be flushed before any utility draws occur.
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ASSERT(m_is_flushed);
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// Copy into the buffers usually used for GX drawing.
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ResetBuffer(std::max(vertex_stride, 1u), false);
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if (vertices)
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{
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const u32 copy_size = vertex_stride * num_vertices;
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ASSERT((m_cur_buffer_pointer + copy_size) <= m_end_buffer_pointer);
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std::memcpy(m_cur_buffer_pointer, vertices, copy_size);
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m_cur_buffer_pointer += copy_size;
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}
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if (indices)
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IndexGenerator::AddExternalIndices(indices, num_indices, num_vertices);
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CommitBuffer(num_vertices, vertex_stride, num_indices, out_base_vertex, out_base_index);
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}
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static void SetSamplerState(u32 index, float custom_tex_scale, bool custom_tex,
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bool has_arbitrary_mips)
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{
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@ -384,19 +407,35 @@ void VertexManagerBase::Flush()
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if (!m_cull_all)
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{
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// Update and upload constants. Note for the Vulkan backend, this must occur before the
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// vertex/index buffer is committed, otherwise the data will be associated with the
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// previous command buffer, instead of the one with the draw if there is an overflow.
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GeometryShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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UploadConstants();
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// Now the vertices can be flushed to the GPU.
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const u32 num_indices = IndexGenerator::GetIndexLen();
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u32 base_vertex, base_index;
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CommitBuffer(IndexGenerator::GetNumVerts(),
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VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride(), num_indices,
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&base_vertex, &base_index);
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// Update the pipeline, or compile one if needed.
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UpdatePipelineConfig();
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UpdatePipelineObject();
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if (m_current_pipeline_object)
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{
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g_renderer->SetPipeline(m_current_pipeline_object);
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if (PerfQueryBase::ShouldEmulate())
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g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
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// set the rest of the global constants
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GeometryShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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DrawCurrentBatch(base_index, num_indices, base_vertex);
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INCSTAT(stats.thisFrame.numDrawCalls);
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if (PerfQueryBase::ShouldEmulate())
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g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
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g_vertex_manager->vFlush();
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if (PerfQueryBase::ShouldEmulate())
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g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
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if (PerfQueryBase::ShouldEmulate())
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g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
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}
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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@ -413,7 +452,6 @@ void VertexManagerBase::Flush()
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void VertexManagerBase::DoState(PointerWrap& p)
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{
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p.Do(m_zslope);
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g_vertex_manager->vDoState(p);
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}
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void VertexManagerBase::CalculateZSlope(NativeVertexFormat* format)
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