mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-12 16:06:11 +00:00
1018 lines
35 KiB
C++
1018 lines
35 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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// Ideas for speeding things up on mobile OpenGL ES implementations
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//
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// Use superbuffers! Yes I just invented that name.
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//
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// The idea is to avoid respecifying the vertex format between every draw call (multiple glVertexAttribPointer ...)
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// by combining the contents of multiple draw calls into one buffer, as long as
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// they have exactly the same output vertex format. (different input formats is fine! This way
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// we can combine the data for multiple draws with different numbers of bones, as we consider numbones < 4 to be = 4)
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// into one VBO.
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//
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// This will likely be a win because I believe that between every change of VBO + glVertexAttribPointer*N, the driver will
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// perform a lot of validation, probably at draw call time, while all the validation can be skipped if the only thing
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// that changes between two draw calls is simple state or texture or a matrix etc, not anything vertex related.
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// Also the driver will have to manage hundreds instead of thousands of VBOs in games like GTA.
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//
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// * Every 10 frames or something, do the following:
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// - Frame 1:
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// + Mark all drawn buffers with in-frame sequence numbers (alternatively,
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// just log them in an array)
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// - Frame 2 (beginning?):
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// + Take adjacent buffers that have the same output vertex format, and add them
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// to a list of buffers to combine. Create said buffers with appropriate sizes
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// and precompute the offsets that the draws should be written into.
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// - Frame 2 (end):
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// + Actually do the work of combining the buffers. This probably means re-decoding
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// the vertices into a new one. Will also have to apply index offsets.
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//
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// Also need to change the drawing code so that we don't glBindBuffer and respecify glVAP if
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// two subsequent drawcalls come from the same superbuffer.
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//
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// Or we ignore all of this including vertex caching and simply find a way to do highly optimized vertex streaming,
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// like Dolphin is trying to. That will likely never be able to reach the same speed as perfectly optimized
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// superbuffers though. For this we will have to JIT the vertex decoder but that's not too hard.
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//
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// Now, when do we delete superbuffers? Maybe when half the buffers within have been killed?
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//
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// Another idea for GTA which switches textures a lot while not changing much other state is to use ES 3 Array
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// textures, if they are the same size (even if they aren't, might be okay to simply resize the textures to match
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// if they're just a multiple of 2 away) or something. Then we'd have to add a W texture coordinate to choose the
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// texture within the bound texture array to the vertex data when merging into superbuffers.
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//
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// There are even more things to try. For games that do matrix palette skinning by quickly switching bones and
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// just drawing a few triangles per call (NBA, FF:CC, Tekken 6 etc) we could even collect matrices, upload them
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// all at once, writing matrix indices into the vertices in addition to the weights, and then doing a single
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// draw call with specially generated shader to draw the whole mesh. This code will be seriously complex though.
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#include "base/logging.h"
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#include "base/timeutil.h"
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#include "Common/MemoryUtil.h"
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#include "Core/MemMap.h"
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#include "Core/Host.h"
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#include "Core/System.h"
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#include "Core/Reporting.h"
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#include "Core/Config.h"
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#include "Core/CoreTiming.h"
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#include "gfx/gl_debug_log.h"
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#include "profiler/profiler.h"
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#include "GPU/Math3D.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "GPU/Common/SplineCommon.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/Common/SoftwareTransformCommon.h"
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#include "ext/native/gfx/GLStateCache.h"
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#include "GPU/GLES/FragmentTestCacheGLES.h"
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#include "GPU/GLES/StateMappingGLES.h"
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#include "GPU/GLES/TextureCacheGLES.h"
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#include "GPU/GLES/DrawEngineGLES.h"
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#include "GPU/GLES/ShaderManagerGLES.h"
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#include "GPU/GLES/GPU_GLES.h"
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extern const GLuint glprim[8] = {
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GL_POINTS,
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GL_LINES,
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GL_LINE_STRIP,
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GL_TRIANGLES,
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GL_TRIANGLE_STRIP,
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GL_TRIANGLE_FAN,
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GL_TRIANGLES,
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// Rectangles need to be expanded into triangles.
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};
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enum {
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TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex)
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};
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#define VERTEXCACHE_DECIMATION_INTERVAL 17
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#define VERTEXCACHE_NAME_DECIMATION_INTERVAL 41
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#define VERTEXCACHE_NAME_DECIMATION_MAX 100
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#define VERTEXCACHE_NAME_CACHE_SIZE 64
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#define VERTEXCACHE_NAME_CACHE_FULL_BYTES (1024 * 1024)
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#define VERTEXCACHE_NAME_CACHE_MAX_AGE 120
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enum { VAI_KILL_AGE = 120, VAI_UNRELIABLE_KILL_AGE = 240, VAI_UNRELIABLE_KILL_MAX = 4 };
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DrawEngineGLES::DrawEngineGLES() : vai_(256) {
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decOptions_.expandAllWeightsToFloat = false;
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decOptions_.expand8BitNormalsToFloat = false;
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decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
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bufferDecimationCounter_ = VERTEXCACHE_NAME_DECIMATION_INTERVAL;
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// Allocate nicely aligned memory. Maybe graphics drivers will
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// appreciate it.
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// All this is a LOT of memory, need to see if we can cut down somehow.
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decoded = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
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decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
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splineBuffer = (u8 *)AllocateMemoryPages(SPLINE_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
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indexGen.Setup(decIndex);
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InitDeviceObjects();
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register_gl_resource_holder(this, "drawengine_gles", 1);
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tessDataTransfer = new TessellationDataTransferGLES(gl_extensions.VersionGEThan(3, 0, 0));
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}
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DrawEngineGLES::~DrawEngineGLES() {
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DestroyDeviceObjects();
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FreeMemoryPages(decoded, DECODED_VERTEX_BUFFER_SIZE);
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FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE);
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FreeMemoryPages(splineBuffer, SPLINE_BUFFER_SIZE);
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unregister_gl_resource_holder(this);
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delete tessDataTransfer;
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}
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void DrawEngineGLES::RestoreVAO() {
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if (sharedVao_ != 0) {
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glBindVertexArray(sharedVao_);
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} else if (gstate_c.Supports(GPU_SUPPORTS_VAO)) {
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// Note: this is here because, InitDeviceObjects() is called before GPU_SUPPORTS_VAO is setup.
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// So, this establishes it if Supports() returns true and there isn't one yet.
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glGenVertexArrays(1, &sharedVao_);
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glBindVertexArray(sharedVao_);
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}
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}
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void DrawEngineGLES::InitDeviceObjects() {
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if (bufferNameCache_.empty()) {
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bufferNameCache_.resize(VERTEXCACHE_NAME_CACHE_SIZE);
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glGenBuffers(VERTEXCACHE_NAME_CACHE_SIZE, &bufferNameCache_[0]);
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bufferNameCacheSize_ = 0;
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if (gstate_c.Supports(GPU_SUPPORTS_VAO)) {
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glGenVertexArrays(1, &sharedVao_);
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} else {
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sharedVao_ = 0;
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}
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} else {
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ERROR_LOG(G3D, "Device objects already initialized!");
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}
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}
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void DrawEngineGLES::DestroyDeviceObjects() {
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ClearTrackedVertexArrays();
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if (!bufferNameCache_.empty()) {
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glstate.arrayBuffer.unbind();
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glstate.elementArrayBuffer.unbind();
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glDeleteBuffers((GLsizei)bufferNameCache_.size(), &bufferNameCache_[0]);
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bufferNameCache_.clear();
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bufferNameInfo_.clear();
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freeSizedBuffers_.clear();
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bufferNameCacheSize_ = 0;
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if (sharedVao_ != 0) {
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glDeleteVertexArrays(1, &sharedVao_);
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}
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}
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}
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void DrawEngineGLES::GLLost() {
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ILOG("TransformDrawEngine::GLLost()");
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// The objects have already been deleted by losing the context, so we don't call DestroyDeviceObjects.
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bufferNameCache_.clear();
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bufferNameInfo_.clear();
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freeSizedBuffers_.clear();
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bufferNameCacheSize_ = 0;
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ClearTrackedVertexArrays();
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}
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void DrawEngineGLES::GLRestore() {
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ILOG("TransformDrawEngine::GLRestore()");
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InitDeviceObjects();
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}
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struct GlTypeInfo {
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u16 type;
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u8 count;
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u8 normalized;
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};
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static const GlTypeInfo GLComp[] = {
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{0}, // DEC_NONE,
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{GL_FLOAT, 1, GL_FALSE}, // DEC_FLOAT_1,
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{GL_FLOAT, 2, GL_FALSE}, // DEC_FLOAT_2,
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{GL_FLOAT, 3, GL_FALSE}, // DEC_FLOAT_3,
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{GL_FLOAT, 4, GL_FALSE}, // DEC_FLOAT_4,
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{GL_BYTE, 4, GL_TRUE}, // DEC_S8_3,
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{GL_SHORT, 4, GL_TRUE},// DEC_S16_3,
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{GL_UNSIGNED_BYTE, 1, GL_TRUE},// DEC_U8_1,
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{GL_UNSIGNED_BYTE, 2, GL_TRUE},// DEC_U8_2,
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{GL_UNSIGNED_BYTE, 3, GL_TRUE},// DEC_U8_3,
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{GL_UNSIGNED_BYTE, 4, GL_TRUE},// DEC_U8_4,
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{GL_UNSIGNED_SHORT, 1, GL_TRUE},// DEC_U16_1,
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{GL_UNSIGNED_SHORT, 2, GL_TRUE},// DEC_U16_2,
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{GL_UNSIGNED_SHORT, 3, GL_TRUE},// DEC_U16_3,
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{GL_UNSIGNED_SHORT, 4, GL_TRUE},// DEC_U16_4,
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{GL_UNSIGNED_BYTE, 2, GL_FALSE},// DEC_U8A_2,
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{GL_UNSIGNED_SHORT, 2, GL_FALSE},// DEC_U16A_2,
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};
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static inline void VertexAttribSetup(int attrib, int fmt, int stride, u8 *ptr) {
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if (fmt) {
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const GlTypeInfo &type = GLComp[fmt];
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glVertexAttribPointer(attrib, type.count, type.type, type.normalized, stride, ptr);
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}
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}
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// TODO: Use VBO and get rid of the vertexData pointers - with that, we will supply only offsets
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static void SetupDecFmtForDraw(LinkedShader *program, const DecVtxFormat &decFmt, u8 *vertexData) {
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CHECK_GL_ERROR_IF_DEBUG();
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VertexAttribSetup(ATTR_W1, decFmt.w0fmt, decFmt.stride, vertexData + decFmt.w0off);
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VertexAttribSetup(ATTR_W2, decFmt.w1fmt, decFmt.stride, vertexData + decFmt.w1off);
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VertexAttribSetup(ATTR_TEXCOORD, decFmt.uvfmt, decFmt.stride, vertexData + decFmt.uvoff);
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VertexAttribSetup(ATTR_COLOR0, decFmt.c0fmt, decFmt.stride, vertexData + decFmt.c0off);
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VertexAttribSetup(ATTR_COLOR1, decFmt.c1fmt, decFmt.stride, vertexData + decFmt.c1off);
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VertexAttribSetup(ATTR_NORMAL, decFmt.nrmfmt, decFmt.stride, vertexData + decFmt.nrmoff);
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VertexAttribSetup(ATTR_POSITION, decFmt.posfmt, decFmt.stride, vertexData + decFmt.posoff);
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CHECK_GL_ERROR_IF_DEBUG();
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}
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void DrawEngineGLES::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) {
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if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS || vertexCountInDrawCalls_ + vertexCount > VERTEX_BUFFER_MAX)
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Flush();
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// TODO: Is this the right thing to do?
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if (prim == GE_PRIM_KEEP_PREVIOUS) {
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prim = prevPrim_ != GE_PRIM_INVALID ? prevPrim_ : GE_PRIM_POINTS;
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} else {
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prevPrim_ = prim;
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}
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SetupVertexDecoder(vertType);
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*bytesRead = vertexCount * dec_->VertexSize();
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if ((vertexCount < 2 && prim > 0) || (vertexCount < 3 && prim > 2 && prim != GE_PRIM_RECTANGLES))
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return;
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DeferredDrawCall &dc = drawCalls[numDrawCalls];
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dc.verts = verts;
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dc.inds = inds;
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dc.vertType = vertType;
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dc.indexType = (vertType & GE_VTYPE_IDX_MASK) >> GE_VTYPE_IDX_SHIFT;
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dc.prim = prim;
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dc.vertexCount = vertexCount;
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u32 dhash = dcid_;
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dhash ^= (u32)(uintptr_t)verts;
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dhash = __rotl(dhash, 13);
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dhash ^= (u32)(uintptr_t)inds;
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dhash = __rotl(dhash, 13);
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dhash ^= (u32)vertType;
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dhash = __rotl(dhash, 13);
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dhash ^= (u32)vertexCount;
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dhash = __rotl(dhash, 13);
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dhash ^= (u32)prim;
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dcid_ = dhash;
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if (inds) {
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GetIndexBounds(inds, vertexCount, vertType, &dc.indexLowerBound, &dc.indexUpperBound);
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} else {
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dc.indexLowerBound = 0;
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dc.indexUpperBound = vertexCount - 1;
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}
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uvScale[numDrawCalls] = gstate_c.uv;
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numDrawCalls++;
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vertexCountInDrawCalls_ += vertexCount;
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if (g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK)) {
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DecodeVertsStep(decoded, decodeCounter_, decodedVerts_);
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decodeCounter_++;
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}
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if (prim == GE_PRIM_RECTANGLES && (gstate.getTextureAddress(0) & 0x3FFFFFFF) == (gstate.getFrameBufAddress() & 0x3FFFFFFF)) {
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// Rendertarget == texture?
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if (!g_Config.bDisableSlowFramebufEffects) {
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gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
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Flush();
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}
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}
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}
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void DrawEngineGLES::DecodeVerts() {
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const UVScale origUV = gstate_c.uv;
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for (; decodeCounter_ < numDrawCalls; decodeCounter_++) {
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gstate_c.uv = uvScale[decodeCounter_];
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DecodeVertsStep(decoded, decodeCounter_, decodedVerts_);
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}
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gstate_c.uv = origUV;
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// Sanity check
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if (indexGen.Prim() < 0) {
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ERROR_LOG_REPORT(G3D, "DecodeVerts: Failed to deduce prim: %i", indexGen.Prim());
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// Force to points (0)
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indexGen.AddPrim(GE_PRIM_POINTS, 0);
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}
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}
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void DrawEngineGLES::MarkUnreliable(VertexArrayInfo *vai) {
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vai->status = VertexArrayInfo::VAI_UNRELIABLE;
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if (vai->vbo) {
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FreeBuffer(vai->vbo);
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vai->vbo = 0;
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}
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if (vai->ebo) {
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FreeBuffer(vai->ebo);
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vai->ebo = 0;
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}
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}
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void DrawEngineGLES::ClearTrackedVertexArrays() {
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vai_.Iterate([&](uint32_t hash, VertexArrayInfo *vai){
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FreeVertexArray(vai);
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delete vai;
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});
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vai_.Clear();
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}
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void DrawEngineGLES::DecimateTrackedVertexArrays() {
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if (--decimationCounter_ <= 0) {
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decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
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} else {
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return;
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}
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const int threshold = gpuStats.numFlips - VAI_KILL_AGE;
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const int unreliableThreshold = gpuStats.numFlips - VAI_UNRELIABLE_KILL_AGE;
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int unreliableLeft = VAI_UNRELIABLE_KILL_MAX;
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vai_.Iterate([&](uint32_t hash, VertexArrayInfo *vai) {
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bool kill;
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if (vai->status == VertexArrayInfo::VAI_UNRELIABLE) {
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// We limit killing unreliable so we don't rehash too often.
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kill = vai->lastFrame < unreliableThreshold && --unreliableLeft >= 0;
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} else {
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kill = vai->lastFrame < threshold;
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}
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if (kill) {
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FreeVertexArray(vai);
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delete vai;
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vai_.Remove(hash);
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}
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});
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vai_.Maintain();
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}
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GLuint DrawEngineGLES::AllocateBuffer(size_t sz) {
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GLuint unused = 0;
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auto freeMatch = freeSizedBuffers_.find(sz);
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if (freeMatch != freeSizedBuffers_.end()) {
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unused = freeMatch->second;
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_assert_(!bufferNameInfo_[unused].used);
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freeSizedBuffers_.erase(freeMatch);
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} else {
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for (GLuint buf : bufferNameCache_) {
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const BufferNameInfo &info = bufferNameInfo_[buf];
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if (info.used) {
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continue;
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}
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// Just pick the first unused one, we'll have to resize it.
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unused = buf;
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// Let's also remove from the free list, if it's there.
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if (info.sz != 0) {
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auto range = freeSizedBuffers_.equal_range(info.sz);
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for (auto it = range.first; it != range.second; ++it) {
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if (it->second == buf) {
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// It will only be once, so remove and bail.
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freeSizedBuffers_.erase(it);
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break;
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}
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}
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}
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break;
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}
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}
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if (unused == 0) {
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size_t oldSize = bufferNameCache_.size();
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bufferNameCache_.resize(oldSize + VERTEXCACHE_NAME_CACHE_SIZE);
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glGenBuffers(VERTEXCACHE_NAME_CACHE_SIZE, &bufferNameCache_[oldSize]);
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unused = bufferNameCache_[oldSize];
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}
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BufferNameInfo &info = bufferNameInfo_[unused];
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// Record the change in size.
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bufferNameCacheSize_ += sz - info.sz;
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info.sz = sz;
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info.used = true;
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return unused;
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}
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void DrawEngineGLES::FreeBuffer(GLuint buf) {
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// We can reuse buffers by setting new data on them, so let's actually keep it.
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auto it = bufferNameInfo_.find(buf);
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if (it != bufferNameInfo_.end()) {
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it->second.used = false;
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it->second.lastFrame = gpuStats.numFlips;
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if (it->second.sz != 0) {
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freeSizedBuffers_.insert(std::make_pair(it->second.sz, buf));
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}
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} else {
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ERROR_LOG(G3D, "Unexpected buffer freed (%d) but not tracked", buf);
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}
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}
|
|
|
|
void DrawEngineGLES::FreeVertexArray(VertexArrayInfo *vai) {
|
|
if (vai->vbo) {
|
|
FreeBuffer(vai->vbo);
|
|
vai->vbo = 0;
|
|
}
|
|
if (vai->ebo) {
|
|
FreeBuffer(vai->ebo);
|
|
vai->ebo = 0;
|
|
}
|
|
}
|
|
|
|
void DrawEngineGLES::DoFlush() {
|
|
PROFILE_THIS_SCOPE("flush");
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
|
|
gpuStats.numFlushes++;
|
|
gpuStats.numTrackedVertexArrays = (int)vai_.size();
|
|
|
|
GEPrimitiveType prim = prevPrim_;
|
|
ApplyDrawState(prim);
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
|
|
ShaderID vsid;
|
|
Shader *vshader = shaderManager_->ApplyVertexShader(prim, lastVType_, &vsid);
|
|
|
|
if (vshader->UseHWTransform()) {
|
|
GLuint vbo = 0, ebo = 0;
|
|
int vertexCount = 0;
|
|
bool useElements = true;
|
|
|
|
// Cannot cache vertex data with morph enabled.
|
|
bool useCache = g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK);
|
|
// Also avoid caching when software skinning.
|
|
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
|
|
useCache = false;
|
|
|
|
if (useCache) {
|
|
u32 id = dcid_ ^ gstate.getUVGenMode(); // This can have an effect on which UV decoder we need to use! And hence what the decoded data will look like. See #9263
|
|
VertexArrayInfo *vai = vai_.Get(id);
|
|
if (!vai) {
|
|
vai = new VertexArrayInfo();
|
|
vai_.Insert(id, vai);
|
|
}
|
|
|
|
switch (vai->status) {
|
|
case VertexArrayInfo::VAI_NEW:
|
|
{
|
|
// Haven't seen this one before.
|
|
ReliableHashType dataHash = ComputeHash();
|
|
vai->hash = dataHash;
|
|
vai->minihash = ComputeMiniHash();
|
|
vai->status = VertexArrayInfo::VAI_HASHING;
|
|
vai->drawsUntilNextFullHash = 0;
|
|
DecodeVerts(); // writes to indexGen
|
|
vai->numVerts = indexGen.VertexCount();
|
|
vai->prim = indexGen.Prim();
|
|
vai->maxIndex = indexGen.MaxIndex();
|
|
vai->flags = gstate_c.vertexFullAlpha ? VAI_FLAG_VERTEXFULLALPHA : 0;
|
|
|
|
goto rotateVBO;
|
|
}
|
|
|
|
// Hashing - still gaining confidence about the buffer.
|
|
// But if we get this far it's likely to be worth creating a vertex buffer.
|
|
case VertexArrayInfo::VAI_HASHING:
|
|
{
|
|
vai->numDraws++;
|
|
if (vai->lastFrame != gpuStats.numFlips) {
|
|
vai->numFrames++;
|
|
}
|
|
if (vai->drawsUntilNextFullHash == 0) {
|
|
// Let's try to skip a full hash if mini would fail.
|
|
const u32 newMiniHash = ComputeMiniHash();
|
|
ReliableHashType newHash = vai->hash;
|
|
if (newMiniHash == vai->minihash) {
|
|
newHash = ComputeHash();
|
|
}
|
|
if (newMiniHash != vai->minihash || newHash != vai->hash) {
|
|
MarkUnreliable(vai);
|
|
DecodeVerts();
|
|
goto rotateVBO;
|
|
}
|
|
if (vai->numVerts > 64) {
|
|
// exponential backoff up to 16 draws, then every 32
|
|
vai->drawsUntilNextFullHash = std::min(32, vai->numFrames);
|
|
} else {
|
|
// Lower numbers seem much more likely to change.
|
|
vai->drawsUntilNextFullHash = 0;
|
|
}
|
|
// TODO: tweak
|
|
//if (vai->numFrames > 1000) {
|
|
// vai->status = VertexArrayInfo::VAI_RELIABLE;
|
|
//}
|
|
} else {
|
|
vai->drawsUntilNextFullHash--;
|
|
u32 newMiniHash = ComputeMiniHash();
|
|
if (newMiniHash != vai->minihash) {
|
|
MarkUnreliable(vai);
|
|
DecodeVerts();
|
|
goto rotateVBO;
|
|
}
|
|
}
|
|
|
|
if (vai->vbo == 0) {
|
|
DecodeVerts();
|
|
vai->numVerts = indexGen.VertexCount();
|
|
vai->prim = indexGen.Prim();
|
|
vai->maxIndex = indexGen.MaxIndex();
|
|
vai->flags = gstate_c.vertexFullAlpha ? VAI_FLAG_VERTEXFULLALPHA : 0;
|
|
useElements = !indexGen.SeenOnlyPurePrims();
|
|
if (!useElements && indexGen.PureCount()) {
|
|
vai->numVerts = indexGen.PureCount();
|
|
}
|
|
|
|
_dbg_assert_msg_(G3D, gstate_c.vertBounds.minV >= gstate_c.vertBounds.maxV, "Should not have checked UVs when caching.");
|
|
|
|
size_t vsz = dec_->GetDecVtxFmt().stride * indexGen.MaxIndex();
|
|
vai->vbo = AllocateBuffer(vsz);
|
|
glstate.arrayBuffer.bind(vai->vbo);
|
|
glBufferData(GL_ARRAY_BUFFER, vsz, decoded, GL_STATIC_DRAW);
|
|
// If there's only been one primitive type, and it's either TRIANGLES, LINES or POINTS,
|
|
// there is no need for the index buffer we built. We can then use glDrawArrays instead
|
|
// for a very minor speed boost.
|
|
if (useElements) {
|
|
size_t esz = sizeof(short) * indexGen.VertexCount();
|
|
vai->ebo = AllocateBuffer(esz);
|
|
glstate.elementArrayBuffer.bind(vai->ebo);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, esz, (GLvoid *)decIndex, GL_STATIC_DRAW);
|
|
} else {
|
|
vai->ebo = 0;
|
|
glstate.elementArrayBuffer.bind(vai->ebo);
|
|
}
|
|
} else {
|
|
gpuStats.numCachedDrawCalls++;
|
|
glstate.arrayBuffer.bind(vai->vbo);
|
|
glstate.elementArrayBuffer.bind(vai->ebo);
|
|
useElements = vai->ebo ? true : false;
|
|
gpuStats.numCachedVertsDrawn += vai->numVerts;
|
|
gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
|
|
}
|
|
vbo = vai->vbo;
|
|
ebo = vai->ebo;
|
|
vertexCount = vai->numVerts;
|
|
prim = static_cast<GEPrimitiveType>(vai->prim);
|
|
break;
|
|
}
|
|
|
|
// Reliable - we don't even bother hashing anymore. Right now we don't go here until after a very long time.
|
|
case VertexArrayInfo::VAI_RELIABLE:
|
|
{
|
|
vai->numDraws++;
|
|
if (vai->lastFrame != gpuStats.numFlips) {
|
|
vai->numFrames++;
|
|
}
|
|
gpuStats.numCachedDrawCalls++;
|
|
gpuStats.numCachedVertsDrawn += vai->numVerts;
|
|
vbo = vai->vbo;
|
|
ebo = vai->ebo;
|
|
glstate.arrayBuffer.bind(vbo);
|
|
glstate.elementArrayBuffer.bind(ebo);
|
|
vertexCount = vai->numVerts;
|
|
prim = static_cast<GEPrimitiveType>(vai->prim);
|
|
|
|
gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
|
|
break;
|
|
}
|
|
|
|
case VertexArrayInfo::VAI_UNRELIABLE:
|
|
{
|
|
vai->numDraws++;
|
|
if (vai->lastFrame != gpuStats.numFlips) {
|
|
vai->numFrames++;
|
|
}
|
|
DecodeVerts();
|
|
goto rotateVBO;
|
|
}
|
|
}
|
|
|
|
vai->lastFrame = gpuStats.numFlips;
|
|
} else {
|
|
DecodeVerts();
|
|
|
|
rotateVBO:
|
|
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
|
|
useElements = !indexGen.SeenOnlyPurePrims();
|
|
vertexCount = indexGen.VertexCount();
|
|
if (!useElements && indexGen.PureCount()) {
|
|
vertexCount = indexGen.PureCount();
|
|
}
|
|
glstate.arrayBuffer.unbind();
|
|
glstate.elementArrayBuffer.unbind();
|
|
|
|
prim = indexGen.Prim();
|
|
}
|
|
|
|
VERBOSE_LOG(G3D, "Flush prim %i! %i verts in one go", prim, vertexCount);
|
|
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
|
|
if (gstate.isModeThrough()) {
|
|
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
|
|
} else {
|
|
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255);
|
|
}
|
|
|
|
ApplyDrawStateLate();
|
|
|
|
if (gstate_c.Supports(GPU_SUPPORTS_VAO) && vbo == 0) {
|
|
vbo = BindBuffer(decoded, dec_->GetDecVtxFmt().stride * indexGen.MaxIndex());
|
|
if (useElements) {
|
|
ebo = BindElementBuffer(decIndex, sizeof(short) * indexGen.VertexCount());
|
|
}
|
|
}
|
|
|
|
LinkedShader *program = shaderManager_->ApplyFragmentShader(vsid, vshader, lastVType_, prim);
|
|
SetupDecFmtForDraw(program, dec_->GetDecVtxFmt(), vbo ? 0 : decoded);
|
|
|
|
if (useElements) {
|
|
if (gstate_c.bezier || gstate_c.spline)
|
|
// Instanced rendering for instanced tessellation
|
|
glDrawElementsInstanced(glprim[prim], vertexCount, GL_UNSIGNED_SHORT, ebo ? 0 : (GLvoid*)decIndex, numPatches);
|
|
else
|
|
glDrawElements(glprim[prim], vertexCount, GL_UNSIGNED_SHORT, ebo ? 0 : (GLvoid*)decIndex);
|
|
} else {
|
|
glDrawArrays(glprim[prim], 0, vertexCount);
|
|
}
|
|
} else {
|
|
DecodeVerts();
|
|
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
|
|
if (gstate.isModeThrough()) {
|
|
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
|
|
} else {
|
|
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255);
|
|
}
|
|
|
|
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
|
|
prim = indexGen.Prim();
|
|
// Undo the strip optimization, not supported by the SW code yet.
|
|
if (prim == GE_PRIM_TRIANGLE_STRIP)
|
|
prim = GE_PRIM_TRIANGLES;
|
|
|
|
TransformedVertex *drawBuffer = NULL;
|
|
int numTrans;
|
|
bool drawIndexed = false;
|
|
u16 *inds = decIndex;
|
|
SoftwareTransformResult result;
|
|
memset(&result, 0, sizeof(result));
|
|
|
|
// TODO: Keep this static? Faster than repopulating?
|
|
SoftwareTransformParams params;
|
|
memset(¶ms, 0, sizeof(params));
|
|
params.decoded = decoded;
|
|
params.transformed = transformed;
|
|
params.transformedExpanded = transformedExpanded;
|
|
params.fbman = framebufferManager_;
|
|
params.texCache = textureCache_;
|
|
params.allowSeparateAlphaClear = true;
|
|
|
|
int maxIndex = indexGen.MaxIndex();
|
|
SoftwareTransform(
|
|
prim, indexGen.VertexCount(),
|
|
dec_->VertexType(), inds, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(),
|
|
maxIndex, drawBuffer, numTrans, drawIndexed, ¶ms, &result);
|
|
ApplyDrawStateLate();
|
|
|
|
LinkedShader *program = shaderManager_->ApplyFragmentShader(vsid, vshader, lastVType_, prim);
|
|
|
|
if (result.action == SW_DRAW_PRIMITIVES) {
|
|
if (result.setStencil) {
|
|
glstate.stencilFunc.set(GL_ALWAYS, result.stencilValue, 255);
|
|
}
|
|
const int vertexSize = sizeof(transformed[0]);
|
|
|
|
bool doTextureProjection = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX;
|
|
|
|
const uint8_t *bufferStart = (const uint8_t *)drawBuffer;
|
|
if (gstate_c.Supports(GPU_SUPPORTS_VAO)) {
|
|
bufferStart = 0;
|
|
BindBuffer(drawBuffer, vertexSize * maxIndex);
|
|
if (drawIndexed) {
|
|
BindElementBuffer(inds, sizeof(short) * numTrans);
|
|
inds = 0;
|
|
}
|
|
} else {
|
|
glstate.arrayBuffer.unbind();
|
|
glstate.elementArrayBuffer.unbind();
|
|
}
|
|
|
|
glVertexAttribPointer(ATTR_POSITION, 4, GL_FLOAT, GL_FALSE, vertexSize, bufferStart);
|
|
int attrMask = program->attrMask;
|
|
if (attrMask & (1 << ATTR_TEXCOORD)) glVertexAttribPointer(ATTR_TEXCOORD, doTextureProjection ? 3 : 2, GL_FLOAT, GL_FALSE, vertexSize, bufferStart + offsetof(TransformedVertex, u));
|
|
if (attrMask & (1 << ATTR_COLOR0)) glVertexAttribPointer(ATTR_COLOR0, 4, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, bufferStart + offsetof(TransformedVertex, color0));
|
|
if (attrMask & (1 << ATTR_COLOR1)) glVertexAttribPointer(ATTR_COLOR1, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, bufferStart + offsetof(TransformedVertex, color1));
|
|
if (drawIndexed) {
|
|
glDrawElements(glprim[prim], numTrans, GL_UNSIGNED_SHORT, inds);
|
|
} else {
|
|
glDrawArrays(glprim[prim], 0, numTrans);
|
|
}
|
|
} else if (result.action == SW_CLEAR) {
|
|
u32 clearColor = result.color;
|
|
float clearDepth = result.depth;
|
|
const float col[4] = {
|
|
((clearColor & 0xFF)) / 255.0f,
|
|
((clearColor & 0xFF00) >> 8) / 255.0f,
|
|
((clearColor & 0xFF0000) >> 16) / 255.0f,
|
|
((clearColor & 0xFF000000) >> 24) / 255.0f,
|
|
};
|
|
|
|
bool colorMask = gstate.isClearModeColorMask();
|
|
bool alphaMask = gstate.isClearModeAlphaMask();
|
|
bool depthMask = gstate.isClearModeDepthMask();
|
|
if (depthMask) {
|
|
framebufferManager_->SetDepthUpdated();
|
|
}
|
|
|
|
// Note that scissor may still apply while clearing. Turn off other tests for the clear.
|
|
glstate.stencilTest.disable();
|
|
glstate.stencilMask.set(0xFF);
|
|
glstate.depthTest.disable();
|
|
|
|
GLbitfield target = 0;
|
|
if (colorMask || alphaMask) target |= GL_COLOR_BUFFER_BIT;
|
|
if (alphaMask) target |= GL_STENCIL_BUFFER_BIT;
|
|
if (depthMask) target |= GL_DEPTH_BUFFER_BIT;
|
|
|
|
glstate.colorMask.set(colorMask, colorMask, colorMask, alphaMask);
|
|
glClearColor(col[0], col[1], col[2], col[3]);
|
|
#ifdef USING_GLES2
|
|
glClearDepthf(clearDepth);
|
|
#else
|
|
glClearDepth(clearDepth);
|
|
#endif
|
|
// Stencil takes alpha.
|
|
glClearStencil(clearColor >> 24);
|
|
glClear(target);
|
|
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
|
|
|
|
int scissorX1 = gstate.getScissorX1();
|
|
int scissorY1 = gstate.getScissorY1();
|
|
int scissorX2 = gstate.getScissorX2() + 1;
|
|
int scissorY2 = gstate.getScissorY2() + 1;
|
|
framebufferManager_->SetSafeSize(scissorX2, scissorY2);
|
|
|
|
if (g_Config.bBlockTransferGPU && (gstate_c.featureFlags & GPU_USE_CLEAR_RAM_HACK) && colorMask && (alphaMask || gstate.FrameBufFormat() == GE_FORMAT_565)) {
|
|
framebufferManager_->ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, clearColor);
|
|
}
|
|
}
|
|
}
|
|
|
|
gpuStats.numDrawCalls += numDrawCalls;
|
|
gpuStats.numVertsSubmitted += vertexCountInDrawCalls_;
|
|
|
|
indexGen.Reset();
|
|
decodedVerts_ = 0;
|
|
numDrawCalls = 0;
|
|
vertexCountInDrawCalls_ = 0;
|
|
decodeCounter_ = 0;
|
|
dcid_ = 0;
|
|
prevPrim_ = GE_PRIM_INVALID;
|
|
gstate_c.vertexFullAlpha = true;
|
|
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
|
|
|
|
// Now seems as good a time as any to reset the min/max coords, which we may examine later.
|
|
gstate_c.vertBounds.minU = 512;
|
|
gstate_c.vertBounds.minV = 512;
|
|
gstate_c.vertBounds.maxU = 0;
|
|
gstate_c.vertBounds.maxV = 0;
|
|
|
|
#ifndef MOBILE_DEVICE
|
|
host->GPUNotifyDraw();
|
|
#endif
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
}
|
|
|
|
GLuint DrawEngineGLES::BindBuffer(const void *p, size_t sz) {
|
|
// Get a new buffer each time we need one.
|
|
GLuint buf = AllocateBuffer(sz);
|
|
glstate.arrayBuffer.bind(buf);
|
|
|
|
// These aren't used more than once per frame, so let's use GL_STREAM_DRAW.
|
|
glBufferData(GL_ARRAY_BUFFER, sz, p, GL_STREAM_DRAW);
|
|
buffersThisFrame_.push_back(buf);
|
|
|
|
return buf;
|
|
}
|
|
|
|
GLuint DrawEngineGLES::BindBuffer(const void *p1, size_t sz1, const void *p2, size_t sz2) {
|
|
GLuint buf = AllocateBuffer(sz1 + sz2);
|
|
glstate.arrayBuffer.bind(buf);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sz1 + sz2, nullptr, GL_STREAM_DRAW);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sz1, p1);
|
|
glBufferSubData(GL_ARRAY_BUFFER, sz1, sz2, p2);
|
|
buffersThisFrame_.push_back(buf);
|
|
|
|
return buf;
|
|
}
|
|
|
|
GLuint DrawEngineGLES::BindElementBuffer(const void *p, size_t sz) {
|
|
GLuint buf = AllocateBuffer(sz);
|
|
glstate.elementArrayBuffer.bind(buf);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sz, p, GL_STREAM_DRAW);
|
|
buffersThisFrame_.push_back(buf);
|
|
|
|
return buf;
|
|
}
|
|
|
|
void DrawEngineGLES::DecimateBuffers() {
|
|
for (GLuint buf : buffersThisFrame_) {
|
|
FreeBuffer(buf);
|
|
}
|
|
buffersThisFrame_.clear();
|
|
|
|
if (--bufferDecimationCounter_ <= 0) {
|
|
bufferDecimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
|
|
} else {
|
|
return;
|
|
}
|
|
|
|
// Let's not keep too many around, will eat up memory.
|
|
// First check if there's any to free, and only check if it seems somewhat full.
|
|
bool hasOld = false;
|
|
if (bufferNameCacheSize_ > VERTEXCACHE_NAME_CACHE_FULL_BYTES) {
|
|
for (GLuint buf : bufferNameCache_) {
|
|
const BufferNameInfo &info = bufferNameInfo_[buf];
|
|
const int age = gpuStats.numFlips - info.lastFrame;
|
|
if (!info.used && age > VERTEXCACHE_NAME_CACHE_MAX_AGE) {
|
|
hasOld = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (hasOld) {
|
|
// Okay, it is. Let's rebuild the array.
|
|
std::vector<GLuint> toFree;
|
|
std::vector<GLuint> toKeep;
|
|
|
|
toKeep.reserve(bufferNameCache_.size());
|
|
|
|
for (size_t i = 0, n = bufferNameCache_.size(); i < n; ++i) {
|
|
const GLuint buf = bufferNameCache_[i];
|
|
const BufferNameInfo &info = bufferNameInfo_[buf];
|
|
const int age = gpuStats.numFlips - info.lastFrame;
|
|
if (!info.used && age > VERTEXCACHE_NAME_CACHE_MAX_AGE) {
|
|
toFree.push_back(buf);
|
|
bufferNameCacheSize_ -= bufferNameInfo_[buf].sz;
|
|
bufferNameInfo_.erase(buf);
|
|
|
|
// If we've removed all we want to this round, keep the rest and abort.
|
|
if (toFree.size() >= VERTEXCACHE_NAME_DECIMATION_MAX && i + 1 < bufferNameCache_.size()) {
|
|
toKeep.insert(toKeep.end(), bufferNameCache_.begin() + i + 1, bufferNameCache_.end());
|
|
break;
|
|
}
|
|
} else {
|
|
toKeep.push_back(buf);
|
|
}
|
|
}
|
|
|
|
if (!toFree.empty()) {
|
|
bufferNameCache_ = toKeep;
|
|
// TODO: Rebuild?
|
|
freeSizedBuffers_.clear();
|
|
|
|
glstate.arrayBuffer.unbind();
|
|
glstate.elementArrayBuffer.unbind();
|
|
glDeleteBuffers((GLsizei)toFree.size(), &toFree[0]);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool DrawEngineGLES::IsCodePtrVertexDecoder(const u8 *ptr) const {
|
|
return decJitCache_->IsInSpace(ptr);
|
|
}
|
|
|
|
void DrawEngineGLES::TessellationDataTransferGLES::SendDataToShader(const float *pos, const float *tex, const float *col, int size, bool hasColor, bool hasTexCoords) {
|
|
#ifndef USING_GLES2
|
|
if (isAllowTexture1D_) {
|
|
// Position
|
|
glActiveTexture(GL_TEXTURE4);
|
|
glBindTexture(GL_TEXTURE_1D, data_tex[0]);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
if (prevSize < size) {
|
|
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, size, 0, GL_RGBA, GL_FLOAT, (GLfloat*)pos);
|
|
prevSize = size;
|
|
} else {
|
|
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, size, GL_RGBA, GL_FLOAT, (GLfloat*)pos);
|
|
}
|
|
|
|
// Texcoords
|
|
if (hasTexCoords) {
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_1D, data_tex[1]);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
if (prevSizeTex < size) {
|
|
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, size, 0, GL_RGBA, GL_FLOAT, (GLfloat*)tex);
|
|
prevSizeTex = size;
|
|
} else {
|
|
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, size, GL_RGBA, GL_FLOAT, (GLfloat*)tex);
|
|
}
|
|
}
|
|
|
|
// Color
|
|
glActiveTexture(GL_TEXTURE6);
|
|
glBindTexture(GL_TEXTURE_1D, data_tex[2]);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
int sizeColor = hasColor ? size : 1;
|
|
if (prevSizeCol < sizeColor) {
|
|
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, sizeColor, 0, GL_RGBA, GL_FLOAT, (GLfloat*)col);
|
|
prevSizeCol = sizeColor;
|
|
} else {
|
|
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, sizeColor, GL_RGBA, GL_FLOAT, (GLfloat*)col);
|
|
}
|
|
} else
|
|
#endif
|
|
{
|
|
// Position
|
|
glActiveTexture(GL_TEXTURE4);
|
|
glBindTexture(GL_TEXTURE_2D, data_tex[0]);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
if (prevSize < size) {
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, size, 1, 0, GL_RGBA, GL_FLOAT, (GLfloat*)pos);
|
|
prevSize = size;
|
|
} else {
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, 1, GL_RGBA, GL_FLOAT, (GLfloat*)pos);
|
|
}
|
|
|
|
// Texcoords
|
|
if (hasTexCoords) {
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_2D, data_tex[1]);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
if (prevSizeTex < size) {
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, size, 1, 0, GL_RGBA, GL_FLOAT, (GLfloat*)tex);
|
|
prevSizeTex = size;
|
|
} else {
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, 1, GL_RGBA, GL_FLOAT, (GLfloat*)tex);
|
|
}
|
|
}
|
|
|
|
// Color
|
|
glActiveTexture(GL_TEXTURE6);
|
|
glBindTexture(GL_TEXTURE_2D, data_tex[2]);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
int sizeColor = hasColor ? size : 1;
|
|
if (prevSizeCol < sizeColor) {
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, sizeColor, 1, 0, GL_RGBA, GL_FLOAT, (GLfloat*)col);
|
|
prevSizeCol = sizeColor;
|
|
} else {
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, sizeColor, 1, GL_RGBA, GL_FLOAT, (GLfloat*)col);
|
|
}
|
|
}
|
|
glActiveTexture(GL_TEXTURE0);
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
}
|