void FramebufferManager::PokeEFB(EFBAccessType type, const std::vector<EfbPokeData>& data) { switch (type) { case POKE_COLOR: { g_renderer->ResetAPIState(); glBindVertexArray(m_EfbColorPokes_VAO); glBindBuffer(GL_ARRAY_BUFFER, m_EfbColorPokes_VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(EfbPokeData) * data.size(), data.data(), GL_STREAM_DRAW); m_EfbColorPokes.Bind(); glViewport(0, 0, m_targetWidth, m_targetHeight); glDrawArrays(GL_POINTS, 0, (GLsizei)data.size()); g_renderer->RestoreAPIState(); // TODO: Could just update the EFB cache with the new value ClearEFBCache(); break; } default: break; } }
void VertexManager::vFlush() { GLVertexFormat* nativeVertexFmt = (GLVertexFormat*)VertexLoaderManager::GetCurrentVertexFormat(); u32 stride = nativeVertexFmt->GetVertexStride(); if (m_last_vao != nativeVertexFmt->VAO) { glBindVertexArray(nativeVertexFmt->VAO); m_last_vao = nativeVertexFmt->VAO; } PrepareDrawBuffers(stride); ProgramShaderCache::SetShader(m_current_primitive_type); // upload global constants ProgramShaderCache::UploadConstants(); // setup the pointers nativeVertexFmt->SetupVertexPointers(); if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation()) { glEnable(GL_STENCIL_TEST); } Draw(stride); if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation()) { OGL::BoundingBox::StencilWasUpdated(); glDisable(GL_STENCIL_TEST); } #if defined(_DEBUG) || defined(DEBUGFAST) if (g_ActiveConfig.iLog & CONF_SAVESHADERS) { // save the shaders ProgramShaderCache::PCacheEntry prog = ProgramShaderCache::GetShaderProgram(); std::string filename = StringFromFormat( "%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId); std::ofstream fps; File::OpenFStream(fps, filename, std::ios_base::out); fps << prog.shader.strpprog; filename = StringFromFormat("%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId); std::ofstream fvs; File::OpenFStream(fvs, filename, std::ios_base::out); fvs << prog.shader.strvprog; } #endif g_Config.iSaveTargetId++; ClearEFBCache(); }
void VertexManager::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex) { if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation()) { glEnable(GL_STENCIL_TEST); } if (m_current_pipeline_object) { static_cast<Renderer*>(g_renderer.get())->SetPipeline(m_current_pipeline_object); static_cast<Renderer*>(g_renderer.get())->DrawIndexed(base_index, num_indices, base_vertex); } if (::BoundingBox::active && !g_Config.BBoxUseFragmentShaderImplementation()) { OGL::BoundingBox::StencilWasUpdated(); glDisable(GL_STENCIL_TEST); } g_Config.iSaveTargetId++; ClearEFBCache(); }
void FramebufferManager::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) { g_renderer->ResetAPIState(); if (type == POKE_Z) { glDepthMask(GL_TRUE); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); } glBindVertexArray(m_EfbPokes_VAO); glBindBuffer(GL_ARRAY_BUFFER, m_EfbPokes_VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(EfbPokeData) * num_points, points, GL_STREAM_DRAW); m_EfbPokes.Bind(); glViewport(0, 0, m_targetWidth, m_targetHeight); glDrawArrays(GL_POINTS, 0, (GLsizei)num_points); g_renderer->RestoreAPIState(); // TODO: Could just update the EFB cache with the new value ClearEFBCache(); }
void VertexManager::vFlush(bool useDstAlpha) { GLVertexFormat* nativeVertexFmt = (GLVertexFormat*)VertexLoaderManager::GetCurrentVertexFormat(); u32 stride = nativeVertexFmt->GetVertexStride(); if (m_last_vao != nativeVertexFmt->VAO) { glBindVertexArray(nativeVertexFmt->VAO); m_last_vao = nativeVertexFmt->VAO; } PrepareDrawBuffers(stride); // Makes sure we can actually do Dual source blending bool dualSourcePossible = g_ActiveConfig.backend_info.bSupportsDualSourceBlend; // If host supports GL_ARB_blend_func_extended, we can do dst alpha in // the same pass as regular rendering. if (useDstAlpha && dualSourcePossible) { ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, current_primitive_type); } else { ProgramShaderCache::SetShader(DSTALPHA_NONE, current_primitive_type); } // upload global constants ProgramShaderCache::UploadConstants(); // setup the pointers nativeVertexFmt->SetupVertexPointers(); Draw(stride); // run through vertex groups again to set alpha if (useDstAlpha && !dualSourcePossible) { ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS, current_primitive_type); // only update alpha glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); glDisable(GL_BLEND); Draw(stride); // restore color mask g_renderer->SetColorMask(); if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract) glEnable(GL_BLEND); } #if defined(_DEBUG) || defined(DEBUGFAST) if (g_ActiveConfig.iLog & CONF_SAVESHADERS) { // save the shaders ProgramShaderCache::PCacheEntry prog = ProgramShaderCache::GetShaderProgram(); std::string filename = StringFromFormat( "%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId); std::ofstream fps; OpenFStream(fps, filename, std::ios_base::out); fps << prog.shader.strpprog.c_str(); filename = StringFromFormat("%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId); std::ofstream fvs; OpenFStream(fvs, filename, std::ios_base::out); fvs << prog.shader.strvprog.c_str(); } if (g_ActiveConfig.iLog & CONF_SAVETARGETS) { std::string filename = StringFromFormat("%starg%.3d.png", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId); TargetRectangle tr; tr.left = 0; tr.right = Renderer::GetTargetWidth(); tr.top = 0; tr.bottom = Renderer::GetTargetHeight(); g_renderer->SaveScreenshot(filename, tr); } #endif g_Config.iSaveTargetId++; ClearEFBCache(); }
void VertexManager::vFlush() { GLVertexFormat *nativeVertexFmt = (GLVertexFormat*)g_nativeVertexFmt; u32 stride = nativeVertexFmt->GetVertexStride(); if(m_last_vao != nativeVertexFmt->VAO) { glBindVertexArray(nativeVertexFmt->VAO); m_last_vao = nativeVertexFmt->VAO; } PrepareDrawBuffers(stride); GL_REPORT_ERRORD(); bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24; // Makes sure we can actually do Dual source blending bool dualSourcePossible = g_ActiveConfig.backend_info.bSupportsDualSourceBlend; // finally bind if (dualSourcePossible) { if (useDstAlpha) { // If host supports GL_ARB_blend_func_extended, we can do dst alpha in // the same pass as regular rendering. ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components); } else { ProgramShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components); } } else { ProgramShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components); } // upload global constants ProgramShaderCache::UploadConstants(); // setup the pointers if (g_nativeVertexFmt) g_nativeVertexFmt->SetupVertexPointers(); GL_REPORT_ERRORD(); g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP); Draw(stride); g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP); //ERROR_LOG(VIDEO, "PerfQuery result: %d", g_perf_query->GetQueryResult(bpmem.zcontrol.early_ztest ? PQ_ZCOMP_OUTPUT_ZCOMPLOC : PQ_ZCOMP_OUTPUT)); // run through vertex groups again to set alpha if (useDstAlpha && !dualSourcePossible) { ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components); // only update alpha glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); glDisable(GL_BLEND); Draw(stride); // restore color mask g_renderer->SetColorMask(); if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract) glEnable(GL_BLEND); } GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true); #if defined(_DEBUG) || defined(DEBUGFAST) if (g_ActiveConfig.iLog & CONF_SAVESHADERS) { // save the shaders ProgramShaderCache::PCacheEntry prog = ProgramShaderCache::GetShaderProgram(); char strfile[255]; sprintf(strfile, "%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId); std::ofstream fps; OpenFStream(fps, strfile, std::ios_base::out); fps << prog.shader.strpprog.c_str(); sprintf(strfile, "%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId); std::ofstream fvs; OpenFStream(fvs, strfile, std::ios_base::out); fvs << prog.shader.strvprog.c_str(); } if (g_ActiveConfig.iLog & CONF_SAVETARGETS) { char str[128]; sprintf(str, "%starg%.3d.png", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId); TargetRectangle tr; tr.left = 0; tr.right = Renderer::GetTargetWidth(); tr.top = 0; tr.bottom = Renderer::GetTargetHeight(); g_renderer->SaveScreenshot(str, tr); } #endif g_Config.iSaveTargetId++; ClearEFBCache(); GL_REPORT_ERRORD(); }
void VertexManager::vFlush(bool useDstAlpha) { GLVertexFormat* nativeVertexFmt = (GLVertexFormat*)VertexLoaderManager::GetCurrentVertexFormat(); u32 stride = nativeVertexFmt->GetVertexStride(); BBox::Update(); // Makes sure we can actually do Dual source blending bool dualSourcePossible = g_ActiveConfig.backend_info.bSupportsDualSourceBlend; // If host supports GL_ARB_blend_func_extended, we can do dst alpha in // the same pass as regular rendering. if (useDstAlpha && dualSourcePossible) { ProgramShaderCache::SetShader(PSRM_DUAL_SOURCE_BLEND, VertexLoaderManager::g_current_components, current_primitive_type); } else { ProgramShaderCache::SetShader(PSRM_DEFAULT, VertexLoaderManager::g_current_components, current_primitive_type); } // upload global constants ProgramShaderCache::UploadConstants(); // setup the pointers nativeVertexFmt->SetupVertexPointers(); if (m_last_vao != nativeVertexFmt->VAO) { glBindVertexArray(nativeVertexFmt->VAO); m_last_vao = nativeVertexFmt->VAO; } PrepareDrawBuffers(stride); g_renderer->ApplyState(false); Draw(stride); // If the GPU does not support dual-source blending, we can approximate the effect by drawing // the object a second time, with the write mask set to alpha only using a shader that outputs // the destination/constant alpha value (which would normally be SRC_COLOR.a). // // This is also used when logic ops and destination alpha is enabled, since we can't enable // blending and logic ops concurrently. const bool logic_op_enabled = bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != BlendMode::LogicOp::COPY && !bpmem.blendmode.blendenable; // run through vertex groups again to set alpha if (useDstAlpha && (!dualSourcePossible || logic_op_enabled)) { ProgramShaderCache::SetShader(PSRM_ALPHA_PASS, VertexLoaderManager::g_current_components, current_primitive_type); // only update alpha glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); glDisable(GL_BLEND); if (logic_op_enabled) glDisable(GL_COLOR_LOGIC_OP); Draw(stride); // restore color mask g_renderer->SetColorMask(); if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract) glEnable(GL_BLEND); if (logic_op_enabled) glEnable(GL_COLOR_LOGIC_OP); } g_Config.iSaveTargetId++; ClearEFBCache(); }