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https://github.com/Lime3DS/Lime3DS.git
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OpenGL: Drop framebuffer completeness check.
This OpenGL call synchronize the worker thread of the nvidia blob. It can be verified on linux with the __GL_THREADED_OPTIMIZATIONS=1 environment variable. Those errors should not happen on tested drivers. It was used as a workaround for https://bugs.freedesktop.org/show_bug.cgi?id=94148
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@ -189,10 +189,6 @@ void RasterizerOpenGL::DrawTriangles() {
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GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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(has_stencil && depth_surface != nullptr) ? depth_surface->texture.handle : 0, 0);
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(has_stencil && depth_surface != nullptr) ? depth_surface->texture.handle : 0, 0);
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if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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return;
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}
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// Sync the viewport
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// Sync the viewport
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// These registers hold half-width and half-height, so must be multiplied by 2
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// These registers hold half-width and half-height, so must be multiplied by 2
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GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_x).ToFloat32() * 2;
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GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_x).ToFloat32() * 2;
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@ -807,10 +803,6 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config)
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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0);
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if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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return false;
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}
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GLfloat color_values[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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GLfloat color_values[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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// TODO: Handle additional pixel format and fill value size combinations to accelerate more
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// TODO: Handle additional pixel format and fill value size combinations to accelerate more
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@ -895,10 +887,6 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config)
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dst_surface->texture.handle, 0);
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dst_surface->texture.handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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return false;
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}
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GLfloat value_float;
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GLfloat value_float;
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if (dst_surface->pixel_format == CachedSurface::PixelFormat::D16) {
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if (dst_surface->pixel_format == CachedSurface::PixelFormat::D16) {
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value_float = config.value_32bit / 65535.0f; // 2^16 - 1
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value_float = config.value_32bit / 65535.0f; // 2^16 - 1
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@ -914,10 +902,6 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config)
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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dst_surface->texture.handle, 0);
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dst_surface->texture.handle, 0);
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if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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return false;
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}
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GLfloat value_float = (config.value_32bit & 0xFFFFFF) / 16777215.0f; // 2^24 - 1
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GLfloat value_float = (config.value_32bit & 0xFFFFFF) / 16777215.0f; // 2^24 - 1
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GLint value_int = (config.value_32bit >> 24);
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GLint value_int = (config.value_32bit >> 24);
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@ -103,7 +103,7 @@ static void MortonCopyPixels(CachedSurface::PixelFormat pixel_format, u32 width,
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}
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}
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}
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}
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bool RasterizerCacheOpenGL::BlitTextures(GLuint src_tex, GLuint dst_tex,
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void RasterizerCacheOpenGL::BlitTextures(GLuint src_tex, GLuint dst_tex,
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CachedSurface::SurfaceType type,
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CachedSurface::SurfaceType type,
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const MathUtil::Rectangle<int>& src_rect,
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const MathUtil::Rectangle<int>& src_rect,
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const MathUtil::Rectangle<int>& dst_rect) {
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const MathUtil::Rectangle<int>& dst_rect) {
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@ -158,21 +158,14 @@ bool RasterizerCacheOpenGL::BlitTextures(GLuint src_tex, GLuint dst_tex,
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buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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}
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}
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bool can_blit = OpenGLState::CheckFBStatus(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE &&
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glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom, dst_rect.left,
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OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
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dst_rect.top, dst_rect.right, dst_rect.bottom, buffers,
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buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
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if (can_blit) {
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glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
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dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, buffers,
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buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
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}
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// Restore previous framebuffer bindings
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// Restore previous framebuffer bindings
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cur_state.draw.read_framebuffer = old_fbs[0];
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cur_state.draw.read_framebuffer = old_fbs[0];
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cur_state.draw.draw_framebuffer = old_fbs[1];
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cur_state.draw.draw_framebuffer = old_fbs[1];
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cur_state.Apply();
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cur_state.Apply();
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return can_blit;
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}
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}
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bool RasterizerCacheOpenGL::TryBlitSurfaces(CachedSurface* src_surface,
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bool RasterizerCacheOpenGL::TryBlitSurfaces(CachedSurface* src_surface,
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@ -186,9 +179,9 @@ bool RasterizerCacheOpenGL::TryBlitSurfaces(CachedSurface* src_surface,
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return false;
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return false;
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}
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}
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return BlitTextures(src_surface->texture.handle, dst_surface->texture.handle,
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BlitTextures(src_surface->texture.handle, dst_surface->texture.handle,
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CachedSurface::GetFormatType(src_surface->pixel_format), src_rect,
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CachedSurface::GetFormatType(src_surface->pixel_format), src_rect, dst_rect);
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dst_rect);
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return true;
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}
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}
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static void AllocateSurfaceTexture(GLuint texture, CachedSurface::PixelFormat pixel_format,
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static void AllocateSurfaceTexture(GLuint texture, CachedSurface::PixelFormat pixel_format,
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@ -187,7 +187,7 @@ public:
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~RasterizerCacheOpenGL();
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~RasterizerCacheOpenGL();
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/// Blits one texture to another
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/// Blits one texture to another
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bool BlitTextures(GLuint src_tex, GLuint dst_tex, CachedSurface::SurfaceType type,
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void BlitTextures(GLuint src_tex, GLuint dst_tex, CachedSurface::SurfaceType type,
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const MathUtil::Rectangle<int>& src_rect,
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const MathUtil::Rectangle<int>& src_rect,
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const MathUtil::Rectangle<int>& dst_rect);
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const MathUtil::Rectangle<int>& dst_rect);
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@ -232,19 +232,6 @@ void OpenGLState::Apply() const {
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cur_state = *this;
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cur_state = *this;
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}
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}
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GLenum OpenGLState::CheckFBStatus(GLenum target) {
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GLenum fb_status = glCheckFramebufferStatus(target);
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if (fb_status != GL_FRAMEBUFFER_COMPLETE) {
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const char* fb_description =
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(target == GL_READ_FRAMEBUFFER ? "READ"
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: (target == GL_DRAW_FRAMEBUFFER ? "DRAW" : "UNK"));
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LOG_CRITICAL(Render_OpenGL, "OpenGL %s framebuffer check failed, status %X", fb_description,
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fb_status);
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}
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return fb_status;
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}
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void OpenGLState::ResetTexture(GLuint handle) {
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void OpenGLState::ResetTexture(GLuint handle) {
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for (auto& unit : cur_state.texture_units) {
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for (auto& unit : cur_state.texture_units) {
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if (unit.texture_2d == handle) {
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if (unit.texture_2d == handle) {
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@ -90,9 +90,6 @@ public:
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/// Apply this state as the current OpenGL state
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/// Apply this state as the current OpenGL state
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void Apply() const;
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void Apply() const;
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/// Check the status of the current OpenGL read or draw framebuffer configuration
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static GLenum CheckFBStatus(GLenum target);
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/// Resets and unbinds any references to the given resource in the current OpenGL state
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/// Resets and unbinds any references to the given resource in the current OpenGL state
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static void ResetTexture(GLuint handle);
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static void ResetTexture(GLuint handle);
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static void ResetSampler(GLuint handle);
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static void ResetSampler(GLuint handle);
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