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authorReinUsesLisp <reinuseslisp@airmail.cc>2021-05-26 23:32:59 +0200
committerameerj <52414509+ameerj@users.noreply.github.com>2021-07-23 03:51:33 +0200
commitadb591a757ccb289634920d51cf519b515ca32b6 (patch)
tree987c5cd0a346e69633791ad5ec355b6104ab036e /src/video_core/renderer_opengl/gl_rasterizer.cpp
parentglasm: Implement Y direction (diff)
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp13
1 files changed, 7 insertions, 6 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index eec01e8c2..5d4e80364 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -268,19 +268,21 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
EndTransformFeedback();
++num_queued_commands;
+ has_written_global_memory |= pipeline->WritesGlobalMemory();
gpu.TickWork();
}
void RasterizerOpenGL::DispatchCompute() {
- ComputePipeline* const program{shader_cache.CurrentComputePipeline()};
- if (!program) {
+ ComputePipeline* const pipeline{shader_cache.CurrentComputePipeline()};
+ if (!pipeline) {
return;
}
- program->Configure();
+ pipeline->Configure();
const auto& qmd{kepler_compute.launch_description};
glDispatchCompute(qmd.grid_dim_x, qmd.grid_dim_y, qmd.grid_dim_z);
++num_queued_commands;
+ has_written_global_memory |= pipeline->WritesGlobalMemory();
}
void RasterizerOpenGL::ResetCounter(VideoCore::QueryType type) {
@@ -449,9 +451,8 @@ void RasterizerOpenGL::FlushCommands() {
// Make sure memory stored from the previous GL command stream is visible
// This is only needed on assembly shaders where we write to GPU memory with raw pointers
- // TODO: Call this only when NV_shader_buffer_load or NV_shader_buffer_store have been used
- // and prefer using NV_shader_storage_buffer_object when possible
- if (Settings::values.use_assembly_shaders.GetValue()) {
+ if (has_written_global_memory) {
+ has_written_global_memory = false;
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
}
glFlush();