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Diffstat (limited to 'src/video_core/renderer_opengl/renderer_opengl.cpp')
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp60
1 files changed, 28 insertions, 32 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index c12929de6..285e78384 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -25,6 +25,7 @@
#include "video_core/host_shaders/opengl_present_vert.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
+#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
#include "video_core/textures/decoders.h"
@@ -139,6 +140,26 @@ RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_,
}
AddTelemetryFields();
InitOpenGLObjects();
+
+ // Initialize default attributes to match hardware's disabled attributes
+ GLint max_attribs{};
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &max_attribs);
+ for (GLint attrib = 0; attrib < max_attribs; ++attrib) {
+ glVertexAttrib4f(attrib, 0.0f, 0.0f, 0.0f, 1.0f);
+ }
+ // Enable seamless cubemaps when per texture parameters are not available
+ if (!GLAD_GL_ARB_seamless_cubemap_per_texture && !GLAD_GL_AMD_seamless_cubemap_per_texture) {
+ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
+ }
+ // Enable unified vertex attributes and query vertex buffer address when the driver supports it
+ if (device.HasVertexBufferUnifiedMemory()) {
+ glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
+ glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
+
+ glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY);
+ glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV,
+ &vertex_buffer_address);
+ }
}
RendererOpenGL::~RendererOpenGL() = default;
@@ -230,18 +251,8 @@ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color
void RendererOpenGL::InitOpenGLObjects() {
// Create shader programs
- OGLShader vertex_shader;
- vertex_shader.Create(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
-
- OGLShader fragment_shader;
- fragment_shader.Create(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER);
-
- vertex_program.Create(true, false, vertex_shader.handle);
- fragment_program.Create(true, false, fragment_shader.handle);
-
- pipeline.Create();
- glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, vertex_program.handle);
- glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, fragment_program.handle);
+ present_vertex = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
+ present_fragment = CreateProgram(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER);
// Generate presentation sampler
present_sampler.Create();
@@ -263,21 +274,6 @@ void RendererOpenGL::InitOpenGLObjects() {
// Clear screen to black
LoadColorToActiveGLTexture(0, 0, 0, 0, screen_info.texture);
-
- // Enable seamless cubemaps when per texture parameters are not available
- if (!GLAD_GL_ARB_seamless_cubemap_per_texture && !GLAD_GL_AMD_seamless_cubemap_per_texture) {
- glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
- }
-
- // Enable unified vertex attributes and query vertex buffer address when the driver supports it
- if (device.HasVertexBufferUnifiedMemory()) {
- glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
- glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
-
- glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY);
- glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV,
- &vertex_buffer_address);
- }
}
void RendererOpenGL::AddTelemetryFields() {
@@ -342,8 +338,9 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
// Set projection matrix
const std::array ortho_matrix =
MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
- glProgramUniformMatrix3x2fv(vertex_program.handle, ModelViewMatrixLocation, 1, GL_FALSE,
- std::data(ortho_matrix));
+ program_manager.BindPresentPrograms(present_vertex.handle, present_fragment.handle);
+ glProgramUniformMatrix3x2fv(present_vertex.handle, ModelViewMatrixLocation, 1, GL_FALSE,
+ ortho_matrix.data());
const auto& texcoords = screen_info.display_texcoords;
auto left = texcoords.left;
@@ -404,8 +401,6 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
state_tracker.NotifyClipControl();
state_tracker.NotifyAlphaTest();
- program_manager.BindHostPipeline(pipeline.handle);
-
state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
glEnable(GL_CULL_FACE);
if (screen_info.display_srgb) {
@@ -453,7 +448,8 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- program_manager.RestoreGuestPipeline();
+ // TODO
+ // program_manager.RestoreGuestPipeline();
}
void RendererOpenGL::RenderScreenshot() {