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gl_rasterizer: Implement SetupVertexArray.
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@ -142,37 +142,55 @@ RasterizerOpenGL::~RasterizerOpenGL() {
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static constexpr std::array<GLenum, 4> vs_attrib_types{
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GL_BYTE, // VertexAttributeFormat::BYTE
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GL_UNSIGNED_BYTE, // VertexAttributeFormat::UBYTE
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GL_SHORT, // VertexAttributeFormat::SHORT
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GL_FLOAT // VertexAttributeFormat::FLOAT
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};
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void RasterizerOpenGL::AnalyzeVertexArray(bool is_indexed) {
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void RasterizerOpenGL::AnalyzeVertexArray(bool is_indexed) {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& vertex_attributes = regs.vertex_attrib_format;
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if (is_indexed) {
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if (is_indexed) {
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UNREACHABLE();
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UNREACHABLE();
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}
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}
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const u32 vertex_num = regs.vertex_buffer.count;
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vs_input_size = 0;
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// TODO(bunnei): Add support for 1+ vertex arrays
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u32 max_offset{};
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vs_input_size = regs.vertex_buffer.count * regs.vertex_array[0].stride;
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for (const auto& attrib : vertex_attributes) {
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if (max_offset >= attrib.offset) {
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continue;
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}
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max_offset = attrib.offset;
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vs_input_size = max_offset + attrib.SizeInBytes();
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}
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vs_input_size *= vertex_num;
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}
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}
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void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset) {
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void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset) {
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MICROPROFILE_SCOPE(OpenGL_VAO);
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MICROPROFILE_SCOPE(OpenGL_VAO);
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UNIMPLEMENTED();
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager;
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state.draw.vertex_array = hw_vao.handle;
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state.draw.vertex_buffer = stream_buffer->GetHandle();
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state.Apply();
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// TODO(bunnei): Add support for 1+ vertex arrays
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const auto& vertex_array{regs.vertex_array[0]};
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ASSERT_MSG(vertex_array.enable, "vertex array 0 is disabled?");
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ASSERT_MSG(!vertex_array.divisor, "vertex array 0 divisor is unimplemented!");
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for (unsigned index = 1; index < Maxwell::NumVertexArrays; ++index) {
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ASSERT_MSG(!regs.vertex_array[index].enable, "vertex array %d is unimplemented!", index);
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}
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// Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
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// Enables the first 16 vertex attributes always, as we don't know which ones are actually used
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// until shader time. Note, Tegra technically supports 32, but we're cappinig this to 16 for now
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// to avoid OpenGL errors.
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for (unsigned index = 0; index < 16; ++index) {
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auto& attrib = regs.vertex_attrib_format[index];
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glVertexAttribPointer(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
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GL_FALSE, vertex_array.stride,
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reinterpret_cast<GLvoid*>(buffer_offset + attrib.offset));
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glEnableVertexAttribArray(index);
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hw_vao_enabled_attributes[index] = true;
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}
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// Copy vertex array data
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const u32 data_size{vertex_array.stride * regs.vertex_buffer.count};
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const VAddr data_addr{memory_manager->PhysicalToVirtualAddress(vertex_array.StartAddress())};
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res_cache.FlushRegion(data_addr, data_size, nullptr);
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std::memcpy(array_ptr, Memory::GetPointer(data_addr), data_size);
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array_ptr += data_size;
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buffer_offset += data_size;
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}
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}
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void RasterizerOpenGL::SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset) {
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void RasterizerOpenGL::SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset) {
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