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GLRenderer: Remove unused vertex buffer and increase the size of the stream buffer to 128 MB.
The stream buffer is where all the vertex data is copied, some games require this to be much bigger than the 4 MB we used to have.
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@ -75,14 +75,11 @@ RasterizerOpenGL::RasterizerOpenGL() {
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// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
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state.clip_distance[0] = true;
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// Generate VBO, VAO and UBO
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vertex_buffer = OGLStreamBuffer::MakeBuffer(GLAD_GL_ARB_buffer_storage, GL_ARRAY_BUFFER);
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vertex_buffer->Create(VERTEX_BUFFER_SIZE, VERTEX_BUFFER_SIZE / 2);
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// Generate VAO and UBO
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sw_vao.Create();
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uniform_buffer.Create();
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state.draw.vertex_array = sw_vao.handle;
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state.draw.vertex_buffer = vertex_buffer->GetHandle();
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state.draw.uniform_buffer = uniform_buffer.handle;
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state.Apply();
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@ -141,14 +141,11 @@ private:
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Tegra::Engines::Maxwell3D::Regs::MaxShaderStage>
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ssbos;
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static constexpr size_t VERTEX_BUFFER_SIZE = 128 * 1024 * 1024;
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std::unique_ptr<OGLStreamBuffer> vertex_buffer;
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static constexpr size_t STREAM_BUFFER_SIZE = 128 * 1024 * 1024;
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std::unique_ptr<OGLStreamBuffer> stream_buffer;
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OGLBuffer uniform_buffer;
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OGLFramebuffer framebuffer;
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static constexpr size_t STREAM_BUFFER_SIZE = 4 * 1024 * 1024;
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std::unique_ptr<OGLStreamBuffer> stream_buffer;
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size_t CalculateVertexArraysSize() const;
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std::pair<u8*, GLintptr> SetupVertexArrays(u8* array_ptr, GLintptr buffer_offset);
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