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Merge pull request #3964 from ReinUsesLisp/arb-integration
renderer_opengl: Add assembly program code paths
This commit is contained in:
commit
325e7eed3c
20 changed files with 368 additions and 109 deletions
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@ -112,6 +112,7 @@ void LogSettings() {
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LogSetting("Renderer_UseAsynchronousGpuEmulation",
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Settings::values.use_asynchronous_gpu_emulation);
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LogSetting("Renderer_UseVsync", Settings::values.use_vsync);
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LogSetting("Renderer_UseAssemblyShaders", Settings::values.use_assembly_shaders);
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LogSetting("Renderer_AnisotropicFilteringLevel", Settings::values.max_anisotropy);
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LogSetting("Audio_OutputEngine", Settings::values.sink_id);
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LogSetting("Audio_EnableAudioStretching", Settings::values.enable_audio_stretching);
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@ -446,6 +446,7 @@ struct Values {
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GPUAccuracy gpu_accuracy;
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bool use_asynchronous_gpu_emulation;
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bool use_vsync;
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bool use_assembly_shaders;
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bool force_30fps_mode;
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bool use_fast_gpu_time;
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@ -201,6 +201,7 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader) {
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AddField(field_type, "Renderer_UseAsynchronousGpuEmulation",
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Settings::values.use_asynchronous_gpu_emulation);
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AddField(field_type, "Renderer_UseVsync", Settings::values.use_vsync);
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AddField(field_type, "Renderer_UseAssemblyShaders", Settings::values.use_assembly_shaders);
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AddField(field_type, "System_UseDockedMode", Settings::values.use_docked_mode);
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}
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@ -13,6 +13,7 @@
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#include "common/logging/log.h"
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#include "common/scope_exit.h"
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#include "core/settings.h"
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#include "video_core/renderer_opengl/gl_device.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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@ -183,10 +184,16 @@ Device::Device() : base_bindings{BuildBaseBindings()} {
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has_precise_bug = TestPreciseBug();
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has_broken_compute = is_intel_proprietary;
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has_fast_buffer_sub_data = is_nvidia;
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use_assembly_shaders = Settings::values.use_assembly_shaders && GLAD_GL_NV_gpu_program5 &&
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GLAD_GL_NV_compute_program5;
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LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
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LOG_INFO(Render_OpenGL, "Renderer_ComponentIndexingBug: {}", has_component_indexing_bug);
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LOG_INFO(Render_OpenGL, "Renderer_PreciseBug: {}", has_precise_bug);
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if (Settings::values.use_assembly_shaders && !use_assembly_shaders) {
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LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
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}
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}
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Device::Device(std::nullptr_t) {
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@ -88,6 +88,10 @@ public:
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return has_fast_buffer_sub_data;
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}
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bool UseAssemblyShaders() const {
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return use_assembly_shaders;
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}
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private:
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static bool TestVariableAoffi();
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static bool TestPreciseBug();
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@ -107,6 +111,7 @@ private:
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bool has_precise_bug{};
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bool has_broken_compute{};
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bool has_fast_buffer_sub_data{};
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bool use_assembly_shaders{};
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};
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} // namespace OpenGL
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@ -94,17 +94,30 @@ void oglEnable(GLenum cap, bool state) {
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} // Anonymous namespace
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RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWindow& emu_window,
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ScreenInfo& info, GLShader::ProgramManager& program_manager,
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StateTracker& state_tracker)
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: RasterizerAccelerated{system.Memory()}, texture_cache{system, *this, device, state_tracker},
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const Device& device, ScreenInfo& info,
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ProgramManager& program_manager, StateTracker& state_tracker)
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: RasterizerAccelerated{system.Memory()}, device{device}, texture_cache{system, *this, device,
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state_tracker},
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shader_cache{*this, system, emu_window, device}, query_cache{system, *this},
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buffer_cache{*this, system, device, STREAM_BUFFER_SIZE},
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fence_manager{system, *this, texture_cache, buffer_cache, query_cache}, system{system},
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screen_info{info}, program_manager{program_manager}, state_tracker{state_tracker} {
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CheckExtensions();
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if (device.UseAssemblyShaders()) {
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glCreateBuffers(static_cast<GLsizei>(staging_cbufs.size()), staging_cbufs.data());
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for (const GLuint cbuf : staging_cbufs) {
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glNamedBufferStorage(cbuf, static_cast<GLsizeiptr>(Maxwell::MaxConstBufferSize),
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nullptr, 0);
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}
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}
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}
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RasterizerOpenGL::~RasterizerOpenGL() {}
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RasterizerOpenGL::~RasterizerOpenGL() {
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if (device.UseAssemblyShaders()) {
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glDeleteBuffers(static_cast<GLsizei>(staging_cbufs.size()), staging_cbufs.data());
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}
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}
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void RasterizerOpenGL::CheckExtensions() {
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if (!GLAD_GL_ARB_texture_filter_anisotropic && !GLAD_GL_EXT_texture_filter_anisotropic) {
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@ -230,6 +243,7 @@ GLintptr RasterizerOpenGL::SetupIndexBuffer() {
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void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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MICROPROFILE_SCOPE(OpenGL_Shader);
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auto& gpu = system.GPU().Maxwell3D();
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std::size_t num_ssbos = 0;
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u32 clip_distances = 0;
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for (std::size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
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@ -261,6 +275,14 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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Shader shader{shader_cache.GetStageProgram(program)};
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if (device.UseAssemblyShaders()) {
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// Check for ARB limitation. We only have 16 SSBOs per context state. To workaround this
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// all stages share the same bindings.
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const std::size_t num_stage_ssbos = shader->GetEntries().global_memory_entries.size();
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ASSERT_MSG(num_stage_ssbos == 0 || num_ssbos == 0, "SSBOs on more than one stage");
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num_ssbos += num_stage_ssbos;
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}
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// Stage indices are 0 - 5
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const std::size_t stage = index == 0 ? 0 : index - 1;
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SetupDrawConstBuffers(stage, shader);
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@ -526,6 +548,7 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
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SyncFramebufferSRGB();
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buffer_cache.Acquire();
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current_cbuf = 0;
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std::size_t buffer_size = CalculateVertexArraysSize();
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@ -535,9 +558,9 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
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}
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// Uniform space for the 5 shader stages
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buffer_size = Common::AlignUp<std::size_t>(buffer_size, 4) +
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(sizeof(GLShader::MaxwellUniformData) + device.GetUniformBufferAlignment()) *
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Maxwell::MaxShaderStage;
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buffer_size =
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Common::AlignUp<std::size_t>(buffer_size, 4) +
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(sizeof(MaxwellUniformData) + device.GetUniformBufferAlignment()) * Maxwell::MaxShaderStage;
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// Add space for at least 18 constant buffers
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buffer_size += Maxwell::MaxConstBuffers *
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@ -558,12 +581,14 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
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}
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// Setup emulation uniform buffer.
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GLShader::MaxwellUniformData ubo;
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if (!device.UseAssemblyShaders()) {
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MaxwellUniformData ubo;
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ubo.SetFromRegs(gpu);
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const auto [buffer, offset] =
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buffer_cache.UploadHostMemory(&ubo, sizeof(ubo), device.GetUniformBufferAlignment());
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glBindBufferRange(GL_UNIFORM_BUFFER, EmulationUniformBlockBinding, buffer, offset,
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static_cast<GLsizeiptr>(sizeof(ubo)));
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}
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// Setup shaders and their used resources.
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texture_cache.GuardSamplers(true);
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@ -635,11 +660,11 @@ void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {
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}
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buffer_cache.Acquire();
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current_cbuf = 0;
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auto kernel = shader_cache.GetComputeKernel(code_addr);
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SetupComputeTextures(kernel);
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SetupComputeImages(kernel);
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program_manager.BindComputeShader(kernel->GetHandle());
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const std::size_t buffer_size =
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Tegra::Engines::KeplerCompute::NumConstBuffers *
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@ -652,6 +677,7 @@ void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {
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buffer_cache.Unmap();
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const auto& launch_desc = system.GPU().KeplerCompute().launch_description;
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program_manager.BindCompute(kernel->GetHandle());
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glDispatchCompute(launch_desc.grid_dim_x, launch_desc.grid_dim_y, launch_desc.grid_dim_z);
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++num_queued_commands;
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}
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@ -812,14 +838,20 @@ bool RasterizerOpenGL::AccelerateDisplay(const Tegra::FramebufferConfig& config,
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}
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void RasterizerOpenGL::SetupDrawConstBuffers(std::size_t stage_index, const Shader& shader) {
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static constexpr std::array PARAMETER_LUT = {
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GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV, GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV,
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GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV, GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV,
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GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV};
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MICROPROFILE_SCOPE(OpenGL_UBO);
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const auto& stages = system.GPU().Maxwell3D().state.shader_stages;
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const auto& shader_stage = stages[stage_index];
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u32 binding = device.GetBaseBindings(stage_index).uniform_buffer;
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u32 binding =
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device.UseAssemblyShaders() ? 0 : device.GetBaseBindings(stage_index).uniform_buffer;
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for (const auto& entry : shader->GetEntries().const_buffers) {
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const auto& buffer = shader_stage.const_buffers[entry.GetIndex()];
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SetupConstBuffer(binding++, buffer, entry);
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SetupConstBuffer(PARAMETER_LUT[stage_index], binding++, buffer, entry);
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}
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}
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@ -835,16 +867,21 @@ void RasterizerOpenGL::SetupComputeConstBuffers(const Shader& kernel) {
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buffer.address = config.Address();
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buffer.size = config.size;
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buffer.enabled = mask[entry.GetIndex()];
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SetupConstBuffer(binding++, buffer, entry);
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SetupConstBuffer(GL_COMPUTE_PROGRAM_PARAMETER_BUFFER_NV, binding++, buffer, entry);
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}
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}
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void RasterizerOpenGL::SetupConstBuffer(u32 binding, const Tegra::Engines::ConstBufferInfo& buffer,
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void RasterizerOpenGL::SetupConstBuffer(GLenum stage, u32 binding,
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const Tegra::Engines::ConstBufferInfo& buffer,
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const ConstBufferEntry& entry) {
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if (!buffer.enabled) {
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// Set values to zero to unbind buffers
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glBindBufferRange(GL_UNIFORM_BUFFER, binding, buffer_cache.GetEmptyBuffer(sizeof(float)), 0,
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sizeof(float));
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if (device.UseAssemblyShaders()) {
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glBindBufferRangeNV(stage, entry.GetIndex(), 0, 0, 0);
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} else {
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glBindBufferRange(GL_UNIFORM_BUFFER, binding,
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buffer_cache.GetEmptyBuffer(sizeof(float)), 0, sizeof(float));
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}
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return;
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}
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@ -853,9 +890,19 @@ void RasterizerOpenGL::SetupConstBuffer(u32 binding, const Tegra::Engines::Const
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const std::size_t size = Common::AlignUp(GetConstBufferSize(buffer, entry), sizeof(GLvec4));
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const auto alignment = device.GetUniformBufferAlignment();
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const auto [cbuf, offset] = buffer_cache.UploadMemory(buffer.address, size, alignment, false,
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auto [cbuf, offset] = buffer_cache.UploadMemory(buffer.address, size, alignment, false,
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device.HasFastBufferSubData());
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if (!device.UseAssemblyShaders()) {
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glBindBufferRange(GL_UNIFORM_BUFFER, binding, cbuf, offset, size);
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return;
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}
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if (offset != 0) {
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const GLuint staging_cbuf = staging_cbufs[current_cbuf++];
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glCopyNamedBufferSubData(cbuf, staging_cbuf, offset, 0, size);
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cbuf = staging_cbuf;
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offset = 0;
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}
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glBindBufferRangeNV(stage, binding, cbuf, offset, size);
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}
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void RasterizerOpenGL::SetupDrawGlobalMemory(std::size_t stage_index, const Shader& shader) {
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@ -863,7 +910,8 @@ void RasterizerOpenGL::SetupDrawGlobalMemory(std::size_t stage_index, const Shad
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auto& memory_manager{gpu.MemoryManager()};
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const auto cbufs{gpu.Maxwell3D().state.shader_stages[stage_index]};
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u32 binding = device.GetBaseBindings(stage_index).shader_storage_buffer;
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u32 binding =
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device.UseAssemblyShaders() ? 0 : device.GetBaseBindings(stage_index).shader_storage_buffer;
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for (const auto& entry : shader->GetEntries().global_memory_entries) {
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const GPUVAddr addr{cbufs.const_buffers[entry.cbuf_index].address + entry.cbuf_offset};
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const GPUVAddr gpu_addr{memory_manager.Read<u64>(addr)};
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@ -56,8 +56,8 @@ struct DrawParameters;
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class RasterizerOpenGL : public VideoCore::RasterizerAccelerated {
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public:
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explicit RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWindow& emu_window,
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ScreenInfo& info, GLShader::ProgramManager& program_manager,
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StateTracker& state_tracker);
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const Device& device, ScreenInfo& info,
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ProgramManager& program_manager, StateTracker& state_tracker);
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~RasterizerOpenGL() override;
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void Draw(bool is_indexed, bool is_instanced) override;
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@ -106,7 +106,7 @@ private:
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void SetupComputeConstBuffers(const Shader& kernel);
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/// Configures a constant buffer.
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void SetupConstBuffer(u32 binding, const Tegra::Engines::ConstBufferInfo& buffer,
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void SetupConstBuffer(GLenum stage, u32 binding, const Tegra::Engines::ConstBufferInfo& buffer,
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const ConstBufferEntry& entry);
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/// Configures the current global memory entries to use for the draw command.
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@ -224,7 +224,7 @@ private:
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void SetupShaders(GLenum primitive_mode);
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const Device device;
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const Device& device;
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TextureCacheOpenGL texture_cache;
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ShaderCacheOpenGL shader_cache;
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@ -236,7 +236,7 @@ private:
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Core::System& system;
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ScreenInfo& screen_info;
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GLShader::ProgramManager& program_manager;
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ProgramManager& program_manager;
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StateTracker& state_tracker;
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static constexpr std::size_t STREAM_BUFFER_SIZE = 128 * 1024 * 1024;
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@ -248,6 +248,12 @@ private:
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std::bitset<Tegra::Engines::Maxwell3D::Regs::NumTransformFeedbackBuffers>
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enabled_transform_feedback_buffers;
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static constexpr std::size_t NUM_CONSTANT_BUFFERS =
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Tegra::Engines::Maxwell3D::Regs::MaxConstBuffers *
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Tegra::Engines::Maxwell3D::Regs::MaxShaderProgram;
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std::array<GLuint, NUM_CONSTANT_BUFFERS> staging_cbufs{};
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std::size_t current_cbuf = 0;
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/// Number of commands queued to the OpenGL driver. Reseted on flush.
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std::size_t num_queued_commands = 0;
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@ -125,6 +125,15 @@ void OGLProgram::Release() {
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handle = 0;
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}
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void OGLAssemblyProgram::Release() {
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if (handle == 0) {
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return;
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}
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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glDeleteProgramsARB(1, &handle);
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handle = 0;
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}
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void OGLPipeline::Create() {
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if (handle != 0)
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return;
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@ -167,6 +167,22 @@ public:
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GLuint handle = 0;
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};
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class OGLAssemblyProgram : private NonCopyable {
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public:
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OGLAssemblyProgram() = default;
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OGLAssemblyProgram(OGLAssemblyProgram&& o) noexcept : handle(std::exchange(o.handle, 0)) {}
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~OGLAssemblyProgram() {
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Release();
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}
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/// Deletes the internal OpenGL resource
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void Release();
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GLuint handle = 0;
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};
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class OGLPipeline : private NonCopyable {
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public:
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OGLPipeline() = default;
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@ -97,6 +97,24 @@ constexpr ShaderType GetShaderType(Maxwell::ShaderProgram program_type) {
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return {};
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}
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constexpr GLenum AssemblyEnum(ShaderType shader_type) {
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switch (shader_type) {
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case ShaderType::Vertex:
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return GL_VERTEX_PROGRAM_NV;
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case ShaderType::TesselationControl:
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return GL_TESS_CONTROL_PROGRAM_NV;
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case ShaderType::TesselationEval:
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return GL_TESS_EVALUATION_PROGRAM_NV;
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case ShaderType::Geometry:
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return GL_GEOMETRY_PROGRAM_NV;
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case ShaderType::Fragment:
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return GL_FRAGMENT_PROGRAM_NV;
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case ShaderType::Compute:
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return GL_COMPUTE_PROGRAM_NV;
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}
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return {};
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}
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std::string MakeShaderID(u64 unique_identifier, ShaderType shader_type) {
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return fmt::format("{}{:016X}", GetShaderTypeName(shader_type), unique_identifier);
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}
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@ -120,18 +138,43 @@ std::shared_ptr<Registry> MakeRegistry(const ShaderDiskCacheEntry& entry) {
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return registry;
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}
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std::shared_ptr<OGLProgram> BuildShader(const Device& device, ShaderType shader_type,
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u64 unique_identifier, const ShaderIR& ir,
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const Registry& registry, bool hint_retrievable = false) {
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ProgramSharedPtr BuildShader(const Device& device, ShaderType shader_type, u64 unique_identifier,
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const ShaderIR& ir, const Registry& registry,
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bool hint_retrievable = false) {
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const std::string shader_id = MakeShaderID(unique_identifier, shader_type);
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LOG_INFO(Render_OpenGL, "{}", shader_id);
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auto program = std::make_shared<ProgramHandle>();
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if (device.UseAssemblyShaders()) {
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const std::string arb = "Not implemented";
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GLuint& arb_prog = program->assembly_program.handle;
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// Commented out functions signal OpenGL errors but are compatible with apitrace.
|
||||
// Use them only to capture and replay on apitrace.
|
||||
#if 0
|
||||
glGenProgramsNV(1, &arb_prog);
|
||||
glLoadProgramNV(AssemblyEnum(shader_type), arb_prog, static_cast<GLsizei>(arb.size()),
|
||||
reinterpret_cast<const GLubyte*>(arb.data()));
|
||||
#else
|
||||
glGenProgramsARB(1, &arb_prog);
|
||||
glNamedProgramStringEXT(arb_prog, AssemblyEnum(shader_type), GL_PROGRAM_FORMAT_ASCII_ARB,
|
||||
static_cast<GLsizei>(arb.size()), arb.data());
|
||||
#endif
|
||||
const auto err = reinterpret_cast<const char*>(glGetString(GL_PROGRAM_ERROR_STRING_NV));
|
||||
if (err && *err) {
|
||||
LOG_CRITICAL(Render_OpenGL, "{}", err);
|
||||
LOG_INFO(Render_OpenGL, "\n{}", arb);
|
||||
}
|
||||
} else {
|
||||
const std::string glsl = DecompileShader(device, ir, registry, shader_type, shader_id);
|
||||
OGLShader shader;
|
||||
shader.Create(glsl.c_str(), GetGLShaderType(shader_type));
|
||||
|
||||
auto program = std::make_shared<OGLProgram>();
|
||||
program->Create(true, hint_retrievable, shader.handle);
|
||||
program->source_program.Create(true, hint_retrievable, shader.handle);
|
||||
}
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
|
@ -153,15 +196,22 @@ std::unordered_set<GLenum> GetSupportedFormats() {
|
|||
|
||||
CachedShader::CachedShader(VAddr cpu_addr, std::size_t size_in_bytes,
|
||||
std::shared_ptr<VideoCommon::Shader::Registry> registry,
|
||||
ShaderEntries entries, std::shared_ptr<OGLProgram> program)
|
||||
ShaderEntries entries, ProgramSharedPtr program_)
|
||||
: RasterizerCacheObject{cpu_addr}, registry{std::move(registry)}, entries{std::move(entries)},
|
||||
size_in_bytes{size_in_bytes}, program{std::move(program)} {}
|
||||
size_in_bytes{size_in_bytes}, program{std::move(program_)} {
|
||||
// Assign either the assembly program or source program. We can't have both.
|
||||
handle = program->assembly_program.handle;
|
||||
if (handle == 0) {
|
||||
handle = program->source_program.handle;
|
||||
}
|
||||
ASSERT(handle != 0);
|
||||
}
|
||||
|
||||
CachedShader::~CachedShader() = default;
|
||||
|
||||
GLuint CachedShader::GetHandle() const {
|
||||
DEBUG_ASSERT(registry->IsConsistent());
|
||||
return program->handle;
|
||||
return handle;
|
||||
}
|
||||
|
||||
Shader CachedShader::CreateStageFromMemory(const ShaderParameters& params,
|
||||
|
@ -239,7 +289,11 @@ void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
|
|||
return;
|
||||
}
|
||||
|
||||
const std::vector gl_cache = disk_cache.LoadPrecompiled();
|
||||
std::vector<ShaderDiskCachePrecompiled> gl_cache;
|
||||
if (!device.UseAssemblyShaders()) {
|
||||
// Only load precompiled cache when we are not using assembly shaders
|
||||
gl_cache = disk_cache.LoadPrecompiled();
|
||||
}
|
||||
const auto supported_formats = GetSupportedFormats();
|
||||
|
||||
// Track if precompiled cache was altered during loading to know if we have to
|
||||
|
@ -278,7 +332,7 @@ void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
|
|||
auto registry = MakeRegistry(entry);
|
||||
const ShaderIR ir(entry.code, main_offset, COMPILER_SETTINGS, *registry);
|
||||
|
||||
std::shared_ptr<OGLProgram> program;
|
||||
ProgramSharedPtr program;
|
||||
if (precompiled_entry) {
|
||||
// If the shader is precompiled, attempt to load it with
|
||||
program = GeneratePrecompiledProgram(entry, *precompiled_entry, supported_formats);
|
||||
|
@ -332,6 +386,11 @@ void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
|
|||
return;
|
||||
}
|
||||
|
||||
if (device.UseAssemblyShaders()) {
|
||||
// Don't store precompiled binaries for assembly shaders.
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO(Rodrigo): Do state tracking for transferable shaders and do a dummy draw
|
||||
// before precompiling them
|
||||
|
||||
|
@ -339,7 +398,7 @@ void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
|
|||
const u64 id = (*transferable)[i].unique_identifier;
|
||||
const auto it = find_precompiled(id);
|
||||
if (it == gl_cache.end()) {
|
||||
const GLuint program = runtime_cache.at(id).program->handle;
|
||||
const GLuint program = runtime_cache.at(id).program->source_program.handle;
|
||||
disk_cache.SavePrecompiled(id, program);
|
||||
precompiled_cache_altered = true;
|
||||
}
|
||||
|
@ -350,7 +409,7 @@ void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
|
|||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<OGLProgram> ShaderCacheOpenGL::GeneratePrecompiledProgram(
|
||||
ProgramSharedPtr ShaderCacheOpenGL::GeneratePrecompiledProgram(
|
||||
const ShaderDiskCacheEntry& entry, const ShaderDiskCachePrecompiled& precompiled_entry,
|
||||
const std::unordered_set<GLenum>& supported_formats) {
|
||||
if (supported_formats.find(precompiled_entry.binary_format) == supported_formats.end()) {
|
||||
|
@ -358,15 +417,15 @@ std::shared_ptr<OGLProgram> ShaderCacheOpenGL::GeneratePrecompiledProgram(
|
|||
return {};
|
||||
}
|
||||
|
||||
auto program = std::make_shared<OGLProgram>();
|
||||
program->handle = glCreateProgram();
|
||||
glProgramParameteri(program->handle, GL_PROGRAM_SEPARABLE, GL_TRUE);
|
||||
glProgramBinary(program->handle, precompiled_entry.binary_format,
|
||||
precompiled_entry.binary.data(),
|
||||
auto program = std::make_shared<ProgramHandle>();
|
||||
GLuint& handle = program->source_program.handle;
|
||||
handle = glCreateProgram();
|
||||
glProgramParameteri(handle, GL_PROGRAM_SEPARABLE, GL_TRUE);
|
||||
glProgramBinary(handle, precompiled_entry.binary_format, precompiled_entry.binary.data(),
|
||||
static_cast<GLsizei>(precompiled_entry.binary.size()));
|
||||
|
||||
GLint link_status;
|
||||
glGetProgramiv(program->handle, GL_LINK_STATUS, &link_status);
|
||||
glGetProgramiv(handle, GL_LINK_STATUS, &link_status);
|
||||
if (link_status == GL_FALSE) {
|
||||
LOG_INFO(Render_OpenGL, "Precompiled cache rejected by the driver, removing");
|
||||
return {};
|
||||
|
|
|
@ -43,8 +43,14 @@ struct UnspecializedShader;
|
|||
using Shader = std::shared_ptr<CachedShader>;
|
||||
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
|
||||
|
||||
struct ProgramHandle {
|
||||
OGLProgram source_program;
|
||||
OGLAssemblyProgram assembly_program;
|
||||
};
|
||||
using ProgramSharedPtr = std::shared_ptr<ProgramHandle>;
|
||||
|
||||
struct PrecompiledShader {
|
||||
std::shared_ptr<OGLProgram> program;
|
||||
ProgramSharedPtr program;
|
||||
std::shared_ptr<VideoCommon::Shader::Registry> registry;
|
||||
ShaderEntries entries;
|
||||
};
|
||||
|
@ -87,12 +93,13 @@ public:
|
|||
private:
|
||||
explicit CachedShader(VAddr cpu_addr, std::size_t size_in_bytes,
|
||||
std::shared_ptr<VideoCommon::Shader::Registry> registry,
|
||||
ShaderEntries entries, std::shared_ptr<OGLProgram> program);
|
||||
ShaderEntries entries, ProgramSharedPtr program);
|
||||
|
||||
std::shared_ptr<VideoCommon::Shader::Registry> registry;
|
||||
ShaderEntries entries;
|
||||
std::size_t size_in_bytes = 0;
|
||||
std::shared_ptr<OGLProgram> program;
|
||||
ProgramSharedPtr program;
|
||||
GLuint handle = 0;
|
||||
};
|
||||
|
||||
class ShaderCacheOpenGL final : public RasterizerCache<Shader> {
|
||||
|
@ -115,7 +122,7 @@ protected:
|
|||
void FlushObjectInner(const Shader& object) override {}
|
||||
|
||||
private:
|
||||
std::shared_ptr<OGLProgram> GeneratePrecompiledProgram(
|
||||
ProgramSharedPtr GeneratePrecompiledProgram(
|
||||
const ShaderDiskCacheEntry& entry, const ShaderDiskCachePrecompiled& precompiled_entry,
|
||||
const std::unordered_set<GLenum>& supported_formats);
|
||||
|
||||
|
|
|
@ -6,47 +6,107 @@
|
|||
|
||||
#include "common/common_types.h"
|
||||
#include "video_core/engines/maxwell_3d.h"
|
||||
#include "video_core/renderer_opengl/gl_device.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_manager.h"
|
||||
|
||||
namespace OpenGL::GLShader {
|
||||
namespace OpenGL {
|
||||
|
||||
ProgramManager::ProgramManager() = default;
|
||||
|
||||
ProgramManager::~ProgramManager() = default;
|
||||
|
||||
void ProgramManager::Create() {
|
||||
ProgramManager::ProgramManager(const Device& device) {
|
||||
use_assembly_programs = device.UseAssemblyShaders();
|
||||
if (use_assembly_programs) {
|
||||
glEnable(GL_COMPUTE_PROGRAM_NV);
|
||||
} else {
|
||||
graphics_pipeline.Create();
|
||||
glBindProgramPipeline(graphics_pipeline.handle);
|
||||
}
|
||||
}
|
||||
|
||||
ProgramManager::~ProgramManager() = default;
|
||||
|
||||
void ProgramManager::BindCompute(GLuint program) {
|
||||
if (use_assembly_programs) {
|
||||
glBindProgramARB(GL_COMPUTE_PROGRAM_NV, program);
|
||||
} else {
|
||||
is_graphics_bound = false;
|
||||
glUseProgram(program);
|
||||
}
|
||||
}
|
||||
|
||||
void ProgramManager::BindGraphicsPipeline() {
|
||||
if (use_assembly_programs) {
|
||||
UpdateAssemblyPrograms();
|
||||
} else {
|
||||
UpdateSourcePrograms();
|
||||
}
|
||||
}
|
||||
|
||||
void ProgramManager::BindHostPipeline(GLuint pipeline) {
|
||||
if (use_assembly_programs) {
|
||||
if (geometry_enabled) {
|
||||
geometry_enabled = false;
|
||||
old_state.geometry = 0;
|
||||
glDisable(GL_GEOMETRY_PROGRAM_NV);
|
||||
}
|
||||
}
|
||||
glBindProgramPipeline(pipeline);
|
||||
}
|
||||
|
||||
void ProgramManager::RestoreGuestPipeline() {
|
||||
if (use_assembly_programs) {
|
||||
glBindProgramPipeline(0);
|
||||
} else {
|
||||
glBindProgramPipeline(graphics_pipeline.handle);
|
||||
}
|
||||
}
|
||||
|
||||
void ProgramManager::UpdateAssemblyPrograms() {
|
||||
const auto update_state = [](GLenum stage, bool& enabled, GLuint current, GLuint old) {
|
||||
if (current == old) {
|
||||
return;
|
||||
}
|
||||
if (current == 0) {
|
||||
if (enabled) {
|
||||
enabled = false;
|
||||
glDisable(stage);
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (!enabled) {
|
||||
enabled = true;
|
||||
glEnable(stage);
|
||||
}
|
||||
glBindProgramARB(stage, current);
|
||||
};
|
||||
|
||||
update_state(GL_VERTEX_PROGRAM_NV, vertex_enabled, current_state.vertex, old_state.vertex);
|
||||
update_state(GL_GEOMETRY_PROGRAM_NV, geometry_enabled, current_state.geometry,
|
||||
old_state.geometry);
|
||||
update_state(GL_FRAGMENT_PROGRAM_NV, fragment_enabled, current_state.fragment,
|
||||
old_state.fragment);
|
||||
|
||||
old_state = current_state;
|
||||
}
|
||||
|
||||
void ProgramManager::UpdateSourcePrograms() {
|
||||
if (!is_graphics_bound) {
|
||||
is_graphics_bound = true;
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
// Avoid updating the pipeline when values have no changed
|
||||
if (old_state == current_state) {
|
||||
const GLuint handle = graphics_pipeline.handle;
|
||||
const auto update_state = [handle](GLenum stage, GLuint current, GLuint old) {
|
||||
if (current == old) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Workaround for AMD bug
|
||||
static constexpr GLenum all_used_stages{GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT |
|
||||
GL_FRAGMENT_SHADER_BIT};
|
||||
const GLuint handle = graphics_pipeline.handle;
|
||||
glUseProgramStages(handle, all_used_stages, 0);
|
||||
glUseProgramStages(handle, GL_VERTEX_SHADER_BIT, current_state.vertex_shader);
|
||||
glUseProgramStages(handle, GL_GEOMETRY_SHADER_BIT, current_state.geometry_shader);
|
||||
glUseProgramStages(handle, GL_FRAGMENT_SHADER_BIT, current_state.fragment_shader);
|
||||
glUseProgramStages(handle, stage, current);
|
||||
};
|
||||
update_state(GL_VERTEX_SHADER_BIT, current_state.vertex, old_state.vertex);
|
||||
update_state(GL_GEOMETRY_SHADER_BIT, current_state.geometry, old_state.geometry);
|
||||
update_state(GL_FRAGMENT_SHADER_BIT, current_state.fragment, old_state.fragment);
|
||||
|
||||
old_state = current_state;
|
||||
}
|
||||
|
||||
void ProgramManager::BindComputeShader(GLuint program) {
|
||||
is_graphics_bound = false;
|
||||
glUseProgram(program);
|
||||
}
|
||||
|
||||
void MaxwellUniformData::SetFromRegs(const Tegra::Engines::Maxwell3D& maxwell) {
|
||||
const auto& regs = maxwell.regs;
|
||||
|
||||
|
@ -54,4 +114,4 @@ void MaxwellUniformData::SetFromRegs(const Tegra::Engines::Maxwell3D& maxwell) {
|
|||
y_direction = regs.screen_y_control.y_negate == 0 ? 1.0f : -1.0f;
|
||||
}
|
||||
|
||||
} // namespace OpenGL::GLShader
|
||||
} // namespace OpenGL
|
||||
|
|
|
@ -11,7 +11,9 @@
|
|||
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
||||
#include "video_core/renderer_opengl/maxwell_to_gl.h"
|
||||
|
||||
namespace OpenGL::GLShader {
|
||||
namespace OpenGL {
|
||||
|
||||
class Device;
|
||||
|
||||
/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
|
||||
/// @note Always keep a vec4 at the end. The GL spec is not clear whether the alignment at
|
||||
|
@ -28,50 +30,58 @@ static_assert(sizeof(MaxwellUniformData) < 16384,
|
|||
|
||||
class ProgramManager {
|
||||
public:
|
||||
explicit ProgramManager();
|
||||
explicit ProgramManager(const Device& device);
|
||||
~ProgramManager();
|
||||
|
||||
void Create();
|
||||
/// Binds a compute program
|
||||
void BindCompute(GLuint program);
|
||||
|
||||
/// Updates the graphics pipeline and binds it.
|
||||
/// Updates bound programs.
|
||||
void BindGraphicsPipeline();
|
||||
|
||||
/// Binds a compute shader.
|
||||
void BindComputeShader(GLuint program);
|
||||
/// Binds an OpenGL pipeline object unsynchronized with the guest state.
|
||||
void BindHostPipeline(GLuint pipeline);
|
||||
|
||||
/// Rewinds BindHostPipeline state changes.
|
||||
void RestoreGuestPipeline();
|
||||
|
||||
void UseVertexShader(GLuint program) {
|
||||
current_state.vertex_shader = program;
|
||||
current_state.vertex = program;
|
||||
}
|
||||
|
||||
void UseGeometryShader(GLuint program) {
|
||||
current_state.geometry_shader = program;
|
||||
current_state.geometry = program;
|
||||
}
|
||||
|
||||
void UseFragmentShader(GLuint program) {
|
||||
current_state.fragment_shader = program;
|
||||
current_state.fragment = program;
|
||||
}
|
||||
|
||||
private:
|
||||
struct PipelineState {
|
||||
bool operator==(const PipelineState& rhs) const noexcept {
|
||||
return vertex_shader == rhs.vertex_shader && fragment_shader == rhs.fragment_shader &&
|
||||
geometry_shader == rhs.geometry_shader;
|
||||
}
|
||||
|
||||
bool operator!=(const PipelineState& rhs) const noexcept {
|
||||
return !operator==(rhs);
|
||||
}
|
||||
|
||||
GLuint vertex_shader = 0;
|
||||
GLuint fragment_shader = 0;
|
||||
GLuint geometry_shader = 0;
|
||||
GLuint vertex = 0;
|
||||
GLuint geometry = 0;
|
||||
GLuint fragment = 0;
|
||||
};
|
||||
|
||||
/// Update NV_gpu_program5 programs.
|
||||
void UpdateAssemblyPrograms();
|
||||
|
||||
/// Update GLSL programs.
|
||||
void UpdateSourcePrograms();
|
||||
|
||||
OGLPipeline graphics_pipeline;
|
||||
OGLPipeline compute_pipeline;
|
||||
|
||||
PipelineState current_state;
|
||||
PipelineState old_state;
|
||||
|
||||
bool use_assembly_programs = false;
|
||||
|
||||
bool is_graphics_bound = true;
|
||||
|
||||
bool vertex_enabled = false;
|
||||
bool geometry_enabled = false;
|
||||
bool fragment_enabled = false;
|
||||
};
|
||||
|
||||
} // namespace OpenGL::GLShader
|
||||
} // namespace OpenGL
|
||||
|
|
|
@ -316,7 +316,7 @@ public:
|
|||
RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system,
|
||||
Core::Frontend::GraphicsContext& context)
|
||||
: RendererBase{emu_window}, emu_window{emu_window}, system{system}, context{context},
|
||||
has_debug_tool{HasDebugTool()} {}
|
||||
program_manager{device}, has_debug_tool{HasDebugTool()} {}
|
||||
|
||||
RendererOpenGL::~RendererOpenGL() = default;
|
||||
|
||||
|
@ -468,8 +468,9 @@ void RendererOpenGL::InitOpenGLObjects() {
|
|||
vertex_program.Create(true, false, vertex_shader.handle);
|
||||
fragment_program.Create(true, false, fragment_shader.handle);
|
||||
|
||||
// Create program pipeline
|
||||
program_manager.Create();
|
||||
pipeline.Create();
|
||||
glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, vertex_program.handle);
|
||||
glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, fragment_program.handle);
|
||||
|
||||
// Generate VBO handle for drawing
|
||||
vertex_buffer.Create();
|
||||
|
@ -508,7 +509,7 @@ void RendererOpenGL::CreateRasterizer() {
|
|||
if (rasterizer) {
|
||||
return;
|
||||
}
|
||||
rasterizer = std::make_unique<RasterizerOpenGL>(system, emu_window, screen_info,
|
||||
rasterizer = std::make_unique<RasterizerOpenGL>(system, emu_window, device, screen_info,
|
||||
program_manager, state_tracker);
|
||||
}
|
||||
|
||||
|
@ -620,10 +621,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
|
|||
state_tracker.NotifyClipControl();
|
||||
state_tracker.NotifyAlphaTest();
|
||||
|
||||
program_manager.UseVertexShader(vertex_program.handle);
|
||||
program_manager.UseGeometryShader(0);
|
||||
program_manager.UseFragmentShader(fragment_program.handle);
|
||||
program_manager.BindGraphicsPipeline();
|
||||
program_manager.BindHostPipeline(pipeline.handle);
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
if (screen_info.display_srgb) {
|
||||
|
@ -665,6 +663,8 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
|
|||
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
program_manager.RestoreGuestPipeline();
|
||||
}
|
||||
|
||||
bool RendererOpenGL::TryPresent(int timeout_ms) {
|
||||
|
|
|
@ -9,6 +9,7 @@
|
|||
#include "common/common_types.h"
|
||||
#include "common/math_util.h"
|
||||
#include "video_core/renderer_base.h"
|
||||
#include "video_core/renderer_opengl/gl_device.h"
|
||||
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_manager.h"
|
||||
#include "video_core/renderer_opengl/gl_state_tracker.h"
|
||||
|
@ -95,6 +96,7 @@ private:
|
|||
Core::Frontend::EmuWindow& emu_window;
|
||||
Core::System& system;
|
||||
Core::Frontend::GraphicsContext& context;
|
||||
const Device device;
|
||||
|
||||
StateTracker state_tracker{system};
|
||||
|
||||
|
@ -102,13 +104,14 @@ private:
|
|||
OGLBuffer vertex_buffer;
|
||||
OGLProgram vertex_program;
|
||||
OGLProgram fragment_program;
|
||||
OGLPipeline pipeline;
|
||||
OGLFramebuffer screenshot_framebuffer;
|
||||
|
||||
/// Display information for Switch screen
|
||||
ScreenInfo screen_info;
|
||||
|
||||
/// Global dummy shader pipeline
|
||||
GLShader::ProgramManager program_manager;
|
||||
ProgramManager program_manager;
|
||||
|
||||
/// OpenGL framebuffer data
|
||||
std::vector<u8> gl_framebuffer_data;
|
||||
|
|
|
@ -643,6 +643,8 @@ void Config::ReadRendererValues() {
|
|||
Settings::values.use_asynchronous_gpu_emulation =
|
||||
ReadSetting(QStringLiteral("use_asynchronous_gpu_emulation"), false).toBool();
|
||||
Settings::values.use_vsync = ReadSetting(QStringLiteral("use_vsync"), true).toBool();
|
||||
Settings::values.use_assembly_shaders =
|
||||
ReadSetting(QStringLiteral("use_assembly_shaders"), false).toBool();
|
||||
Settings::values.use_fast_gpu_time =
|
||||
ReadSetting(QStringLiteral("use_fast_gpu_time"), true).toBool();
|
||||
Settings::values.force_30fps_mode =
|
||||
|
@ -1090,6 +1092,8 @@ void Config::SaveRendererValues() {
|
|||
WriteSetting(QStringLiteral("use_asynchronous_gpu_emulation"),
|
||||
Settings::values.use_asynchronous_gpu_emulation, false);
|
||||
WriteSetting(QStringLiteral("use_vsync"), Settings::values.use_vsync, true);
|
||||
WriteSetting(QStringLiteral("use_assembly_shaders"), Settings::values.use_assembly_shaders,
|
||||
false);
|
||||
WriteSetting(QStringLiteral("use_fast_gpu_time"), Settings::values.use_fast_gpu_time, true);
|
||||
WriteSetting(QStringLiteral("force_30fps_mode"), Settings::values.force_30fps_mode, false);
|
||||
|
||||
|
|
|
@ -12,6 +12,9 @@ ConfigureGraphicsAdvanced::ConfigureGraphicsAdvanced(QWidget* parent)
|
|||
|
||||
ui->setupUi(this);
|
||||
|
||||
// TODO: Remove this after assembly shaders are fully integrated
|
||||
ui->use_assembly_shaders->setVisible(false);
|
||||
|
||||
SetConfiguration();
|
||||
}
|
||||
|
||||
|
@ -22,6 +25,8 @@ void ConfigureGraphicsAdvanced::SetConfiguration() {
|
|||
ui->gpu_accuracy->setCurrentIndex(static_cast<int>(Settings::values.gpu_accuracy));
|
||||
ui->use_vsync->setEnabled(runtime_lock);
|
||||
ui->use_vsync->setChecked(Settings::values.use_vsync);
|
||||
ui->use_assembly_shaders->setEnabled(runtime_lock);
|
||||
ui->use_assembly_shaders->setChecked(Settings::values.use_assembly_shaders);
|
||||
ui->use_fast_gpu_time->setChecked(Settings::values.use_fast_gpu_time);
|
||||
ui->force_30fps_mode->setEnabled(runtime_lock);
|
||||
ui->force_30fps_mode->setChecked(Settings::values.force_30fps_mode);
|
||||
|
@ -33,6 +38,7 @@ void ConfigureGraphicsAdvanced::ApplyConfiguration() {
|
|||
auto gpu_accuracy = static_cast<Settings::GPUAccuracy>(ui->gpu_accuracy->currentIndex());
|
||||
Settings::values.gpu_accuracy = gpu_accuracy;
|
||||
Settings::values.use_vsync = ui->use_vsync->isChecked();
|
||||
Settings::values.use_assembly_shaders = ui->use_assembly_shaders->isChecked();
|
||||
Settings::values.use_fast_gpu_time = ui->use_fast_gpu_time->isChecked();
|
||||
Settings::values.force_30fps_mode = ui->force_30fps_mode->isChecked();
|
||||
Settings::values.max_anisotropy = ui->anisotropic_filtering_combobox->currentIndex();
|
||||
|
|
|
@ -62,6 +62,16 @@
|
|||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QCheckBox" name="use_assembly_shaders">
|
||||
<property name="toolTip">
|
||||
<string>Enabling this reduces shader stutter. Enables OpenGL assembly shaders on supported Nvidia devices (NV_gpu_program5 is required). This feature is experimental.</string>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Use assembly shaders (experimental, Nvidia OpenGL only)</string>
|
||||
</property>
|
||||
</widget>
|
||||
</item>
|
||||
<item>
|
||||
<widget class="QCheckBox" name="force_30fps_mode">
|
||||
<property name="text">
|
||||
|
|
|
@ -397,6 +397,8 @@ void Config::ReadValues() {
|
|||
sdl2_config->GetBoolean("Renderer", "use_asynchronous_gpu_emulation", false);
|
||||
Settings::values.use_vsync =
|
||||
static_cast<u16>(sdl2_config->GetInteger("Renderer", "use_vsync", 1));
|
||||
Settings::values.use_assembly_shaders =
|
||||
sdl2_config->GetBoolean("Renderer", "use_assembly_shaders", false);
|
||||
Settings::values.use_fast_gpu_time =
|
||||
sdl2_config->GetBoolean("Renderer", "use_fast_gpu_time", true);
|
||||
|
||||
|
|
|
@ -134,6 +134,10 @@ max_anisotropy =
|
|||
# 0 (default): Off, 1: On
|
||||
use_vsync =
|
||||
|
||||
# Whether to use OpenGL assembly shaders or not. NV_gpu_program5 is required.
|
||||
# 0 (default): Off, 1: On
|
||||
use_assembly_shaders =
|
||||
|
||||
# Turns on the frame limiter, which will limit frames output to the target game speed
|
||||
# 0: Off, 1: On (default)
|
||||
use_frame_limit =
|
||||
|
|
Loading…
Reference in a new issue