gl_rasterizer: Use shader program manager, remove test shader.
This commit is contained in:
parent
459826a705
commit
5617831d5f
2 changed files with 31 additions and 196 deletions
|
@ -34,33 +34,7 @@ MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
|
||||||
MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
|
MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
|
||||||
MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
|
MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
|
||||||
|
|
||||||
enum class UniformBindings : GLuint { Common, VS, FS };
|
|
||||||
|
|
||||||
static void SetShaderUniformBlockBinding(GLuint shader, const char* name, UniformBindings binding,
|
|
||||||
size_t expected_size) {
|
|
||||||
GLuint ub_index = glGetUniformBlockIndex(shader, name);
|
|
||||||
if (ub_index != GL_INVALID_INDEX) {
|
|
||||||
GLint ub_size = 0;
|
|
||||||
glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size);
|
|
||||||
ASSERT_MSG(ub_size == expected_size,
|
|
||||||
"Uniform block size did not match! Got %d, expected %zu",
|
|
||||||
static_cast<int>(ub_size), expected_size);
|
|
||||||
glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
static void SetShaderUniformBlockBindings(GLuint shader) {
|
|
||||||
SetShaderUniformBlockBinding(shader, "shader_data", UniformBindings::Common,
|
|
||||||
sizeof(RasterizerOpenGL::UniformData));
|
|
||||||
SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS,
|
|
||||||
sizeof(RasterizerOpenGL::VSUniformData));
|
|
||||||
SetShaderUniformBlockBinding(shader, "fs_config", UniformBindings::FS,
|
|
||||||
sizeof(RasterizerOpenGL::FSUniformData));
|
|
||||||
}
|
|
||||||
|
|
||||||
RasterizerOpenGL::RasterizerOpenGL() {
|
RasterizerOpenGL::RasterizerOpenGL() {
|
||||||
shader_dirty = true;
|
|
||||||
|
|
||||||
has_ARB_buffer_storage = false;
|
has_ARB_buffer_storage = false;
|
||||||
has_ARB_direct_state_access = false;
|
has_ARB_direct_state_access = false;
|
||||||
has_ARB_separate_shader_objects = false;
|
has_ARB_separate_shader_objects = false;
|
||||||
|
@ -88,6 +62,8 @@ RasterizerOpenGL::RasterizerOpenGL() {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
ASSERT_MSG(has_ARB_separate_shader_objects, "has_ARB_separate_shader_objects is unsupported");
|
||||||
|
|
||||||
// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
|
// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
|
||||||
state.clip_distance[0] = true;
|
state.clip_distance[0] = true;
|
||||||
|
|
||||||
|
@ -102,37 +78,28 @@ RasterizerOpenGL::RasterizerOpenGL() {
|
||||||
state.draw.uniform_buffer = uniform_buffer.handle;
|
state.draw.uniform_buffer = uniform_buffer.handle;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), nullptr, GL_STATIC_DRAW);
|
|
||||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle);
|
|
||||||
|
|
||||||
uniform_block_data.dirty = true;
|
|
||||||
|
|
||||||
// Create render framebuffer
|
// Create render framebuffer
|
||||||
framebuffer.Create();
|
framebuffer.Create();
|
||||||
|
|
||||||
if (has_ARB_separate_shader_objects) {
|
hw_vao.Create();
|
||||||
hw_vao.Create();
|
hw_vao_enabled_attributes.fill(false);
|
||||||
hw_vao_enabled_attributes.fill(false);
|
|
||||||
|
|
||||||
stream_buffer = OGLStreamBuffer::MakeBuffer(has_ARB_buffer_storage, GL_ARRAY_BUFFER);
|
stream_buffer = OGLStreamBuffer::MakeBuffer(has_ARB_buffer_storage, GL_ARRAY_BUFFER);
|
||||||
stream_buffer->Create(STREAM_BUFFER_SIZE, STREAM_BUFFER_SIZE / 2);
|
stream_buffer->Create(STREAM_BUFFER_SIZE, STREAM_BUFFER_SIZE / 2);
|
||||||
state.draw.vertex_buffer = stream_buffer->GetHandle();
|
state.draw.vertex_buffer = stream_buffer->GetHandle();
|
||||||
|
|
||||||
pipeline.Create();
|
shader_program_manager = std::make_unique<GLShader::ProgramManager>();
|
||||||
state.draw.program_pipeline = pipeline.handle;
|
|
||||||
state.draw.shader_program = 0;
|
|
||||||
state.draw.vertex_array = hw_vao.handle;
|
|
||||||
state.Apply();
|
|
||||||
|
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer->GetHandle());
|
state.draw.shader_program = 0;
|
||||||
|
state.draw.vertex_array = hw_vao.handle;
|
||||||
|
state.Apply();
|
||||||
|
|
||||||
vs_uniform_buffer.Create();
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer->GetHandle());
|
||||||
glBindBuffer(GL_UNIFORM_BUFFER, vs_uniform_buffer.handle);
|
|
||||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(VSUniformData), nullptr, GL_STREAM_COPY);
|
vs_uniform_buffer.Create();
|
||||||
glBindBufferBase(GL_UNIFORM_BUFFER, 1, vs_uniform_buffer.handle);
|
glBindBuffer(GL_UNIFORM_BUFFER, vs_uniform_buffer.handle);
|
||||||
} else {
|
glBufferData(GL_UNIFORM_BUFFER, sizeof(GLShader::VSUniformData), nullptr, GL_STREAM_COPY);
|
||||||
UNREACHABLE();
|
glBindBufferBase(GL_UNIFORM_BUFFER, 1, vs_uniform_buffer.handle);
|
||||||
}
|
|
||||||
|
|
||||||
accelerate_draw = AccelDraw::Disabled;
|
accelerate_draw = AccelDraw::Disabled;
|
||||||
|
|
||||||
|
@ -200,26 +167,20 @@ void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset) {
|
||||||
buffer_offset += data_size;
|
buffer_offset += data_size;
|
||||||
}
|
}
|
||||||
|
|
||||||
void RasterizerOpenGL::SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset) {
|
void RasterizerOpenGL::SetupVertexShader(GLShader::VSUniformData* ub_ptr, GLintptr buffer_offset) {
|
||||||
MICROPROFILE_SCOPE(OpenGL_VS);
|
MICROPROFILE_SCOPE(OpenGL_VS);
|
||||||
LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader.");
|
UNREACHABLE();
|
||||||
glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current_shader->shader.handle);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void RasterizerOpenGL::SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset) {
|
void RasterizerOpenGL::SetupFragmentShader(GLShader::FSUniformData* ub_ptr,
|
||||||
|
GLintptr buffer_offset) {
|
||||||
MICROPROFILE_SCOPE(OpenGL_FS);
|
MICROPROFILE_SCOPE(OpenGL_FS);
|
||||||
UNREACHABLE();
|
UNREACHABLE();
|
||||||
}
|
}
|
||||||
|
|
||||||
bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
|
bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
|
||||||
if (!has_ARB_separate_shader_objects) {
|
|
||||||
UNREACHABLE();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
|
accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
|
||||||
DrawArrays();
|
DrawArrays();
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -280,18 +241,6 @@ void RasterizerOpenGL::DrawArrays() {
|
||||||
// Sync and bind the texture surfaces
|
// Sync and bind the texture surfaces
|
||||||
BindTextures();
|
BindTextures();
|
||||||
|
|
||||||
// Sync and bind the shader
|
|
||||||
if (shader_dirty) {
|
|
||||||
SetShader();
|
|
||||||
shader_dirty = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Sync the uniform data
|
|
||||||
if (uniform_block_data.dirty) {
|
|
||||||
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformData), &uniform_block_data.data);
|
|
||||||
uniform_block_data.dirty = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
|
// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
|
||||||
// scissor test to prevent drawing outside of the framebuffer region
|
// scissor test to prevent drawing outside of the framebuffer region
|
||||||
state.scissor.enabled = true;
|
state.scissor.enabled = true;
|
||||||
|
@ -311,7 +260,7 @@ void RasterizerOpenGL::DrawArrays() {
|
||||||
if (is_indexed) {
|
if (is_indexed) {
|
||||||
UNREACHABLE();
|
UNREACHABLE();
|
||||||
}
|
}
|
||||||
buffer_size += sizeof(VSUniformData);
|
buffer_size += sizeof(GLShader::VSUniformData);
|
||||||
|
|
||||||
size_t ptr_pos = 0;
|
size_t ptr_pos = 0;
|
||||||
u8* buffer_ptr;
|
u8* buffer_ptr;
|
||||||
|
@ -327,10 +276,10 @@ void RasterizerOpenGL::DrawArrays() {
|
||||||
UNREACHABLE();
|
UNREACHABLE();
|
||||||
}
|
}
|
||||||
|
|
||||||
SetupVertexShader(reinterpret_cast<VSUniformData*>(&buffer_ptr[ptr_pos]),
|
SetupVertexShader(reinterpret_cast<GLShader::VSUniformData*>(&buffer_ptr[ptr_pos]),
|
||||||
buffer_offset + static_cast<GLintptr>(ptr_pos));
|
buffer_offset + static_cast<GLintptr>(ptr_pos));
|
||||||
const GLintptr vs_ubo_offset = buffer_offset + static_cast<GLintptr>(ptr_pos);
|
const GLintptr vs_ubo_offset = buffer_offset + static_cast<GLintptr>(ptr_pos);
|
||||||
ptr_pos += sizeof(VSUniformData);
|
ptr_pos += sizeof(GLShader::VSUniformData);
|
||||||
|
|
||||||
stream_buffer->Unmap();
|
stream_buffer->Unmap();
|
||||||
|
|
||||||
|
@ -343,9 +292,10 @@ void RasterizerOpenGL::DrawArrays() {
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
copy_buffer(vs_uniform_buffer.handle, vs_ubo_offset, sizeof(VSUniformData));
|
copy_buffer(vs_uniform_buffer.handle, vs_ubo_offset, sizeof(GLShader::VSUniformData));
|
||||||
|
|
||||||
glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current_shader->shader.handle);
|
shader_program_manager->ApplyTo(state);
|
||||||
|
state.Apply();
|
||||||
|
|
||||||
if (is_indexed) {
|
if (is_indexed) {
|
||||||
UNREACHABLE();
|
UNREACHABLE();
|
||||||
|
@ -531,72 +481,6 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void RasterizerOpenGL::SetShader() {
|
|
||||||
// TODO(bunnei): The below sets up a static test shader for passing untransformed vertices to
|
|
||||||
// OpenGL for rendering. This should be removed/replaced when we start emulating Maxwell
|
|
||||||
// shaders.
|
|
||||||
|
|
||||||
static constexpr char vertex_shader[] = R"(
|
|
||||||
#version 150 core
|
|
||||||
|
|
||||||
in vec2 vert_position;
|
|
||||||
in vec2 vert_tex_coord;
|
|
||||||
out vec2 frag_tex_coord;
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
// Multiply input position by the rotscale part of the matrix and then manually translate by
|
|
||||||
// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
|
|
||||||
// to `vec3(vert_position.xy, 1.0)`
|
|
||||||
gl_Position = vec4(mat2(mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)) * vert_position + mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)[2], 0.0, 1.0);
|
|
||||||
frag_tex_coord = vert_tex_coord;
|
|
||||||
}
|
|
||||||
)";
|
|
||||||
|
|
||||||
static constexpr char fragment_shader[] = R"(
|
|
||||||
#version 150 core
|
|
||||||
|
|
||||||
in vec2 frag_tex_coord;
|
|
||||||
out vec4 color;
|
|
||||||
|
|
||||||
uniform sampler2D tex[32];
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
color = texture(tex[0], frag_tex_coord);
|
|
||||||
}
|
|
||||||
)";
|
|
||||||
|
|
||||||
if (current_shader) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader.");
|
|
||||||
|
|
||||||
current_shader = &test_shader;
|
|
||||||
if (has_ARB_separate_shader_objects) {
|
|
||||||
test_shader.shader.CreateFromSource(vertex_shader, nullptr, fragment_shader, true);
|
|
||||||
glActiveShaderProgram(pipeline.handle, test_shader.shader.handle);
|
|
||||||
} else {
|
|
||||||
UNREACHABLE();
|
|
||||||
}
|
|
||||||
|
|
||||||
state.draw.shader_program = test_shader.shader.handle;
|
|
||||||
state.Apply();
|
|
||||||
|
|
||||||
for (u32 texture = 0; texture < texture_samplers.size(); ++texture) {
|
|
||||||
// Set the texture samplers to correspond to different texture units
|
|
||||||
std::string uniform_name = "tex[" + std::to_string(texture) + "]";
|
|
||||||
GLint uniform_tex = glGetUniformLocation(test_shader.shader.handle, uniform_name.c_str());
|
|
||||||
if (uniform_tex != -1) {
|
|
||||||
glUniform1i(uniform_tex, TextureUnits::MaxwellTexture(texture).id);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (has_ARB_separate_shader_objects) {
|
|
||||||
state.draw.shader_program = 0;
|
|
||||||
state.Apply();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
|
void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
|
||||||
const Surface& depth_surface, bool has_stencil) {
|
const Surface& depth_surface, bool has_stencil) {
|
||||||
state.draw.draw_framebuffer = framebuffer.handle;
|
state.draw.draw_framebuffer = framebuffer.handle;
|
||||||
|
|
|
@ -19,6 +19,7 @@
|
||||||
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
|
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
|
||||||
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
||||||
#include "video_core/renderer_opengl/gl_shader_gen.h"
|
#include "video_core/renderer_opengl/gl_shader_gen.h"
|
||||||
|
#include "video_core/renderer_opengl/gl_shader_manager.h"
|
||||||
#include "video_core/renderer_opengl/gl_state.h"
|
#include "video_core/renderer_opengl/gl_state.h"
|
||||||
#include "video_core/renderer_opengl/gl_stream_buffer.h"
|
#include "video_core/renderer_opengl/gl_stream_buffer.h"
|
||||||
|
|
||||||
|
@ -56,34 +57,6 @@ public:
|
||||||
OGLShader shader;
|
OGLShader shader;
|
||||||
};
|
};
|
||||||
|
|
||||||
/// 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 wether the alignment at
|
|
||||||
// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
|
|
||||||
// Not following that rule will cause problems on some AMD drivers.
|
|
||||||
struct UniformData {};
|
|
||||||
|
|
||||||
// static_assert(
|
|
||||||
// sizeof(UniformData) == 0x460,
|
|
||||||
// "The size of the UniformData structure has changed, update the structure in the shader");
|
|
||||||
static_assert(sizeof(UniformData) < 16384,
|
|
||||||
"UniformData structure must be less than 16kb as per the OpenGL spec");
|
|
||||||
|
|
||||||
struct VSUniformData {};
|
|
||||||
// static_assert(
|
|
||||||
// sizeof(VSUniformData) == 1856,
|
|
||||||
// "The size of the VSUniformData structure has changed, update the structure in the
|
|
||||||
// shader");
|
|
||||||
static_assert(sizeof(VSUniformData) < 16384,
|
|
||||||
"VSUniformData structure must be less than 16kb as per the OpenGL spec");
|
|
||||||
|
|
||||||
struct FSUniformData {};
|
|
||||||
// static_assert(
|
|
||||||
// sizeof(FSUniformData) == 1856,
|
|
||||||
// "The size of the FSUniformData structure has changed, update the structure in the
|
|
||||||
// shader");
|
|
||||||
static_assert(sizeof(FSUniformData) < 16384,
|
|
||||||
"FSUniformData structure must be less than 16kb as per the OpenGL spec");
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
class SamplerInfo {
|
class SamplerInfo {
|
||||||
public:
|
public:
|
||||||
|
@ -122,9 +95,6 @@ private:
|
||||||
/// Syncs the clip coefficients to match the guest state
|
/// Syncs the clip coefficients to match the guest state
|
||||||
void SyncClipCoef();
|
void SyncClipCoef();
|
||||||
|
|
||||||
/// Sets the OpenGL shader in accordance with the current guest state
|
|
||||||
void SetShader();
|
|
||||||
|
|
||||||
/// Syncs the cull mode to match the guest state
|
/// Syncs the cull mode to match the guest state
|
||||||
void SyncCullMode();
|
void SyncCullMode();
|
||||||
|
|
||||||
|
@ -152,18 +122,7 @@ private:
|
||||||
|
|
||||||
RasterizerCacheOpenGL res_cache;
|
RasterizerCacheOpenGL res_cache;
|
||||||
|
|
||||||
/// Shader used for test renderering - to be removed once we have emulated shaders
|
std::unique_ptr<GLShader::ProgramManager> shader_program_manager;
|
||||||
MaxwellShader test_shader{};
|
|
||||||
|
|
||||||
const MaxwellShader* current_shader{};
|
|
||||||
bool shader_dirty{};
|
|
||||||
|
|
||||||
struct {
|
|
||||||
UniformData data;
|
|
||||||
bool dirty;
|
|
||||||
} uniform_block_data = {};
|
|
||||||
|
|
||||||
OGLPipeline pipeline;
|
|
||||||
OGLVertexArray sw_vao;
|
OGLVertexArray sw_vao;
|
||||||
OGLVertexArray hw_vao;
|
OGLVertexArray hw_vao;
|
||||||
std::array<bool, 16> hw_vao_enabled_attributes;
|
std::array<bool, 16> hw_vao_enabled_attributes;
|
||||||
|
@ -183,18 +142,10 @@ private:
|
||||||
void SetupVertexArray(u8* array_ptr, GLintptr buffer_offset);
|
void SetupVertexArray(u8* array_ptr, GLintptr buffer_offset);
|
||||||
|
|
||||||
OGLBuffer vs_uniform_buffer;
|
OGLBuffer vs_uniform_buffer;
|
||||||
std::unordered_map<GLShader::MaxwellVSConfig, VertexShader*> vs_shader_map;
|
|
||||||
std::unordered_map<std::string, VertexShader> vs_shader_cache;
|
|
||||||
OGLShader vs_default_shader;
|
|
||||||
|
|
||||||
void SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset);
|
void SetupVertexShader(GLShader::VSUniformData* ub_ptr, GLintptr buffer_offset);
|
||||||
|
|
||||||
OGLBuffer fs_uniform_buffer;
|
void SetupFragmentShader(GLShader::FSUniformData* ub_ptr, GLintptr buffer_offset);
|
||||||
std::unordered_map<GLShader::MaxwellFSConfig, FragmentShader*> fs_shader_map;
|
|
||||||
std::unordered_map<std::string, FragmentShader> fs_shader_cache;
|
|
||||||
OGLShader fs_default_shader;
|
|
||||||
|
|
||||||
void SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset);
|
|
||||||
|
|
||||||
enum class AccelDraw { Disabled, Arrays, Indexed };
|
enum class AccelDraw { Disabled, Arrays, Indexed };
|
||||||
AccelDraw accelerate_draw;
|
AccelDraw accelerate_draw;
|
||||||
|
|
Loading…
Reference in a new issue