// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <glad/glad.h>
#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 {
namespace {
void BindProgram(GLenum stage, GLuint current, GLuint old, bool& enabled) {
if (current == old) {
return;
}
if (current == 0) {
if (enabled) {
enabled = false;
glDisable(stage);
}
return;
}
if (!enabled) {
enabled = true;
glEnable(stage);
}
glBindProgramARB(stage, current);
}
} // Anonymous namespace
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) {
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);
}
} else {
if (!is_graphics_bound) {
glUseProgram(0);
}
}
glBindProgramPipeline(pipeline);
}
void ProgramManager::RestoreGuestPipeline() {
if (use_assembly_programs) {
glBindProgramPipeline(0);
} else {
glBindProgramPipeline(graphics_pipeline.handle);
}
}
void ProgramManager::BindHostCompute(GLuint program) {
if (use_assembly_programs) {
glDisable(GL_COMPUTE_PROGRAM_NV);
}
glUseProgram(program);
is_graphics_bound = false;
}
void ProgramManager::RestoreGuestCompute() {
if (use_assembly_programs) {
glEnable(GL_COMPUTE_PROGRAM_NV);
glUseProgram(0);
}
}
void ProgramManager::UseVertexShader(GLuint program) {
if (use_assembly_programs) {
BindProgram(GL_VERTEX_PROGRAM_NV, program, current_state.vertex, vertex_enabled);
}
current_state.vertex = program;
}
void ProgramManager::UseGeometryShader(GLuint program) {
if (use_assembly_programs) {
BindProgram(GL_GEOMETRY_PROGRAM_NV, program, current_state.vertex, geometry_enabled);
}
current_state.geometry = program;
}
void ProgramManager::UseFragmentShader(GLuint program) {
if (use_assembly_programs) {
BindProgram(GL_FRAGMENT_PROGRAM_NV, program, current_state.vertex, fragment_enabled);
}
current_state.fragment = program;
}
void ProgramManager::UpdateSourcePrograms() {
if (!is_graphics_bound) {
is_graphics_bound = true;
glUseProgram(0);
}
const GLuint handle = graphics_pipeline.handle;
const auto update_state = [handle](GLenum stage, GLuint current, GLuint old) {
if (current == old) {
return;
}
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 MaxwellUniformData::SetFromRegs(const Tegra::Engines::Maxwell3D& maxwell) {
const auto& regs = maxwell.regs;
// Y_NEGATE controls what value S2R returns for the Y_DIRECTION system value.
y_direction = regs.screen_y_control.y_negate == 0 ? 1.0f : -1.0f;
}
} // namespace OpenGL