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authorbunnei <bunneidev@gmail.com>2018-07-13 04:25:03 +0200
committerbunnei <bunneidev@gmail.com>2018-07-13 04:25:36 +0200
commitc4015cd93a314878b6fc24e9a7f711e4b485dc53 (patch)
tree34f36fd27621fb6cda7aa21624f314be79707f54 /src/video_core/renderer_opengl/gl_rasterizer.cpp
parentMerge pull request #656 from ogniK5377/audren-mem-init (diff)
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Diffstat (limited to '')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp43
1 files changed, 33 insertions, 10 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index ea138d402..02ffd9bde 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -181,6 +181,19 @@ std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
return {array_ptr, buffer_offset};
}
+static GLShader::ProgramCode GetShaderProgramCode(Maxwell::ShaderProgram program) {
+ auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
+
+ // Fetch program code from memory
+ GLShader::ProgramCode program_code;
+ auto& shader_config = gpu.regs.shader_config[static_cast<size_t>(program)];
+ const u64 gpu_address{gpu.regs.code_address.CodeAddress() + shader_config.offset};
+ const boost::optional<VAddr> cpu_address{gpu.memory_manager.GpuToCpuAddress(gpu_address)};
+ Memory::ReadBlock(*cpu_address, program_code.data(), program_code.size() * sizeof(u64));
+
+ return program_code;
+}
+
void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
// Helper function for uploading uniform data
const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) {
@@ -193,18 +206,17 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
};
auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
- ASSERT_MSG(!gpu.regs.shader_config[0].enable, "VertexA is unsupported!");
// Next available bindpoints to use when uploading the const buffers and textures to the GLSL
// shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
u32 current_constbuffer_bindpoint = uniform_buffers.size();
u32 current_texture_bindpoint = 0;
- for (unsigned index = 1; index < Maxwell::MaxShaderProgram; ++index) {
+ for (size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
auto& shader_config = gpu.regs.shader_config[index];
const Maxwell::ShaderProgram program{static_cast<Maxwell::ShaderProgram>(index)};
- const auto& stage = index - 1; // Stage indices are 0 - 5
+ const size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5
const bool is_enabled = gpu.IsShaderStageEnabled(static_cast<Maxwell::ShaderStage>(stage));
@@ -228,16 +240,21 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
buffer_ptr += sizeof(GLShader::MaxwellUniformData);
buffer_offset += sizeof(GLShader::MaxwellUniformData);
- // Fetch program code from memory
- GLShader::ProgramCode program_code;
- const u64 gpu_address{gpu.regs.code_address.CodeAddress() + shader_config.offset};
- const boost::optional<VAddr> cpu_address{gpu.memory_manager.GpuToCpuAddress(gpu_address)};
- Memory::ReadBlock(*cpu_address, program_code.data(), program_code.size() * sizeof(u64));
- GLShader::ShaderSetup setup{std::move(program_code)};
-
+ GLShader::ShaderSetup setup{GetShaderProgramCode(program)};
GLShader::ShaderEntries shader_resources;
switch (program) {
+ case Maxwell::ShaderProgram::VertexA: {
+ // VertexB is always enabled, so when VertexA is enabled, we have two vertex shaders.
+ // Conventional HW does not support this, so we combine VertexA and VertexB into one
+ // stage here.
+ setup.SetProgramB(GetShaderProgramCode(Maxwell::ShaderProgram::VertexB));
+ GLShader::MaxwellVSConfig vs_config{setup};
+ shader_resources =
+ shader_program_manager->UseProgrammableVertexShader(vs_config, setup);
+ break;
+ }
+
case Maxwell::ShaderProgram::VertexB: {
GLShader::MaxwellVSConfig vs_config{setup};
shader_resources =
@@ -268,6 +285,12 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
current_texture_bindpoint =
SetupTextures(static_cast<Maxwell::ShaderStage>(stage), gl_stage_program,
current_texture_bindpoint, shader_resources.texture_samplers);
+
+ // When VertexA is enabled, we have dual vertex shaders
+ if (program == Maxwell::ShaderProgram::VertexA) {
+ // VertexB was combined with VertexA, so we skip the VertexB iteration
+ index++;
+ }
}
shader_program_manager->UseTrivialGeometryShader();