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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp246
1 files changed, 88 insertions, 158 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index f217a265b..f75d4c658 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -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_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() {
- shader_dirty = true;
-
has_ARB_buffer_storage = false;
has_ARB_direct_state_access = 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
state.clip_distance[0] = true;
@@ -102,36 +78,31 @@ RasterizerOpenGL::RasterizerOpenGL() {
state.draw.uniform_buffer = uniform_buffer.handle;
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
framebuffer.Create();
- if (has_ARB_separate_shader_objects) {
- hw_vao.Create();
- hw_vao_enabled_attributes.fill(false);
+ hw_vao.Create();
+ hw_vao_enabled_attributes.fill(false);
- stream_buffer = OGLStreamBuffer::MakeBuffer(has_ARB_buffer_storage, GL_ARRAY_BUFFER);
- stream_buffer->Create(STREAM_BUFFER_SIZE, STREAM_BUFFER_SIZE / 2);
- state.draw.vertex_buffer = stream_buffer->GetHandle();
+ stream_buffer = OGLStreamBuffer::MakeBuffer(has_ARB_buffer_storage, GL_ARRAY_BUFFER);
+ stream_buffer->Create(STREAM_BUFFER_SIZE, STREAM_BUFFER_SIZE / 2);
+ state.draw.vertex_buffer = stream_buffer->GetHandle();
- pipeline.Create();
- state.draw.program_pipeline = pipeline.handle;
- state.draw.shader_program = 0;
- state.draw.vertex_array = hw_vao.handle;
- state.Apply();
+ shader_program_manager = std::make_unique<GLShader::ProgramManager>();
+
+ state.draw.shader_program = 0;
+ state.draw.vertex_array = hw_vao.handle;
+ state.Apply();
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer->GetHandle());
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer->GetHandle());
- vs_uniform_buffer.Create();
- glBindBuffer(GL_UNIFORM_BUFFER, vs_uniform_buffer.handle);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(VSUniformData), nullptr, GL_STREAM_COPY);
- glBindBufferBase(GL_UNIFORM_BUFFER, 1, vs_uniform_buffer.handle);
- } else {
- UNREACHABLE();
+ for (unsigned index = 0; index < uniform_buffers.size(); ++index) {
+ auto& buffer = uniform_buffers[index];
+ buffer.Create();
+ glBindBuffer(GL_UNIFORM_BUFFER, buffer.handle);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(GLShader::MaxwellUniformData), nullptr,
+ GL_STREAM_COPY);
+ glBindBufferBase(GL_UNIFORM_BUFFER, index, buffer.handle);
}
accelerate_draw = AccelDraw::Disabled;
@@ -200,26 +171,74 @@ void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset) {
buffer_offset += data_size;
}
-void RasterizerOpenGL::SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset) {
- MICROPROFILE_SCOPE(OpenGL_VS);
- LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader.");
- glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current_shader->shader.handle);
-}
+void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size_t ptr_pos) {
+ // Helper function for uploading uniform data
+ const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) {
+ if (has_ARB_direct_state_access) {
+ glCopyNamedBufferSubData(stream_buffer->GetHandle(), handle, offset, 0, size);
+ } else {
+ glBindBuffer(GL_COPY_WRITE_BUFFER, handle);
+ glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, offset, 0, size);
+ }
+ };
-void RasterizerOpenGL::SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset) {
- MICROPROFILE_SCOPE(OpenGL_FS);
- UNREACHABLE();
-}
+ auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
+ ASSERT_MSG(!gpu.regs.shader_config[0].enable, "VertexA is unsupported!");
-bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
- if (!has_ARB_separate_shader_objects) {
- UNREACHABLE();
- return false;
+ for (unsigned index = 1; index < Maxwell::MaxShaderProgram; ++index) {
+ ptr_pos += sizeof(GLShader::MaxwellUniformData);
+
+ auto& shader_config = gpu.regs.shader_config[index];
+ const Maxwell::ShaderProgram program{static_cast<Maxwell::ShaderProgram>(index)};
+
+ // VertexB program is always enabled, despite bit setting
+ const bool is_enabled{shader_config.enable || program == Maxwell::ShaderProgram::VertexB};
+
+ // Skip stages that are not enabled
+ if (!is_enabled) {
+ continue;
+ }
+
+ // Upload uniform data as one UBO per stage
+ const auto& stage = index - 1; // Stage indices are 0 - 5
+ const GLintptr ubo_offset = buffer_offset + static_cast<GLintptr>(ptr_pos);
+ copy_buffer(uniform_buffers[stage].handle, ubo_offset,
+ sizeof(GLShader::MaxwellUniformData));
+ GLShader::MaxwellUniformData* ub_ptr =
+ reinterpret_cast<GLShader::MaxwellUniformData*>(&buffer_ptr[ptr_pos]);
+ ub_ptr->SetFromRegs(gpu.state.shader_stages[stage]);
+
+ // Fetch program code from memory
+ GLShader::ProgramCode program_code;
+ const u64 gpu_address{gpu.regs.code_address.CodeAddress() + shader_config.offset};
+ const VAddr cpu_address{gpu.memory_manager.PhysicalToVirtualAddress(gpu_address)};
+ Memory::ReadBlock(cpu_address, program_code.data(), program_code.size() * sizeof(u64));
+ GLShader::ShaderSetup setup{std::move(program_code)};
+
+ switch (program) {
+ case Maxwell::ShaderProgram::VertexB: {
+ GLShader::MaxwellVSConfig vs_config{setup};
+ shader_program_manager->UseProgrammableVertexShader(vs_config, setup);
+ break;
+ }
+ case Maxwell::ShaderProgram::Fragment: {
+ GLShader::MaxwellFSConfig fs_config{setup};
+ shader_program_manager->UseProgrammableFragmentShader(fs_config, setup);
+ break;
+ }
+ default:
+ LOG_CRITICAL(HW_GPU, "Unimplemented shader index=%d, enable=%d, offset=0x%08X", index,
+ shader_config.enable.Value(), shader_config.offset);
+ UNREACHABLE();
+ }
}
+ shader_program_manager->UseTrivialGeometryShader();
+}
+
+bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
DrawArrays();
-
return true;
}
@@ -280,18 +299,6 @@ void RasterizerOpenGL::DrawArrays() {
// Sync and bind the texture surfaces
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
// scissor test to prevent drawing outside of the framebuffer region
state.scissor.enabled = true;
@@ -311,7 +318,9 @@ void RasterizerOpenGL::DrawArrays() {
if (is_indexed) {
UNREACHABLE();
}
- buffer_size += sizeof(VSUniformData);
+
+ // Uniform space for the 5 shader stages
+ buffer_size += sizeof(GLShader::MaxwellUniformData) * Maxwell::MaxShaderStage;
size_t ptr_pos = 0;
u8* buffer_ptr;
@@ -327,25 +336,12 @@ void RasterizerOpenGL::DrawArrays() {
UNREACHABLE();
}
- SetupVertexShader(reinterpret_cast<VSUniformData*>(&buffer_ptr[ptr_pos]),
- buffer_offset + static_cast<GLintptr>(ptr_pos));
- const GLintptr vs_ubo_offset = buffer_offset + static_cast<GLintptr>(ptr_pos);
- ptr_pos += sizeof(VSUniformData);
+ SetupShaders(buffer_ptr, buffer_offset, ptr_pos);
stream_buffer->Unmap();
- const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) {
- if (has_ARB_direct_state_access) {
- glCopyNamedBufferSubData(stream_buffer->GetHandle(), handle, offset, 0, size);
- } else {
- glBindBuffer(GL_COPY_WRITE_BUFFER, handle);
- glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, offset, 0, size);
- }
- };
-
- copy_buffer(vs_uniform_buffer.handle, vs_ubo_offset, sizeof(VSUniformData));
-
- glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current_shader->shader.handle);
+ shader_program_manager->ApplyTo(state);
+ state.Apply();
if (is_indexed) {
UNREACHABLE();
@@ -531,72 +527,6 @@ 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.Create(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,
const Surface& depth_surface, bool has_stencil) {
state.draw.draw_framebuffer = framebuffer.handle;