// Copyright 2018 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include "core/core.h" #include "core/hle/kernel/process.h" #include "video_core/engines/maxwell_3d.h" #include "video_core/renderer_opengl/gl_shader_manager.h" namespace GLShader { namespace Impl { void SetShaderUniformBlockBinding(GLuint shader, const char* name, Maxwell3D::Regs::ShaderStage 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(ub_size), expected_size); glUniformBlockBinding(shader, ub_index, static_cast(binding)); } } void SetShaderUniformBlockBindings(GLuint shader) { SetShaderUniformBlockBinding(shader, "vs_config", Maxwell3D::Regs::ShaderStage::Vertex, sizeof(MaxwellUniformData)); SetShaderUniformBlockBinding(shader, "gs_config", Maxwell3D::Regs::ShaderStage::Geometry, sizeof(MaxwellUniformData)); SetShaderUniformBlockBinding(shader, "fs_config", Maxwell3D::Regs::ShaderStage::Fragment, sizeof(MaxwellUniformData)); } void SetShaderSamplerBindings(GLuint shader) { OpenGLState cur_state = OpenGLState::GetCurState(); GLuint old_program = std::exchange(cur_state.draw.shader_program, shader); cur_state.Apply(); // Set the texture samplers to correspond to different texture units for (u32 texture = 0; texture < NumTextureSamplers; ++texture) { // Set the texture samplers to correspond to different texture units std::string uniform_name = "tex[" + std::to_string(texture) + "]"; GLint uniform_tex = glGetUniformLocation(shader, uniform_name.c_str()); if (uniform_tex != -1) { glUniform1i(uniform_tex, TextureUnits::MaxwellTexture(texture).id); } } cur_state.draw.shader_program = old_program; cur_state.Apply(); } } // namespace Impl void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) { const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager; for (unsigned index = 0; index < shader_stage.const_buffers.size(); ++index) { const auto& const_buffer = shader_stage.const_buffers[index]; const VAddr vaddr = memory_manager->PhysicalToVirtualAddress(const_buffer.address); Memory::ReadBlock(vaddr, const_buffers[index].data(), sizeof(ConstBuffer)); } } } // namespace GLShader