// Copyright 2018 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include "common/common_types.h" #include "video_core/engines/maxwell_3d.h" #include "video_core/renderer_opengl/gl_shader_manager.h" namespace OpenGL::GLShader { using Tegra::Engines::Maxwell3D; ProgramManager::ProgramManager() { pipeline.Create(); } ProgramManager::~ProgramManager() = default; void ProgramManager::ApplyTo(OpenGLState& state) { UpdatePipeline(); state.draw.shader_program = 0; state.draw.program_pipeline = pipeline.handle; } void ProgramManager::UpdatePipeline() { // Avoid updating the pipeline when values have no changed if (old_state == current_state) { return; } // Workaround for AMD bug constexpr GLenum all_used_stages{GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT}; glUseProgramStages(pipeline.handle, all_used_stages, 0); glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current_state.vertex_shader); glUseProgramStages(pipeline.handle, GL_GEOMETRY_SHADER_BIT, current_state.geometry_shader); glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current_state.fragment_shader); old_state = current_state; } void MaxwellUniformData::SetFromRegs(const Maxwell3D& maxwell, std::size_t shader_stage) { const auto& regs = maxwell.regs; const auto& state = maxwell.state; // TODO(bunnei): Support more than one viewport viewport_flip[0] = regs.viewport_transform[0].scale_x < 0.0 ? -1.0f : 1.0f; viewport_flip[1] = regs.viewport_transform[0].scale_y < 0.0 ? -1.0f : 1.0f; auto func{static_cast(regs.alpha_test_func)}; // Normalize the gl variants of opCompare to be the same as the normal variants const u32 op_gl_variant_base = static_cast(Maxwell3D::Regs::ComparisonOp::Never); if (func >= op_gl_variant_base) { func = func - op_gl_variant_base + 1U; } alpha_test.enabled = regs.alpha_test_enabled; alpha_test.func = func; alpha_test.ref = regs.alpha_test_ref; instance_id = state.current_instance; // Assign in which stage the position has to be flipped // (the last stage before the fragment shader). constexpr u32 geometry_index = static_cast(Maxwell3D::Regs::ShaderProgram::Geometry); if (maxwell.regs.shader_config[geometry_index].enable) { flip_stage = geometry_index; } else { flip_stage = static_cast(Maxwell3D::Regs::ShaderProgram::VertexB); } // Y_NEGATE controls what value S2R returns for the Y_DIRECTION system value. y_direction = regs.screen_y_control.y_negate == 0 ? 1.f : -1.f; } } // namespace OpenGL::GLShader