// Copyright 2020 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include #include "common/assert.h" #include "common/common_types.h" #include "common/div_ceil.h" #include "video_core/host_shaders/block_linear_unswizzle_2d_comp.h" #include "video_core/host_shaders/block_linear_unswizzle_3d_comp.h" #include "video_core/host_shaders/opengl_copy_bc4_comp.h" #include "video_core/host_shaders/pitch_unswizzle_comp.h" #include "video_core/renderer_opengl/gl_resource_manager.h" #include "video_core/renderer_opengl/gl_shader_manager.h" #include "video_core/renderer_opengl/gl_texture_cache.h" #include "video_core/renderer_opengl/util_shaders.h" #include "video_core/surface.h" #include "video_core/texture_cache/accelerated_swizzle.h" #include "video_core/texture_cache/types.h" #include "video_core/texture_cache/util.h" #include "video_core/textures/decoders.h" namespace OpenGL { using namespace HostShaders; using VideoCommon::Extent3D; using VideoCommon::ImageCopy; using VideoCommon::ImageType; using VideoCommon::SwizzleParameters; using VideoCommon::Accelerated::MakeBlockLinearSwizzle2DParams; using VideoCommon::Accelerated::MakeBlockLinearSwizzle3DParams; using VideoCore::Surface::BytesPerBlock; namespace { OGLProgram MakeProgram(std::string_view source) { OGLShader shader; shader.Create(source, GL_COMPUTE_SHADER); OGLProgram program; program.Create(true, false, shader.handle); return program; } } // Anonymous namespace UtilShaders::UtilShaders(ProgramManager& program_manager_) : program_manager{program_manager_}, block_linear_unswizzle_2d_program(MakeProgram(BLOCK_LINEAR_UNSWIZZLE_2D_COMP)), block_linear_unswizzle_3d_program(MakeProgram(BLOCK_LINEAR_UNSWIZZLE_3D_COMP)), pitch_unswizzle_program(MakeProgram(PITCH_UNSWIZZLE_COMP)), copy_bc4_program(MakeProgram(OPENGL_COPY_BC4_COMP)) { const auto swizzle_table = Tegra::Texture::MakeSwizzleTable(); swizzle_table_buffer.Create(); glNamedBufferStorage(swizzle_table_buffer.handle, sizeof(swizzle_table), &swizzle_table, 0); } UtilShaders::~UtilShaders() = default; void UtilShaders::BlockLinearUpload2D(Image& image, const ImageBufferMap& map, size_t buffer_offset, std::span swizzles) { static constexpr Extent3D WORKGROUP_SIZE{32, 32, 1}; static constexpr GLuint BINDING_SWIZZLE_BUFFER = 0; static constexpr GLuint BINDING_INPUT_BUFFER = 1; static constexpr GLuint BINDING_OUTPUT_IMAGE = 0; program_manager.BindHostCompute(block_linear_unswizzle_2d_program.handle); glFlushMappedNamedBufferRange(map.Handle(), buffer_offset, image.guest_size_bytes); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, BINDING_SWIZZLE_BUFFER, swizzle_table_buffer.handle); const GLenum store_format = StoreFormat(BytesPerBlock(image.info.format)); for (const SwizzleParameters& swizzle : swizzles) { const Extent3D num_tiles = swizzle.num_tiles; const size_t input_offset = swizzle.buffer_offset + buffer_offset; const u32 num_dispatches_x = Common::DivCeil(num_tiles.width, WORKGROUP_SIZE.width); const u32 num_dispatches_y = Common::DivCeil(num_tiles.height, WORKGROUP_SIZE.height); const auto params = MakeBlockLinearSwizzle2DParams(swizzle, image.info); glUniform3uiv(0, 1, params.origin.data()); glUniform3iv(1, 1, params.destination.data()); glUniform1ui(2, params.bytes_per_block_log2); glUniform1ui(3, params.layer_stride); glUniform1ui(4, params.block_size); glUniform1ui(5, params.x_shift); glUniform1ui(6, params.block_height); glUniform1ui(7, params.block_height_mask); glBindBufferRange(GL_SHADER_STORAGE_BUFFER, BINDING_INPUT_BUFFER, map.Handle(), input_offset, image.guest_size_bytes - swizzle.buffer_offset); glBindImageTexture(BINDING_OUTPUT_IMAGE, image.Handle(), swizzle.level, GL_TRUE, 0, GL_WRITE_ONLY, store_format); glDispatchCompute(num_dispatches_x, num_dispatches_y, image.info.resources.layers); } program_manager.RestoreGuestCompute(); } void UtilShaders::BlockLinearUpload3D(Image& image, const ImageBufferMap& map, size_t buffer_offset, std::span swizzles) { static constexpr Extent3D WORKGROUP_SIZE{16, 8, 8}; static constexpr GLuint BINDING_SWIZZLE_BUFFER = 0; static constexpr GLuint BINDING_INPUT_BUFFER = 1; static constexpr GLuint BINDING_OUTPUT_IMAGE = 0; glFlushMappedNamedBufferRange(map.Handle(), buffer_offset, image.guest_size_bytes); program_manager.BindHostCompute(block_linear_unswizzle_3d_program.handle); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, BINDING_SWIZZLE_BUFFER, swizzle_table_buffer.handle); const GLenum store_format = StoreFormat(BytesPerBlock(image.info.format)); for (const SwizzleParameters& swizzle : swizzles) { const Extent3D num_tiles = swizzle.num_tiles; const size_t input_offset = swizzle.buffer_offset + buffer_offset; const u32 num_dispatches_x = Common::DivCeil(num_tiles.width, WORKGROUP_SIZE.width); const u32 num_dispatches_y = Common::DivCeil(num_tiles.height, WORKGROUP_SIZE.height); const u32 num_dispatches_z = Common::DivCeil(num_tiles.depth, WORKGROUP_SIZE.depth); const auto params = MakeBlockLinearSwizzle3DParams(swizzle, image.info); glUniform3uiv(0, 1, params.origin.data()); glUniform3iv(1, 1, params.destination.data()); glUniform1ui(2, params.bytes_per_block_log2); glUniform1ui(3, params.slice_size); glUniform1ui(4, params.block_size); glUniform1ui(5, params.x_shift); glUniform1ui(6, params.block_height); glUniform1ui(7, params.block_height_mask); glUniform1ui(8, params.block_depth); glUniform1ui(9, params.block_depth_mask); glBindBufferRange(GL_SHADER_STORAGE_BUFFER, BINDING_INPUT_BUFFER, map.Handle(), input_offset, image.guest_size_bytes - swizzle.buffer_offset); glBindImageTexture(BINDING_OUTPUT_IMAGE, image.Handle(), swizzle.level, GL_TRUE, 0, GL_WRITE_ONLY, store_format); glDispatchCompute(num_dispatches_x, num_dispatches_y, num_dispatches_z); } program_manager.RestoreGuestCompute(); } void UtilShaders::PitchUpload(Image& image, const ImageBufferMap& map, size_t buffer_offset, std::span swizzles) { static constexpr Extent3D WORKGROUP_SIZE{32, 32, 1}; static constexpr GLuint BINDING_INPUT_BUFFER = 0; static constexpr GLuint BINDING_OUTPUT_IMAGE = 0; static constexpr GLuint LOC_ORIGIN = 0; static constexpr GLuint LOC_DESTINATION = 1; static constexpr GLuint LOC_BYTES_PER_BLOCK = 2; static constexpr GLuint LOC_PITCH = 3; const u32 bytes_per_block = BytesPerBlock(image.info.format); const GLenum format = StoreFormat(bytes_per_block); const u32 pitch = image.info.pitch; UNIMPLEMENTED_IF_MSG(!std::has_single_bit(bytes_per_block), "Non-power of two images are not implemented"); program_manager.BindHostCompute(pitch_unswizzle_program.handle); glFlushMappedNamedBufferRange(map.Handle(), buffer_offset, image.guest_size_bytes); glUniform2ui(LOC_ORIGIN, 0, 0); glUniform2i(LOC_DESTINATION, 0, 0); glUniform1ui(LOC_BYTES_PER_BLOCK, bytes_per_block); glUniform1ui(LOC_PITCH, pitch); glBindImageTexture(BINDING_OUTPUT_IMAGE, image.Handle(), 0, GL_FALSE, 0, GL_WRITE_ONLY, format); for (const SwizzleParameters& swizzle : swizzles) { const Extent3D num_tiles = swizzle.num_tiles; const size_t input_offset = swizzle.buffer_offset + buffer_offset; const u32 num_dispatches_x = Common::DivCeil(num_tiles.width, WORKGROUP_SIZE.width); const u32 num_dispatches_y = Common::DivCeil(num_tiles.height, WORKGROUP_SIZE.height); glBindBufferRange(GL_SHADER_STORAGE_BUFFER, BINDING_INPUT_BUFFER, map.Handle(), input_offset, image.guest_size_bytes - swizzle.buffer_offset); glDispatchCompute(num_dispatches_x, num_dispatches_y, 1); } program_manager.RestoreGuestCompute(); } void UtilShaders::CopyBC4(Image& dst_image, Image& src_image, std::span copies) { static constexpr GLuint BINDING_INPUT_IMAGE = 0; static constexpr GLuint BINDING_OUTPUT_IMAGE = 1; static constexpr GLuint LOC_SRC_OFFSET = 0; static constexpr GLuint LOC_DST_OFFSET = 1; program_manager.BindHostCompute(copy_bc4_program.handle); for (const ImageCopy& copy : copies) { ASSERT(copy.src_subresource.base_layer == 0); ASSERT(copy.src_subresource.num_layers == 1); ASSERT(copy.dst_subresource.base_layer == 0); ASSERT(copy.dst_subresource.num_layers == 1); glUniform3ui(LOC_SRC_OFFSET, copy.src_offset.x, copy.src_offset.y, copy.src_offset.z); glUniform3ui(LOC_DST_OFFSET, copy.dst_offset.x, copy.dst_offset.y, copy.dst_offset.z); glBindImageTexture(BINDING_INPUT_IMAGE, src_image.Handle(), copy.src_subresource.base_level, GL_FALSE, 0, GL_READ_ONLY, GL_RG32UI); glBindImageTexture(BINDING_OUTPUT_IMAGE, dst_image.Handle(), copy.dst_subresource.base_level, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8UI); glDispatchCompute(copy.extent.width, copy.extent.height, copy.extent.depth); } program_manager.RestoreGuestCompute(); } GLenum StoreFormat(u32 bytes_per_block) { switch (bytes_per_block) { case 1: return GL_R8UI; case 2: return GL_R16UI; case 4: return GL_R32UI; case 8: return GL_RG32UI; case 16: return GL_RGBA32UI; } UNREACHABLE(); return GL_R8UI; } } // namespace OpenGL