summaryrefslogtreecommitdiffstats
path: root/src/video_core/renderer_opengl/gl_shader_manager.h
blob: ad42cce74d48e125332066c837a163f10ebc153c (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.

#pragma once

#include <cstddef>

#include <glad/glad.h>

#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/maxwell_to_gl.h"

namespace OpenGL {

class Device;

/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
/// @note Always keep a vec4 at the end. The GL spec is not clear whether the alignment at
///       the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
///       Not following that rule will cause problems on some AMD drivers.
struct alignas(16) MaxwellUniformData {
    void SetFromRegs(const Tegra::Engines::Maxwell3D& maxwell);

    GLfloat y_direction;
};
static_assert(sizeof(MaxwellUniformData) == 16, "MaxwellUniformData structure size is incorrect");
static_assert(sizeof(MaxwellUniformData) < 16384,
              "MaxwellUniformData structure must be less than 16kb as per the OpenGL spec");

class ProgramManager {
public:
    explicit ProgramManager(const Device& device);
    ~ProgramManager();

    /// Binds a compute program
    void BindCompute(GLuint program);

    /// Updates bound programs.
    void BindGraphicsPipeline();

    /// Binds an OpenGL pipeline object unsynchronized with the guest state.
    void BindHostPipeline(GLuint pipeline);

    /// Rewinds BindHostPipeline state changes.
    void RestoreGuestPipeline();

    /// Binds an OpenGL GLSL program object unsynchronized with the guest state.
    void BindHostCompute(GLuint program);

    /// Rewinds BindHostCompute state changes.
    void RestoreGuestCompute();

    void UseVertexShader(GLuint program);
    void UseGeometryShader(GLuint program);
    void UseFragmentShader(GLuint program);

private:
    struct PipelineState {
        GLuint vertex = 0;
        GLuint geometry = 0;
        GLuint fragment = 0;
    };

    /// Update GLSL programs.
    void UpdateSourcePrograms();

    OGLPipeline graphics_pipeline;

    PipelineState current_state;
    PipelineState old_state;

    bool use_assembly_programs = false;

    bool is_graphics_bound = true;

    bool vertex_enabled = false;
    bool geometry_enabled = false;
    bool fragment_enabled = false;
};

} // namespace OpenGL