suyu/src/video_core/renderer_opengl/gl_shader_cache.h

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// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <map>
#include <memory>
#include "common/assert.h"
#include "common/common_types.h"
#include "video_core/rasterizer_cache.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_gen.h"
namespace OpenGL {
class CachedShader;
using Shader = std::shared_ptr<CachedShader>;
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
class CachedShader final {
public:
CachedShader(VAddr addr, Maxwell::ShaderProgram program_type);
/// Gets the address of the shader in guest memory, required for cache management
VAddr GetAddr() const {
return addr;
}
/// Gets the size of the shader in guest memory, required for cache management
std::size_t GetSizeInBytes() const {
return GLShader::MAX_PROGRAM_CODE_LENGTH * sizeof(u64);
}
// We do not have to flush this cache as things in it are never modified by us.
void Flush() {}
/// Gets the shader entries for the shader
const GLShader::ShaderEntries& GetShaderEntries() const {
return entries;
}
/// Gets the GL program handle for the shader
GLuint GetProgramHandle(GLenum primitive_mode) {
if (program_type != Maxwell::ShaderProgram::Geometry) {
return program.handle;
}
switch (primitive_mode) {
case GL_POINTS:
return LazyGeometryProgram(geometry_programs.points, "points", "ShaderPoints");
case GL_LINES:
case GL_LINE_STRIP:
return LazyGeometryProgram(geometry_programs.lines, "lines", "ShaderLines");
case GL_LINES_ADJACENCY:
case GL_LINE_STRIP_ADJACENCY:
return LazyGeometryProgram(geometry_programs.lines_adjacency, "lines_adjacency",
"ShaderLinesAdjacency");
case GL_TRIANGLES:
case GL_TRIANGLE_STRIP:
case GL_TRIANGLE_FAN:
return LazyGeometryProgram(geometry_programs.triangles, "triangles", "ShaderTriangles");
case GL_TRIANGLES_ADJACENCY:
case GL_TRIANGLE_STRIP_ADJACENCY:
return LazyGeometryProgram(geometry_programs.triangles_adjacency, "triangles_adjacency",
"ShaderLines");
default:
UNREACHABLE_MSG("Unknown primitive mode.");
}
}
/// Gets the GL program resource location for the specified resource, caching as needed
GLuint GetProgramResourceIndex(const GLShader::ConstBufferEntry& buffer);
/// Gets the GL uniform location for the specified resource, caching as needed
GLint GetUniformLocation(const GLShader::SamplerEntry& sampler);
private:
/// Generates a geometry shader or returns one that already exists.
GLuint LazyGeometryProgram(OGLProgram& target_program, const std::string& glsl_topology,
const std::string& debug_name);
VAddr addr;
Maxwell::ShaderProgram program_type;
GLShader::ShaderSetup setup;
GLShader::ShaderEntries entries;
// Non-geometry program.
OGLProgram program;
// Geometry programs. These are needed because GLSL needs an input topology but it's not
// declared by the hardware. Workaround this issue by generating a different shader per input
// topology class.
struct {
std::string code;
OGLProgram points;
OGLProgram lines;
OGLProgram lines_adjacency;
OGLProgram triangles;
OGLProgram triangles_adjacency;
} geometry_programs;
std::map<u32, GLuint> resource_cache;
std::map<u32, GLint> uniform_cache;
};
class ShaderCacheOpenGL final : public RasterizerCache<Shader> {
public:
/// Gets the current specified shader stage program
Shader GetStageProgram(Maxwell::ShaderProgram program);
};
} // namespace OpenGL