suyu/src/video_core/renderer_opengl/gl_shader_manager.cpp

77 lines
2.7 KiB
C++

// 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<u32>(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<u32>(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<u32>(Maxwell3D::Regs::ShaderProgram::Geometry);
if (maxwell.regs.shader_config[geometry_index].enable) {
flip_stage = geometry_index;
} else {
flip_stage = static_cast<u32>(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