suyu/src/video_core/renderer_opengl/gl_shader_manager.cpp
ReinUsesLisp 9764c13d6d video_core: Rewrite the texture cache
The current texture cache has several points that hurt maintainability
and performance. It's easy to break unrelated parts of the cache
when doing minor changes. The cache can easily forget valuable
information about the cached textures by CPU writes or simply by its
normal usage.The current texture cache has several points that hurt
maintainability and performance. It's easy to break unrelated parts
of the cache when doing minor changes. The cache can easily forget
valuable information about the cached textures by CPU writes or simply
by its normal usage.

This commit aims to address those issues.
2020-12-30 03:38:50 -03:00

149 lines
4 KiB
C++

// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <glad/glad.h>
#include "common/common_types.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/renderer_opengl/gl_device.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
namespace OpenGL {
namespace {
void BindProgram(GLenum stage, GLuint current, GLuint old, bool& enabled) {
if (current == old) {
return;
}
if (current == 0) {
if (enabled) {
enabled = false;
glDisable(stage);
}
return;
}
if (!enabled) {
enabled = true;
glEnable(stage);
}
glBindProgramARB(stage, current);
}
} // Anonymous namespace
ProgramManager::ProgramManager(const Device& device)
: use_assembly_programs{device.UseAssemblyShaders()} {
if (use_assembly_programs) {
glEnable(GL_COMPUTE_PROGRAM_NV);
} else {
graphics_pipeline.Create();
glBindProgramPipeline(graphics_pipeline.handle);
}
}
ProgramManager::~ProgramManager() = default;
void ProgramManager::BindCompute(GLuint program) {
if (use_assembly_programs) {
glBindProgramARB(GL_COMPUTE_PROGRAM_NV, program);
} else {
is_graphics_bound = false;
glUseProgram(program);
}
}
void ProgramManager::BindGraphicsPipeline() {
if (!use_assembly_programs) {
UpdateSourcePrograms();
}
}
void ProgramManager::BindHostPipeline(GLuint pipeline) {
if (use_assembly_programs) {
if (geometry_enabled) {
geometry_enabled = false;
old_state.geometry = 0;
glDisable(GL_GEOMETRY_PROGRAM_NV);
}
} else {
if (!is_graphics_bound) {
glUseProgram(0);
}
}
glBindProgramPipeline(pipeline);
}
void ProgramManager::RestoreGuestPipeline() {
if (use_assembly_programs) {
glBindProgramPipeline(0);
} else {
glBindProgramPipeline(graphics_pipeline.handle);
}
}
void ProgramManager::BindHostCompute(GLuint program) {
if (use_assembly_programs) {
glDisable(GL_COMPUTE_PROGRAM_NV);
}
glUseProgram(program);
is_graphics_bound = false;
}
void ProgramManager::RestoreGuestCompute() {
if (use_assembly_programs) {
glEnable(GL_COMPUTE_PROGRAM_NV);
glUseProgram(0);
}
}
void ProgramManager::UseVertexShader(GLuint program) {
if (use_assembly_programs) {
BindProgram(GL_VERTEX_PROGRAM_NV, program, current_state.vertex, vertex_enabled);
}
current_state.vertex = program;
}
void ProgramManager::UseGeometryShader(GLuint program) {
if (use_assembly_programs) {
BindProgram(GL_GEOMETRY_PROGRAM_NV, program, current_state.vertex, geometry_enabled);
}
current_state.geometry = program;
}
void ProgramManager::UseFragmentShader(GLuint program) {
if (use_assembly_programs) {
BindProgram(GL_FRAGMENT_PROGRAM_NV, program, current_state.vertex, fragment_enabled);
}
current_state.fragment = program;
}
void ProgramManager::UpdateSourcePrograms() {
if (!is_graphics_bound) {
is_graphics_bound = true;
glUseProgram(0);
}
const GLuint handle = graphics_pipeline.handle;
const auto update_state = [handle](GLenum stage, GLuint current, GLuint old) {
if (current == old) {
return;
}
glUseProgramStages(handle, stage, current);
};
update_state(GL_VERTEX_SHADER_BIT, current_state.vertex, old_state.vertex);
update_state(GL_GEOMETRY_SHADER_BIT, current_state.geometry, old_state.geometry);
update_state(GL_FRAGMENT_SHADER_BIT, current_state.fragment, old_state.fragment);
old_state = current_state;
}
void MaxwellUniformData::SetFromRegs(const Tegra::Engines::Maxwell3D& maxwell) {
const auto& regs = maxwell.regs;
// Y_NEGATE controls what value S2R returns for the Y_DIRECTION system value.
y_direction = regs.screen_y_control.y_negate == 0 ? 1.0f : -1.0f;
}
} // namespace OpenGL