forked from suyu/suyu
9764c13d6d
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.
149 lines
4 KiB
C++
149 lines
4 KiB
C++
// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <glad/glad.h>
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#include "common/common_types.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_opengl/gl_device.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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namespace OpenGL {
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namespace {
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void BindProgram(GLenum stage, GLuint current, GLuint old, bool& enabled) {
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if (current == old) {
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return;
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}
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if (current == 0) {
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if (enabled) {
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enabled = false;
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glDisable(stage);
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}
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return;
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}
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if (!enabled) {
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enabled = true;
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glEnable(stage);
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}
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glBindProgramARB(stage, current);
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}
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} // Anonymous namespace
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ProgramManager::ProgramManager(const Device& device)
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: use_assembly_programs{device.UseAssemblyShaders()} {
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if (use_assembly_programs) {
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glEnable(GL_COMPUTE_PROGRAM_NV);
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} else {
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graphics_pipeline.Create();
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glBindProgramPipeline(graphics_pipeline.handle);
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}
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}
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ProgramManager::~ProgramManager() = default;
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void ProgramManager::BindCompute(GLuint program) {
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if (use_assembly_programs) {
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glBindProgramARB(GL_COMPUTE_PROGRAM_NV, program);
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} else {
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is_graphics_bound = false;
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glUseProgram(program);
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}
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}
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void ProgramManager::BindGraphicsPipeline() {
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if (!use_assembly_programs) {
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UpdateSourcePrograms();
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}
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}
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void ProgramManager::BindHostPipeline(GLuint pipeline) {
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if (use_assembly_programs) {
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if (geometry_enabled) {
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geometry_enabled = false;
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old_state.geometry = 0;
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glDisable(GL_GEOMETRY_PROGRAM_NV);
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}
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} else {
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if (!is_graphics_bound) {
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glUseProgram(0);
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}
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}
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glBindProgramPipeline(pipeline);
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}
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void ProgramManager::RestoreGuestPipeline() {
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if (use_assembly_programs) {
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glBindProgramPipeline(0);
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} else {
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glBindProgramPipeline(graphics_pipeline.handle);
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}
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}
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void ProgramManager::BindHostCompute(GLuint program) {
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if (use_assembly_programs) {
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glDisable(GL_COMPUTE_PROGRAM_NV);
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}
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glUseProgram(program);
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is_graphics_bound = false;
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}
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void ProgramManager::RestoreGuestCompute() {
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if (use_assembly_programs) {
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glEnable(GL_COMPUTE_PROGRAM_NV);
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glUseProgram(0);
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}
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}
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void ProgramManager::UseVertexShader(GLuint program) {
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if (use_assembly_programs) {
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BindProgram(GL_VERTEX_PROGRAM_NV, program, current_state.vertex, vertex_enabled);
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}
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current_state.vertex = program;
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}
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void ProgramManager::UseGeometryShader(GLuint program) {
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if (use_assembly_programs) {
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BindProgram(GL_GEOMETRY_PROGRAM_NV, program, current_state.vertex, geometry_enabled);
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}
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current_state.geometry = program;
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}
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void ProgramManager::UseFragmentShader(GLuint program) {
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if (use_assembly_programs) {
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BindProgram(GL_FRAGMENT_PROGRAM_NV, program, current_state.vertex, fragment_enabled);
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}
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current_state.fragment = program;
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}
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void ProgramManager::UpdateSourcePrograms() {
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if (!is_graphics_bound) {
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is_graphics_bound = true;
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glUseProgram(0);
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}
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const GLuint handle = graphics_pipeline.handle;
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const auto update_state = [handle](GLenum stage, GLuint current, GLuint old) {
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if (current == old) {
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return;
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}
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glUseProgramStages(handle, stage, current);
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};
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update_state(GL_VERTEX_SHADER_BIT, current_state.vertex, old_state.vertex);
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update_state(GL_GEOMETRY_SHADER_BIT, current_state.geometry, old_state.geometry);
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update_state(GL_FRAGMENT_SHADER_BIT, current_state.fragment, old_state.fragment);
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old_state = current_state;
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}
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void MaxwellUniformData::SetFromRegs(const Tegra::Engines::Maxwell3D& maxwell) {
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const auto& regs = maxwell.regs;
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// Y_NEGATE controls what value S2R returns for the Y_DIRECTION system value.
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y_direction = regs.screen_y_control.y_negate == 0 ? 1.0f : -1.0f;
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}
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} // namespace OpenGL
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