forked from suyu/suyu
116 lines
3.3 KiB
C++
116 lines
3.3 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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#pragma once
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#include <array>
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#include <map>
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#include <memory>
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#include <tuple>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "video_core/rasterizer_cache.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_decompiler.h"
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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namespace OpenGL {
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class CachedShader;
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class RasterizerOpenGL;
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using Shader = std::shared_ptr<CachedShader>;
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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struct BaseBindings {
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u32 cbuf{};
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u32 gmem{};
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u32 sampler{};
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bool operator<(const BaseBindings& rhs) const {
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return std::tie(cbuf, gmem, sampler) < std::tie(rhs.cbuf, rhs.gmem, rhs.sampler);
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}
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};
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class CachedShader final : public RasterizerCacheObject {
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public:
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CachedShader(VAddr addr, Maxwell::ShaderProgram program_type);
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VAddr GetAddr() const override {
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return addr;
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}
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std::size_t GetSizeInBytes() const override {
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return shader_length;
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}
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// We do not have to flush this cache as things in it are never modified by us.
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void Flush() override {}
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/// Gets the shader entries for the shader
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const GLShader::ShaderEntries& GetShaderEntries() const {
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return entries;
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}
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/// Gets the GL program handle for the shader
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std::tuple<GLuint, BaseBindings> GetProgramHandle(GLenum primitive_mode,
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BaseBindings base_bindings);
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private:
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// Geometry programs. These are needed because GLSL needs an input topology but it's not
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// declared by the hardware. Workaround this issue by generating a different shader per input
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// topology class.
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struct GeometryPrograms {
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OGLProgram points;
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OGLProgram lines;
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OGLProgram lines_adjacency;
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OGLProgram triangles;
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OGLProgram triangles_adjacency;
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};
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std::string AllocateBindings(BaseBindings base_bindings);
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GLuint GetGeometryShader(GLenum primitive_mode, BaseBindings base_bindings);
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/// Generates a geometry shader or returns one that already exists.
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GLuint LazyGeometryProgram(OGLProgram& target_program, BaseBindings base_bindings,
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const std::string& glsl_topology, u32 max_vertices,
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const std::string& debug_name);
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void CalculateProperties();
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VAddr addr{};
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std::size_t shader_length{};
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Maxwell::ShaderProgram program_type{};
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GLShader::ShaderSetup setup;
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GLShader::ShaderEntries entries;
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std::string code;
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std::map<BaseBindings, OGLProgram> programs;
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std::map<BaseBindings, GeometryPrograms> geometry_programs;
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std::map<u32, GLuint> cbuf_resource_cache;
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std::map<u32, GLuint> gmem_resource_cache;
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std::map<u32, GLint> uniform_cache;
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};
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class ShaderCacheOpenGL final : public RasterizerCache<Shader> {
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public:
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explicit ShaderCacheOpenGL(RasterizerOpenGL& rasterizer);
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/// Loads disk cache for the current game
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void LoadDiskCache();
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/// Gets the current specified shader stage program
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Shader GetStageProgram(Maxwell::ShaderProgram program);
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private:
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std::array<Shader, Maxwell::MaxShaderProgram> last_shaders;
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};
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} // namespace OpenGL
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