forked from suyu/suyu
153 lines
4.6 KiB
C++
153 lines
4.6 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 <atomic>
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#include <bitset>
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#include <memory>
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#include <string>
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#include <tuple>
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#include <unordered_map>
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#include <unordered_set>
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#include <vector>
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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/shader_type.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_disk_cache.h"
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#include "video_core/shader/registry.h"
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#include "video_core/shader/shader_ir.h"
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#include "video_core/shader_cache.h"
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namespace Core {
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class System;
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}
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namespace Core::Frontend {
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class EmuWindow;
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}
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namespace VideoCommon::Shader {
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class AsyncShaders;
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}
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namespace OpenGL {
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class Device;
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class RasterizerOpenGL;
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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struct ProgramHandle {
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OGLProgram source_program;
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OGLAssemblyProgram assembly_program;
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};
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using ProgramSharedPtr = std::shared_ptr<ProgramHandle>;
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struct PrecompiledShader {
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ProgramSharedPtr program;
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std::shared_ptr<VideoCommon::Shader::Registry> registry;
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ShaderEntries entries;
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};
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struct ShaderParameters {
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Core::System& system;
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ShaderDiskCacheOpenGL& disk_cache;
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const Device& device;
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VAddr cpu_addr;
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u8* host_ptr;
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u64 unique_identifier;
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};
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ProgramSharedPtr BuildShader(const Device& device, Tegra::Engines::ShaderType shader_type,
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u64 unique_identifier, const VideoCommon::Shader::ShaderIR& ir,
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const VideoCommon::Shader::Registry& registry,
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bool hint_retrievable = false);
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class Shader final {
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public:
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~Shader();
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/// Gets the GL program handle for the shader
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GLuint GetHandle() const;
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bool IsBuilt() const;
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/// Gets the shader entries for the shader
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const ShaderEntries& GetEntries() const {
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return entries;
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}
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const VideoCommon::Shader::Registry& GetRegistry() const {
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return *registry;
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}
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/// Mark a OpenGL shader as built
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void AsyncOpenGLBuilt(OGLProgram new_program);
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/// Mark a GLASM shader as built
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void AsyncGLASMBuilt(OGLAssemblyProgram new_program);
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static std::unique_ptr<Shader> CreateStageFromMemory(
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const ShaderParameters& params, Maxwell::ShaderProgram program_type,
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ProgramCode program_code, ProgramCode program_code_b,
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VideoCommon::Shader::AsyncShaders& async_shaders, VAddr cpu_addr);
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static std::unique_ptr<Shader> CreateKernelFromMemory(const ShaderParameters& params,
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ProgramCode code);
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static std::unique_ptr<Shader> CreateFromCache(const ShaderParameters& params,
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const PrecompiledShader& precompiled_shader);
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private:
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explicit Shader(std::shared_ptr<VideoCommon::Shader::Registry> registry, ShaderEntries entries,
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ProgramSharedPtr program, bool is_built = true);
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std::shared_ptr<VideoCommon::Shader::Registry> registry;
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ShaderEntries entries;
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ProgramSharedPtr program;
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GLuint handle = 0;
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bool is_built{};
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};
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class ShaderCacheOpenGL final : public VideoCommon::ShaderCache<Shader> {
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public:
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explicit ShaderCacheOpenGL(RasterizerOpenGL& rasterizer, Core::System& system,
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Core::Frontend::EmuWindow& emu_window, const Device& device);
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~ShaderCacheOpenGL() override;
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/// Loads disk cache for the current game
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void LoadDiskCache(const std::atomic_bool& stop_loading,
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const VideoCore::DiskResourceLoadCallback& callback);
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/// Gets the current specified shader stage program
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Shader* GetStageProgram(Maxwell::ShaderProgram program,
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VideoCommon::Shader::AsyncShaders& async_shaders);
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/// Gets a compute kernel in the passed address
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Shader* GetComputeKernel(GPUVAddr code_addr);
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private:
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ProgramSharedPtr GeneratePrecompiledProgram(
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const ShaderDiskCacheEntry& entry, const ShaderDiskCachePrecompiled& precompiled_entry,
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const std::unordered_set<GLenum>& supported_formats);
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Core::System& system;
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Core::Frontend::EmuWindow& emu_window;
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const Device& device;
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ShaderDiskCacheOpenGL disk_cache;
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std::unordered_map<u64, PrecompiledShader> runtime_cache;
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std::unique_ptr<Shader> null_shader;
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std::unique_ptr<Shader> null_kernel;
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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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