gl_rasterizer: Use shader program manager, remove test shader.
This commit is contained in:
parent
459826a705
commit
5617831d5f
2 changed files with 31 additions and 196 deletions
|
@ -34,33 +34,7 @@ MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
|
|||
MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
|
||||
MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
|
||||
|
||||
enum class UniformBindings : GLuint { Common, VS, FS };
|
||||
|
||||
static void SetShaderUniformBlockBinding(GLuint shader, const char* name, UniformBindings binding,
|
||||
size_t expected_size) {
|
||||
GLuint ub_index = glGetUniformBlockIndex(shader, name);
|
||||
if (ub_index != GL_INVALID_INDEX) {
|
||||
GLint ub_size = 0;
|
||||
glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size);
|
||||
ASSERT_MSG(ub_size == expected_size,
|
||||
"Uniform block size did not match! Got %d, expected %zu",
|
||||
static_cast<int>(ub_size), expected_size);
|
||||
glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding));
|
||||
}
|
||||
}
|
||||
|
||||
static void SetShaderUniformBlockBindings(GLuint shader) {
|
||||
SetShaderUniformBlockBinding(shader, "shader_data", UniformBindings::Common,
|
||||
sizeof(RasterizerOpenGL::UniformData));
|
||||
SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS,
|
||||
sizeof(RasterizerOpenGL::VSUniformData));
|
||||
SetShaderUniformBlockBinding(shader, "fs_config", UniformBindings::FS,
|
||||
sizeof(RasterizerOpenGL::FSUniformData));
|
||||
}
|
||||
|
||||
RasterizerOpenGL::RasterizerOpenGL() {
|
||||
shader_dirty = true;
|
||||
|
||||
has_ARB_buffer_storage = false;
|
||||
has_ARB_direct_state_access = false;
|
||||
has_ARB_separate_shader_objects = false;
|
||||
|
@ -88,6 +62,8 @@ RasterizerOpenGL::RasterizerOpenGL() {
|
|||
}
|
||||
}
|
||||
|
||||
ASSERT_MSG(has_ARB_separate_shader_objects, "has_ARB_separate_shader_objects is unsupported");
|
||||
|
||||
// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
|
||||
state.clip_distance[0] = true;
|
||||
|
||||
|
@ -102,15 +78,9 @@ RasterizerOpenGL::RasterizerOpenGL() {
|
|||
state.draw.uniform_buffer = uniform_buffer.handle;
|
||||
state.Apply();
|
||||
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), nullptr, GL_STATIC_DRAW);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle);
|
||||
|
||||
uniform_block_data.dirty = true;
|
||||
|
||||
// Create render framebuffer
|
||||
framebuffer.Create();
|
||||
|
||||
if (has_ARB_separate_shader_objects) {
|
||||
hw_vao.Create();
|
||||
hw_vao_enabled_attributes.fill(false);
|
||||
|
||||
|
@ -118,8 +88,8 @@ RasterizerOpenGL::RasterizerOpenGL() {
|
|||
stream_buffer->Create(STREAM_BUFFER_SIZE, STREAM_BUFFER_SIZE / 2);
|
||||
state.draw.vertex_buffer = stream_buffer->GetHandle();
|
||||
|
||||
pipeline.Create();
|
||||
state.draw.program_pipeline = pipeline.handle;
|
||||
shader_program_manager = std::make_unique<GLShader::ProgramManager>();
|
||||
|
||||
state.draw.shader_program = 0;
|
||||
state.draw.vertex_array = hw_vao.handle;
|
||||
state.Apply();
|
||||
|
@ -128,11 +98,8 @@ RasterizerOpenGL::RasterizerOpenGL() {
|
|||
|
||||
vs_uniform_buffer.Create();
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, vs_uniform_buffer.handle);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(VSUniformData), nullptr, GL_STREAM_COPY);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(GLShader::VSUniformData), nullptr, GL_STREAM_COPY);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 1, vs_uniform_buffer.handle);
|
||||
} else {
|
||||
UNREACHABLE();
|
||||
}
|
||||
|
||||
accelerate_draw = AccelDraw::Disabled;
|
||||
|
||||
|
@ -200,26 +167,20 @@ void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset) {
|
|||
buffer_offset += data_size;
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset) {
|
||||
void RasterizerOpenGL::SetupVertexShader(GLShader::VSUniformData* ub_ptr, GLintptr buffer_offset) {
|
||||
MICROPROFILE_SCOPE(OpenGL_VS);
|
||||
LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader.");
|
||||
glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current_shader->shader.handle);
|
||||
UNREACHABLE();
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset) {
|
||||
void RasterizerOpenGL::SetupFragmentShader(GLShader::FSUniformData* ub_ptr,
|
||||
GLintptr buffer_offset) {
|
||||
MICROPROFILE_SCOPE(OpenGL_FS);
|
||||
UNREACHABLE();
|
||||
}
|
||||
|
||||
bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
|
||||
if (!has_ARB_separate_shader_objects) {
|
||||
UNREACHABLE();
|
||||
return false;
|
||||
}
|
||||
|
||||
accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
|
||||
DrawArrays();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -280,18 +241,6 @@ void RasterizerOpenGL::DrawArrays() {
|
|||
// Sync and bind the texture surfaces
|
||||
BindTextures();
|
||||
|
||||
// Sync and bind the shader
|
||||
if (shader_dirty) {
|
||||
SetShader();
|
||||
shader_dirty = false;
|
||||
}
|
||||
|
||||
// Sync the uniform data
|
||||
if (uniform_block_data.dirty) {
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformData), &uniform_block_data.data);
|
||||
uniform_block_data.dirty = false;
|
||||
}
|
||||
|
||||
// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
|
||||
// scissor test to prevent drawing outside of the framebuffer region
|
||||
state.scissor.enabled = true;
|
||||
|
@ -311,7 +260,7 @@ void RasterizerOpenGL::DrawArrays() {
|
|||
if (is_indexed) {
|
||||
UNREACHABLE();
|
||||
}
|
||||
buffer_size += sizeof(VSUniformData);
|
||||
buffer_size += sizeof(GLShader::VSUniformData);
|
||||
|
||||
size_t ptr_pos = 0;
|
||||
u8* buffer_ptr;
|
||||
|
@ -327,10 +276,10 @@ void RasterizerOpenGL::DrawArrays() {
|
|||
UNREACHABLE();
|
||||
}
|
||||
|
||||
SetupVertexShader(reinterpret_cast<VSUniformData*>(&buffer_ptr[ptr_pos]),
|
||||
SetupVertexShader(reinterpret_cast<GLShader::VSUniformData*>(&buffer_ptr[ptr_pos]),
|
||||
buffer_offset + static_cast<GLintptr>(ptr_pos));
|
||||
const GLintptr vs_ubo_offset = buffer_offset + static_cast<GLintptr>(ptr_pos);
|
||||
ptr_pos += sizeof(VSUniformData);
|
||||
ptr_pos += sizeof(GLShader::VSUniformData);
|
||||
|
||||
stream_buffer->Unmap();
|
||||
|
||||
|
@ -343,9 +292,10 @@ void RasterizerOpenGL::DrawArrays() {
|
|||
}
|
||||
};
|
||||
|
||||
copy_buffer(vs_uniform_buffer.handle, vs_ubo_offset, sizeof(VSUniformData));
|
||||
copy_buffer(vs_uniform_buffer.handle, vs_ubo_offset, sizeof(GLShader::VSUniformData));
|
||||
|
||||
glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current_shader->shader.handle);
|
||||
shader_program_manager->ApplyTo(state);
|
||||
state.Apply();
|
||||
|
||||
if (is_indexed) {
|
||||
UNREACHABLE();
|
||||
|
@ -531,72 +481,6 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
|
|||
}
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::SetShader() {
|
||||
// TODO(bunnei): The below sets up a static test shader for passing untransformed vertices to
|
||||
// OpenGL for rendering. This should be removed/replaced when we start emulating Maxwell
|
||||
// shaders.
|
||||
|
||||
static constexpr char vertex_shader[] = R"(
|
||||
#version 150 core
|
||||
|
||||
in vec2 vert_position;
|
||||
in vec2 vert_tex_coord;
|
||||
out vec2 frag_tex_coord;
|
||||
|
||||
void main() {
|
||||
// Multiply input position by the rotscale part of the matrix and then manually translate by
|
||||
// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
|
||||
// to `vec3(vert_position.xy, 1.0)`
|
||||
gl_Position = vec4(mat2(mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)) * vert_position + mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)[2], 0.0, 1.0);
|
||||
frag_tex_coord = vert_tex_coord;
|
||||
}
|
||||
)";
|
||||
|
||||
static constexpr char fragment_shader[] = R"(
|
||||
#version 150 core
|
||||
|
||||
in vec2 frag_tex_coord;
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D tex[32];
|
||||
|
||||
void main() {
|
||||
color = texture(tex[0], frag_tex_coord);
|
||||
}
|
||||
)";
|
||||
|
||||
if (current_shader) {
|
||||
return;
|
||||
}
|
||||
|
||||
LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader.");
|
||||
|
||||
current_shader = &test_shader;
|
||||
if (has_ARB_separate_shader_objects) {
|
||||
test_shader.shader.CreateFromSource(vertex_shader, nullptr, fragment_shader, true);
|
||||
glActiveShaderProgram(pipeline.handle, test_shader.shader.handle);
|
||||
} else {
|
||||
UNREACHABLE();
|
||||
}
|
||||
|
||||
state.draw.shader_program = test_shader.shader.handle;
|
||||
state.Apply();
|
||||
|
||||
for (u32 texture = 0; texture < texture_samplers.size(); ++texture) {
|
||||
// Set the texture samplers to correspond to different texture units
|
||||
std::string uniform_name = "tex[" + std::to_string(texture) + "]";
|
||||
GLint uniform_tex = glGetUniformLocation(test_shader.shader.handle, uniform_name.c_str());
|
||||
if (uniform_tex != -1) {
|
||||
glUniform1i(uniform_tex, TextureUnits::MaxwellTexture(texture).id);
|
||||
}
|
||||
}
|
||||
|
||||
if (has_ARB_separate_shader_objects) {
|
||||
state.draw.shader_program = 0;
|
||||
state.Apply();
|
||||
}
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
|
||||
const Surface& depth_surface, bool has_stencil) {
|
||||
state.draw.draw_framebuffer = framebuffer.handle;
|
||||
|
|
|
@ -19,6 +19,7 @@
|
|||
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
|
||||
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_gen.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_manager.h"
|
||||
#include "video_core/renderer_opengl/gl_state.h"
|
||||
#include "video_core/renderer_opengl/gl_stream_buffer.h"
|
||||
|
||||
|
@ -56,34 +57,6 @@ public:
|
|||
OGLShader shader;
|
||||
};
|
||||
|
||||
/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
|
||||
// NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
|
||||
// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
|
||||
// Not following that rule will cause problems on some AMD drivers.
|
||||
struct UniformData {};
|
||||
|
||||
// static_assert(
|
||||
// sizeof(UniformData) == 0x460,
|
||||
// "The size of the UniformData structure has changed, update the structure in the shader");
|
||||
static_assert(sizeof(UniformData) < 16384,
|
||||
"UniformData structure must be less than 16kb as per the OpenGL spec");
|
||||
|
||||
struct VSUniformData {};
|
||||
// static_assert(
|
||||
// sizeof(VSUniformData) == 1856,
|
||||
// "The size of the VSUniformData structure has changed, update the structure in the
|
||||
// shader");
|
||||
static_assert(sizeof(VSUniformData) < 16384,
|
||||
"VSUniformData structure must be less than 16kb as per the OpenGL spec");
|
||||
|
||||
struct FSUniformData {};
|
||||
// static_assert(
|
||||
// sizeof(FSUniformData) == 1856,
|
||||
// "The size of the FSUniformData structure has changed, update the structure in the
|
||||
// shader");
|
||||
static_assert(sizeof(FSUniformData) < 16384,
|
||||
"FSUniformData structure must be less than 16kb as per the OpenGL spec");
|
||||
|
||||
private:
|
||||
class SamplerInfo {
|
||||
public:
|
||||
|
@ -122,9 +95,6 @@ private:
|
|||
/// Syncs the clip coefficients to match the guest state
|
||||
void SyncClipCoef();
|
||||
|
||||
/// Sets the OpenGL shader in accordance with the current guest state
|
||||
void SetShader();
|
||||
|
||||
/// Syncs the cull mode to match the guest state
|
||||
void SyncCullMode();
|
||||
|
||||
|
@ -152,18 +122,7 @@ private:
|
|||
|
||||
RasterizerCacheOpenGL res_cache;
|
||||
|
||||
/// Shader used for test renderering - to be removed once we have emulated shaders
|
||||
MaxwellShader test_shader{};
|
||||
|
||||
const MaxwellShader* current_shader{};
|
||||
bool shader_dirty{};
|
||||
|
||||
struct {
|
||||
UniformData data;
|
||||
bool dirty;
|
||||
} uniform_block_data = {};
|
||||
|
||||
OGLPipeline pipeline;
|
||||
std::unique_ptr<GLShader::ProgramManager> shader_program_manager;
|
||||
OGLVertexArray sw_vao;
|
||||
OGLVertexArray hw_vao;
|
||||
std::array<bool, 16> hw_vao_enabled_attributes;
|
||||
|
@ -183,18 +142,10 @@ private:
|
|||
void SetupVertexArray(u8* array_ptr, GLintptr buffer_offset);
|
||||
|
||||
OGLBuffer vs_uniform_buffer;
|
||||
std::unordered_map<GLShader::MaxwellVSConfig, VertexShader*> vs_shader_map;
|
||||
std::unordered_map<std::string, VertexShader> vs_shader_cache;
|
||||
OGLShader vs_default_shader;
|
||||
|
||||
void SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset);
|
||||
void SetupVertexShader(GLShader::VSUniformData* ub_ptr, GLintptr buffer_offset);
|
||||
|
||||
OGLBuffer fs_uniform_buffer;
|
||||
std::unordered_map<GLShader::MaxwellFSConfig, FragmentShader*> fs_shader_map;
|
||||
std::unordered_map<std::string, FragmentShader> fs_shader_cache;
|
||||
OGLShader fs_default_shader;
|
||||
|
||||
void SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset);
|
||||
void SetupFragmentShader(GLShader::FSUniformData* ub_ptr, GLintptr buffer_offset);
|
||||
|
||||
enum class AccelDraw { Disabled, Arrays, Indexed };
|
||||
AccelDraw accelerate_draw;
|
||||
|
|
Loading…
Reference in a new issue