diff --git a/src/video_core/renderer_opengl/gl_shader_manager.cpp b/src/video_core/renderer_opengl/gl_shader_manager.cpp index 0da78bc652..a5835f2b16 100644 --- a/src/video_core/renderer_opengl/gl_shader_manager.cpp +++ b/src/video_core/renderer_opengl/gl_shader_manager.cpp @@ -10,8 +10,8 @@ namespace GLShader { namespace Impl { -void SetShaderUniformBlockBinding(GLuint shader, const char* name, UniformBindings binding, - size_t expected_size) { +void SetShaderUniformBlockBinding(GLuint shader, const char* name, + Maxwell3D::Regs::ShaderStage binding, size_t expected_size) { GLuint ub_index = glGetUniformBlockIndex(shader, name); if (ub_index != GL_INVALID_INDEX) { GLint ub_size = 0; @@ -24,7 +24,12 @@ void SetShaderUniformBlockBinding(GLuint shader, const char* name, UniformBindin } void SetShaderUniformBlockBindings(GLuint shader) { - SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS, sizeof(VSUniformData)); + SetShaderUniformBlockBinding(shader, "vs_config", Maxwell3D::Regs::ShaderStage::Vertex, + sizeof(MaxwellUniformData)); + SetShaderUniformBlockBinding(shader, "gs_config", Maxwell3D::Regs::ShaderStage::Geometry, + sizeof(MaxwellUniformData)); + SetShaderUniformBlockBinding(shader, "fs_config", Maxwell3D::Regs::ShaderStage::Fragment, + sizeof(MaxwellUniformData)); } void SetShaderSamplerBindings(GLuint shader) { @@ -40,7 +45,13 @@ void SetShaderSamplerBindings(GLuint shader) { } // namespace Impl -void MaxwellUniformData::SetFromRegs() { +void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) { + const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager; + for (unsigned index = 0; index < shader_stage.const_buffers.size(); ++index) { + const auto& const_buffer = shader_stage.const_buffers[index]; + const VAddr vaddr = memory_manager->PhysicalToVirtualAddress(const_buffer.address); + Memory::ReadBlock(vaddr, const_buffers[index].data(), sizeof(ConstBuffer)); + } } } // namespace GLShader diff --git a/src/video_core/renderer_opengl/gl_shader_manager.h b/src/video_core/renderer_opengl/gl_shader_manager.h index 10e8b8b3af..b5a7b2a18b 100644 --- a/src/video_core/renderer_opengl/gl_shader_manager.h +++ b/src/video_core/renderer_opengl/gl_shader_manager.h @@ -14,40 +14,27 @@ namespace GLShader { +using Tegra::Engines::Maxwell3D; + namespace Impl { void SetShaderUniformBlockBindings(GLuint shader); void SetShaderSamplerBindings(GLuint shader); } // namespace Impl -enum class UniformBindings : GLuint { Common, VS, GS, FS }; - /// 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 MaxwellUniformData { - void SetFromRegs(); + void SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage); using ConstBuffer = std::array; - using Regs = Tegra::Engines::Maxwell3D::Regs; - - alignas(16) std::array const_buffers; + alignas(16) std::array const_buffers; }; +static_assert(sizeof(MaxwellUniformData) == 1024, "MaxwellUniformData structure size is incorrect"); static_assert(sizeof(MaxwellUniformData) < 16384, "MaxwellUniformData structure must be less than 16kb as per the OpenGL spec"); -struct VSUniformData { - MaxwellUniformData uniforms; -}; -static_assert(sizeof(VSUniformData) < 16384, - "VSUniformData structure must be less than 16kb as per the OpenGL spec"); - -struct FSUniformData { - MaxwellUniformData uniforms; -}; -static_assert(sizeof(FSUniformData) < 16384, - "VSUniformData structure must be less than 16kb as per the OpenGL spec"); - class OGLShaderStage { public: OGLShaderStage() = default; @@ -113,14 +100,14 @@ public: current.vs = vertex_shaders.Get(config, setup); } - void UseTrivialGeometryShader() { - current.gs = 0; - } - void UseProgrammableFragmentShader(const MaxwellFSConfig& config, const ShaderSetup setup) { current.fs = fragment_shaders.Get(config, setup); } + void UseTrivialGeometryShader() { + current.gs = 0; + } + void ApplyTo(OpenGLState& state) { // Workaround for AMD bug glUseProgramStages(pipeline.handle,