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GPU: Don't use explicit binding points when uploading the constbuffers to opengl.

The bindpoints will now be dynamically calculated based on the number of buffers used by the previous shader stage.
This commit is contained in:
Subv 2018-04-15 14:14:57 -05:00
parent e128e90350
commit 14ac40436e
3 changed files with 47 additions and 7 deletions

View file

@ -193,6 +193,9 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size
auto& gpu = Core::System().GetInstance().GPU().Maxwell3D(); auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
ASSERT_MSG(!gpu.regs.shader_config[0].enable, "VertexA is unsupported!"); ASSERT_MSG(!gpu.regs.shader_config[0].enable, "VertexA is unsupported!");
// Next available bindpoint to use when uploading the const buffers to the GLSL shaders.
u32 current_constbuffer_bindpoint = 0;
for (unsigned index = 1; index < Maxwell::MaxShaderProgram; ++index) { for (unsigned index = 1; index < Maxwell::MaxShaderProgram; ++index) {
ptr_pos += sizeof(GLShader::MaxwellUniformData); ptr_pos += sizeof(GLShader::MaxwellUniformData);
@ -223,6 +226,10 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size
Memory::ReadBlock(cpu_address, program_code.data(), program_code.size() * sizeof(u64)); Memory::ReadBlock(cpu_address, program_code.data(), program_code.size() * sizeof(u64));
GLShader::ShaderSetup setup{std::move(program_code)}; GLShader::ShaderSetup setup{std::move(program_code)};
static constexpr std::array<const char*, Maxwell::MaxShaderStage> base_names = {
"buffer_vs_c", "buffer_tessc_c", "buffer_tesse_c", "buffer_gs_c", "buffer_fs_c",
};
GLShader::ShaderEntries shader_resources; GLShader::ShaderEntries shader_resources;
switch (program) { switch (program) {
@ -244,9 +251,13 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size
UNREACHABLE(); UNREACHABLE();
} }
GLuint gl_stage_program = shader_program_manager->GetCurrentProgramStage(
static_cast<Maxwell::ShaderStage>(stage));
// Configure the const buffers for this shader stage. // Configure the const buffers for this shader stage.
SetupConstBuffers(static_cast<Maxwell::ShaderStage>(stage), current_constbuffer_bindpoint = SetupConstBuffers(
shader_resources.const_buffer_entries); static_cast<Maxwell::ShaderStage>(stage), gl_stage_program, base_names[stage],
current_constbuffer_bindpoint, shader_resources.const_buffer_entries);
} }
shader_program_manager->UseTrivialGeometryShader(); shader_program_manager->UseTrivialGeometryShader();
@ -543,7 +554,8 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
} }
} }
void RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, GLuint program,
const std::string& base_name, u32 current_bindpoint,
const std::vector<GLShader::ConstBufferEntry>& entries) { const std::vector<GLShader::ConstBufferEntry>& entries) {
auto& gpu = Core::System::GetInstance().GPU(); auto& gpu = Core::System::GetInstance().GPU();
auto& maxwell3d = gpu.Get3DEngine(); auto& maxwell3d = gpu.Get3DEngine();
@ -568,7 +580,7 @@ void RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage,
ASSERT_MSG(buffer.enabled, "Attempted to upload disabled constbuffer"); ASSERT_MSG(buffer.enabled, "Attempted to upload disabled constbuffer");
buffer_draw_state.enabled = true; buffer_draw_state.enabled = true;
buffer_draw_state.bindpoint = bindpoint; buffer_draw_state.bindpoint = current_bindpoint + bindpoint;
VAddr addr = gpu.memory_manager->PhysicalToVirtualAddress(buffer.address); VAddr addr = gpu.memory_manager->PhysicalToVirtualAddress(buffer.address);
std::vector<u8> data(used_buffer.GetSize() * sizeof(float)); std::vector<u8> data(used_buffer.GetSize() * sizeof(float));
@ -577,9 +589,17 @@ void RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage,
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer_draw_state.ssbo); glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer_draw_state.ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, data.size(), data.data(), GL_DYNAMIC_DRAW); glBufferData(GL_SHADER_STORAGE_BUFFER, data.size(), data.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
// Now configure the bindpoint of the buffer inside the shader
std::string buffer_name = base_name + std::to_string(used_buffer.GetIndex());
GLuint index =
glGetProgramResourceIndex(program, GL_SHADER_STORAGE_BLOCK, buffer_name.c_str());
glShaderStorageBlockBinding(program, index, buffer_draw_state.bindpoint);
} }
state.Apply(); state.Apply();
return current_bindpoint + entries.size();
} }
void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface, void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,

View file

@ -87,8 +87,17 @@ private:
/// Binds the required textures to OpenGL before drawing a batch. /// Binds the required textures to OpenGL before drawing a batch.
void BindTextures(); void BindTextures();
/// Configures the current constbuffers to use for the draw command. /*
void SetupConstBuffers(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, * Configures the current constbuffers to use for the draw command.
* @param stage The shader stage to configure buffers for.
* @param program The OpenGL program object that contains the specified stage.
* @param base_name The name prefix of the buffer objects in the GLSL shaders.
* @param current_bindpoint The offset at which to start counting new buffer bindpoints.
* @param entries Vector describing the buffers that are actually used in the guest shader.
* @returns The next available bindpoint for use in the next shader stage.
*/
u32 SetupConstBuffers(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, GLuint program,
const std::string& base_name, u32 current_bindpoint,
const std::vector<GLShader::ConstBufferEntry>& entries); const std::vector<GLShader::ConstBufferEntry>& entries);
/// Syncs the viewport to match the guest state /// Syncs the viewport to match the guest state

View file

@ -121,6 +121,17 @@ public:
return result; return result;
} }
GLuint GetCurrentProgramStage(Maxwell3D::Regs::ShaderStage stage) {
switch (stage) {
case Maxwell3D::Regs::ShaderStage::Vertex:
return current.vs;
case Maxwell3D::Regs::ShaderStage::Fragment:
return current.fs;
}
UNREACHABLE();
}
void UseTrivialGeometryShader() { void UseTrivialGeometryShader() {
current.gs = 0; current.gs = 0;
} }