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gl_state: Remove program tracking

This commit is contained in:
ReinUsesLisp 2019-12-26 16:04:41 -03:00
parent 5ccb07933a
commit 1c4bf9cbfa
9 changed files with 63 additions and 95 deletions

View file

@ -99,14 +99,11 @@ void oglEnablei(GLenum cap, bool state, GLuint index) {
} // Anonymous namespace
RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWindow& emu_window,
ScreenInfo& info)
ScreenInfo& info, GLShader::ProgramManager& program_manager)
: RasterizerAccelerated{system.Memory()}, texture_cache{system, *this, device},
shader_cache{*this, system, emu_window, device}, query_cache{system, *this}, system{system},
screen_info{info}, buffer_cache{*this, system, device, STREAM_BUFFER_SIZE} {
shader_program_manager = std::make_unique<GLShader::ProgramManager>();
state.draw.shader_program = 0;
state.Apply();
screen_info{info}, program_manager{program_manager}, buffer_cache{*this, system, device,
STREAM_BUFFER_SIZE} {
CheckExtensions();
}
@ -228,10 +225,10 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
if (!gpu.regs.IsShaderConfigEnabled(index)) {
switch (program) {
case Maxwell::ShaderProgram::Geometry:
shader_program_manager->UseTrivialGeometryShader();
program_manager.UseGeometryShader(0);
break;
case Maxwell::ShaderProgram::Fragment:
shader_program_manager->UseTrivialFragmentShader();
program_manager.UseFragmentShader(0);
break;
default:
break;
@ -262,13 +259,13 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
switch (program) {
case Maxwell::ShaderProgram::VertexA:
case Maxwell::ShaderProgram::VertexB:
shader_program_manager->UseProgrammableVertexShader(program_handle);
program_manager.UseVertexShader(program_handle);
break;
case Maxwell::ShaderProgram::Geometry:
shader_program_manager->UseProgrammableGeometryShader(program_handle);
program_manager.UseGeometryShader(program_handle);
break;
case Maxwell::ShaderProgram::Fragment:
shader_program_manager->UseProgrammableFragmentShader(program_handle);
program_manager.UseFragmentShader(program_handle);
break;
default:
UNIMPLEMENTED_MSG("Unimplemented shader index={}, enable={}, offset=0x{:08X}", index,
@ -550,7 +547,7 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
bind_ubo_pushbuffer.Bind();
bind_ssbo_pushbuffer.Bind();
shader_program_manager->ApplyTo(state);
program_manager.Update();
state.Apply();
if (texture_cache.TextureBarrier()) {
@ -613,8 +610,8 @@ void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {
const ProgramVariant variant(launch_desc.block_dim_x, launch_desc.block_dim_y,
launch_desc.block_dim_z, launch_desc.shared_alloc,
launch_desc.local_pos_alloc);
state.draw.shader_program = kernel->GetHandle(variant);
state.draw.program_pipeline = 0;
glUseProgramStages(program_manager.GetHandle(), GL_COMPUTE_SHADER_BIT,
kernel->GetHandle(variant));
const std::size_t buffer_size =
Tegra::Engines::KeplerCompute::NumConstBuffers *
@ -632,9 +629,6 @@ void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {
bind_ubo_pushbuffer.Bind();
bind_ssbo_pushbuffer.Bind();
state.ApplyShaderProgram();
state.ApplyProgramPipeline();
glDispatchCompute(launch_desc.grid_dim_x, launch_desc.grid_dim_y, launch_desc.grid_dim_z);
++num_queued_commands;
}

View file

@ -55,7 +55,7 @@ struct DrawParameters;
class RasterizerOpenGL : public VideoCore::RasterizerAccelerated {
public:
explicit RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWindow& emu_window,
ScreenInfo& info);
ScreenInfo& info, GLShader::ProgramManager& program_manager);
~RasterizerOpenGL() override;
void Draw(bool is_indexed, bool is_instanced) override;
@ -218,8 +218,7 @@ private:
Core::System& system;
ScreenInfo& screen_info;
std::unique_ptr<GLShader::ProgramManager> shader_program_manager;
GLShader::ProgramManager& program_manager;
static constexpr std::size_t STREAM_BUFFER_SIZE = 128 * 1024 * 1024;
OGLBufferCache buffer_cache;

View file

@ -123,7 +123,6 @@ void OGLProgram::Release() {
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteProgram(handle);
OpenGLState::GetCurState().ResetProgram(handle).Apply();
handle = 0;
}
@ -141,7 +140,6 @@ void OGLPipeline::Release() {
MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
glDeleteProgramPipelines(1, &handle);
OpenGLState::GetCurState().ResetPipeline(handle).Apply();
handle = 0;
}

View file

@ -10,27 +10,21 @@ namespace OpenGL::GLShader {
using Tegra::Engines::Maxwell3D;
ProgramManager::ProgramManager() {
ProgramManager::~ProgramManager() = default;
void ProgramManager::Create() {
pipeline.Create();
}
ProgramManager::~ProgramManager() = default;
void ProgramManager::ApplyTo(OpenGLState& state) {
UpdatePipeline();
state.draw.shader_program = 0;
state.draw.program_pipeline = pipeline.handle;
}
void ProgramManager::UpdatePipeline() {
void ProgramManager::Update() {
// Avoid updating the pipeline when values have no changed
if (old_state == current_state) {
return;
}
// Workaround for AMD bug
constexpr GLenum all_used_stages{GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT |
GL_FRAGMENT_SHADER_BIT};
static constexpr GLenum all_used_stages{GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT |
GL_FRAGMENT_SHADER_BIT};
glUseProgramStages(pipeline.handle, all_used_stages, 0);
glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current_state.vertex_shader);

View file

@ -29,25 +29,26 @@ static_assert(sizeof(MaxwellUniformData) < 16384,
class ProgramManager {
public:
explicit ProgramManager();
~ProgramManager();
void ApplyTo(OpenGLState& state);
void Create();
void UseProgrammableVertexShader(GLuint program) {
void Update();
void UseVertexShader(GLuint program) {
current_state.vertex_shader = program;
}
void UseProgrammableGeometryShader(GLuint program) {
void UseGeometryShader(GLuint program) {
current_state.geometry_shader = program;
}
void UseProgrammableFragmentShader(GLuint program) {
void UseFragmentShader(GLuint program) {
current_state.fragment_shader = program;
}
void UseTrivialGeometryShader() {
current_state.geometry_shader = 0;
GLuint GetHandle() const {
return pipeline.handle;
}
void UseTrivialFragmentShader() {
@ -70,8 +71,6 @@ private:
GLuint geometry_shader{};
};
void UpdatePipeline();
OGLPipeline pipeline;
PipelineState current_state;
PipelineState old_state;

View file

@ -85,36 +85,6 @@ void Enable(GLenum cap, GLuint index, bool& current_value, bool new_value) {
OpenGLState::OpenGLState() = default;
void OpenGLState::ApplyShaderProgram() {
if (UpdateValue(cur_state.draw.shader_program, draw.shader_program)) {
glUseProgram(draw.shader_program);
}
}
void OpenGLState::ApplyProgramPipeline() {
if (UpdateValue(cur_state.draw.program_pipeline, draw.program_pipeline)) {
glBindProgramPipeline(draw.program_pipeline);
}
}
void OpenGLState::Apply() {
MICROPROFILE_SCOPE(OpenGL_State);
ApplyShaderProgram();
ApplyProgramPipeline();
}
OpenGLState& OpenGLState::ResetProgram(GLuint handle) {
if (draw.shader_program == handle) {
draw.shader_program = 0;
}
return *this;
}
OpenGLState& OpenGLState::ResetPipeline(GLuint handle) {
if (draw.program_pipeline == handle) {
draw.program_pipeline = 0;
}
return *this;
}
void OpenGLState::Apply() {}
} // namespace OpenGL

View file

@ -13,11 +13,6 @@ namespace OpenGL {
class OpenGLState {
public:
struct {
GLuint shader_program = 0; // GL_CURRENT_PROGRAM
GLuint program_pipeline = 0; // GL_PROGRAM_PIPELINE_BINDING
} draw;
OpenGLState();
/// Get the currently active OpenGL state
@ -28,13 +23,6 @@ public:
/// Apply this state as the current OpenGL state
void Apply();
void ApplyShaderProgram();
void ApplyProgramPipeline();
/// Resets any references to the given resource
OpenGLState& ResetProgram(GLuint handle);
OpenGLState& ResetPipeline(GLuint handle);
private:
static OpenGLState cur_state;
};

View file

@ -20,6 +20,7 @@
#include "core/telemetry_session.h"
#include "video_core/morton.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
namespace OpenGL {
@ -158,9 +159,13 @@ public:
namespace {
constexpr char vertex_shader[] = R"(
constexpr char VERTEX_SHADER[] = R"(
#version 430 core
out gl_PerVertex {
vec4 gl_Position;
};
layout (location = 0) in vec2 vert_position;
layout (location = 1) in vec2 vert_tex_coord;
layout (location = 0) out vec2 frag_tex_coord;
@ -181,7 +186,7 @@ void main() {
}
)";
constexpr char fragment_shader[] = R"(
constexpr char FRAGMENT_SHADER[] = R"(
#version 430 core
layout (location = 0) in vec2 frag_tex_coord;
@ -426,10 +431,19 @@ void RendererOpenGL::InitOpenGLObjects() {
glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
0.0f);
// Link shaders and get variable locations
shader.CreateFromSource(vertex_shader, nullptr, fragment_shader);
state.draw.shader_program = shader.handle;
state.Apply();
// Create shader programs
OGLShader vertex_shader;
vertex_shader.Create(VERTEX_SHADER, GL_VERTEX_SHADER);
OGLShader fragment_shader;
fragment_shader.Create(FRAGMENT_SHADER, GL_FRAGMENT_SHADER);
vertex_program.Create(true, false, vertex_shader.handle);
fragment_program.Create(true, false, fragment_shader.handle);
// Create program pipeline
program_manager.Create();
glBindProgramPipeline(program_manager.GetHandle());
// Generate VBO handle for drawing
vertex_buffer.Create();
@ -468,7 +482,8 @@ void RendererOpenGL::CreateRasterizer() {
if (rasterizer) {
return;
}
rasterizer = std::make_unique<RasterizerOpenGL>(system, emu_window, screen_info);
rasterizer =
std::make_unique<RasterizerOpenGL>(system, emu_window, screen_info, program_manager);
}
void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
@ -517,7 +532,8 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
// Set projection matrix
const std::array ortho_matrix =
MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
glUniformMatrix3x2fv(ModelViewMatrixLocation, 1, GL_FALSE, ortho_matrix.data());
glProgramUniformMatrix3x2fv(vertex_program.handle, ModelViewMatrixLocation, 1, GL_FALSE,
std::data(ortho_matrix));
const auto& texcoords = screen_info.display_texcoords;
auto left = texcoords.left;
@ -562,6 +578,11 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
state.Apply();
// TODO: Signal state tracker about these changes
program_manager.UseVertexShader(vertex_program.handle);
program_manager.UseGeometryShader(0);
program_manager.UseFragmentShader(fragment_program.handle);
program_manager.Update();
glEnable(GL_CULL_FACE);
if (screen_info.display_srgb) {
glEnable(GL_FRAMEBUFFER_SRGB);

View file

@ -10,6 +10,7 @@
#include "common/math_util.h"
#include "video_core/renderer_base.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_state.h"
namespace Core {
@ -95,12 +96,16 @@ private:
// OpenGL object IDs
OGLBuffer vertex_buffer;
OGLProgram shader;
OGLProgram vertex_program;
OGLProgram fragment_program;
OGLFramebuffer screenshot_framebuffer;
/// Display information for Switch screen
ScreenInfo screen_info;
/// Global dummy shader pipeline
GLShader::ProgramManager program_manager;
/// OpenGL framebuffer data
std::vector<u8> gl_framebuffer_data;