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	gl_rasterizer: Use shader program manager, remove test shader.
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				| @ -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; | ||||
|  | ||||
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