mirror of
https://github.com/citra-emu/citra.git
synced 2024-12-18 12:50:11 +00:00
gl_rasterizer: isolate shader management into its own class
This commit is contained in:
parent
36bc92273b
commit
8dc75598a4
@ -32,6 +32,8 @@ add_library(video_core STATIC
|
||||
renderer_opengl/gl_shader_decompiler.h
|
||||
renderer_opengl/gl_shader_gen.cpp
|
||||
renderer_opengl/gl_shader_gen.h
|
||||
renderer_opengl/gl_shader_manager.cpp
|
||||
renderer_opengl/gl_shader_manager.h
|
||||
renderer_opengl/gl_shader_util.cpp
|
||||
renderer_opengl/gl_shader_util.h
|
||||
renderer_opengl/gl_state.cpp
|
||||
|
@ -178,6 +178,9 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
|
||||
glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
|
||||
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle);
|
||||
|
||||
shader_program_manager =
|
||||
std::make_unique<ShaderProgramManager>(GLAD_GL_ARB_separate_shader_objects);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
SyncEntireState();
|
||||
@ -486,6 +489,11 @@ void RasterizerOpenGL::DrawTriangles() {
|
||||
state.scissor.height = draw_rect.GetHeight();
|
||||
state.Apply();
|
||||
|
||||
shader_program_manager->UseTrivialVertexShader();
|
||||
shader_program_manager->UseTrivialGeometryShader();
|
||||
shader_program_manager->ApplyTo(state);
|
||||
state.Apply();
|
||||
|
||||
// Draw the vertex batch
|
||||
size_t max_vertices = 3 * (VERTEX_BUFFER_SIZE / (3 * sizeof(HardwareVertex)));
|
||||
for (size_t base_vertex = 0; base_vertex < vertex_batch.size(); base_vertex += max_vertices) {
|
||||
@ -1253,95 +1261,7 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(
|
||||
|
||||
void RasterizerOpenGL::SetShader() {
|
||||
auto config = GLShader::PicaShaderConfig::BuildFromRegs(Pica::g_state.regs);
|
||||
std::unique_ptr<PicaShader> shader = std::make_unique<PicaShader>();
|
||||
|
||||
// Find (or generate) the GLSL shader for the current TEV state
|
||||
auto cached_shader = shader_cache.find(config);
|
||||
if (cached_shader != shader_cache.end()) {
|
||||
current_shader = cached_shader->second.get();
|
||||
|
||||
state.draw.shader_program = current_shader->shader.handle;
|
||||
state.Apply();
|
||||
} else {
|
||||
LOG_DEBUG(Render_OpenGL, "Creating new shader");
|
||||
|
||||
shader->shader.Create(GLShader::GenerateVertexShader().c_str(),
|
||||
GLShader::GenerateFragmentShader(config).c_str());
|
||||
|
||||
state.draw.shader_program = shader->shader.handle;
|
||||
state.Apply();
|
||||
|
||||
// Set the texture samplers to correspond to different texture units
|
||||
GLint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]");
|
||||
if (uniform_tex != -1) {
|
||||
glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id);
|
||||
}
|
||||
uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]");
|
||||
if (uniform_tex != -1) {
|
||||
glUniform1i(uniform_tex, TextureUnits::PicaTexture(1).id);
|
||||
}
|
||||
uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]");
|
||||
if (uniform_tex != -1) {
|
||||
glUniform1i(uniform_tex, TextureUnits::PicaTexture(2).id);
|
||||
}
|
||||
uniform_tex = glGetUniformLocation(shader->shader.handle, "tex_cube");
|
||||
if (uniform_tex != -1) {
|
||||
glUniform1i(uniform_tex, TextureUnits::TextureCube.id);
|
||||
}
|
||||
|
||||
// Set the texture samplers to correspond to different lookup table texture units
|
||||
GLint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut");
|
||||
if (uniform_lut != -1) {
|
||||
glUniform1i(uniform_lut, TextureUnits::LightingLUT.id);
|
||||
}
|
||||
|
||||
GLint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut");
|
||||
if (uniform_fog_lut != -1) {
|
||||
glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id);
|
||||
}
|
||||
|
||||
GLint uniform_proctex_noise_lut =
|
||||
glGetUniformLocation(shader->shader.handle, "proctex_noise_lut");
|
||||
if (uniform_proctex_noise_lut != -1) {
|
||||
glUniform1i(uniform_proctex_noise_lut, TextureUnits::ProcTexNoiseLUT.id);
|
||||
}
|
||||
|
||||
GLint uniform_proctex_color_map =
|
||||
glGetUniformLocation(shader->shader.handle, "proctex_color_map");
|
||||
if (uniform_proctex_color_map != -1) {
|
||||
glUniform1i(uniform_proctex_color_map, TextureUnits::ProcTexColorMap.id);
|
||||
}
|
||||
|
||||
GLint uniform_proctex_alpha_map =
|
||||
glGetUniformLocation(shader->shader.handle, "proctex_alpha_map");
|
||||
if (uniform_proctex_alpha_map != -1) {
|
||||
glUniform1i(uniform_proctex_alpha_map, TextureUnits::ProcTexAlphaMap.id);
|
||||
}
|
||||
|
||||
GLint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut");
|
||||
if (uniform_proctex_lut != -1) {
|
||||
glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id);
|
||||
}
|
||||
|
||||
GLint uniform_proctex_diff_lut =
|
||||
glGetUniformLocation(shader->shader.handle, "proctex_diff_lut");
|
||||
if (uniform_proctex_diff_lut != -1) {
|
||||
glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id);
|
||||
}
|
||||
|
||||
current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
|
||||
|
||||
GLuint block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
|
||||
if (block_index != GL_INVALID_INDEX) {
|
||||
GLint block_size;
|
||||
glGetActiveUniformBlockiv(current_shader->shader.handle, block_index,
|
||||
GL_UNIFORM_BLOCK_DATA_SIZE, &block_size);
|
||||
ASSERT_MSG(block_size == sizeof(UniformData),
|
||||
"Uniform block size did not match! Got {}, expected {}",
|
||||
static_cast<int>(block_size), sizeof(UniformData));
|
||||
glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
|
||||
}
|
||||
}
|
||||
shader_program_manager->UseFragmentShader(config);
|
||||
}
|
||||
|
||||
void RasterizerOpenGL::SyncClipEnabled() {
|
||||
|
@ -8,12 +8,10 @@
|
||||
#include <cstddef>
|
||||
#include <cstring>
|
||||
#include <memory>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
#include <glad/glad.h>
|
||||
#include "common/bit_field.h"
|
||||
#include "common/common_types.h"
|
||||
#include "common/hash.h"
|
||||
#include "common/vector_math.h"
|
||||
#include "core/hw/gpu.h"
|
||||
#include "video_core/pica_state.h"
|
||||
@ -25,13 +23,14 @@
|
||||
#include "video_core/regs_texturing.h"
|
||||
#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"
|
||||
#include "video_core/renderer_opengl/pica_to_gl.h"
|
||||
#include "video_core/shader/shader.h"
|
||||
|
||||
struct ScreenInfo;
|
||||
class ShaderProgramManager;
|
||||
|
||||
class RasterizerOpenGL : public VideoCore::RasterizerInterface {
|
||||
public:
|
||||
@ -52,12 +51,6 @@ public:
|
||||
bool AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr,
|
||||
u32 pixel_stride, ScreenInfo& screen_info) override;
|
||||
|
||||
/// OpenGL shader generated for a given Pica register state
|
||||
struct PicaShader {
|
||||
/// OpenGL shader resource
|
||||
OGLShader shader;
|
||||
};
|
||||
|
||||
private:
|
||||
struct SamplerInfo {
|
||||
using TextureConfig = Pica::TexturingRegs::TextureConfig;
|
||||
@ -121,47 +114,6 @@ private:
|
||||
GLfloat view[3];
|
||||
};
|
||||
|
||||
struct LightSrc {
|
||||
alignas(16) GLvec3 specular_0;
|
||||
alignas(16) GLvec3 specular_1;
|
||||
alignas(16) GLvec3 diffuse;
|
||||
alignas(16) GLvec3 ambient;
|
||||
alignas(16) GLvec3 position;
|
||||
alignas(16) GLvec3 spot_direction; // negated
|
||||
GLfloat dist_atten_bias;
|
||||
GLfloat dist_atten_scale;
|
||||
};
|
||||
|
||||
/// 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 {
|
||||
GLint framebuffer_scale;
|
||||
GLint alphatest_ref;
|
||||
GLfloat depth_scale;
|
||||
GLfloat depth_offset;
|
||||
GLint scissor_x1;
|
||||
GLint scissor_y1;
|
||||
GLint scissor_x2;
|
||||
GLint scissor_y2;
|
||||
alignas(16) GLvec3 fog_color;
|
||||
alignas(8) GLvec2 proctex_noise_f;
|
||||
alignas(8) GLvec2 proctex_noise_a;
|
||||
alignas(8) GLvec2 proctex_noise_p;
|
||||
alignas(16) GLvec3 lighting_global_ambient;
|
||||
LightSrc light_src[8];
|
||||
alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
|
||||
alignas(16) GLvec4 tev_combiner_buffer_color;
|
||||
alignas(16) GLvec4 clip_coef;
|
||||
};
|
||||
|
||||
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");
|
||||
|
||||
/// Syncs entire status to match PICA registers
|
||||
void SyncEntireState();
|
||||
|
||||
@ -269,8 +221,6 @@ private:
|
||||
|
||||
std::vector<HardwareVertex> vertex_batch;
|
||||
|
||||
std::unordered_map<GLShader::PicaShaderConfig, std::unique_ptr<PicaShader>> shader_cache;
|
||||
const PicaShader* current_shader = nullptr;
|
||||
bool shader_dirty;
|
||||
|
||||
struct {
|
||||
@ -285,6 +235,8 @@ private:
|
||||
bool dirty;
|
||||
} uniform_block_data = {};
|
||||
|
||||
std::unique_ptr<ShaderProgramManager> shader_program_manager;
|
||||
|
||||
std::array<SamplerInfo, 3> texture_samplers;
|
||||
OGLVertexArray vertex_array;
|
||||
static constexpr size_t VERTEX_BUFFER_SIZE = 128 * 1024 * 1024;
|
||||
|
216
src/video_core/renderer_opengl/gl_shader_manager.cpp
Normal file
216
src/video_core/renderer_opengl/gl_shader_manager.cpp
Normal file
@ -0,0 +1,216 @@
|
||||
// Copyright 2018 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <unordered_map>
|
||||
#include <boost/functional/hash.hpp>
|
||||
#include <boost/variant.hpp>
|
||||
#include "video_core/renderer_opengl/gl_shader_manager.h"
|
||||
|
||||
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) {
|
||||
return;
|
||||
}
|
||||
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(UniformData));
|
||||
}
|
||||
|
||||
static void SetShaderSamplerBinding(GLuint shader, const char* name,
|
||||
TextureUnits::TextureUnit binding) {
|
||||
GLint uniform_tex = glGetUniformLocation(shader, name);
|
||||
if (uniform_tex != -1) {
|
||||
glUniform1i(uniform_tex, binding.id);
|
||||
}
|
||||
}
|
||||
|
||||
static void SetShaderSamplerBindings(GLuint shader) {
|
||||
OpenGLState cur_state = OpenGLState::GetCurState();
|
||||
GLuint old_program = std::exchange(cur_state.draw.shader_program, shader);
|
||||
cur_state.Apply();
|
||||
|
||||
// Set the texture samplers to correspond to different texture units
|
||||
SetShaderSamplerBinding(shader, "tex0", TextureUnits::PicaTexture(0));
|
||||
SetShaderSamplerBinding(shader, "tex1", TextureUnits::PicaTexture(1));
|
||||
SetShaderSamplerBinding(shader, "tex2", TextureUnits::PicaTexture(2));
|
||||
SetShaderSamplerBinding(shader, "tex_cube", TextureUnits::TextureCube);
|
||||
|
||||
// Set the texture samplers to correspond to different lookup table texture units
|
||||
SetShaderSamplerBinding(shader, "lighting_lut", TextureUnits::LightingLUT);
|
||||
SetShaderSamplerBinding(shader, "fog_lut", TextureUnits::FogLUT);
|
||||
SetShaderSamplerBinding(shader, "proctex_noise_lut", TextureUnits::ProcTexNoiseLUT);
|
||||
SetShaderSamplerBinding(shader, "proctex_color_map", TextureUnits::ProcTexColorMap);
|
||||
SetShaderSamplerBinding(shader, "proctex_alpha_map", TextureUnits::ProcTexAlphaMap);
|
||||
SetShaderSamplerBinding(shader, "proctex_lut", TextureUnits::ProcTexLUT);
|
||||
SetShaderSamplerBinding(shader, "proctex_diff_lut", TextureUnits::ProcTexDiffLUT);
|
||||
|
||||
cur_state.draw.shader_program = old_program;
|
||||
cur_state.Apply();
|
||||
}
|
||||
|
||||
/**
|
||||
* An object representing a shader program staging. It can be either a shader object or a program
|
||||
* object, depending on whether separable program is used.
|
||||
*/
|
||||
class OGLShaderStage {
|
||||
public:
|
||||
explicit OGLShaderStage(bool separable) {
|
||||
if (separable) {
|
||||
shader_or_program = OGLProgram();
|
||||
} else {
|
||||
shader_or_program = OGLShader();
|
||||
}
|
||||
}
|
||||
|
||||
void Create(const char* source, GLenum type) {
|
||||
if (shader_or_program.which() == 0) {
|
||||
boost::get<OGLShader>(shader_or_program).Create(source, type);
|
||||
} else {
|
||||
OGLShader shader;
|
||||
shader.Create(source, type);
|
||||
OGLProgram& program = boost::get<OGLProgram>(shader_or_program);
|
||||
program.Create(true, {shader.handle});
|
||||
SetShaderUniformBlockBindings(program.handle);
|
||||
SetShaderSamplerBindings(program.handle);
|
||||
}
|
||||
}
|
||||
|
||||
GLuint GetHandle() const {
|
||||
if (shader_or_program.which() == 0) {
|
||||
return boost::get<OGLShader>(shader_or_program).handle;
|
||||
} else {
|
||||
return boost::get<OGLProgram>(shader_or_program).handle;
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
boost::variant<OGLShader, OGLProgram> shader_or_program;
|
||||
};
|
||||
|
||||
class TrivialVertexShader {
|
||||
public:
|
||||
explicit TrivialVertexShader(bool separable) : program(separable) {
|
||||
program.Create(GLShader::GenerateTrivialVertexShader(separable).c_str(), GL_VERTEX_SHADER);
|
||||
}
|
||||
GLuint Get() const {
|
||||
return program.GetHandle();
|
||||
}
|
||||
|
||||
private:
|
||||
OGLShaderStage program;
|
||||
};
|
||||
|
||||
template <typename KeyConfigType, std::string (*CodeGenerator)(const KeyConfigType&, bool),
|
||||
GLenum ShaderType>
|
||||
class ShaderCache {
|
||||
public:
|
||||
explicit ShaderCache(bool separable) : separable(separable) {}
|
||||
GLuint Get(const KeyConfigType& config) {
|
||||
auto [iter, new_shader] = shaders.emplace(config, OGLShaderStage{separable});
|
||||
OGLShaderStage& cached_shader = iter->second;
|
||||
if (new_shader) {
|
||||
cached_shader.Create(CodeGenerator(config, separable).c_str(), ShaderType);
|
||||
}
|
||||
return cached_shader.GetHandle();
|
||||
}
|
||||
|
||||
private:
|
||||
bool separable;
|
||||
std::unordered_map<KeyConfigType, OGLShaderStage> shaders;
|
||||
};
|
||||
|
||||
using FragmentShaders =
|
||||
ShaderCache<GLShader::PicaShaderConfig, &GLShader::GenerateFragmentShader, GL_FRAGMENT_SHADER>;
|
||||
|
||||
class ShaderProgramManager::Impl {
|
||||
public:
|
||||
explicit Impl(bool separable)
|
||||
: separable(separable), trivial_vertex_shader(separable), fragment_shaders(separable) {
|
||||
if (separable)
|
||||
pipeline.Create();
|
||||
}
|
||||
|
||||
struct ShaderTuple {
|
||||
GLuint vs = 0;
|
||||
GLuint gs = 0;
|
||||
GLuint fs = 0;
|
||||
|
||||
bool operator==(const ShaderTuple& rhs) const {
|
||||
return std::tie(vs, gs, fs) == std::tie(rhs.vs, rhs.gs, rhs.fs);
|
||||
}
|
||||
|
||||
bool operator!=(const ShaderTuple& rhs) const {
|
||||
return std::tie(vs, gs, fs) != std::tie(rhs.vs, rhs.gs, rhs.fs);
|
||||
}
|
||||
|
||||
struct Hash {
|
||||
std::size_t operator()(const ShaderTuple& tuple) const {
|
||||
std::size_t hash = 0;
|
||||
boost::hash_combine(hash, tuple.vs);
|
||||
boost::hash_combine(hash, tuple.gs);
|
||||
boost::hash_combine(hash, tuple.fs);
|
||||
return hash;
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
ShaderTuple current;
|
||||
|
||||
TrivialVertexShader trivial_vertex_shader;
|
||||
|
||||
FragmentShaders fragment_shaders;
|
||||
|
||||
bool separable;
|
||||
std::unordered_map<ShaderTuple, OGLProgram, ShaderTuple::Hash> program_cache;
|
||||
OGLPipeline pipeline;
|
||||
};
|
||||
|
||||
ShaderProgramManager::ShaderProgramManager(bool separable)
|
||||
: impl(std::make_unique<Impl>(separable)) {}
|
||||
|
||||
ShaderProgramManager::~ShaderProgramManager() = default;
|
||||
|
||||
void ShaderProgramManager::UseTrivialVertexShader() {
|
||||
impl->current.vs = impl->trivial_vertex_shader.Get();
|
||||
}
|
||||
|
||||
void ShaderProgramManager::UseTrivialGeometryShader() {
|
||||
impl->current.gs = 0;
|
||||
}
|
||||
|
||||
void ShaderProgramManager::UseFragmentShader(const GLShader::PicaShaderConfig& config) {
|
||||
impl->current.fs = impl->fragment_shaders.Get(config);
|
||||
}
|
||||
|
||||
void ShaderProgramManager::ApplyTo(OpenGLState& state) {
|
||||
if (impl->separable) {
|
||||
// Without this reseting, AMD sometimes freezes when one stage is changed but not for the
|
||||
// others
|
||||
glUseProgramStages(impl->pipeline.handle,
|
||||
GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT,
|
||||
0);
|
||||
|
||||
glUseProgramStages(impl->pipeline.handle, GL_VERTEX_SHADER_BIT, impl->current.vs);
|
||||
glUseProgramStages(impl->pipeline.handle, GL_GEOMETRY_SHADER_BIT, impl->current.gs);
|
||||
glUseProgramStages(impl->pipeline.handle, GL_FRAGMENT_SHADER_BIT, impl->current.fs);
|
||||
state.draw.shader_program = 0;
|
||||
state.draw.program_pipeline = impl->pipeline.handle;
|
||||
} else {
|
||||
OGLProgram& cached_program = impl->program_cache[impl->current];
|
||||
if (cached_program.handle == 0) {
|
||||
cached_program.Create(false, {impl->current.vs, impl->current.gs, impl->current.fs});
|
||||
SetShaderUniformBlockBindings(cached_program.handle);
|
||||
SetShaderSamplerBindings(cached_program.handle);
|
||||
}
|
||||
state.draw.shader_program = cached_program.handle;
|
||||
}
|
||||
}
|
73
src/video_core/renderer_opengl/gl_shader_manager.h
Normal file
73
src/video_core/renderer_opengl/gl_shader_manager.h
Normal file
@ -0,0 +1,73 @@
|
||||
// Copyright 2018 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <glad/glad.h>
|
||||
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_gen.h"
|
||||
#include "video_core/renderer_opengl/pica_to_gl.h"
|
||||
|
||||
enum class UniformBindings : GLuint { Common };
|
||||
|
||||
struct LightSrc {
|
||||
alignas(16) GLvec3 specular_0;
|
||||
alignas(16) GLvec3 specular_1;
|
||||
alignas(16) GLvec3 diffuse;
|
||||
alignas(16) GLvec3 ambient;
|
||||
alignas(16) GLvec3 position;
|
||||
alignas(16) GLvec3 spot_direction; // negated
|
||||
GLfloat dist_atten_bias;
|
||||
GLfloat dist_atten_scale;
|
||||
};
|
||||
|
||||
/// 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 {
|
||||
GLint framebuffer_scale;
|
||||
GLint alphatest_ref;
|
||||
GLfloat depth_scale;
|
||||
GLfloat depth_offset;
|
||||
GLint scissor_x1;
|
||||
GLint scissor_y1;
|
||||
GLint scissor_x2;
|
||||
GLint scissor_y2;
|
||||
alignas(16) GLvec3 fog_color;
|
||||
alignas(8) GLvec2 proctex_noise_f;
|
||||
alignas(8) GLvec2 proctex_noise_a;
|
||||
alignas(8) GLvec2 proctex_noise_p;
|
||||
alignas(16) GLvec3 lighting_global_ambient;
|
||||
LightSrc light_src[8];
|
||||
alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
|
||||
alignas(16) GLvec4 tev_combiner_buffer_color;
|
||||
alignas(16) GLvec4 clip_coef;
|
||||
};
|
||||
|
||||
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");
|
||||
|
||||
/// A class that manage different shader stages and configures them with given config data.
|
||||
class ShaderProgramManager {
|
||||
public:
|
||||
explicit ShaderProgramManager(bool separable);
|
||||
~ShaderProgramManager();
|
||||
|
||||
void UseTrivialVertexShader();
|
||||
|
||||
void UseTrivialGeometryShader();
|
||||
|
||||
void UseFragmentShader(const GLShader::PicaShaderConfig& config);
|
||||
|
||||
void ApplyTo(OpenGLState& state);
|
||||
|
||||
private:
|
||||
class Impl;
|
||||
std::unique_ptr<Impl> impl;
|
||||
};
|
Loading…
Reference in New Issue
Block a user