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gl_shader_cache: Use explicit bindings
This commit is contained in:
parent
52bb524526
commit
52c326c301
@ -297,11 +297,7 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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MICROPROFILE_SCOPE(OpenGL_Shader);
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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// Next available bindpoints to use when uploading the const buffers and textures to the GLSL
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// shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
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u32 current_constbuffer_bindpoint = Tegra::Engines::Maxwell3D::Regs::MaxShaderStage;
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u32 current_gmem_bindpoint = 0;
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u32 current_texture_bindpoint = 0;
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BaseBindings base_bindings;
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std::array<bool, Maxwell::NumClipDistances> clip_distances{};
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for (std::size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
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@ -325,47 +321,35 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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const GLintptr offset = buffer_cache.UploadHostMemory(
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&ubo, sizeof(ubo), static_cast<std::size_t>(uniform_buffer_alignment));
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// Bind the buffer
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glBindBufferRange(GL_UNIFORM_BUFFER, static_cast<GLuint>(stage), buffer_cache.GetHandle(),
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offset, static_cast<GLsizeiptr>(sizeof(ubo)));
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// Bind the emulation info buffer
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glBindBufferRange(GL_UNIFORM_BUFFER, base_bindings.cbuf, buffer_cache.GetHandle(), offset,
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static_cast<GLsizeiptr>(sizeof(ubo)));
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Shader shader{shader_cache.GetStageProgram(program)};
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const auto [program_handle, next_bindings] =
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shader->GetProgramHandle(primitive_mode, base_bindings);
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switch (program) {
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case Maxwell::ShaderProgram::VertexA:
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case Maxwell::ShaderProgram::VertexB: {
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shader_program_manager->UseProgrammableVertexShader(
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shader->GetProgramHandle(primitive_mode));
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case Maxwell::ShaderProgram::VertexB:
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shader_program_manager->UseProgrammableVertexShader(program_handle);
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break;
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}
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case Maxwell::ShaderProgram::Geometry: {
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shader_program_manager->UseProgrammableGeometryShader(
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shader->GetProgramHandle(primitive_mode));
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case Maxwell::ShaderProgram::Geometry:
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shader_program_manager->UseProgrammableGeometryShader(program_handle);
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break;
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}
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case Maxwell::ShaderProgram::Fragment: {
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shader_program_manager->UseProgrammableFragmentShader(
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shader->GetProgramHandle(primitive_mode));
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case Maxwell::ShaderProgram::Fragment:
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shader_program_manager->UseProgrammableFragmentShader(program_handle);
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break;
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}
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default:
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LOG_CRITICAL(HW_GPU, "Unimplemented shader index={}, enable={}, offset=0x{:08X}", index,
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shader_config.enable.Value(), shader_config.offset);
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UNREACHABLE();
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}
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// Configure the const buffers for this shader stage.
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current_constbuffer_bindpoint =
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SetupConstBuffers(static_cast<Maxwell::ShaderStage>(stage), shader, primitive_mode,
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current_constbuffer_bindpoint);
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// Configure global memory regions for this shader stage.
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current_gmem_bindpoint = SetupGlobalRegions(static_cast<Maxwell::ShaderStage>(stage),
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shader, primitive_mode, current_gmem_bindpoint);
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// Configure the textures for this shader stage.
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current_texture_bindpoint = SetupTextures(static_cast<Maxwell::ShaderStage>(stage), shader,
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primitive_mode, current_texture_bindpoint);
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const auto stage_enum = static_cast<Maxwell::ShaderStage>(stage);
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SetupConstBuffers(stage_enum, shader, program_handle, base_bindings);
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SetupGlobalRegions(stage_enum, shader, program_handle, base_bindings);
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SetupTextures(stage_enum, shader, program_handle, base_bindings);
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// Workaround for Intel drivers.
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// When a clip distance is enabled but not set in the shader it crops parts of the screen
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@ -380,6 +364,8 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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// VertexB was combined with VertexA, so we skip the VertexB iteration
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index++;
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}
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base_bindings = next_bindings;
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}
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SyncClipEnabled(clip_distances);
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@ -929,8 +915,9 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
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}
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}
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u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, Shader& shader,
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GLenum primitive_mode, u32 current_bindpoint) {
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void RasterizerOpenGL::SetupConstBuffers(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage,
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const Shader& shader, GLuint program_handle,
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BaseBindings base_bindings) {
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MICROPROFILE_SCOPE(OpenGL_UBO);
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const auto& gpu = Core::System::GetInstance().GPU();
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const auto& maxwell3d = gpu.Maxwell3D();
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@ -978,92 +965,73 @@ u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, Shader& shad
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size = Common::AlignUp(size, sizeof(GLvec4));
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ASSERT_MSG(size <= MaxConstbufferSize, "Constbuffer too big");
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GLintptr const_buffer_offset = buffer_cache.UploadMemory(
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const GLintptr const_buffer_offset = buffer_cache.UploadMemory(
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buffer.address, size, static_cast<std::size_t>(uniform_buffer_alignment));
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// Now configure the bindpoint of the buffer inside the shader
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glUniformBlockBinding(shader->GetProgramHandle(primitive_mode),
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shader->GetProgramResourceIndex(used_buffer),
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current_bindpoint + bindpoint);
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// Prepare values for multibind
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bind_buffers[bindpoint] = buffer_cache.GetHandle();
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bind_offsets[bindpoint] = const_buffer_offset;
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bind_sizes[bindpoint] = size;
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}
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glBindBuffersRange(GL_UNIFORM_BUFFER, current_bindpoint, static_cast<GLsizei>(entries.size()),
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// The first binding is reserved for emulation values
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const GLuint ubo_base_binding = base_bindings.cbuf + 1;
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glBindBuffersRange(GL_UNIFORM_BUFFER, ubo_base_binding, static_cast<GLsizei>(entries.size()),
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bind_buffers.data(), bind_offsets.data(), bind_sizes.data());
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return current_bindpoint + static_cast<u32>(entries.size());
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}
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u32 RasterizerOpenGL::SetupGlobalRegions(Maxwell::ShaderStage stage, Shader& shader,
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GLenum primitive_mode, u32 current_bindpoint) {
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for (const auto& global_region : shader->GetShaderEntries().global_memory_entries) {
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const auto& region =
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global_cache.GetGlobalRegion(global_region, static_cast<Maxwell::ShaderStage>(stage));
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const GLuint block_index{shader->GetProgramResourceIndex(global_region)};
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ASSERT(block_index != GL_INVALID_INDEX);
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void RasterizerOpenGL::SetupGlobalRegions(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage,
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const Shader& shader, GLenum primitive_mode,
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BaseBindings base_bindings) {
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// TODO(Rodrigo): Use ARB_multi_bind here
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const auto& entries = shader->GetShaderEntries().global_memory_entries;
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for (u32 bindpoint = 0; bindpoint < static_cast<u32>(entries.size()); ++bindpoint) {
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const auto& entry = entries[bindpoint];
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const u32 current_bindpoint = base_bindings.gmem + bindpoint;
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const auto& region = global_cache.GetGlobalRegion(entry, stage);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, current_bindpoint, region->GetBufferHandle());
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glShaderStorageBlockBinding(shader->GetProgramHandle(primitive_mode), block_index,
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current_bindpoint);
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++current_bindpoint;
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}
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return current_bindpoint;
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}
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u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader,
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GLenum primitive_mode, u32 current_unit) {
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void RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, const Shader& shader,
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GLuint program_handle, BaseBindings base_bindings) {
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MICROPROFILE_SCOPE(OpenGL_Texture);
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const auto& gpu = Core::System::GetInstance().GPU();
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const auto& maxwell3d = gpu.Maxwell3D();
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const auto& entries = shader->GetShaderEntries().samplers;
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ASSERT_MSG(current_unit + entries.size() <= std::size(state.texture_units),
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ASSERT_MSG(base_bindings.sampler + entries.size() <= std::size(state.texture_units),
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"Exceeded the number of active textures.");
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for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
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const auto& entry = entries[bindpoint];
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const u32 current_bindpoint = current_unit + bindpoint;
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// Bind the uniform to the sampler.
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glProgramUniform1i(shader->GetProgramHandle(primitive_mode),
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shader->GetUniformLocation(entry), current_bindpoint);
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const u32 current_bindpoint = base_bindings.sampler + bindpoint;
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auto& unit = state.texture_units[current_bindpoint];
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const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset());
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if (!texture.enabled) {
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state.texture_units[current_bindpoint].texture = 0;
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unit.texture = 0;
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continue;
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}
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texture_samplers[current_bindpoint].SyncWithConfig(texture.tsc);
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Surface surface = res_cache.GetTextureSurface(texture, entry);
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if (surface != nullptr) {
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const GLuint handle =
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unit.texture =
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entry.IsArray() ? surface->TextureLayer().handle : surface->Texture().handle;
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const GLenum target = entry.IsArray() ? surface->TargetLayer() : surface->Target();
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state.texture_units[current_bindpoint].texture = handle;
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state.texture_units[current_bindpoint].target = target;
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state.texture_units[current_bindpoint].swizzle.r =
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MaxwellToGL::SwizzleSource(texture.tic.x_source);
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state.texture_units[current_bindpoint].swizzle.g =
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MaxwellToGL::SwizzleSource(texture.tic.y_source);
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state.texture_units[current_bindpoint].swizzle.b =
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MaxwellToGL::SwizzleSource(texture.tic.z_source);
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state.texture_units[current_bindpoint].swizzle.a =
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MaxwellToGL::SwizzleSource(texture.tic.w_source);
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unit.target = entry.IsArray() ? surface->TargetLayer() : surface->Target();
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unit.swizzle.r = MaxwellToGL::SwizzleSource(texture.tic.x_source);
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unit.swizzle.g = MaxwellToGL::SwizzleSource(texture.tic.y_source);
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unit.swizzle.b = MaxwellToGL::SwizzleSource(texture.tic.z_source);
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unit.swizzle.a = MaxwellToGL::SwizzleSource(texture.tic.w_source);
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} else {
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// Can occur when texture addr is null or its memory is unmapped/invalid
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state.texture_units[current_bindpoint].texture = 0;
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unit.texture = 0;
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}
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}
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return current_unit + static_cast<u32>(entries.size());
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}
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void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) {
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@ -127,35 +127,18 @@ private:
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bool using_depth_fb = true, bool preserve_contents = true,
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std::optional<std::size_t> single_color_target = {});
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/**
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* Configures the current constbuffers to use for the draw command.
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* @param stage The shader stage to configure buffers for.
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* @param shader The shader object that contains the specified stage.
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* @param current_bindpoint The offset at which to start counting new buffer bindpoints.
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* @returns The next available bindpoint for use in the next shader stage.
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*/
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u32 SetupConstBuffers(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, Shader& shader,
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GLenum primitive_mode, u32 current_bindpoint);
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/// Configures the current constbuffers to use for the draw command.
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void SetupConstBuffers(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, const Shader& shader,
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GLuint program_handle, BaseBindings base_bindings);
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/**
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* Configures the current global memory regions to use for the draw command.
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* @param stage The shader stage to configure buffers for.
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* @param shader The shader object that contains the specified stage.
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* @param current_bindpoint The offset at which to start counting new buffer bindpoints.
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* @returns The next available bindpoint for use in the next shader stage.
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*/
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u32 SetupGlobalRegions(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, Shader& shader,
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GLenum primitive_mode, u32 current_bindpoint);
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/// Configures the current global memory entries to use for the draw command.
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void SetupGlobalRegions(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage,
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const Shader& shader, GLenum primitive_mode,
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BaseBindings base_bindings);
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/**
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* Configures the current textures to use for the draw command.
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* @param stage The shader stage to configure textures for.
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* @param shader The shader object that contains the specified stage.
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* @param current_unit The offset at which to start counting unused texture units.
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* @returns The next available bindpoint for use in the next shader stage.
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*/
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u32 SetupTextures(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, Shader& shader,
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GLenum primitive_mode, u32 current_unit);
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/// Configures the current textures to use for the draw command.
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void SetupTextures(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, const Shader& shader,
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GLuint program_handle, BaseBindings base_bindings);
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/// Syncs the viewport and depth range to match the guest state
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void SyncViewport(OpenGLState& current_state);
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@ -34,36 +34,25 @@ static ProgramCode GetShaderCode(VAddr addr) {
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return program_code;
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}
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/// Helper function to set shader uniform block bindings for a single shader stage
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static void SetShaderUniformBlockBinding(GLuint shader, const char* name,
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Maxwell::ShaderStage binding, std::size_t expected_size) {
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const GLuint ub_index = glGetUniformBlockIndex(shader, name);
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if (ub_index == GL_INVALID_INDEX) {
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return;
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/// Gets the shader type from a Maxwell program type
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constexpr GLenum GetShaderType(Maxwell::ShaderProgram program_type) {
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switch (program_type) {
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case Maxwell::ShaderProgram::VertexA:
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case Maxwell::ShaderProgram::VertexB:
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return GL_VERTEX_SHADER;
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case Maxwell::ShaderProgram::Geometry:
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return GL_GEOMETRY_SHADER;
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case Maxwell::ShaderProgram::Fragment:
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return GL_FRAGMENT_SHADER;
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default:
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return GL_NONE;
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}
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GLint ub_size = 0;
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glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size);
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ASSERT_MSG(static_cast<std::size_t>(ub_size) == expected_size,
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"Uniform block size did not match! Got {}, expected {}", ub_size, expected_size);
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glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding));
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}
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/// Sets shader uniform block bindings for an entire shader program
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static void SetShaderUniformBlockBindings(GLuint shader) {
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SetShaderUniformBlockBinding(shader, "vs_config", Maxwell::ShaderStage::Vertex,
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sizeof(GLShader::MaxwellUniformData));
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SetShaderUniformBlockBinding(shader, "gs_config", Maxwell::ShaderStage::Geometry,
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sizeof(GLShader::MaxwellUniformData));
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SetShaderUniformBlockBinding(shader, "fs_config", Maxwell::ShaderStage::Fragment,
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sizeof(GLShader::MaxwellUniformData));
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}
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CachedShader::CachedShader(VAddr addr, Maxwell::ShaderProgram program_type)
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: addr{addr}, program_type{program_type}, setup{GetShaderCode(addr)} {
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GLShader::ProgramResult program_result;
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GLenum gl_type{};
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switch (program_type) {
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case Maxwell::ShaderProgram::VertexA:
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@ -74,17 +63,14 @@ CachedShader::CachedShader(VAddr addr, Maxwell::ShaderProgram program_type)
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case Maxwell::ShaderProgram::VertexB:
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CalculateProperties();
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program_result = GLShader::GenerateVertexShader(setup);
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gl_type = GL_VERTEX_SHADER;
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break;
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case Maxwell::ShaderProgram::Geometry:
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CalculateProperties();
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program_result = GLShader::GenerateGeometryShader(setup);
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gl_type = GL_GEOMETRY_SHADER;
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break;
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case Maxwell::ShaderProgram::Fragment:
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CalculateProperties();
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program_result = GLShader::GenerateFragmentShader(setup);
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gl_type = GL_FRAGMENT_SHADER;
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unimplemented program_type={}", static_cast<u32>(program_type));
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@ -92,71 +78,105 @@ CachedShader::CachedShader(VAddr addr, Maxwell::ShaderProgram program_type)
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return;
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}
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code = program_result.first;
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entries = program_result.second;
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shader_length = entries.shader_length;
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}
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if (program_type != Maxwell::ShaderProgram::Geometry) {
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OGLShader shader;
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shader.Create(program_result.first.c_str(), gl_type);
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program.Create(true, shader.handle);
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SetShaderUniformBlockBindings(program.handle);
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LabelGLObject(GL_PROGRAM, program.handle, addr);
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std::tuple<GLuint, BaseBindings> CachedShader::GetProgramHandle(GLenum primitive_mode,
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BaseBindings base_bindings) {
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GLuint handle{};
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if (program_type == Maxwell::ShaderProgram::Geometry) {
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handle = GetGeometryShader(primitive_mode, base_bindings);
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} else {
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// Store shader's code to lazily build it on draw
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geometry_programs.code = program_result.first;
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const auto [entry, is_cache_miss] = programs.try_emplace(base_bindings);
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auto& program = entry->second;
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if (is_cache_miss) {
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std::string source = AllocateBindings(base_bindings);
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source += code;
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OGLShader shader;
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shader.Create(source.c_str(), GetShaderType(program_type));
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program.Create(true, shader.handle);
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LabelGLObject(GL_PROGRAM, program.handle, addr);
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}
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handle = program.handle;
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}
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// Add const buffer and samplers offset reserved by this shader. One UBO binding is reserved for
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// emulation values
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base_bindings.cbuf += static_cast<u32>(entries.const_buffers.size()) + 1;
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base_bindings.gmem += static_cast<u32>(entries.global_memory_entries.size());
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base_bindings.sampler += static_cast<u32>(entries.samplers.size());
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return {handle, base_bindings};
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}
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std::string CachedShader::AllocateBindings(BaseBindings base_bindings) {
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std::string code = "#version 430 core\n";
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code += fmt::format("#define EMULATION_UBO_BINDING {}\n", base_bindings.cbuf++);
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for (const auto& cbuf : entries.const_buffers) {
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code += fmt::format("#define CBUF_BINDING_{} {}\n", cbuf.GetIndex(), base_bindings.cbuf++);
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}
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for (const auto& gmem : entries.global_memory_entries) {
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code += fmt::format("#define GMEM_BINDING_{}_{} {}\n", gmem.GetCbufIndex(),
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gmem.GetCbufOffset(), base_bindings.gmem++);
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}
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for (const auto& sampler : entries.samplers) {
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code += fmt::format("#define SAMPLER_BINDING_{} {}\n", sampler.GetIndex(),
|
||||
base_bindings.sampler++);
|
||||
}
|
||||
|
||||
return code;
|
||||
}
|
||||
|
||||
GLuint CachedShader::GetGeometryShader(GLenum primitive_mode, BaseBindings base_bindings) {
|
||||
const auto [entry, is_cache_miss] = geometry_programs.try_emplace(base_bindings);
|
||||
auto& programs = entry->second;
|
||||
|
||||
switch (primitive_mode) {
|
||||
case GL_POINTS:
|
||||
return LazyGeometryProgram(programs.points, base_bindings, "points", 1, "ShaderPoints");
|
||||
case GL_LINES:
|
||||
case GL_LINE_STRIP:
|
||||
return LazyGeometryProgram(programs.lines, base_bindings, "lines", 2, "ShaderLines");
|
||||
case GL_LINES_ADJACENCY:
|
||||
case GL_LINE_STRIP_ADJACENCY:
|
||||
return LazyGeometryProgram(programs.lines_adjacency, base_bindings, "lines_adjacency", 4,
|
||||
"ShaderLinesAdjacency");
|
||||
case GL_TRIANGLES:
|
||||
case GL_TRIANGLE_STRIP:
|
||||
case GL_TRIANGLE_FAN:
|
||||
return LazyGeometryProgram(programs.triangles, base_bindings, "triangles", 3,
|
||||
"ShaderTriangles");
|
||||
case GL_TRIANGLES_ADJACENCY:
|
||||
case GL_TRIANGLE_STRIP_ADJACENCY:
|
||||
return LazyGeometryProgram(programs.triangles_adjacency, base_bindings,
|
||||
"triangles_adjacency", 6, "ShaderTrianglesAdjacency");
|
||||
default:
|
||||
UNREACHABLE_MSG("Unknown primitive mode.");
|
||||
return LazyGeometryProgram(programs.points, base_bindings, "points", 1, "ShaderPoints");
|
||||
}
|
||||
}
|
||||
|
||||
GLuint CachedShader::GetProgramResourceIndex(const GLShader::ConstBufferEntry& buffer) {
|
||||
const auto search{cbuf_resource_cache.find(buffer.GetHash())};
|
||||
if (search == cbuf_resource_cache.end()) {
|
||||
const GLuint index{
|
||||
glGetProgramResourceIndex(program.handle, GL_UNIFORM_BLOCK, buffer.GetName().c_str())};
|
||||
cbuf_resource_cache[buffer.GetHash()] = index;
|
||||
return index;
|
||||
}
|
||||
|
||||
return search->second;
|
||||
}
|
||||
|
||||
GLuint CachedShader::GetProgramResourceIndex(const GLShader::GlobalMemoryEntry& global_mem) {
|
||||
const auto search{gmem_resource_cache.find(global_mem.GetHash())};
|
||||
if (search == gmem_resource_cache.end()) {
|
||||
const GLuint index{glGetProgramResourceIndex(program.handle, GL_SHADER_STORAGE_BLOCK,
|
||||
global_mem.GetName().c_str())};
|
||||
gmem_resource_cache[global_mem.GetHash()] = index;
|
||||
return index;
|
||||
}
|
||||
|
||||
return search->second;
|
||||
}
|
||||
|
||||
GLint CachedShader::GetUniformLocation(const GLShader::SamplerEntry& sampler) {
|
||||
const auto search{uniform_cache.find(sampler.GetHash())};
|
||||
if (search == uniform_cache.end()) {
|
||||
const GLint index{glGetUniformLocation(program.handle, sampler.GetName().c_str())};
|
||||
uniform_cache[sampler.GetHash()] = index;
|
||||
return index;
|
||||
}
|
||||
|
||||
return search->second;
|
||||
}
|
||||
|
||||
GLuint CachedShader::LazyGeometryProgram(OGLProgram& target_program,
|
||||
GLuint CachedShader::LazyGeometryProgram(OGLProgram& target_program, BaseBindings base_bindings,
|
||||
const std::string& glsl_topology, u32 max_vertices,
|
||||
const std::string& debug_name) {
|
||||
if (target_program.handle != 0) {
|
||||
return target_program.handle;
|
||||
}
|
||||
std::string source = "#version 430 core\n";
|
||||
std::string source = AllocateBindings(base_bindings);
|
||||
source += "layout (" + glsl_topology + ") in;\n";
|
||||
source += "#define MAX_VERTEX_INPUT " + std::to_string(max_vertices) + '\n';
|
||||
source += geometry_programs.code;
|
||||
source += code;
|
||||
|
||||
OGLShader shader;
|
||||
shader.Create(source.c_str(), GL_GEOMETRY_SHADER);
|
||||
target_program.Create(true, shader.handle);
|
||||
SetShaderUniformBlockBindings(target_program.handle);
|
||||
LabelGLObject(GL_PROGRAM, target_program.handle, addr, debug_name);
|
||||
return target_program.handle;
|
||||
};
|
||||
|
@ -7,6 +7,9 @@
|
||||
#include <array>
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include <tuple>
|
||||
|
||||
#include <glad/glad.h>
|
||||
|
||||
#include "common/assert.h"
|
||||
#include "common/common_types.h"
|
||||
@ -23,6 +26,16 @@ class RasterizerOpenGL;
|
||||
using Shader = std::shared_ptr<CachedShader>;
|
||||
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
|
||||
|
||||
struct BaseBindings {
|
||||
u32 cbuf{};
|
||||
u32 gmem{};
|
||||
u32 sampler{};
|
||||
|
||||
bool operator<(const BaseBindings& rhs) const {
|
||||
return std::tie(cbuf, gmem, sampler) < std::tie(rhs.cbuf, rhs.gmem, rhs.sampler);
|
||||
}
|
||||
};
|
||||
|
||||
class CachedShader final : public RasterizerCacheObject {
|
||||
public:
|
||||
CachedShader(VAddr addr, Maxwell::ShaderProgram program_type);
|
||||
@ -44,71 +57,42 @@ public:
|
||||
}
|
||||
|
||||
/// Gets the GL program handle for the shader
|
||||
GLuint GetProgramHandle(GLenum primitive_mode) {
|
||||
if (program_type != Maxwell::ShaderProgram::Geometry) {
|
||||
return program.handle;
|
||||
}
|
||||
switch (primitive_mode) {
|
||||
case GL_POINTS:
|
||||
return LazyGeometryProgram(geometry_programs.points, "points", 1, "ShaderPoints");
|
||||
case GL_LINES:
|
||||
case GL_LINE_STRIP:
|
||||
return LazyGeometryProgram(geometry_programs.lines, "lines", 2, "ShaderLines");
|
||||
case GL_LINES_ADJACENCY:
|
||||
case GL_LINE_STRIP_ADJACENCY:
|
||||
return LazyGeometryProgram(geometry_programs.lines_adjacency, "lines_adjacency", 4,
|
||||
"ShaderLinesAdjacency");
|
||||
case GL_TRIANGLES:
|
||||
case GL_TRIANGLE_STRIP:
|
||||
case GL_TRIANGLE_FAN:
|
||||
return LazyGeometryProgram(geometry_programs.triangles, "triangles", 3,
|
||||
"ShaderTriangles");
|
||||
case GL_TRIANGLES_ADJACENCY:
|
||||
case GL_TRIANGLE_STRIP_ADJACENCY:
|
||||
return LazyGeometryProgram(geometry_programs.triangles_adjacency, "triangles_adjacency",
|
||||
6, "ShaderTrianglesAdjacency");
|
||||
default:
|
||||
UNREACHABLE_MSG("Unknown primitive mode.");
|
||||
return LazyGeometryProgram(geometry_programs.points, "points", 1, "ShaderPoints");
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets the GL program resource location for the specified resource, caching as needed
|
||||
GLuint GetProgramResourceIndex(const GLShader::ConstBufferEntry& buffer);
|
||||
|
||||
/// Gets the GL program resource location for the specified resource, caching as needed
|
||||
GLuint GetProgramResourceIndex(const GLShader::GlobalMemoryEntry& global_mem);
|
||||
|
||||
/// Gets the GL uniform location for the specified resource, caching as needed
|
||||
GLint GetUniformLocation(const GLShader::SamplerEntry& sampler);
|
||||
std::tuple<GLuint, BaseBindings> GetProgramHandle(GLenum primitive_mode,
|
||||
BaseBindings base_bindings);
|
||||
|
||||
private:
|
||||
/// Generates a geometry shader or returns one that already exists.
|
||||
GLuint LazyGeometryProgram(OGLProgram& target_program, const std::string& glsl_topology,
|
||||
u32 max_vertices, const std::string& debug_name);
|
||||
|
||||
void CalculateProperties();
|
||||
|
||||
VAddr addr;
|
||||
std::size_t shader_length;
|
||||
Maxwell::ShaderProgram program_type;
|
||||
GLShader::ShaderSetup setup;
|
||||
GLShader::ShaderEntries entries;
|
||||
|
||||
// Non-geometry program.
|
||||
OGLProgram program;
|
||||
|
||||
// Geometry programs. These are needed because GLSL needs an input topology but it's not
|
||||
// declared by the hardware. Workaround this issue by generating a different shader per input
|
||||
// topology class.
|
||||
struct {
|
||||
std::string code;
|
||||
struct GeometryPrograms {
|
||||
OGLProgram points;
|
||||
OGLProgram lines;
|
||||
OGLProgram lines_adjacency;
|
||||
OGLProgram triangles;
|
||||
OGLProgram triangles_adjacency;
|
||||
} geometry_programs;
|
||||
};
|
||||
|
||||
std::string AllocateBindings(BaseBindings base_bindings);
|
||||
|
||||
GLuint GetGeometryShader(GLenum primitive_mode, BaseBindings base_bindings);
|
||||
|
||||
/// Generates a geometry shader or returns one that already exists.
|
||||
GLuint LazyGeometryProgram(OGLProgram& target_program, BaseBindings base_bindings,
|
||||
const std::string& glsl_topology, u32 max_vertices,
|
||||
const std::string& debug_name);
|
||||
|
||||
void CalculateProperties();
|
||||
|
||||
VAddr addr{};
|
||||
std::size_t shader_length{};
|
||||
Maxwell::ShaderProgram program_type{};
|
||||
GLShader::ShaderSetup setup;
|
||||
GLShader::ShaderEntries entries;
|
||||
|
||||
std::string code;
|
||||
|
||||
std::map<BaseBindings, OGLProgram> programs;
|
||||
std::map<BaseBindings, GeometryPrograms> geometry_programs;
|
||||
|
||||
std::map<u32, GLuint> cbuf_resource_cache;
|
||||
std::map<u32, GLuint> gmem_resource_cache;
|
||||
|
@ -374,7 +374,8 @@ private:
|
||||
void DeclareConstantBuffers() {
|
||||
for (const auto& entry : ir.GetConstantBuffers()) {
|
||||
const auto [index, size] = entry;
|
||||
code.AddLine("layout (std140) uniform " + GetConstBufferBlock(index) + " {");
|
||||
code.AddLine("layout (std140, binding = CBUF_BINDING_" + std::to_string(index) +
|
||||
") uniform " + GetConstBufferBlock(index) + " {");
|
||||
code.AddLine(" vec4 " + GetConstBuffer(index) + "[MAX_CONSTBUFFER_ELEMENTS];");
|
||||
code.AddLine("};");
|
||||
code.AddNewLine();
|
||||
@ -383,7 +384,10 @@ private:
|
||||
|
||||
void DeclareGlobalMemory() {
|
||||
for (const auto& entry : ir.GetGlobalMemoryBases()) {
|
||||
code.AddLine("layout (std430) buffer " + GetGlobalMemoryBlock(entry) + " {");
|
||||
const std::string binding =
|
||||
fmt::format("GMEM_BINDING_{}_{}", entry.cbuf_index, entry.cbuf_offset);
|
||||
code.AddLine("layout (std430, binding = " + binding + ") buffer " +
|
||||
GetGlobalMemoryBlock(entry) + " {");
|
||||
code.AddLine(" float " + GetGlobalMemory(entry) + "[MAX_GLOBALMEMORY_ELEMENTS];");
|
||||
code.AddLine("};");
|
||||
code.AddNewLine();
|
||||
@ -413,7 +417,8 @@ private:
|
||||
if (sampler.IsShadow())
|
||||
sampler_type += "Shadow";
|
||||
|
||||
code.AddLine("uniform " + sampler_type + ' ' + GetSampler(sampler) + ';');
|
||||
code.AddLine("layout (binding = SAMPLER_BINDING_" + std::to_string(sampler.GetIndex()) +
|
||||
") uniform " + sampler_type + ' ' + GetSampler(sampler) + ';');
|
||||
}
|
||||
if (!samplers.empty())
|
||||
code.AddNewLine();
|
||||
|
@ -38,10 +38,6 @@ public:
|
||||
return index;
|
||||
}
|
||||
|
||||
u32 GetHash() const {
|
||||
return (static_cast<u32>(stage) << 16) | index;
|
||||
}
|
||||
|
||||
private:
|
||||
std::string name;
|
||||
Maxwell::ShaderStage stage{};
|
||||
@ -62,10 +58,6 @@ public:
|
||||
return stage;
|
||||
}
|
||||
|
||||
u32 GetHash() const {
|
||||
return (static_cast<u32>(stage) << 16) | static_cast<u32>(GetIndex());
|
||||
}
|
||||
|
||||
private:
|
||||
std::string name;
|
||||
Maxwell::ShaderStage stage{};
|
||||
@ -93,10 +85,6 @@ public:
|
||||
return stage;
|
||||
}
|
||||
|
||||
u32 GetHash() const {
|
||||
return (static_cast<u32>(stage) << 24) | (cbuf_index << 16) | cbuf_offset;
|
||||
}
|
||||
|
||||
private:
|
||||
u32 cbuf_index{};
|
||||
u32 cbuf_offset{};
|
||||
|
@ -20,15 +20,14 @@ static constexpr u32 PROGRAM_OFFSET{10};
|
||||
ProgramResult GenerateVertexShader(const ShaderSetup& setup) {
|
||||
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
|
||||
|
||||
std::string out = "#version 430 core\n";
|
||||
out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
|
||||
std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
|
||||
out += "// Shader Unique Id: VS" + id + "\n\n";
|
||||
out += GetCommonDeclarations();
|
||||
|
||||
out += R"(
|
||||
layout (location = 0) out vec4 position;
|
||||
|
||||
layout(std140) uniform vs_config {
|
||||
layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
|
||||
vec4 viewport_flip;
|
||||
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
|
||||
uvec4 alpha_test;
|
||||
@ -78,7 +77,6 @@ void main() {
|
||||
}
|
||||
|
||||
ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
|
||||
// Version is intentionally skipped in shader generation, it's added by the lazy compilation.
|
||||
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
|
||||
|
||||
std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
|
||||
@ -89,7 +87,7 @@ ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
|
||||
layout (location = 0) in vec4 gs_position[];
|
||||
layout (location = 0) out vec4 position;
|
||||
|
||||
layout (std140) uniform gs_config {
|
||||
layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config {
|
||||
vec4 viewport_flip;
|
||||
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
|
||||
uvec4 alpha_test;
|
||||
@ -112,8 +110,7 @@ void main() {
|
||||
ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
|
||||
const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
|
||||
|
||||
std::string out = "#version 430 core\n";
|
||||
out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
|
||||
std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
|
||||
out += "// Shader Unique Id: FS" + id + "\n\n";
|
||||
out += GetCommonDeclarations();
|
||||
|
||||
@ -129,7 +126,7 @@ layout (location = 7) out vec4 FragColor7;
|
||||
|
||||
layout (location = 0) in vec4 position;
|
||||
|
||||
layout (std140) uniform fs_config {
|
||||
layout (std140, binding = EMULATION_UBO_BINDING) uniform fs_config {
|
||||
vec4 viewport_flip;
|
||||
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
|
||||
uvec4 alpha_test;
|
||||
|
Loading…
Reference in New Issue
Block a user