GPU: Upload the entirety of each constbuffer for each shader stage as SSBOs.
We're going to need the shader generator to give us a mapping of the actual used const buffers to properly bind them to the shader.
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@@ -306,6 +306,8 @@ void RasterizerOpenGL::DrawArrays() {
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// Sync and bind the texture surfaces
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BindTextures();
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// Configure the constant buffer objects
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SetupConstBuffers();
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// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
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// scissor test to prevent drawing outside of the framebuffer region
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@@ -388,7 +390,7 @@ void RasterizerOpenGL::DrawArrays() {
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void RasterizerOpenGL::BindTextures() {
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using Regs = Tegra::Engines::Maxwell3D::Regs;
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auto maxwell3d = Core::System::GetInstance().GPU().Get3DEngine();
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auto& maxwell3d = Core::System::GetInstance().GPU().Get3DEngine();
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// Each Maxwell shader stage can have an arbitrary number of textures, but we're limited to a
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// certain number in OpenGL. We try to only use the minimum amount of host textures by not
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@@ -535,6 +537,41 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
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}
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}
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void RasterizerOpenGL::SetupConstBuffers() {
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using Regs = Tegra::Engines::Maxwell3D::Regs;
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auto& gpu = Core::System::GetInstance().GPU();
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auto& maxwell3d = gpu.Get3DEngine();
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// Upload only the enabled buffers from the 16 constbuffers of each shader stage
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u32 current_bindpoint = 0;
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for (u32 stage = 0; stage < Regs::MaxShaderStage; ++stage) {
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auto& shader_stage = maxwell3d.state.shader_stages[stage];
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bool stage_enabled = maxwell3d.IsShaderStageEnabled(static_cast<Regs::ShaderStage>(stage));
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for (u32 buffer_id = 0; buffer_id < Regs::MaxConstBuffers; ++buffer_id) {
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const auto& buffer = shader_stage.const_buffers[buffer_id];
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state.draw.const_buffers[stage][buffer_id].enabled = buffer.enabled && stage_enabled;
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if (buffer.enabled && stage_enabled) {
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state.draw.const_buffers[stage][buffer_id].bindpoint = current_bindpoint;
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current_bindpoint++;
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VAddr addr = gpu.memory_manager->PhysicalToVirtualAddress(buffer.address);
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const u8* data = Memory::GetPointer(addr);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER,
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state.draw.const_buffers[stage][buffer_id].ssbo);
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glBufferData(GL_SHADER_STORAGE_BUFFER, buffer.size, data, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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} else {
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state.draw.const_buffers[stage][buffer_id].bindpoint = -1;
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}
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}
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}
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state.Apply();
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}
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void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
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const Surface& depth_surface, bool has_stencil) {
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state.draw.draw_framebuffer = framebuffer.handle;
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