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.
This commit is contained in:
Subv
2018-04-14 11:50:15 -05:00
parent 1957640ea2
commit c9b511da08
4 changed files with 48 additions and 14 deletions

View File

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