renderer_opengl: Implement a new shader cache.
This commit is contained in:
parent
a0e1566dc5
commit
b55d8111e6
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@ -27,6 +27,8 @@ add_library(video_core STATIC
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renderer_opengl/gl_rasterizer_cache.cpp
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renderer_opengl/gl_rasterizer_cache.h
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renderer_opengl/gl_resource_manager.h
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renderer_opengl/gl_shader_cache.cpp
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renderer_opengl/gl_shader_cache.h
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renderer_opengl/gl_shader_decompiler.cpp
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renderer_opengl/gl_shader_decompiler.h
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renderer_opengl/gl_shader_gen.cpp
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@ -178,19 +178,6 @@ std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
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return {array_ptr, buffer_offset};
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}
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static GLShader::ProgramCode GetShaderProgramCode(Maxwell::ShaderProgram program) {
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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// Fetch program code from memory
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GLShader::ProgramCode program_code(GLShader::MAX_PROGRAM_CODE_LENGTH);
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auto& shader_config = gpu.regs.shader_config[static_cast<size_t>(program)];
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const u64 gpu_address{gpu.regs.code_address.CodeAddress() + shader_config.offset};
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const boost::optional<VAddr> cpu_address{gpu.memory_manager.GpuToCpuAddress(gpu_address)};
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Memory::ReadBlock(*cpu_address, program_code.data(), program_code.size() * sizeof(u64));
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return program_code;
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}
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std::pair<u8*, GLintptr> RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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@ -224,31 +211,17 @@ std::pair<u8*, GLintptr> RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr
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buffer_ptr += sizeof(ubo);
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buffer_offset += sizeof(ubo);
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GLShader::ShaderSetup setup{GetShaderProgramCode(program)};
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GLShader::ShaderEntries shader_resources;
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const Tegra::GPUVAddr addr{gpu.regs.code_address.CodeAddress() + shader_config.offset};
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Shader shader{shader_cache.GetStageProgram(program)};
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switch (program) {
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case Maxwell::ShaderProgram::VertexA: {
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// VertexB is always enabled, so when VertexA is enabled, we have two vertex shaders.
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// Conventional HW does not support this, so we combine VertexA and VertexB into one
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// stage here.
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setup.SetProgramB(GetShaderProgramCode(Maxwell::ShaderProgram::VertexB));
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GLShader::MaxwellVSConfig vs_config{setup};
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shader_resources =
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shader_program_manager->UseProgrammableVertexShader(vs_config, setup);
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break;
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}
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case Maxwell::ShaderProgram::VertexA:
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case Maxwell::ShaderProgram::VertexB: {
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GLShader::MaxwellVSConfig vs_config{setup};
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shader_resources =
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shader_program_manager->UseProgrammableVertexShader(vs_config, setup);
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shader_program_manager->UseProgrammableVertexShader(shader->GetProgramHandle());
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break;
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}
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case Maxwell::ShaderProgram::Fragment: {
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GLShader::MaxwellFSConfig fs_config{setup};
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shader_resources =
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shader_program_manager->UseProgrammableFragmentShader(fs_config, setup);
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shader_program_manager->UseProgrammableFragmentShader(shader->GetProgramHandle());
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break;
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}
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default:
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@ -257,18 +230,14 @@ std::pair<u8*, GLintptr> RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr
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UNREACHABLE();
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}
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GLuint gl_stage_program = shader_program_manager->GetCurrentProgramStage(
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static_cast<Maxwell::ShaderStage>(stage));
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// Configure the const buffers for this shader stage.
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std::tie(buffer_ptr, buffer_offset, current_constbuffer_bindpoint) = SetupConstBuffers(
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buffer_ptr, buffer_offset, static_cast<Maxwell::ShaderStage>(stage), gl_stage_program,
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current_constbuffer_bindpoint, shader_resources.const_buffer_entries);
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std::tie(buffer_ptr, buffer_offset, current_constbuffer_bindpoint) =
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SetupConstBuffers(buffer_ptr, buffer_offset, static_cast<Maxwell::ShaderStage>(stage),
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shader, current_constbuffer_bindpoint);
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// Configure the textures for this shader stage.
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current_texture_bindpoint =
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SetupTextures(static_cast<Maxwell::ShaderStage>(stage), gl_stage_program,
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current_texture_bindpoint, shader_resources.texture_samplers);
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current_texture_bindpoint = SetupTextures(static_cast<Maxwell::ShaderStage>(stage), shader,
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current_texture_bindpoint);
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// When VertexA is enabled, we have dual vertex shaders
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if (program == Maxwell::ShaderProgram::VertexA) {
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@ -580,6 +549,7 @@ void RasterizerOpenGL::FlushRegion(Tegra::GPUVAddr addr, u64 size) {
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void RasterizerOpenGL::InvalidateRegion(Tegra::GPUVAddr addr, u64 size) {
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MICROPROFILE_SCOPE(OpenGL_CacheManagement);
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res_cache.InvalidateRegion(addr, size);
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shader_cache.InvalidateRegion(addr, size);
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}
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void RasterizerOpenGL::FlushAndInvalidateRegion(Tegra::GPUVAddr addr, u64 size) {
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@ -669,15 +639,17 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
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}
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}
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std::tuple<u8*, GLintptr, u32> RasterizerOpenGL::SetupConstBuffers(
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u8* buffer_ptr, GLintptr buffer_offset, Maxwell::ShaderStage stage, GLuint program,
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u32 current_bindpoint, const std::vector<GLShader::ConstBufferEntry>& entries) {
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std::tuple<u8*, GLintptr, u32> RasterizerOpenGL::SetupConstBuffers(u8* buffer_ptr,
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GLintptr buffer_offset,
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Maxwell::ShaderStage stage,
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Shader& shader,
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u32 current_bindpoint) {
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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& shader_stage = maxwell3d.state.shader_stages[static_cast<size_t>(stage)];
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const auto& entries = shader->GetShaderEntries().const_buffer_entries;
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// Upload only the enabled buffers from the 16 constbuffers of each shader stage
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const auto& shader_stage = maxwell3d.state.shader_stages[static_cast<size_t>(stage)];
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for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
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const auto& used_buffer = entries[bindpoint];
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const auto& buffer = shader_stage.const_buffers[used_buffer.GetIndex()];
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@ -716,12 +688,9 @@ std::tuple<u8*, GLintptr, u32> RasterizerOpenGL::SetupConstBuffers(
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stream_buffer.GetHandle(), const_buffer_offset, size);
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// Now configure the bindpoint of the buffer inside the shader
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const std::string buffer_name = used_buffer.GetName();
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const GLuint index =
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glGetProgramResourceIndex(program, GL_UNIFORM_BLOCK, buffer_name.c_str());
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if (index != GL_INVALID_INDEX) {
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glUniformBlockBinding(program, index, current_bindpoint + bindpoint);
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}
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glUniformBlockBinding(shader->GetProgramHandle(),
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shader->GetProgramResourceIndex(used_buffer.GetName()),
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current_bindpoint + bindpoint);
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}
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state.Apply();
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@ -729,10 +698,10 @@ std::tuple<u8*, GLintptr, u32> RasterizerOpenGL::SetupConstBuffers(
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return {buffer_ptr, buffer_offset, current_bindpoint + static_cast<u32>(entries.size())};
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}
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u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, GLuint program, u32 current_unit,
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const std::vector<GLShader::SamplerEntry>& entries) {
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u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader, u32 current_unit) {
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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().texture_samplers;
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ASSERT_MSG(current_unit + entries.size() <= std::size(state.texture_units),
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"Exceeded the number of active textures.");
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@ -742,12 +711,9 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, GLuint program,
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u32 current_bindpoint = current_unit + bindpoint;
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// Bind the uniform to the sampler.
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GLint uniform = glGetUniformLocation(program, entry.GetName().c_str());
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if (uniform == -1) {
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continue;
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}
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glProgramUniform1i(program, uniform, current_bindpoint);
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glProgramUniform1i(shader->GetProgramHandle(), shader->GetUniformLocation(entry.GetName()),
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current_bindpoint);
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const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset());
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@ -17,6 +17,7 @@
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#include "video_core/rasterizer_interface.h"
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#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_cache.h"
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_state.h"
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@ -99,26 +100,23 @@ private:
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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 program The OpenGL program object that contains the specified stage.
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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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* @param entries Vector describing the buffers that are actually used in the guest shader.
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* @returns The next available bindpoint for use in the next shader stage.
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*/
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std::tuple<u8*, GLintptr, u32> SetupConstBuffers(
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u8* buffer_ptr, GLintptr buffer_offset, Tegra::Engines::Maxwell3D::Regs::ShaderStage stage,
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GLuint program, u32 current_bindpoint,
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const std::vector<GLShader::ConstBufferEntry>& entries);
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Shader& shader, u32 current_bindpoint);
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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 program The OpenGL program object that contains the specified stage.
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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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* @param entries Vector describing the textures that are actually used in the guest shader.
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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, GLuint program,
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u32 current_unit, const std::vector<GLShader::SamplerEntry>& entries);
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u32 SetupTextures(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, Shader& shader,
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u32 current_unit);
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/// Syncs the viewport to match the guest state
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void SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect);
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@ -157,6 +155,7 @@ private:
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OpenGLState state;
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RasterizerCacheOpenGL res_cache;
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ShaderCacheOpenGL shader_cache;
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Core::Frontend::EmuWindow& emu_window;
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@ -0,0 +1,131 @@
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// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/assert.h"
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#include "core/core.h"
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#include "core/memory.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_opengl/gl_shader_cache.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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namespace OpenGL {
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/// Gets the address for the specified shader stage program
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static Tegra::GPUVAddr GetShaderAddress(Maxwell::ShaderProgram program) {
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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GLShader::ProgramCode program_code(GLShader::MAX_PROGRAM_CODE_LENGTH);
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auto& shader_config = gpu.regs.shader_config[static_cast<size_t>(program)];
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return gpu.regs.code_address.CodeAddress() + shader_config.offset;
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}
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/// Gets the shader program code from memory for the specified address
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static GLShader::ProgramCode GetShaderCode(Tegra::GPUVAddr addr) {
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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GLShader::ProgramCode program_code(GLShader::MAX_PROGRAM_CODE_LENGTH);
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const boost::optional<VAddr> cpu_address{gpu.memory_manager.GpuToCpuAddress(addr)};
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Memory::ReadBlock(*cpu_address, program_code.data(), program_code.size() * sizeof(u64));
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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, 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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}
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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<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(Tegra::GPUVAddr 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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// VertexB is always enabled, so when VertexA is enabled, we have two vertex shaders.
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// Conventional HW does not support this, so we combine VertexA and VertexB into one
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// stage here.
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setup.SetProgramB(GetShaderCode(GetShaderAddress(Maxwell::ShaderProgram::VertexB)));
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case Maxwell::ShaderProgram::VertexB:
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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::Fragment:
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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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UNREACHABLE();
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return;
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}
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entries = program_result.second;
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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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}
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GLuint CachedShader::GetProgramResourceIndex(const std::string& name) {
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auto search{resource_cache.find(name)};
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if (search == resource_cache.end()) {
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const GLuint index{
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glGetProgramResourceIndex(program.handle, GL_UNIFORM_BLOCK, name.c_str())};
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resource_cache[name] = index;
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return index;
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}
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return search->second;
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}
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GLint CachedShader::GetUniformLocation(const std::string& name) {
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auto search{uniform_cache.find(name)};
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if (search == uniform_cache.end()) {
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const GLint index{glGetUniformLocation(program.handle, name.c_str())};
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uniform_cache[name] = index;
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return index;
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}
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return search->second;
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}
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Shader ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
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const Tegra::GPUVAddr program_addr{GetShaderAddress(program)};
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// Look up shader in the cache based on address
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Shader shader{TryGet(program_addr)};
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if (!shader) {
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// No shader found - create a new one
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shader = std::make_shared<CachedShader>(program_addr, program);
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Register(shader);
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}
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return shader;
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}
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} // namespace OpenGL
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@ -0,0 +1,69 @@
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// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <unordered_map>
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#include "common/common_types.h"
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#include "video_core/memory_manager.h"
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#include "video_core/rasterizer_cache.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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namespace OpenGL {
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class CachedShader;
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using Shader = std::shared_ptr<CachedShader>;
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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class CachedShader final {
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public:
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CachedShader(Tegra::GPUVAddr addr, Maxwell::ShaderProgram program_type);
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/// Gets the address of the shader in guest memory, required for cache management
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Tegra::GPUVAddr GetAddr() const {
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return addr;
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}
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/// Gets the size of the shader in guest memory, required for cache management
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size_t GetSizeInBytes() const {
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return sizeof(GLShader::ProgramCode);
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}
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/// Gets the shader entries for the shader
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const GLShader::ShaderEntries& GetShaderEntries() const {
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return entries;
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}
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/// Gets the GL program handle for the shader
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GLuint GetProgramHandle() const {
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return program.handle;
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}
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/// Gets the GL program resource location for the specified resource, caching as needed
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GLuint GetProgramResourceIndex(const std::string& name);
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/// Gets the GL uniform location for the specified resource, caching as needed
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GLint GetUniformLocation(const std::string& name);
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private:
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Tegra::GPUVAddr addr;
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Maxwell::ShaderProgram program_type;
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GLShader::ShaderSetup setup;
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GLShader::ShaderEntries entries;
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OGLProgram program;
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std::unordered_map<std::string, GLuint> resource_cache;
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std::unordered_map<std::string, GLint> uniform_cache;
|
||||
};
|
||||
|
||||
class ShaderCacheOpenGL final : public RasterizerCache<Shader> {
|
||||
public:
|
||||
/// Gets the current specified shader stage program
|
||||
Shader GetStageProgram(Maxwell::ShaderProgram program);
|
||||
};
|
||||
|
||||
} // namespace OpenGL
|
|
@ -13,7 +13,7 @@ using Tegra::Engines::Maxwell3D;
|
|||
|
||||
static constexpr u32 PROGRAM_OFFSET{10};
|
||||
|
||||
ProgramResult GenerateVertexShader(const ShaderSetup& setup, const MaxwellVSConfig& config) {
|
||||
ProgramResult GenerateVertexShader(const ShaderSetup& setup) {
|
||||
std::string out = "#version 430 core\n";
|
||||
out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
|
||||
out += Decompiler::GetCommonDeclarations();
|
||||
|
@ -75,7 +75,7 @@ void main() {
|
|||
return {out, program.second};
|
||||
}
|
||||
|
||||
ProgramResult GenerateFragmentShader(const ShaderSetup& setup, const MaxwellFSConfig& config) {
|
||||
ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
|
||||
std::string out = "#version 430 core\n";
|
||||
out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
|
||||
out += Decompiler::GetCommonDeclarations();
|
||||
|
|
|
@ -6,12 +6,9 @@
|
|||
|
||||
#include <array>
|
||||
#include <string>
|
||||
#include <type_traits>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
#include <boost/functional/hash.hpp>
|
||||
|
||||
#include "common/common_types.h"
|
||||
#include "common/hash.h"
|
||||
|
||||
namespace OpenGL::GLShader {
|
||||
|
||||
|
@ -124,18 +121,8 @@ struct ShaderSetup {
|
|||
ProgramCode code_b; // Used for dual vertex shaders
|
||||
} program;
|
||||
|
||||
bool program_code_hash_dirty = true;
|
||||
|
||||
u64 GetProgramCodeHash() {
|
||||
if (program_code_hash_dirty) {
|
||||
program_code_hash = GetNewHash();
|
||||
program_code_hash_dirty = false;
|
||||
}
|
||||
return program_code_hash;
|
||||
}
|
||||
|
||||
/// Used in scenarios where we have a dual vertex shaders
|
||||
void SetProgramB(ProgramCode program_b) {
|
||||
void SetProgramB(ProgramCode&& program_b) {
|
||||
program.code_b = std::move(program_b);
|
||||
has_program_b = true;
|
||||
}
|
||||
|
@ -145,73 +132,19 @@ struct ShaderSetup {
|
|||
}
|
||||
|
||||
private:
|
||||
u64 GetNewHash() const {
|
||||
size_t hash = 0;
|
||||
|
||||
const u64 hash_a = Common::ComputeHash64(program.code.data(), program.code.size());
|
||||
boost::hash_combine(hash, hash_a);
|
||||
|
||||
if (has_program_b) {
|
||||
// Compute hash over dual shader programs
|
||||
const u64 hash_b = Common::ComputeHash64(program.code_b.data(), program.code_b.size());
|
||||
boost::hash_combine(hash, hash_b);
|
||||
}
|
||||
|
||||
return hash;
|
||||
}
|
||||
|
||||
u64 program_code_hash{};
|
||||
bool has_program_b{};
|
||||
};
|
||||
|
||||
struct MaxwellShaderConfigCommon {
|
||||
void Init(ShaderSetup& setup) {
|
||||
program_hash = setup.GetProgramCodeHash();
|
||||
}
|
||||
|
||||
u64 program_hash;
|
||||
};
|
||||
|
||||
struct MaxwellVSConfig : Common::HashableStruct<MaxwellShaderConfigCommon> {
|
||||
explicit MaxwellVSConfig(ShaderSetup& setup) {
|
||||
state.Init(setup);
|
||||
}
|
||||
};
|
||||
|
||||
struct MaxwellFSConfig : Common::HashableStruct<MaxwellShaderConfigCommon> {
|
||||
explicit MaxwellFSConfig(ShaderSetup& setup) {
|
||||
state.Init(setup);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Generates the GLSL vertex shader program source code for the given VS program
|
||||
* @returns String of the shader source code
|
||||
*/
|
||||
ProgramResult GenerateVertexShader(const ShaderSetup& setup, const MaxwellVSConfig& config);
|
||||
ProgramResult GenerateVertexShader(const ShaderSetup& setup);
|
||||
|
||||
/**
|
||||
* Generates the GLSL fragment shader program source code for the given FS program
|
||||
* @returns String of the shader source code
|
||||
*/
|
||||
ProgramResult GenerateFragmentShader(const ShaderSetup& setup, const MaxwellFSConfig& config);
|
||||
ProgramResult GenerateFragmentShader(const ShaderSetup& setup);
|
||||
|
||||
} // namespace OpenGL::GLShader
|
||||
|
||||
namespace std {
|
||||
|
||||
template <>
|
||||
struct hash<OpenGL::GLShader::MaxwellVSConfig> {
|
||||
size_t operator()(const OpenGL::GLShader::MaxwellVSConfig& k) const {
|
||||
return k.Hash();
|
||||
}
|
||||
};
|
||||
|
||||
template <>
|
||||
struct hash<OpenGL::GLShader::MaxwellFSConfig> {
|
||||
size_t operator()(const OpenGL::GLShader::MaxwellFSConfig& k) const {
|
||||
return k.Hash();
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace std
|
||||
|
|
|
@ -3,39 +3,10 @@
|
|||
// Refer to the license.txt file included.
|
||||
|
||||
#include "core/core.h"
|
||||
#include "core/hle/kernel/process.h"
|
||||
#include "video_core/engines/maxwell_3d.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_manager.h"
|
||||
|
||||
namespace OpenGL::GLShader {
|
||||
|
||||
namespace Impl {
|
||||
static void SetShaderUniformBlockBinding(GLuint shader, const char* name,
|
||||
Maxwell3D::Regs::ShaderStage binding,
|
||||
size_t expected_size) {
|
||||
const 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(static_cast<size_t>(ub_size) == expected_size,
|
||||
"Uniform block size did not match! Got {}, expected {}", ub_size, expected_size);
|
||||
glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding));
|
||||
}
|
||||
|
||||
void SetShaderUniformBlockBindings(GLuint shader) {
|
||||
SetShaderUniformBlockBinding(shader, "vs_config", Maxwell3D::Regs::ShaderStage::Vertex,
|
||||
sizeof(MaxwellUniformData));
|
||||
SetShaderUniformBlockBinding(shader, "gs_config", Maxwell3D::Regs::ShaderStage::Geometry,
|
||||
sizeof(MaxwellUniformData));
|
||||
SetShaderUniformBlockBinding(shader, "fs_config", Maxwell3D::Regs::ShaderStage::Fragment,
|
||||
sizeof(MaxwellUniformData));
|
||||
}
|
||||
|
||||
} // namespace Impl
|
||||
|
||||
void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) {
|
||||
const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
|
||||
const auto& regs = gpu.regs;
|
||||
|
|
|
@ -4,12 +4,9 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include <tuple>
|
||||
#include <unordered_map>
|
||||
#include <boost/functional/hash.hpp>
|
||||
#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/maxwell_to_gl.h"
|
||||
|
||||
namespace OpenGL::GLShader {
|
||||
|
@ -19,10 +16,6 @@ static constexpr size_t NumTextureSamplers = 32;
|
|||
|
||||
using Tegra::Engines::Maxwell3D;
|
||||
|
||||
namespace Impl {
|
||||
void SetShaderUniformBlockBindings(GLuint shader);
|
||||
} // namespace Impl
|
||||
|
||||
/// 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 whether the alignment at
|
||||
// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
|
||||
|
@ -36,102 +29,22 @@ static_assert(sizeof(MaxwellUniformData) == 32, "MaxwellUniformData structure si
|
|||
static_assert(sizeof(MaxwellUniformData) < 16384,
|
||||
"MaxwellUniformData structure must be less than 16kb as per the OpenGL spec");
|
||||
|
||||
class OGLShaderStage {
|
||||
public:
|
||||
OGLShaderStage() = default;
|
||||
|
||||
void Create(const ProgramResult& program_result, GLenum type) {
|
||||
OGLShader shader;
|
||||
shader.Create(program_result.first.c_str(), type);
|
||||
program.Create(true, shader.handle);
|
||||
Impl::SetShaderUniformBlockBindings(program.handle);
|
||||
entries = program_result.second;
|
||||
}
|
||||
GLuint GetHandle() const {
|
||||
return program.handle;
|
||||
}
|
||||
|
||||
ShaderEntries GetEntries() const {
|
||||
return entries;
|
||||
}
|
||||
|
||||
private:
|
||||
OGLProgram program;
|
||||
ShaderEntries entries;
|
||||
};
|
||||
|
||||
// TODO(wwylele): beautify this doc
|
||||
// This is a shader cache designed for translating PICA shader to GLSL shader.
|
||||
// The double cache is needed because diffent KeyConfigType, which includes a hash of the code
|
||||
// region (including its leftover unused code) can generate the same GLSL code.
|
||||
template <typename KeyConfigType,
|
||||
ProgramResult (*CodeGenerator)(const ShaderSetup&, const KeyConfigType&),
|
||||
GLenum ShaderType>
|
||||
class ShaderCache {
|
||||
public:
|
||||
ShaderCache() = default;
|
||||
|
||||
using Result = std::pair<GLuint, ShaderEntries>;
|
||||
|
||||
Result Get(const KeyConfigType& key, const ShaderSetup& setup) {
|
||||
auto map_it = shader_map.find(key);
|
||||
if (map_it == shader_map.end()) {
|
||||
ProgramResult program = CodeGenerator(setup, key);
|
||||
|
||||
auto [iter, new_shader] = shader_cache.emplace(program.first, OGLShaderStage{});
|
||||
OGLShaderStage& cached_shader = iter->second;
|
||||
if (new_shader) {
|
||||
cached_shader.Create(program, ShaderType);
|
||||
}
|
||||
shader_map[key] = &cached_shader;
|
||||
return {cached_shader.GetHandle(), program.second};
|
||||
} else {
|
||||
return {map_it->second->GetHandle(), map_it->second->GetEntries()};
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
std::unordered_map<KeyConfigType, OGLShaderStage*> shader_map;
|
||||
std::unordered_map<std::string, OGLShaderStage> shader_cache;
|
||||
};
|
||||
|
||||
using VertexShaders = ShaderCache<MaxwellVSConfig, &GenerateVertexShader, GL_VERTEX_SHADER>;
|
||||
|
||||
using FragmentShaders = ShaderCache<MaxwellFSConfig, &GenerateFragmentShader, GL_FRAGMENT_SHADER>;
|
||||
|
||||
class ProgramManager {
|
||||
public:
|
||||
ProgramManager() {
|
||||
pipeline.Create();
|
||||
}
|
||||
|
||||
ShaderEntries UseProgrammableVertexShader(const MaxwellVSConfig& config,
|
||||
const ShaderSetup& setup) {
|
||||
ShaderEntries result;
|
||||
std::tie(current.vs, result) = vertex_shaders.Get(config, setup);
|
||||
return result;
|
||||
void UseProgrammableVertexShader(GLuint program) {
|
||||
vs = program;
|
||||
}
|
||||
|
||||
ShaderEntries UseProgrammableFragmentShader(const MaxwellFSConfig& config,
|
||||
const ShaderSetup& setup) {
|
||||
ShaderEntries result;
|
||||
std::tie(current.fs, result) = fragment_shaders.Get(config, setup);
|
||||
return result;
|
||||
}
|
||||
|
||||
GLuint GetCurrentProgramStage(Maxwell3D::Regs::ShaderStage stage) const {
|
||||
switch (stage) {
|
||||
case Maxwell3D::Regs::ShaderStage::Vertex:
|
||||
return current.vs;
|
||||
case Maxwell3D::Regs::ShaderStage::Fragment:
|
||||
return current.fs;
|
||||
}
|
||||
|
||||
UNREACHABLE();
|
||||
void UseProgrammableFragmentShader(GLuint program) {
|
||||
fs = program;
|
||||
}
|
||||
|
||||
void UseTrivialGeometryShader() {
|
||||
current.gs = 0;
|
||||
gs = 0;
|
||||
}
|
||||
|
||||
void ApplyTo(OpenGLState& state) {
|
||||
|
@ -140,35 +53,16 @@ public:
|
|||
GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT,
|
||||
0);
|
||||
|
||||
glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current.vs);
|
||||
glUseProgramStages(pipeline.handle, GL_GEOMETRY_SHADER_BIT, current.gs);
|
||||
glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current.fs);
|
||||
glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, vs);
|
||||
glUseProgramStages(pipeline.handle, GL_GEOMETRY_SHADER_BIT, gs);
|
||||
glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, fs);
|
||||
state.draw.shader_program = 0;
|
||||
state.draw.program_pipeline = pipeline.handle;
|
||||
}
|
||||
|
||||
private:
|
||||
struct ShaderTuple {
|
||||
GLuint vs = 0, gs = 0, fs = 0;
|
||||
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;
|
||||
VertexShaders vertex_shaders;
|
||||
FragmentShaders fragment_shaders;
|
||||
|
||||
std::unordered_map<ShaderTuple, OGLProgram, ShaderTuple::Hash> program_cache;
|
||||
OGLPipeline pipeline;
|
||||
GLuint vs{}, fs{}, gs{};
|
||||
};
|
||||
|
||||
} // namespace OpenGL::GLShader
|
||||
|
|
Loading…
Reference in New Issue