renderer_opengl: Implement a new shader cache.
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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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