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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp170
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.h57
2 files changed, 31 insertions, 196 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index fc69fbe5a..2d58df45b 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -34,33 +34,7 @@ MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
-enum class UniformBindings : GLuint { Common, VS, FS };
-
-static void SetShaderUniformBlockBinding(GLuint shader, const char* name, UniformBindings binding,
- size_t expected_size) {
- GLuint ub_index = glGetUniformBlockIndex(shader, name);
- if (ub_index != GL_INVALID_INDEX) {
- GLint ub_size = 0;
- glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size);
- ASSERT_MSG(ub_size == expected_size,
- "Uniform block size did not match! Got %d, expected %zu",
- static_cast<int>(ub_size), expected_size);
- glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding));
- }
-}
-
-static void SetShaderUniformBlockBindings(GLuint shader) {
- SetShaderUniformBlockBinding(shader, "shader_data", UniformBindings::Common,
- sizeof(RasterizerOpenGL::UniformData));
- SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS,
- sizeof(RasterizerOpenGL::VSUniformData));
- SetShaderUniformBlockBinding(shader, "fs_config", UniformBindings::FS,
- sizeof(RasterizerOpenGL::FSUniformData));
-}
-
RasterizerOpenGL::RasterizerOpenGL() {
- shader_dirty = true;
-
has_ARB_buffer_storage = false;
has_ARB_direct_state_access = false;
has_ARB_separate_shader_objects = false;
@@ -88,6 +62,8 @@ RasterizerOpenGL::RasterizerOpenGL() {
}
}
+ ASSERT_MSG(has_ARB_separate_shader_objects, "has_ARB_separate_shader_objects is unsupported");
+
// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
state.clip_distance[0] = true;
@@ -102,37 +78,28 @@ RasterizerOpenGL::RasterizerOpenGL() {
state.draw.uniform_buffer = uniform_buffer.handle;
state.Apply();
- glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), nullptr, GL_STATIC_DRAW);
- glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle);
-
- uniform_block_data.dirty = true;
-
// Create render framebuffer
framebuffer.Create();
- if (has_ARB_separate_shader_objects) {
- hw_vao.Create();
- hw_vao_enabled_attributes.fill(false);
+ hw_vao.Create();
+ hw_vao_enabled_attributes.fill(false);
- stream_buffer = OGLStreamBuffer::MakeBuffer(has_ARB_buffer_storage, GL_ARRAY_BUFFER);
- stream_buffer->Create(STREAM_BUFFER_SIZE, STREAM_BUFFER_SIZE / 2);
- state.draw.vertex_buffer = stream_buffer->GetHandle();
+ stream_buffer = OGLStreamBuffer::MakeBuffer(has_ARB_buffer_storage, GL_ARRAY_BUFFER);
+ stream_buffer->Create(STREAM_BUFFER_SIZE, STREAM_BUFFER_SIZE / 2);
+ state.draw.vertex_buffer = stream_buffer->GetHandle();
- pipeline.Create();
- state.draw.program_pipeline = pipeline.handle;
- state.draw.shader_program = 0;
- state.draw.vertex_array = hw_vao.handle;
- state.Apply();
+ shader_program_manager = std::make_unique<GLShader::ProgramManager>();
+
+ state.draw.shader_program = 0;
+ state.draw.vertex_array = hw_vao.handle;
+ state.Apply();
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer->GetHandle());
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer->GetHandle());
- vs_uniform_buffer.Create();
- glBindBuffer(GL_UNIFORM_BUFFER, vs_uniform_buffer.handle);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(VSUniformData), nullptr, GL_STREAM_COPY);
- glBindBufferBase(GL_UNIFORM_BUFFER, 1, vs_uniform_buffer.handle);
- } else {
- UNREACHABLE();
- }
+ vs_uniform_buffer.Create();
+ glBindBuffer(GL_UNIFORM_BUFFER, vs_uniform_buffer.handle);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(GLShader::VSUniformData), nullptr, GL_STREAM_COPY);
+ glBindBufferBase(GL_UNIFORM_BUFFER, 1, vs_uniform_buffer.handle);
accelerate_draw = AccelDraw::Disabled;
@@ -200,26 +167,20 @@ void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset) {
buffer_offset += data_size;
}
-void RasterizerOpenGL::SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset) {
+void RasterizerOpenGL::SetupVertexShader(GLShader::VSUniformData* ub_ptr, GLintptr buffer_offset) {
MICROPROFILE_SCOPE(OpenGL_VS);
- LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader.");
- glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current_shader->shader.handle);
+ UNREACHABLE();
}
-void RasterizerOpenGL::SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset) {
+void RasterizerOpenGL::SetupFragmentShader(GLShader::FSUniformData* ub_ptr,
+ GLintptr buffer_offset) {
MICROPROFILE_SCOPE(OpenGL_FS);
UNREACHABLE();
}
bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
- if (!has_ARB_separate_shader_objects) {
- UNREACHABLE();
- return false;
- }
-
accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
DrawArrays();
-
return true;
}
@@ -280,18 +241,6 @@ void RasterizerOpenGL::DrawArrays() {
// Sync and bind the texture surfaces
BindTextures();
- // Sync and bind the shader
- if (shader_dirty) {
- SetShader();
- shader_dirty = false;
- }
-
- // Sync the uniform data
- if (uniform_block_data.dirty) {
- glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformData), &uniform_block_data.data);
- uniform_block_data.dirty = false;
- }
-
// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
// scissor test to prevent drawing outside of the framebuffer region
state.scissor.enabled = true;
@@ -311,7 +260,7 @@ void RasterizerOpenGL::DrawArrays() {
if (is_indexed) {
UNREACHABLE();
}
- buffer_size += sizeof(VSUniformData);
+ buffer_size += sizeof(GLShader::VSUniformData);
size_t ptr_pos = 0;
u8* buffer_ptr;
@@ -327,10 +276,10 @@ void RasterizerOpenGL::DrawArrays() {
UNREACHABLE();
}
- SetupVertexShader(reinterpret_cast<VSUniformData*>(&buffer_ptr[ptr_pos]),
+ SetupVertexShader(reinterpret_cast<GLShader::VSUniformData*>(&buffer_ptr[ptr_pos]),
buffer_offset + static_cast<GLintptr>(ptr_pos));
const GLintptr vs_ubo_offset = buffer_offset + static_cast<GLintptr>(ptr_pos);
- ptr_pos += sizeof(VSUniformData);
+ ptr_pos += sizeof(GLShader::VSUniformData);
stream_buffer->Unmap();
@@ -343,9 +292,10 @@ void RasterizerOpenGL::DrawArrays() {
}
};
- copy_buffer(vs_uniform_buffer.handle, vs_ubo_offset, sizeof(VSUniformData));
+ copy_buffer(vs_uniform_buffer.handle, vs_ubo_offset, sizeof(GLShader::VSUniformData));
- glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current_shader->shader.handle);
+ shader_program_manager->ApplyTo(state);
+ state.Apply();
if (is_indexed) {
UNREACHABLE();
@@ -531,72 +481,6 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
}
}
-void RasterizerOpenGL::SetShader() {
- // TODO(bunnei): The below sets up a static test shader for passing untransformed vertices to
- // OpenGL for rendering. This should be removed/replaced when we start emulating Maxwell
- // shaders.
-
- static constexpr char vertex_shader[] = R"(
-#version 150 core
-
-in vec2 vert_position;
-in vec2 vert_tex_coord;
-out vec2 frag_tex_coord;
-
-void main() {
- // Multiply input position by the rotscale part of the matrix and then manually translate by
- // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
- // to `vec3(vert_position.xy, 1.0)`
- gl_Position = vec4(mat2(mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)) * vert_position + mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)[2], 0.0, 1.0);
- frag_tex_coord = vert_tex_coord;
-}
-)";
-
- static constexpr char fragment_shader[] = R"(
-#version 150 core
-
-in vec2 frag_tex_coord;
-out vec4 color;
-
-uniform sampler2D tex[32];
-
-void main() {
- color = texture(tex[0], frag_tex_coord);
-}
-)";
-
- if (current_shader) {
- return;
- }
-
- LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader.");
-
- current_shader = &test_shader;
- if (has_ARB_separate_shader_objects) {
- test_shader.shader.CreateFromSource(vertex_shader, nullptr, fragment_shader, true);
- glActiveShaderProgram(pipeline.handle, test_shader.shader.handle);
- } else {
- UNREACHABLE();
- }
-
- state.draw.shader_program = test_shader.shader.handle;
- state.Apply();
-
- for (u32 texture = 0; texture < texture_samplers.size(); ++texture) {
- // Set the texture samplers to correspond to different texture units
- std::string uniform_name = "tex[" + std::to_string(texture) + "]";
- GLint uniform_tex = glGetUniformLocation(test_shader.shader.handle, uniform_name.c_str());
- if (uniform_tex != -1) {
- glUniform1i(uniform_tex, TextureUnits::MaxwellTexture(texture).id);
- }
- }
-
- if (has_ARB_separate_shader_objects) {
- state.draw.shader_program = 0;
- state.Apply();
- }
-}
-
void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
const Surface& depth_surface, bool has_stencil) {
state.draw.draw_framebuffer = framebuffer.handle;
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.h b/src/video_core/renderer_opengl/gl_rasterizer.h
index 989c62d0d..b508f5acc 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.h
+++ b/src/video_core/renderer_opengl/gl_rasterizer.h
@@ -19,6 +19,7 @@
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_gen.h"
+#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/gl_stream_buffer.h"
@@ -56,34 +57,6 @@ public:
OGLShader shader;
};
- /// 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 wether the alignment at
- // the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
- // Not following that rule will cause problems on some AMD drivers.
- struct UniformData {};
-
- // static_assert(
- // sizeof(UniformData) == 0x460,
- // "The size of the UniformData structure has changed, update the structure in the shader");
- static_assert(sizeof(UniformData) < 16384,
- "UniformData structure must be less than 16kb as per the OpenGL spec");
-
- struct VSUniformData {};
- // static_assert(
- // sizeof(VSUniformData) == 1856,
- // "The size of the VSUniformData structure has changed, update the structure in the
- // shader");
- static_assert(sizeof(VSUniformData) < 16384,
- "VSUniformData structure must be less than 16kb as per the OpenGL spec");
-
- struct FSUniformData {};
- // static_assert(
- // sizeof(FSUniformData) == 1856,
- // "The size of the FSUniformData structure has changed, update the structure in the
- // shader");
- static_assert(sizeof(FSUniformData) < 16384,
- "FSUniformData structure must be less than 16kb as per the OpenGL spec");
-
private:
class SamplerInfo {
public:
@@ -122,9 +95,6 @@ private:
/// Syncs the clip coefficients to match the guest state
void SyncClipCoef();
- /// Sets the OpenGL shader in accordance with the current guest state
- void SetShader();
-
/// Syncs the cull mode to match the guest state
void SyncCullMode();
@@ -152,18 +122,7 @@ private:
RasterizerCacheOpenGL res_cache;
- /// Shader used for test renderering - to be removed once we have emulated shaders
- MaxwellShader test_shader{};
-
- const MaxwellShader* current_shader{};
- bool shader_dirty{};
-
- struct {
- UniformData data;
- bool dirty;
- } uniform_block_data = {};
-
- OGLPipeline pipeline;
+ std::unique_ptr<GLShader::ProgramManager> shader_program_manager;
OGLVertexArray sw_vao;
OGLVertexArray hw_vao;
std::array<bool, 16> hw_vao_enabled_attributes;
@@ -183,18 +142,10 @@ private:
void SetupVertexArray(u8* array_ptr, GLintptr buffer_offset);
OGLBuffer vs_uniform_buffer;
- std::unordered_map<GLShader::MaxwellVSConfig, VertexShader*> vs_shader_map;
- std::unordered_map<std::string, VertexShader> vs_shader_cache;
- OGLShader vs_default_shader;
-
- void SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset);
- OGLBuffer fs_uniform_buffer;
- std::unordered_map<GLShader::MaxwellFSConfig, FragmentShader*> fs_shader_map;
- std::unordered_map<std::string, FragmentShader> fs_shader_cache;
- OGLShader fs_default_shader;
+ void SetupVertexShader(GLShader::VSUniformData* ub_ptr, GLintptr buffer_offset);
- void SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset);
+ void SetupFragmentShader(GLShader::FSUniformData* ub_ptr, GLintptr buffer_offset);
enum class AccelDraw { Disabled, Arrays, Indexed };
AccelDraw accelerate_draw;