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-rw-r--r--src/video_core/renderer_opengl/gl_shader_cache.cpp131
1 files changed, 131 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_cache.cpp b/src/video_core/renderer_opengl/gl_shader_cache.cpp
new file mode 100644
index 000000000..3c3d1d35e
--- /dev/null
+++ b/src/video_core/renderer_opengl/gl_shader_cache.cpp
@@ -0,0 +1,131 @@
+// Copyright 2018 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include "common/assert.h"
+#include "core/core.h"
+#include "core/memory.h"
+#include "video_core/engines/maxwell_3d.h"
+#include "video_core/renderer_opengl/gl_shader_cache.h"
+#include "video_core/renderer_opengl/gl_shader_manager.h"
+
+namespace OpenGL {
+
+/// Gets the address for the specified shader stage program
+static Tegra::GPUVAddr GetShaderAddress(Maxwell::ShaderProgram program) {
+ auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
+
+ GLShader::ProgramCode program_code(GLShader::MAX_PROGRAM_CODE_LENGTH);
+ auto& shader_config = gpu.regs.shader_config[static_cast<size_t>(program)];
+ return gpu.regs.code_address.CodeAddress() + shader_config.offset;
+}
+
+/// Gets the shader program code from memory for the specified address
+static GLShader::ProgramCode GetShaderCode(Tegra::GPUVAddr addr) {
+ auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
+
+ GLShader::ProgramCode program_code(GLShader::MAX_PROGRAM_CODE_LENGTH);
+ const boost::optional<VAddr> cpu_address{gpu.memory_manager.GpuToCpuAddress(addr)};
+ Memory::ReadBlock(*cpu_address, program_code.data(), program_code.size() * sizeof(u64));
+
+ return program_code;
+}
+
+/// Helper function to set shader uniform block bindings for a single shader stage
+static void SetShaderUniformBlockBinding(GLuint shader, const char* name,
+ Maxwell::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));
+}
+
+/// Sets shader uniform block bindings for an entire shader program
+static void SetShaderUniformBlockBindings(GLuint shader) {
+ SetShaderUniformBlockBinding(shader, "vs_config", Maxwell::ShaderStage::Vertex,
+ sizeof(GLShader::MaxwellUniformData));
+ SetShaderUniformBlockBinding(shader, "gs_config", Maxwell::ShaderStage::Geometry,
+ sizeof(GLShader::MaxwellUniformData));
+ SetShaderUniformBlockBinding(shader, "fs_config", Maxwell::ShaderStage::Fragment,
+ sizeof(GLShader::MaxwellUniformData));
+}
+
+CachedShader::CachedShader(Tegra::GPUVAddr addr, Maxwell::ShaderProgram program_type)
+ : addr{addr}, program_type{program_type}, setup{GetShaderCode(addr)} {
+
+ GLShader::ProgramResult program_result;
+ GLenum gl_type{};
+
+ switch (program_type) {
+ case Maxwell::ShaderProgram::VertexA:
+ // VertexB is always enabled, so when VertexA is enabled, we have two vertex shaders.
+ // Conventional HW does not support this, so we combine VertexA and VertexB into one
+ // stage here.
+ setup.SetProgramB(GetShaderCode(GetShaderAddress(Maxwell::ShaderProgram::VertexB)));
+ case Maxwell::ShaderProgram::VertexB:
+ program_result = GLShader::GenerateVertexShader(setup);
+ gl_type = GL_VERTEX_SHADER;
+ break;
+ case Maxwell::ShaderProgram::Fragment:
+ program_result = GLShader::GenerateFragmentShader(setup);
+ gl_type = GL_FRAGMENT_SHADER;
+ break;
+ default:
+ LOG_CRITICAL(HW_GPU, "Unimplemented program_type={}", static_cast<u32>(program_type));
+ UNREACHABLE();
+ return;
+ }
+
+ entries = program_result.second;
+
+ OGLShader shader;
+ shader.Create(program_result.first.c_str(), gl_type);
+ program.Create(true, shader.handle);
+ SetShaderUniformBlockBindings(program.handle);
+}
+
+GLuint CachedShader::GetProgramResourceIndex(const std::string& name) {
+ auto search{resource_cache.find(name)};
+ if (search == resource_cache.end()) {
+ const GLuint index{
+ glGetProgramResourceIndex(program.handle, GL_UNIFORM_BLOCK, name.c_str())};
+ resource_cache[name] = index;
+ return index;
+ }
+
+ return search->second;
+}
+
+GLint CachedShader::GetUniformLocation(const std::string& name) {
+ auto search{uniform_cache.find(name)};
+ if (search == uniform_cache.end()) {
+ const GLint index{glGetUniformLocation(program.handle, name.c_str())};
+ uniform_cache[name] = index;
+ return index;
+ }
+
+ return search->second;
+}
+
+Shader ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
+ const Tegra::GPUVAddr program_addr{GetShaderAddress(program)};
+
+ // Look up shader in the cache based on address
+ Shader shader{TryGet(program_addr)};
+
+ if (!shader) {
+ // No shader found - create a new one
+ shader = std::make_shared<CachedShader>(program_addr, program);
+ Register(shader);
+ }
+
+ return shader;
+}
+
+} // namespace OpenGL