From 459826a705f4a410acff41dd92532134300cf961 Mon Sep 17 00:00:00 2001 From: bunnei Date: Sat, 7 Apr 2018 05:12:38 -0400 Subject: renderer_opengl: Add gl_shader_manager class. --- .../renderer_opengl/gl_shader_manager.cpp | 46 ++++++ src/video_core/renderer_opengl/gl_shader_manager.h | 161 +++++++++++++++++++++ 2 files changed, 207 insertions(+) create mode 100644 src/video_core/renderer_opengl/gl_shader_manager.cpp create mode 100644 src/video_core/renderer_opengl/gl_shader_manager.h (limited to 'src/video_core/renderer_opengl') diff --git a/src/video_core/renderer_opengl/gl_shader_manager.cpp b/src/video_core/renderer_opengl/gl_shader_manager.cpp new file mode 100644 index 000000000..0da78bc65 --- /dev/null +++ b/src/video_core/renderer_opengl/gl_shader_manager.cpp @@ -0,0 +1,46 @@ +// Copyright 2018 yuzu Emulator Project +// Licensed under GPLv2 or any later version +// 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 GLShader { + +namespace Impl { +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(ub_size), expected_size); + glUniformBlockBinding(shader, ub_index, static_cast(binding)); + } +} + +void SetShaderUniformBlockBindings(GLuint shader) { + SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS, sizeof(VSUniformData)); +} + +void SetShaderSamplerBindings(GLuint shader) { + OpenGLState cur_state = OpenGLState::GetCurState(); + GLuint old_program = std::exchange(cur_state.draw.shader_program, shader); + cur_state.Apply(); + + // Set the texture samplers to correspond to different texture units + + cur_state.draw.shader_program = old_program; + cur_state.Apply(); +} + +} // namespace Impl + +void MaxwellUniformData::SetFromRegs() { +} + +} // namespace GLShader diff --git a/src/video_core/renderer_opengl/gl_shader_manager.h b/src/video_core/renderer_opengl/gl_shader_manager.h new file mode 100644 index 000000000..10e8b8b3a --- /dev/null +++ b/src/video_core/renderer_opengl/gl_shader_manager.h @@ -0,0 +1,161 @@ +// Copyright 2018 yuzu Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#pragma once + +#include +#include +#include +#include +#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 GLShader { + +namespace Impl { +void SetShaderUniformBlockBindings(GLuint shader); +void SetShaderSamplerBindings(GLuint shader); +} // namespace Impl + +enum class UniformBindings : GLuint { Common, VS, GS, FS }; + +/// 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 MaxwellUniformData { + void SetFromRegs(); + + using ConstBuffer = std::array; + using Regs = Tegra::Engines::Maxwell3D::Regs; + + alignas(16) std::array const_buffers; +}; +static_assert(sizeof(MaxwellUniformData) < 16384, + "MaxwellUniformData structure must be less than 16kb as per the OpenGL spec"); + +struct VSUniformData { + MaxwellUniformData uniforms; +}; +static_assert(sizeof(VSUniformData) < 16384, + "VSUniformData structure must be less than 16kb as per the OpenGL spec"); + +struct FSUniformData { + MaxwellUniformData uniforms; +}; +static_assert(sizeof(FSUniformData) < 16384, + "VSUniformData structure must be less than 16kb as per the OpenGL spec"); + +class OGLShaderStage { +public: + OGLShaderStage() = default; + + void Create(const char* source, GLenum type) { + OGLShader shader; + shader.Create(source, type); + program.Create(true, shader.handle); + Impl::SetShaderUniformBlockBindings(program.handle); + Impl::SetShaderSamplerBindings(program.handle); + } + GLuint GetHandle() const { + return program.handle; + } + +private: + OGLProgram program; +}; + +// 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 +class ShaderCache { +public: + ShaderCache() = default; + + GLuint Get(const KeyConfigType& key, const ShaderSetup& setup) { + auto map_it = shader_map.find(key); + if (map_it == shader_map.end()) { + std::string program = CodeGenerator(setup, key); + + auto [iter, new_shader] = shader_cache.emplace(program, OGLShaderStage{}); + OGLShaderStage& cached_shader = iter->second; + if (new_shader) { + cached_shader.Create(program.c_str(), ShaderType); + } + shader_map[key] = &cached_shader; + return cached_shader.GetHandle(); + } else { + return map_it->second->GetHandle(); + } + } + +private: + std::unordered_map shader_map; + std::unordered_map shader_cache; +}; + +using VertexShaders = ShaderCache; + +using FragmentShaders = ShaderCache; + +class ProgramManager { +public: + ProgramManager() { + pipeline.Create(); + } + + void UseProgrammableVertexShader(const MaxwellVSConfig& config, const ShaderSetup setup) { + current.vs = vertex_shaders.Get(config, setup); + } + + void UseTrivialGeometryShader() { + current.gs = 0; + } + + void UseProgrammableFragmentShader(const MaxwellFSConfig& config, const ShaderSetup setup) { + current.fs = fragment_shaders.Get(config, setup); + } + + void ApplyTo(OpenGLState& state) { + // Workaround for AMD bug + glUseProgramStages(pipeline.handle, + 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); + 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 program_cache; + OGLPipeline pipeline; +}; + +} // namespace GLShader -- cgit v1.2.3