gl_shader_manager: Drop emulation UBO, use uniform constants

This commit is contained in:
ReinUsesLisp
2019-07-07 18:22:12 -03:00
committed by FernandoS27
parent 3728bbc22a
commit b9f21e44ad
7 changed files with 156 additions and 121 deletions

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@@ -251,7 +251,10 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
if (!gpu.regs.IsShaderConfigEnabled(index)) {
switch (program) {
case Maxwell::ShaderProgram::Geometry:
shader_program_manager->UseTrivialGeometryShader();
shader_program_manager->BindGeometryShader(nullptr);
break;
case Maxwell::ShaderProgram::Fragment:
shader_program_manager->BindFragmentShader(nullptr);
break;
default:
break;
@@ -261,14 +264,6 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
const std::size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5
GLShader::MaxwellUniformData ubo{};
ubo.SetFromRegs(gpu, stage);
const auto [buffer, offset] =
buffer_cache.UploadHostMemory(&ubo, sizeof(ubo), device.GetUniformBufferAlignment());
// Bind the emulation info buffer
bind_ubo_pushbuffer.Push(buffer, offset, static_cast<GLsizeiptr>(sizeof(ubo)));
Shader shader{shader_cache.GetStageProgram(program)};
const auto stage_enum = static_cast<Maxwell::ShaderStage>(stage);
@@ -282,13 +277,13 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
switch (program) {
case Maxwell::ShaderProgram::VertexA:
case Maxwell::ShaderProgram::VertexB:
shader_program_manager->UseProgrammableVertexShader(program_handle);
shader_program_manager->BindVertexShader(&program_handle);
break;
case Maxwell::ShaderProgram::Geometry:
shader_program_manager->UseProgrammableGeometryShader(program_handle);
shader_program_manager->BindGeometryShader(&program_handle);
break;
case Maxwell::ShaderProgram::Fragment:
shader_program_manager->UseProgrammableFragmentShader(program_handle);
shader_program_manager->BindFragmentShader(&program_handle);
break;
default:
UNIMPLEMENTED_MSG("Unimplemented shader index={}, enable={}, offset=0x{:08X}", index,
@@ -605,11 +600,6 @@ void RasterizerOpenGL::DrawPrelude() {
buffer_size = Common::AlignUp(buffer_size, 4) + CalculateIndexBufferSize();
}
// Uniform space for the 5 shader stages
buffer_size = Common::AlignUp<std::size_t>(buffer_size, 4) +
(sizeof(GLShader::MaxwellUniformData) + device.GetUniformBufferAlignment()) *
Maxwell::MaxShaderStage;
// Add space for at least 18 constant buffers
buffer_size += Maxwell::MaxConstBuffers *
(Maxwell::MaxConstBufferSize + device.GetUniformBufferAlignment());
@@ -651,6 +641,7 @@ void RasterizerOpenGL::DrawPrelude() {
gpu.dirty.ResetVertexArrays();
}
shader_program_manager->SetConstants(gpu);
shader_program_manager->ApplyTo(state);
state.Apply();
@@ -773,7 +764,7 @@ void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {
SetupComputeImages(kernel);
const auto [program, next_bindings] = kernel->GetProgramHandle(variant);
state.draw.shader_program = program;
state.draw.shader_program = program.handle;
state.draw.program_pipeline = 0;
const std::size_t buffer_size =

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@@ -23,9 +23,6 @@ namespace OpenGL {
using VideoCommon::Shader::ProgramCode;
// One UBO is always reserved for emulation values on staged shaders
constexpr u32 STAGE_RESERVED_UBOS = 1;
struct UnspecializedShader {
std::string code;
GLShader::ShaderEntries entries;
@@ -224,10 +221,6 @@ CachedProgram SpecializeShader(const std::string& code, const GLShader::ShaderEn
}
source += '\n';
if (program_type != ProgramType::Compute) {
source += fmt::format("#define EMULATION_UBO_BINDING {}\n", base_bindings.cbuf++);
}
for (const auto& cbuf : entries.const_buffers) {
source +=
fmt::format("#define CBUF_BINDING_{} {}\n", cbuf.GetIndex(), base_bindings.cbuf++);
@@ -273,7 +266,7 @@ CachedProgram SpecializeShader(const std::string& code, const GLShader::ShaderEn
OGLShader shader;
shader.Create(source.c_str(), GetShaderType(program_type));
auto program = std::make_shared<OGLProgram>();
auto program = std::make_shared<GLShader::StageProgram>();
program->Create(true, hint_retrievable, shader.handle);
return program;
}
@@ -348,28 +341,26 @@ Shader CachedShader::CreateKernelFromCache(const ShaderParameters& params,
new CachedShader(params, ProgramType::Compute, std::move(result)));
}
std::tuple<GLuint, BaseBindings> CachedShader::GetProgramHandle(const ProgramVariant& variant) {
std::tuple<GLShader::StageProgram&, BaseBindings> CachedShader::GetProgramHandle(
const ProgramVariant& variant) {
const auto [entry, is_cache_miss] = programs.try_emplace(variant);
auto& program = entry->second;
auto& stage_program = entry->second;
if (is_cache_miss) {
program = TryLoadProgram(variant);
if (!program) {
program = SpecializeShader(code, entries, program_type, variant);
stage_program = TryLoadProgram(variant);
if (!stage_program) {
stage_program = SpecializeShader(code, entries, program_type, variant);
disk_cache.SaveUsage(GetUsage(variant));
}
LabelGLObject(GL_PROGRAM, program->handle, cpu_addr);
LabelGLObject(GL_PROGRAM, stage_program->handle, cpu_addr);
}
auto base_bindings = variant.base_bindings;
auto base_bindings{variant.base_bindings};
base_bindings.cbuf += static_cast<u32>(entries.const_buffers.size());
if (program_type != ProgramType::Compute) {
base_bindings.cbuf += STAGE_RESERVED_UBOS;
}
base_bindings.gmem += static_cast<u32>(entries.global_memory_entries.size());
base_bindings.sampler += static_cast<u32>(entries.samplers.size());
return {program->handle, base_bindings};
return {*stage_program, base_bindings};
}
CachedProgram CachedShader::TryLoadProgram(const ProgramVariant& variant) const {
@@ -516,7 +507,7 @@ CachedProgram ShaderCacheOpenGL::GeneratePrecompiledProgram(
return {};
}
CachedProgram shader = std::make_shared<OGLProgram>();
CachedProgram shader = std::make_shared<GLShader::StageProgram>();
shader->handle = glCreateProgram();
glProgramParameteri(shader->handle, GL_PROGRAM_SEPARABLE, GL_TRUE);
glProgramBinary(shader->handle, dump.binary_format, dump.binary.data(),

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@@ -20,6 +20,7 @@
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_decompiler.h"
#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
namespace Core {
class System;
@@ -37,7 +38,7 @@ class RasterizerOpenGL;
struct UnspecializedShader;
using Shader = std::shared_ptr<CachedShader>;
using CachedProgram = std::shared_ptr<OGLProgram>;
using CachedProgram = std::shared_ptr<GLShader::StageProgram>;
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
using PrecompiledPrograms = std::unordered_map<ShaderDiskCacheUsage, CachedProgram>;
using PrecompiledShaders = std::unordered_map<u64, GLShader::ProgramResult>;
@@ -80,7 +81,8 @@ public:
}
/// Gets the GL program handle for the shader
std::tuple<GLuint, BaseBindings> GetProgramHandle(const ProgramVariant& variant);
std::tuple<GLShader::StageProgram&, BaseBindings> GetProgramHandle(
const ProgramVariant& variant);
private:
explicit CachedShader(const ShaderParameters& params, ProgramType program_type,

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@@ -2486,7 +2486,10 @@ std::string GetCommonDeclarations() {
" bvec2 is_nan2 = isnan(pair2);\n"
" return bvec2(comparison.x || is_nan1.x || is_nan2.x, comparison.y || is_nan1.y || "
"is_nan2.y);\n"
"}}\n\n");
"}}\n\n"
"layout(location = 0) uniform uvec4 config_pack; // instance_id, flip_stage, y_direction, "
"padding\n"
"layout(location = 1) uniform vec2 viewport_flip;\n\n");
}
ProgramResult Decompile(const Device& device, const ShaderIR& ir, ProgramType stage,

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@@ -27,14 +27,6 @@ ProgramResult GenerateVertexShader(const Device& device, const ShaderSetup& setu
std::string out = "// Shader Unique Id: VS" + id + "\n\n";
out += GetCommonDeclarations();
out += R"(
layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
vec4 viewport_flip;
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
};
)";
const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a, settings);
const auto stage = setup.IsDualProgram() ? ProgramType::VertexA : ProgramType::VertexB;
ProgramResult program = Decompile(device, program_ir, stage, "vertex");
@@ -77,14 +69,6 @@ ProgramResult GenerateGeometryShader(const Device& device, const ShaderSetup& se
std::string out = "// Shader Unique Id: GS" + id + "\n\n";
out += GetCommonDeclarations();
out += R"(
layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config {
vec4 viewport_flip;
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
};
)";
const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a, settings);
ProgramResult program = Decompile(device, program_ir, ProgramType::Geometry, "geometry");
out += program.first;
@@ -92,7 +76,7 @@ layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config {
out += R"(
void main() {
execute_geometry();
};)";
})";
return {std::move(out), std::move(program.second)};
}
@@ -113,11 +97,6 @@ layout (location = 5) out vec4 FragColor5;
layout (location = 6) out vec4 FragColor6;
layout (location = 7) out vec4 FragColor7;
layout (std140, binding = EMULATION_UBO_BINDING) uniform fs_config {
vec4 viewport_flip;
uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
};
)";
const ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET, setup.program.size_a, settings);

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@@ -2,13 +2,34 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <array>
#include "common/common_types.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
namespace OpenGL::GLShader {
using Tegra::Engines::Maxwell3D;
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
enum ProgramLocations : u32 {
CONFIG_PACK = 0,
VIEWPORT_SCALE = 1,
};
StageProgram::StageProgram() = default;
StageProgram::~StageProgram() = default;
void StageProgram::UpdateConstants() {
if (state.config_pack != old_state.config_pack) {
glProgramUniform4uiv(handle, CONFIG_PACK, 1, state.config_pack.data());
old_state.config_pack = state.config_pack;
}
if (state.viewport_scale != old_state.viewport_scale) {
glProgramUniform2fv(handle, VIEWPORT_SCALE, 1, state.viewport_scale.data());
old_state.viewport_scale = state.viewport_scale;
}
}
ProgramManager::ProgramManager() {
pipeline.Create();
@@ -16,12 +37,56 @@ ProgramManager::ProgramManager() {
ProgramManager::~ProgramManager() = default;
void ProgramManager::SetConstants(Tegra::Engines::Maxwell3D& maxwell_3d) {
const auto& regs = maxwell_3d.regs;
const auto& state = maxwell_3d.state;
// TODO(bunnei): Support more than one viewport
const GLfloat flip_x = regs.viewport_transform[0].scale_x < 0.0 ? -1.0f : 1.0f;
const GLfloat flip_y = regs.viewport_transform[0].scale_y < 0.0 ? -1.0f : 1.0f;
const GLuint instance_id = state.current_instance;
// Assign in which stage the position has to be flipped (the last stage before the fragment
// shader).
const GLuint flip_stage = [&]() {
constexpr u32 geometry_index = static_cast<u32>(Maxwell::ShaderProgram::Geometry);
if (regs.shader_config[geometry_index].enable) {
return geometry_index;
} else {
return static_cast<u32>(Maxwell::ShaderProgram::VertexB);
}
}();
// Y_NEGATE controls what value S2R returns for the Y_DIRECTION system value.
const GLfloat y_direction = regs.screen_y_control.y_negate == 0 ? 1.0f : -1.0f;
for (const auto stage :
std::array{current_state.vertex, current_state.geometry, current_state.fragment}) {
if (!stage) {
continue;
}
stage->SetInstanceID(instance_id);
stage->SetFlipStage(flip_stage);
stage->SetYDirection(y_direction);
stage->SetViewportScale(flip_x, flip_y);
stage->UpdateConstants();
}
}
void ProgramManager::ApplyTo(OpenGLState& state) {
UpdatePipeline();
state.draw.shader_program = 0;
state.draw.program_pipeline = pipeline.handle;
}
GLuint GetHandle(StageProgram* program) {
if (!program) {
return 0;
}
return program->handle;
}
void ProgramManager::UpdatePipeline() {
// Avoid updating the pipeline when values have no changed
if (old_state == current_state) {
@@ -33,34 +98,11 @@ void ProgramManager::UpdatePipeline() {
GL_FRAGMENT_SHADER_BIT};
glUseProgramStages(pipeline.handle, all_used_stages, 0);
glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current_state.vertex_shader);
glUseProgramStages(pipeline.handle, GL_GEOMETRY_SHADER_BIT, current_state.geometry_shader);
glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current_state.fragment_shader);
glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, GetHandle(current_state.vertex));
glUseProgramStages(pipeline.handle, GL_GEOMETRY_SHADER_BIT, GetHandle(current_state.geometry));
glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, GetHandle(current_state.fragment));
old_state = current_state;
}
void MaxwellUniformData::SetFromRegs(const Maxwell3D& maxwell, std::size_t shader_stage) {
const auto& regs = maxwell.regs;
const auto& state = maxwell.state;
// TODO(bunnei): Support more than one viewport
viewport_flip[0] = regs.viewport_transform[0].scale_x < 0.0 ? -1.0f : 1.0f;
viewport_flip[1] = regs.viewport_transform[0].scale_y < 0.0 ? -1.0f : 1.0f;
instance_id = state.current_instance;
// Assign in which stage the position has to be flipped
// (the last stage before the fragment shader).
constexpr u32 geometry_index = static_cast<u32>(Maxwell3D::Regs::ShaderProgram::Geometry);
if (maxwell.regs.shader_config[geometry_index].enable) {
flip_stage = geometry_index;
} else {
flip_stage = static_cast<u32>(Maxwell3D::Regs::ShaderProgram::VertexB);
}
// Y_NEGATE controls what value S2R returns for the Y_DIRECTION system value.
y_direction = regs.screen_y_control.y_negate == 0 ? 1.f : -1.f;
}
} // namespace OpenGL::GLShader

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@@ -4,71 +4,98 @@
#pragma once
#include <array>
#include <cstddef>
#include <tuple>
#include <glad/glad.h>
#include "common/common_types.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/maxwell_to_gl.h"
namespace Tegra::Engines {
class Maxwell3D;
}
namespace OpenGL::GLShader {
/// 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.
/// Not following that rule will cause problems on some AMD drivers.
struct MaxwellUniformData {
void SetFromRegs(const Tegra::Engines::Maxwell3D& maxwell, std::size_t shader_stage);
class StageProgram final : public OGLProgram {
public:
explicit StageProgram();
~StageProgram();
alignas(16) GLvec4 viewport_flip;
struct alignas(16) {
GLuint instance_id;
GLuint flip_stage;
GLfloat y_direction;
void UpdateConstants();
void SetInstanceID(GLuint instance_id) {
state.instance_id = instance_id;
}
void SetFlipStage(GLuint flip_stage) {
state.flip_stage = flip_stage;
}
void SetYDirection(GLfloat y_direction) {
state.y_direction = y_direction;
}
void SetViewportScale(GLfloat x, GLfloat y) {
state.viewport_scale = {x, y};
}
private:
struct State {
union {
std::array<GLuint, 4> config_pack{};
struct {
GLuint instance_id;
GLuint flip_stage;
GLfloat y_direction;
};
};
std::array<GLfloat, 2> viewport_scale{};
};
};
static_assert(sizeof(MaxwellUniformData) == 32, "MaxwellUniformData structure size is incorrect");
static_assert(sizeof(MaxwellUniformData) < 16384,
"MaxwellUniformData structure must be less than 16kb as per the OpenGL spec");
class ProgramManager {
State state;
State old_state;
};
class ProgramManager final {
public:
explicit ProgramManager();
~ProgramManager();
void SetConstants(Tegra::Engines::Maxwell3D& maxwell_3d);
void ApplyTo(OpenGLState& state);
void UseProgrammableVertexShader(GLuint program) {
current_state.vertex_shader = program;
void BindVertexShader(StageProgram* program) {
current_state.vertex = program;
}
void UseProgrammableGeometryShader(GLuint program) {
current_state.geometry_shader = program;
void BindGeometryShader(StageProgram* program) {
current_state.geometry = program;
}
void UseProgrammableFragmentShader(GLuint program) {
current_state.fragment_shader = program;
}
void UseTrivialGeometryShader() {
current_state.geometry_shader = 0;
void BindFragmentShader(StageProgram* program) {
current_state.fragment = program;
}
private:
struct PipelineState {
bool operator==(const PipelineState& rhs) const {
return vertex_shader == rhs.vertex_shader && fragment_shader == rhs.fragment_shader &&
geometry_shader == rhs.geometry_shader;
return vertex == rhs.vertex && fragment == rhs.fragment && geometry == rhs.geometry;
}
bool operator!=(const PipelineState& rhs) const {
return !operator==(rhs);
}
GLuint vertex_shader{};
GLuint fragment_shader{};
GLuint geometry_shader{};
StageProgram* vertex{};
StageProgram* fragment{};
StageProgram* geometry{};
};
void UpdatePipeline();