Merge branch 'master' of https://github.com/yuzu-emu/yuzu
This commit is contained in:
@@ -197,8 +197,8 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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ASSERT_MSG(!gpu.regs.shader_config[0].enable, "VertexA is unsupported!");
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// Next available bindpoints to use when uploading the const buffers and textures to the GLSL
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// shaders.
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u32 current_constbuffer_bindpoint = 0;
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// shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
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u32 current_constbuffer_bindpoint = uniform_buffers.size();
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u32 current_texture_bindpoint = 0;
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for (unsigned index = 1; index < Maxwell::MaxShaderProgram; ++index) {
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@@ -437,7 +437,7 @@ void RasterizerOpenGL::DrawArrays() {
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// Unbind textures for potential future use as framebuffer attachments
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for (auto& texture_unit : state.texture_units) {
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texture_unit.texture_2d = 0;
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texture_unit.Unbind();
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}
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state.Apply();
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@@ -608,27 +608,39 @@ u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, GLuint progr
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boost::optional<VAddr> addr = gpu.memory_manager->GpuToCpuAddress(buffer.address);
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std::vector<u8> data;
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size_t size = 0;
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if (used_buffer.IsIndirect()) {
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// Buffer is accessed indirectly, so upload the entire thing
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data.resize(buffer.size * sizeof(float));
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size = buffer.size * sizeof(float);
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if (size > MaxConstbufferSize) {
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NGLOG_ERROR(HW_GPU, "indirect constbuffer size {} exceeds maximum {}", size,
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MaxConstbufferSize);
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size = MaxConstbufferSize;
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}
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} else {
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// Buffer is accessed directly, upload just what we use
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data.resize(used_buffer.GetSize() * sizeof(float));
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size = used_buffer.GetSize() * sizeof(float);
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}
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// Align the actual size so it ends up being a multiple of vec4 to meet the OpenGL std140
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// UBO alignment requirements.
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size = Common::AlignUp(size, sizeof(GLvec4));
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ASSERT_MSG(size <= MaxConstbufferSize, "Constbuffer too big");
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std::vector<u8> data(size);
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Memory::ReadBlock(*addr, data.data(), data.size());
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer_draw_state.ssbo);
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glBufferData(GL_SHADER_STORAGE_BUFFER, data.size(), data.data(), GL_DYNAMIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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glBindBuffer(GL_UNIFORM_BUFFER, buffer_draw_state.ssbo);
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glBufferData(GL_UNIFORM_BUFFER, data.size(), data.data(), GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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// Now configure the bindpoint of the buffer inside the shader
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std::string buffer_name = used_buffer.GetName();
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GLuint index =
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glGetProgramResourceIndex(program, GL_SHADER_STORAGE_BLOCK, buffer_name.c_str());
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GLuint index = glGetProgramResourceIndex(program, GL_UNIFORM_BLOCK, buffer_name.c_str());
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if (index != -1)
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glShaderStorageBlockBinding(program, index, buffer_draw_state.bindpoint);
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glUniformBlockBinding(program, index, buffer_draw_state.bindpoint);
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}
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state.Apply();
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@@ -54,6 +54,11 @@ public:
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OGLShader shader;
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};
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/// Maximum supported size that a constbuffer can have in bytes.
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static constexpr size_t MaxConstbufferSize = 0x10000;
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static_assert(MaxConstbufferSize % sizeof(GLvec4) == 0,
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"The maximum size of a constbuffer must be a multiple of the size of GLvec4");
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private:
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class SamplerInfo {
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public:
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@@ -46,7 +46,7 @@ struct FormatTuple {
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static constexpr std::array<FormatTuple, SurfaceParams::MaxPixelFormat> tex_format_tuples = {{
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{GL_RGBA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, false}, // ABGR8
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{GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, false}, // B5G6R5
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{GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV, false}, // B5G6R5
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{GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, false}, // A2B10G10R10
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{GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, false}, // A1B5G5R5
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{GL_R8, GL_RED, GL_UNSIGNED_BYTE, false}, // R8
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@@ -645,7 +645,7 @@ void CachedSurface::DownloadGLTexture(const MathUtil::Rectangle<u32>& rect, GLui
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glActiveTexture(GL_TEXTURE0);
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glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, &gl_buffer[buffer_offset]);
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} else {
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state.ResetTexture(texture.handle);
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state.UnbindTexture(texture.handle);
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state.draw.read_framebuffer = read_fb_handle;
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state.Apply();
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@@ -38,7 +38,7 @@ public:
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if (handle == 0)
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return;
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glDeleteTextures(1, &handle);
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OpenGLState::GetCurState().ResetTexture(handle).Apply();
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OpenGLState::GetCurState().UnbindTexture(handle).Apply();
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handle = 0;
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}
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@@ -9,6 +9,7 @@
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "video_core/engines/shader_bytecode.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_shader_decompiler.h"
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namespace GLShader {
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@@ -397,7 +398,8 @@ public:
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/// Generates code representing a uniform (C buffer) register, interpreted as the input type.
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std::string GetUniform(u64 index, u64 offset, GLSLRegister::Type type) {
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declr_const_buffers[index].MarkAsUsed(index, offset, stage);
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std::string value = 'c' + std::to_string(index) + '[' + std::to_string(offset) + ']';
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std::string value = 'c' + std::to_string(index) + '[' + std::to_string(offset / 4) + "][" +
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std::to_string(offset % 4) + ']';
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if (type == GLSLRegister::Type::Float) {
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return value;
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@@ -411,8 +413,12 @@ public:
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std::string GetUniformIndirect(u64 index, s64 offset, const Register& index_reg,
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GLSLRegister::Type type) {
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declr_const_buffers[index].MarkAsUsedIndirect(index, stage);
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std::string value = 'c' + std::to_string(index) + "[(floatBitsToInt(" +
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GetRegister(index_reg, 0) + ") + " + std::to_string(offset) + ") / 4]";
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std::string final_offset = "((floatBitsToInt(" + GetRegister(index_reg, 0) + ") + " +
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std::to_string(offset) + ") / 4)";
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std::string value =
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'c' + std::to_string(index) + '[' + final_offset + " / 4][" + final_offset + " % 4]";
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if (type == GLSLRegister::Type::Float) {
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return value;
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@@ -454,9 +460,10 @@ public:
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unsigned const_buffer_layout = 0;
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for (const auto& entry : GetConstBuffersDeclarations()) {
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declarations.AddLine("layout(std430) buffer " + entry.GetName());
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declarations.AddLine("layout(std140) uniform " + entry.GetName());
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declarations.AddLine('{');
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declarations.AddLine(" float c" + std::to_string(entry.GetIndex()) + "[];");
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declarations.AddLine(" vec4 c" + std::to_string(entry.GetIndex()) +
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"[MAX_CONSTBUFFER_ELEMENTS];");
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declarations.AddLine("};");
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declarations.AddNewLine();
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++const_buffer_layout;
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@@ -804,6 +811,7 @@ private:
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if (!opcode) {
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NGLOG_CRITICAL(HW_GPU, "Unhandled instruction: {0:x}", instr.value);
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UNREACHABLE();
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return offset + 1;
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}
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shader.AddLine("// " + std::to_string(offset) + ": " + opcode->GetName());
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@@ -1713,7 +1721,10 @@ private:
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}; // namespace Decompiler
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std::string GetCommonDeclarations() {
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return "bool exec_shader();";
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std::string declarations = "bool exec_shader();\n";
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declarations += "#define MAX_CONSTBUFFER_ELEMENTS " +
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std::to_string(RasterizerOpenGL::MaxConstbufferSize / (sizeof(GLvec4)));
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return declarations;
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}
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boost::optional<ProgramResult> DecompileProgram(const ProgramCode& program_code, u32 main_offset,
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@@ -48,24 +48,9 @@ OpenGLState::OpenGLState() {
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logic_op = GL_COPY;
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for (auto& texture_unit : texture_units) {
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texture_unit.texture_2d = 0;
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texture_unit.sampler = 0;
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texture_unit.swizzle.r = GL_RED;
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texture_unit.swizzle.g = GL_GREEN;
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texture_unit.swizzle.b = GL_BLUE;
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texture_unit.swizzle.a = GL_ALPHA;
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texture_unit.Reset();
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}
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lighting_lut.texture_buffer = 0;
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fog_lut.texture_buffer = 0;
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proctex_lut.texture_buffer = 0;
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proctex_diff_lut.texture_buffer = 0;
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proctex_color_map.texture_buffer = 0;
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proctex_alpha_map.texture_buffer = 0;
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proctex_noise_lut.texture_buffer = 0;
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draw.read_framebuffer = 0;
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draw.draw_framebuffer = 0;
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draw.vertex_array = 0;
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@@ -223,54 +208,12 @@ void OpenGLState::Apply() const {
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if (current.enabled != new_state.enabled || current.bindpoint != new_state.bindpoint ||
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current.ssbo != new_state.ssbo) {
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if (new_state.enabled) {
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, new_state.bindpoint, new_state.ssbo);
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glBindBufferBase(GL_UNIFORM_BUFFER, new_state.bindpoint, new_state.ssbo);
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}
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}
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}
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}
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// Lighting LUTs
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if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) {
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glActiveTexture(TextureUnits::LightingLUT.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, lighting_lut.texture_buffer);
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}
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// Fog LUT
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if (fog_lut.texture_buffer != cur_state.fog_lut.texture_buffer) {
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glActiveTexture(TextureUnits::FogLUT.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, fog_lut.texture_buffer);
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}
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// ProcTex Noise LUT
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if (proctex_noise_lut.texture_buffer != cur_state.proctex_noise_lut.texture_buffer) {
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glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, proctex_noise_lut.texture_buffer);
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}
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// ProcTex Color Map
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if (proctex_color_map.texture_buffer != cur_state.proctex_color_map.texture_buffer) {
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glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, proctex_color_map.texture_buffer);
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}
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// ProcTex Alpha Map
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if (proctex_alpha_map.texture_buffer != cur_state.proctex_alpha_map.texture_buffer) {
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glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, proctex_alpha_map.texture_buffer);
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}
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// ProcTex LUT
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if (proctex_lut.texture_buffer != cur_state.proctex_lut.texture_buffer) {
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glActiveTexture(TextureUnits::ProcTexLUT.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, proctex_lut.texture_buffer);
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}
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// ProcTex Diff LUT
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if (proctex_diff_lut.texture_buffer != cur_state.proctex_diff_lut.texture_buffer) {
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glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
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glBindTexture(GL_TEXTURE_BUFFER, proctex_diff_lut.texture_buffer);
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}
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// Framebuffer
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if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
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@@ -338,26 +281,12 @@ void OpenGLState::Apply() const {
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cur_state = *this;
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}
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OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
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OpenGLState& OpenGLState::UnbindTexture(GLuint handle) {
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for (auto& unit : texture_units) {
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if (unit.texture_2d == handle) {
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unit.texture_2d = 0;
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unit.Unbind();
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}
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}
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if (lighting_lut.texture_buffer == handle)
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lighting_lut.texture_buffer = 0;
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if (fog_lut.texture_buffer == handle)
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fog_lut.texture_buffer = 0;
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if (proctex_noise_lut.texture_buffer == handle)
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proctex_noise_lut.texture_buffer = 0;
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if (proctex_color_map.texture_buffer == handle)
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proctex_color_map.texture_buffer = 0;
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if (proctex_alpha_map.texture_buffer == handle)
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proctex_alpha_map.texture_buffer = 0;
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if (proctex_lut.texture_buffer == handle)
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proctex_lut.texture_buffer = 0;
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if (proctex_diff_lut.texture_buffer == handle)
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proctex_diff_lut.texture_buffer = 0;
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return *this;
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}
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@@ -91,36 +91,21 @@ public:
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GLint b; // GL_TEXTURE_SWIZZLE_B
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GLint a; // GL_TEXTURE_SWIZZLE_A
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} swizzle;
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void Unbind() {
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texture_2d = 0;
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swizzle.r = GL_RED;
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swizzle.g = GL_GREEN;
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swizzle.b = GL_BLUE;
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swizzle.a = GL_ALPHA;
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}
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void Reset() {
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Unbind();
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sampler = 0;
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}
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} texture_units[32];
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} lighting_lut;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} fog_lut;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} proctex_noise_lut;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} proctex_color_map;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} proctex_alpha_map;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} proctex_lut;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} proctex_diff_lut;
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struct {
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GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
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GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
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@@ -165,7 +150,7 @@ public:
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void Apply() const;
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/// Resets any references to the given resource
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OpenGLState& ResetTexture(GLuint handle);
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OpenGLState& UnbindTexture(GLuint handle);
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OpenGLState& ResetSampler(GLuint handle);
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OpenGLState& ResetProgram(GLuint handle);
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OpenGLState& ResetPipeline(GLuint handle);
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@@ -334,8 +334,6 @@ bool GMainWindow::SupportsRequiredGLExtensions() {
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unsupported_ext.append("ARB_program_interface_query");
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if (!GLAD_GL_ARB_separate_shader_objects)
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unsupported_ext.append("ARB_separate_shader_objects");
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if (!GLAD_GL_ARB_shader_storage_buffer_object)
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unsupported_ext.append("ARB_shader_storage_buffer_object");
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if (!GLAD_GL_ARB_vertex_attrib_binding)
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unsupported_ext.append("ARB_vertex_attrib_binding");
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Reference in New Issue
Block a user