This commit is contained in:
Jarek Syrylak
2018-06-27 10:35:09 +01:00
8 changed files with 67 additions and 127 deletions

View File

@@ -197,8 +197,8 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
ASSERT_MSG(!gpu.regs.shader_config[0].enable, "VertexA is unsupported!");
// Next available bindpoints to use when uploading the const buffers and textures to the GLSL
// shaders.
u32 current_constbuffer_bindpoint = 0;
// shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
u32 current_constbuffer_bindpoint = uniform_buffers.size();
u32 current_texture_bindpoint = 0;
for (unsigned index = 1; index < Maxwell::MaxShaderProgram; ++index) {
@@ -437,7 +437,7 @@ void RasterizerOpenGL::DrawArrays() {
// Unbind textures for potential future use as framebuffer attachments
for (auto& texture_unit : state.texture_units) {
texture_unit.texture_2d = 0;
texture_unit.Unbind();
}
state.Apply();
@@ -608,27 +608,39 @@ u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, GLuint progr
boost::optional<VAddr> addr = gpu.memory_manager->GpuToCpuAddress(buffer.address);
std::vector<u8> data;
size_t size = 0;
if (used_buffer.IsIndirect()) {
// Buffer is accessed indirectly, so upload the entire thing
data.resize(buffer.size * sizeof(float));
size = buffer.size * sizeof(float);
if (size > MaxConstbufferSize) {
NGLOG_ERROR(HW_GPU, "indirect constbuffer size {} exceeds maximum {}", size,
MaxConstbufferSize);
size = MaxConstbufferSize;
}
} else {
// Buffer is accessed directly, upload just what we use
data.resize(used_buffer.GetSize() * sizeof(float));
size = used_buffer.GetSize() * sizeof(float);
}
// Align the actual size so it ends up being a multiple of vec4 to meet the OpenGL std140
// UBO alignment requirements.
size = Common::AlignUp(size, sizeof(GLvec4));
ASSERT_MSG(size <= MaxConstbufferSize, "Constbuffer too big");
std::vector<u8> data(size);
Memory::ReadBlock(*addr, data.data(), data.size());
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer_draw_state.ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, data.size(), data.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glBindBuffer(GL_UNIFORM_BUFFER, buffer_draw_state.ssbo);
glBufferData(GL_UNIFORM_BUFFER, data.size(), data.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
// Now configure the bindpoint of the buffer inside the shader
std::string buffer_name = used_buffer.GetName();
GLuint index =
glGetProgramResourceIndex(program, GL_SHADER_STORAGE_BLOCK, buffer_name.c_str());
GLuint index = glGetProgramResourceIndex(program, GL_UNIFORM_BLOCK, buffer_name.c_str());
if (index != -1)
glShaderStorageBlockBinding(program, index, buffer_draw_state.bindpoint);
glUniformBlockBinding(program, index, buffer_draw_state.bindpoint);
}
state.Apply();

View File

@@ -54,6 +54,11 @@ public:
OGLShader shader;
};
/// Maximum supported size that a constbuffer can have in bytes.
static constexpr size_t MaxConstbufferSize = 0x10000;
static_assert(MaxConstbufferSize % sizeof(GLvec4) == 0,
"The maximum size of a constbuffer must be a multiple of the size of GLvec4");
private:
class SamplerInfo {
public:

View File

@@ -46,7 +46,7 @@ struct FormatTuple {
static constexpr std::array<FormatTuple, SurfaceParams::MaxPixelFormat> tex_format_tuples = {{
{GL_RGBA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, false}, // ABGR8
{GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, false}, // B5G6R5
{GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV, false}, // B5G6R5
{GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, false}, // A2B10G10R10
{GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, false}, // A1B5G5R5
{GL_R8, GL_RED, GL_UNSIGNED_BYTE, false}, // R8
@@ -645,7 +645,7 @@ void CachedSurface::DownloadGLTexture(const MathUtil::Rectangle<u32>& rect, GLui
glActiveTexture(GL_TEXTURE0);
glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, &gl_buffer[buffer_offset]);
} else {
state.ResetTexture(texture.handle);
state.UnbindTexture(texture.handle);
state.draw.read_framebuffer = read_fb_handle;
state.Apply();

View File

@@ -38,7 +38,7 @@ public:
if (handle == 0)
return;
glDeleteTextures(1, &handle);
OpenGLState::GetCurState().ResetTexture(handle).Apply();
OpenGLState::GetCurState().UnbindTexture(handle).Apply();
handle = 0;
}

View File

@@ -9,6 +9,7 @@
#include "common/assert.h"
#include "common/common_types.h"
#include "video_core/engines/shader_bytecode.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_decompiler.h"
namespace GLShader {
@@ -397,7 +398,8 @@ public:
/// Generates code representing a uniform (C buffer) register, interpreted as the input type.
std::string GetUniform(u64 index, u64 offset, GLSLRegister::Type type) {
declr_const_buffers[index].MarkAsUsed(index, offset, stage);
std::string value = 'c' + std::to_string(index) + '[' + std::to_string(offset) + ']';
std::string value = 'c' + std::to_string(index) + '[' + std::to_string(offset / 4) + "][" +
std::to_string(offset % 4) + ']';
if (type == GLSLRegister::Type::Float) {
return value;
@@ -411,8 +413,12 @@ public:
std::string GetUniformIndirect(u64 index, s64 offset, const Register& index_reg,
GLSLRegister::Type type) {
declr_const_buffers[index].MarkAsUsedIndirect(index, stage);
std::string value = 'c' + std::to_string(index) + "[(floatBitsToInt(" +
GetRegister(index_reg, 0) + ") + " + std::to_string(offset) + ") / 4]";
std::string final_offset = "((floatBitsToInt(" + GetRegister(index_reg, 0) + ") + " +
std::to_string(offset) + ") / 4)";
std::string value =
'c' + std::to_string(index) + '[' + final_offset + " / 4][" + final_offset + " % 4]";
if (type == GLSLRegister::Type::Float) {
return value;
@@ -454,9 +460,10 @@ public:
unsigned const_buffer_layout = 0;
for (const auto& entry : GetConstBuffersDeclarations()) {
declarations.AddLine("layout(std430) buffer " + entry.GetName());
declarations.AddLine("layout(std140) uniform " + entry.GetName());
declarations.AddLine('{');
declarations.AddLine(" float c" + std::to_string(entry.GetIndex()) + "[];");
declarations.AddLine(" vec4 c" + std::to_string(entry.GetIndex()) +
"[MAX_CONSTBUFFER_ELEMENTS];");
declarations.AddLine("};");
declarations.AddNewLine();
++const_buffer_layout;
@@ -804,6 +811,7 @@ private:
if (!opcode) {
NGLOG_CRITICAL(HW_GPU, "Unhandled instruction: {0:x}", instr.value);
UNREACHABLE();
return offset + 1;
}
shader.AddLine("// " + std::to_string(offset) + ": " + opcode->GetName());
@@ -1713,7 +1721,10 @@ private:
}; // namespace Decompiler
std::string GetCommonDeclarations() {
return "bool exec_shader();";
std::string declarations = "bool exec_shader();\n";
declarations += "#define MAX_CONSTBUFFER_ELEMENTS " +
std::to_string(RasterizerOpenGL::MaxConstbufferSize / (sizeof(GLvec4)));
return declarations;
}
boost::optional<ProgramResult> DecompileProgram(const ProgramCode& program_code, u32 main_offset,

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@@ -48,24 +48,9 @@ OpenGLState::OpenGLState() {
logic_op = GL_COPY;
for (auto& texture_unit : texture_units) {
texture_unit.texture_2d = 0;
texture_unit.sampler = 0;
texture_unit.swizzle.r = GL_RED;
texture_unit.swizzle.g = GL_GREEN;
texture_unit.swizzle.b = GL_BLUE;
texture_unit.swizzle.a = GL_ALPHA;
texture_unit.Reset();
}
lighting_lut.texture_buffer = 0;
fog_lut.texture_buffer = 0;
proctex_lut.texture_buffer = 0;
proctex_diff_lut.texture_buffer = 0;
proctex_color_map.texture_buffer = 0;
proctex_alpha_map.texture_buffer = 0;
proctex_noise_lut.texture_buffer = 0;
draw.read_framebuffer = 0;
draw.draw_framebuffer = 0;
draw.vertex_array = 0;
@@ -223,54 +208,12 @@ void OpenGLState::Apply() const {
if (current.enabled != new_state.enabled || current.bindpoint != new_state.bindpoint ||
current.ssbo != new_state.ssbo) {
if (new_state.enabled) {
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, new_state.bindpoint, new_state.ssbo);
glBindBufferBase(GL_UNIFORM_BUFFER, new_state.bindpoint, new_state.ssbo);
}
}
}
}
// Lighting LUTs
if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) {
glActiveTexture(TextureUnits::LightingLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, lighting_lut.texture_buffer);
}
// Fog LUT
if (fog_lut.texture_buffer != cur_state.fog_lut.texture_buffer) {
glActiveTexture(TextureUnits::FogLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, fog_lut.texture_buffer);
}
// ProcTex Noise LUT
if (proctex_noise_lut.texture_buffer != cur_state.proctex_noise_lut.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_noise_lut.texture_buffer);
}
// ProcTex Color Map
if (proctex_color_map.texture_buffer != cur_state.proctex_color_map.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_color_map.texture_buffer);
}
// ProcTex Alpha Map
if (proctex_alpha_map.texture_buffer != cur_state.proctex_alpha_map.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_alpha_map.texture_buffer);
}
// ProcTex LUT
if (proctex_lut.texture_buffer != cur_state.proctex_lut.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_lut.texture_buffer);
}
// ProcTex Diff LUT
if (proctex_diff_lut.texture_buffer != cur_state.proctex_diff_lut.texture_buffer) {
glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
glBindTexture(GL_TEXTURE_BUFFER, proctex_diff_lut.texture_buffer);
}
// Framebuffer
if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
@@ -338,26 +281,12 @@ void OpenGLState::Apply() const {
cur_state = *this;
}
OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
OpenGLState& OpenGLState::UnbindTexture(GLuint handle) {
for (auto& unit : texture_units) {
if (unit.texture_2d == handle) {
unit.texture_2d = 0;
unit.Unbind();
}
}
if (lighting_lut.texture_buffer == handle)
lighting_lut.texture_buffer = 0;
if (fog_lut.texture_buffer == handle)
fog_lut.texture_buffer = 0;
if (proctex_noise_lut.texture_buffer == handle)
proctex_noise_lut.texture_buffer = 0;
if (proctex_color_map.texture_buffer == handle)
proctex_color_map.texture_buffer = 0;
if (proctex_alpha_map.texture_buffer == handle)
proctex_alpha_map.texture_buffer = 0;
if (proctex_lut.texture_buffer == handle)
proctex_lut.texture_buffer = 0;
if (proctex_diff_lut.texture_buffer == handle)
proctex_diff_lut.texture_buffer = 0;
return *this;
}

View File

@@ -91,36 +91,21 @@ public:
GLint b; // GL_TEXTURE_SWIZZLE_B
GLint a; // GL_TEXTURE_SWIZZLE_A
} swizzle;
void Unbind() {
texture_2d = 0;
swizzle.r = GL_RED;
swizzle.g = GL_GREEN;
swizzle.b = GL_BLUE;
swizzle.a = GL_ALPHA;
}
void Reset() {
Unbind();
sampler = 0;
}
} texture_units[32];
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} lighting_lut;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} fog_lut;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_noise_lut;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_color_map;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_alpha_map;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_lut;
struct {
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} proctex_diff_lut;
struct {
GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
@@ -165,7 +150,7 @@ public:
void Apply() const;
/// Resets any references to the given resource
OpenGLState& ResetTexture(GLuint handle);
OpenGLState& UnbindTexture(GLuint handle);
OpenGLState& ResetSampler(GLuint handle);
OpenGLState& ResetProgram(GLuint handle);
OpenGLState& ResetPipeline(GLuint handle);

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@@ -334,8 +334,6 @@ bool GMainWindow::SupportsRequiredGLExtensions() {
unsupported_ext.append("ARB_program_interface_query");
if (!GLAD_GL_ARB_separate_shader_objects)
unsupported_ext.append("ARB_separate_shader_objects");
if (!GLAD_GL_ARB_shader_storage_buffer_object)
unsupported_ext.append("ARB_shader_storage_buffer_object");
if (!GLAD_GL_ARB_vertex_attrib_binding)
unsupported_ext.append("ARB_vertex_attrib_binding");