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author | bunnei <bunneidev@gmail.com> | 2018-04-07 11:22:08 +0200 |
---|---|---|
committer | bunnei <bunneidev@gmail.com> | 2018-04-14 05:48:26 +0200 |
commit | 5617831d5fb42a692d09f2fd3c21cc1eac3ae903 (patch) | |
tree | 7b4988833857f6e80f83bf2193c325b19f0a2870 /src/video_core/renderer_opengl/gl_rasterizer.cpp | |
parent | renderer_opengl: Add gl_shader_manager class. (diff) | |
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 170 |
1 files changed, 27 insertions, 143 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index fc69fbe5a..2d58df45b 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -34,33 +34,7 @@ MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192)); MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255)); MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100)); -enum class UniformBindings : GLuint { Common, VS, FS }; - -static 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<int>(ub_size), expected_size); - glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding)); - } -} - -static void SetShaderUniformBlockBindings(GLuint shader) { - SetShaderUniformBlockBinding(shader, "shader_data", UniformBindings::Common, - sizeof(RasterizerOpenGL::UniformData)); - SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS, - sizeof(RasterizerOpenGL::VSUniformData)); - SetShaderUniformBlockBinding(shader, "fs_config", UniformBindings::FS, - sizeof(RasterizerOpenGL::FSUniformData)); -} - RasterizerOpenGL::RasterizerOpenGL() { - shader_dirty = true; - has_ARB_buffer_storage = false; has_ARB_direct_state_access = false; has_ARB_separate_shader_objects = false; @@ -88,6 +62,8 @@ RasterizerOpenGL::RasterizerOpenGL() { } } + ASSERT_MSG(has_ARB_separate_shader_objects, "has_ARB_separate_shader_objects is unsupported"); + // Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0 state.clip_distance[0] = true; @@ -102,37 +78,28 @@ RasterizerOpenGL::RasterizerOpenGL() { state.draw.uniform_buffer = uniform_buffer.handle; state.Apply(); - glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), nullptr, GL_STATIC_DRAW); - glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle); - - uniform_block_data.dirty = true; - // Create render framebuffer framebuffer.Create(); - if (has_ARB_separate_shader_objects) { - hw_vao.Create(); - hw_vao_enabled_attributes.fill(false); + hw_vao.Create(); + hw_vao_enabled_attributes.fill(false); - stream_buffer = OGLStreamBuffer::MakeBuffer(has_ARB_buffer_storage, GL_ARRAY_BUFFER); - stream_buffer->Create(STREAM_BUFFER_SIZE, STREAM_BUFFER_SIZE / 2); - state.draw.vertex_buffer = stream_buffer->GetHandle(); + stream_buffer = OGLStreamBuffer::MakeBuffer(has_ARB_buffer_storage, GL_ARRAY_BUFFER); + stream_buffer->Create(STREAM_BUFFER_SIZE, STREAM_BUFFER_SIZE / 2); + state.draw.vertex_buffer = stream_buffer->GetHandle(); - pipeline.Create(); - state.draw.program_pipeline = pipeline.handle; - state.draw.shader_program = 0; - state.draw.vertex_array = hw_vao.handle; - state.Apply(); + shader_program_manager = std::make_unique<GLShader::ProgramManager>(); + + state.draw.shader_program = 0; + state.draw.vertex_array = hw_vao.handle; + state.Apply(); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer->GetHandle()); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer->GetHandle()); - vs_uniform_buffer.Create(); - glBindBuffer(GL_UNIFORM_BUFFER, vs_uniform_buffer.handle); - glBufferData(GL_UNIFORM_BUFFER, sizeof(VSUniformData), nullptr, GL_STREAM_COPY); - glBindBufferBase(GL_UNIFORM_BUFFER, 1, vs_uniform_buffer.handle); - } else { - UNREACHABLE(); - } + vs_uniform_buffer.Create(); + glBindBuffer(GL_UNIFORM_BUFFER, vs_uniform_buffer.handle); + glBufferData(GL_UNIFORM_BUFFER, sizeof(GLShader::VSUniformData), nullptr, GL_STREAM_COPY); + glBindBufferBase(GL_UNIFORM_BUFFER, 1, vs_uniform_buffer.handle); accelerate_draw = AccelDraw::Disabled; @@ -200,26 +167,20 @@ void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset) { buffer_offset += data_size; } -void RasterizerOpenGL::SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset) { +void RasterizerOpenGL::SetupVertexShader(GLShader::VSUniformData* ub_ptr, GLintptr buffer_offset) { MICROPROFILE_SCOPE(OpenGL_VS); - LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader."); - glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current_shader->shader.handle); + UNREACHABLE(); } -void RasterizerOpenGL::SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset) { +void RasterizerOpenGL::SetupFragmentShader(GLShader::FSUniformData* ub_ptr, + GLintptr buffer_offset) { MICROPROFILE_SCOPE(OpenGL_FS); UNREACHABLE(); } bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) { - if (!has_ARB_separate_shader_objects) { - UNREACHABLE(); - return false; - } - accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays; DrawArrays(); - return true; } @@ -280,18 +241,6 @@ void RasterizerOpenGL::DrawArrays() { // Sync and bind the texture surfaces BindTextures(); - // Sync and bind the shader - if (shader_dirty) { - SetShader(); - shader_dirty = false; - } - - // Sync the uniform data - if (uniform_block_data.dirty) { - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformData), &uniform_block_data.data); - uniform_block_data.dirty = false; - } - // Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable // scissor test to prevent drawing outside of the framebuffer region state.scissor.enabled = true; @@ -311,7 +260,7 @@ void RasterizerOpenGL::DrawArrays() { if (is_indexed) { UNREACHABLE(); } - buffer_size += sizeof(VSUniformData); + buffer_size += sizeof(GLShader::VSUniformData); size_t ptr_pos = 0; u8* buffer_ptr; @@ -327,10 +276,10 @@ void RasterizerOpenGL::DrawArrays() { UNREACHABLE(); } - SetupVertexShader(reinterpret_cast<VSUniformData*>(&buffer_ptr[ptr_pos]), + SetupVertexShader(reinterpret_cast<GLShader::VSUniformData*>(&buffer_ptr[ptr_pos]), buffer_offset + static_cast<GLintptr>(ptr_pos)); const GLintptr vs_ubo_offset = buffer_offset + static_cast<GLintptr>(ptr_pos); - ptr_pos += sizeof(VSUniformData); + ptr_pos += sizeof(GLShader::VSUniformData); stream_buffer->Unmap(); @@ -343,9 +292,10 @@ void RasterizerOpenGL::DrawArrays() { } }; - copy_buffer(vs_uniform_buffer.handle, vs_ubo_offset, sizeof(VSUniformData)); + copy_buffer(vs_uniform_buffer.handle, vs_ubo_offset, sizeof(GLShader::VSUniformData)); - glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current_shader->shader.handle); + shader_program_manager->ApplyTo(state); + state.Apply(); if (is_indexed) { UNREACHABLE(); @@ -531,72 +481,6 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr } } -void RasterizerOpenGL::SetShader() { - // TODO(bunnei): The below sets up a static test shader for passing untransformed vertices to - // OpenGL for rendering. This should be removed/replaced when we start emulating Maxwell - // shaders. - - static constexpr char vertex_shader[] = R"( -#version 150 core - -in vec2 vert_position; -in vec2 vert_tex_coord; -out vec2 frag_tex_coord; - -void main() { - // Multiply input position by the rotscale part of the matrix and then manually translate by - // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector - // to `vec3(vert_position.xy, 1.0)` - gl_Position = vec4(mat2(mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)) * vert_position + mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)[2], 0.0, 1.0); - frag_tex_coord = vert_tex_coord; -} -)"; - - static constexpr char fragment_shader[] = R"( -#version 150 core - -in vec2 frag_tex_coord; -out vec4 color; - -uniform sampler2D tex[32]; - -void main() { - color = texture(tex[0], frag_tex_coord); -} -)"; - - if (current_shader) { - return; - } - - LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader."); - - current_shader = &test_shader; - if (has_ARB_separate_shader_objects) { - test_shader.shader.CreateFromSource(vertex_shader, nullptr, fragment_shader, true); - glActiveShaderProgram(pipeline.handle, test_shader.shader.handle); - } else { - UNREACHABLE(); - } - - state.draw.shader_program = test_shader.shader.handle; - state.Apply(); - - for (u32 texture = 0; texture < texture_samplers.size(); ++texture) { - // Set the texture samplers to correspond to different texture units - std::string uniform_name = "tex[" + std::to_string(texture) + "]"; - GLint uniform_tex = glGetUniformLocation(test_shader.shader.handle, uniform_name.c_str()); - if (uniform_tex != -1) { - glUniform1i(uniform_tex, TextureUnits::MaxwellTexture(texture).id); - } - } - - if (has_ARB_separate_shader_objects) { - state.draw.shader_program = 0; - state.Apply(); - } -} - void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface, const Surface& depth_surface, bool has_stencil) { state.draw.draw_framebuffer = framebuffer.handle; |