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