3 changed files with 209 additions and 0 deletions
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2src/video_core/CMakeLists.txt
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46src/video_core/renderer_opengl/gl_shader_manager.cpp
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161src/video_core/renderer_opengl/gl_shader_manager.h
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// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "core/core.h"
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#include "core/hle/kernel/process.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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namespace GLShader { |
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namespace Impl { |
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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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void SetShaderUniformBlockBindings(GLuint shader) { |
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SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS, sizeof(VSUniformData)); |
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} |
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void SetShaderSamplerBindings(GLuint shader) { |
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OpenGLState cur_state = OpenGLState::GetCurState(); |
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GLuint old_program = std::exchange(cur_state.draw.shader_program, shader); |
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cur_state.Apply(); |
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// Set the texture samplers to correspond to different texture units
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cur_state.draw.shader_program = old_program; |
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cur_state.Apply(); |
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} |
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} // namespace Impl
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void MaxwellUniformData::SetFromRegs() { |
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} |
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} // namespace GLShader
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// Copyright 2018 yuzu Emulator Project |
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// Licensed under GPLv2 or any later version |
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// Refer to the license.txt file included. |
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#pragma once |
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#include <tuple> |
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#include <unordered_map> |
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#include <boost/functional/hash.hpp> |
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#include <glad/glad.h> |
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#include "video_core/renderer_opengl/gl_resource_manager.h" |
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#include "video_core/renderer_opengl/gl_shader_gen.h" |
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#include "video_core/renderer_opengl/maxwell_to_gl.h" |
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namespace GLShader { |
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namespace Impl { |
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void SetShaderUniformBlockBindings(GLuint shader); |
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void SetShaderSamplerBindings(GLuint shader); |
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} // namespace Impl |
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enum class UniformBindings : GLuint { Common, VS, GS, FS }; |
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/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned |
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// NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at |
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// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not. |
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// Not following that rule will cause problems on some AMD drivers. |
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struct MaxwellUniformData { |
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void SetFromRegs(); |
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using ConstBuffer = std::array<GLvec4, 4>; |
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using Regs = Tegra::Engines::Maxwell3D::Regs; |
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alignas(16) std::array<ConstBuffer, Regs::MaxConstBuffers> const_buffers; |
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}; |
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static_assert(sizeof(MaxwellUniformData) < 16384, |
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"MaxwellUniformData structure must be less than 16kb as per the OpenGL spec"); |
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struct VSUniformData { |
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MaxwellUniformData uniforms; |
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}; |
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static_assert(sizeof(VSUniformData) < 16384, |
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"VSUniformData structure must be less than 16kb as per the OpenGL spec"); |
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struct FSUniformData { |
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MaxwellUniformData uniforms; |
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}; |
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static_assert(sizeof(FSUniformData) < 16384, |
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"VSUniformData structure must be less than 16kb as per the OpenGL spec"); |
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class OGLShaderStage { |
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public: |
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OGLShaderStage() = default; |
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void Create(const char* source, GLenum type) { |
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OGLShader shader; |
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shader.Create(source, type); |
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program.Create(true, shader.handle); |
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Impl::SetShaderUniformBlockBindings(program.handle); |
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Impl::SetShaderSamplerBindings(program.handle); |
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} |
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GLuint GetHandle() const { |
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return program.handle; |
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} |
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private: |
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OGLProgram program; |
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}; |
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// TODO(wwylele): beautify this doc |
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// This is a shader cache designed for translating PICA shader to GLSL shader. |
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// The double cache is needed because diffent KeyConfigType, which includes a hash of the code |
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// region (including its leftover unused code) can generate the same GLSL code. |
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template <typename KeyConfigType, |
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std::string (*CodeGenerator)(const ShaderSetup&, const KeyConfigType&), GLenum ShaderType> |
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class ShaderCache { |
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public: |
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ShaderCache() = default; |
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GLuint Get(const KeyConfigType& key, const ShaderSetup& setup) { |
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auto map_it = shader_map.find(key); |
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if (map_it == shader_map.end()) { |
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std::string program = CodeGenerator(setup, key); |
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auto [iter, new_shader] = shader_cache.emplace(program, OGLShaderStage{}); |
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OGLShaderStage& cached_shader = iter->second; |
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if (new_shader) { |
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cached_shader.Create(program.c_str(), ShaderType); |
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} |
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shader_map[key] = &cached_shader; |
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return cached_shader.GetHandle(); |
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} else { |
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return map_it->second->GetHandle(); |
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} |
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} |
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private: |
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std::unordered_map<KeyConfigType, OGLShaderStage*> shader_map; |
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std::unordered_map<std::string, OGLShaderStage> shader_cache; |
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}; |
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using VertexShaders = ShaderCache<MaxwellVSConfig, &GenerateVertexShader, GL_VERTEX_SHADER>; |
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using FragmentShaders = ShaderCache<MaxwellFSConfig, &GenerateFragmentShader, GL_FRAGMENT_SHADER>; |
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class ProgramManager { |
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public: |
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ProgramManager() { |
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pipeline.Create(); |
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} |
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void UseProgrammableVertexShader(const MaxwellVSConfig& config, const ShaderSetup setup) { |
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current.vs = vertex_shaders.Get(config, setup); |
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} |
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void UseTrivialGeometryShader() { |
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current.gs = 0; |
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} |
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void UseProgrammableFragmentShader(const MaxwellFSConfig& config, const ShaderSetup setup) { |
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current.fs = fragment_shaders.Get(config, setup); |
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} |
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void ApplyTo(OpenGLState& state) { |
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// Workaround for AMD bug |
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glUseProgramStages(pipeline.handle, |
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GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, |
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0); |
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glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current.vs); |
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glUseProgramStages(pipeline.handle, GL_GEOMETRY_SHADER_BIT, current.gs); |
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glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current.fs); |
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state.draw.shader_program = 0; |
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state.draw.program_pipeline = pipeline.handle; |
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} |
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private: |
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struct ShaderTuple { |
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GLuint vs = 0, gs = 0, fs = 0; |
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bool operator==(const ShaderTuple& rhs) const { |
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return std::tie(vs, gs, fs) == std::tie(rhs.vs, rhs.gs, rhs.fs); |
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} |
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struct Hash { |
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std::size_t operator()(const ShaderTuple& tuple) const { |
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std::size_t hash = 0; |
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boost::hash_combine(hash, tuple.vs); |
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boost::hash_combine(hash, tuple.gs); |
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boost::hash_combine(hash, tuple.fs); |
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return hash; |
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} |
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}; |
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}; |
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ShaderTuple current; |
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VertexShaders vertex_shaders; |
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FragmentShaders fragment_shaders; |
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std::unordered_map<ShaderTuple, OGLProgram, ShaderTuple::Hash> program_cache; |
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OGLPipeline pipeline; |
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}; |
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} // namespace GLShader |
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