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	gl_rasterizer: isolate shader management into its own class
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					 5 changed files with 304 additions and 141 deletions
				
			
		|  | @ -32,6 +32,8 @@ add_library(video_core STATIC | |||
|     renderer_opengl/gl_shader_decompiler.h | ||||
|     renderer_opengl/gl_shader_gen.cpp | ||||
|     renderer_opengl/gl_shader_gen.h | ||||
|     renderer_opengl/gl_shader_manager.cpp | ||||
|     renderer_opengl/gl_shader_manager.h | ||||
|     renderer_opengl/gl_shader_util.cpp | ||||
|     renderer_opengl/gl_shader_util.h | ||||
|     renderer_opengl/gl_state.cpp | ||||
|  |  | |||
|  | @ -178,6 +178,9 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { | |||
|     glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum()); | ||||
|     glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle); | ||||
| 
 | ||||
|     shader_program_manager = | ||||
|         std::make_unique<ShaderProgramManager>(GLAD_GL_ARB_separate_shader_objects); | ||||
| 
 | ||||
|     glEnable(GL_BLEND); | ||||
| 
 | ||||
|     SyncEntireState(); | ||||
|  | @ -486,6 +489,11 @@ void RasterizerOpenGL::DrawTriangles() { | |||
|     state.scissor.height = draw_rect.GetHeight(); | ||||
|     state.Apply(); | ||||
| 
 | ||||
|     shader_program_manager->UseTrivialVertexShader(); | ||||
|     shader_program_manager->UseTrivialGeometryShader(); | ||||
|     shader_program_manager->ApplyTo(state); | ||||
|     state.Apply(); | ||||
| 
 | ||||
|     // Draw the vertex batch
 | ||||
|     size_t max_vertices = 3 * (VERTEX_BUFFER_SIZE / (3 * sizeof(HardwareVertex))); | ||||
|     for (size_t base_vertex = 0; base_vertex < vertex_batch.size(); base_vertex += max_vertices) { | ||||
|  | @ -1253,95 +1261,7 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig( | |||
| 
 | ||||
| void RasterizerOpenGL::SetShader() { | ||||
|     auto config = GLShader::PicaShaderConfig::BuildFromRegs(Pica::g_state.regs); | ||||
|     std::unique_ptr<PicaShader> shader = std::make_unique<PicaShader>(); | ||||
| 
 | ||||
|     // Find (or generate) the GLSL shader for the current TEV state
 | ||||
|     auto cached_shader = shader_cache.find(config); | ||||
|     if (cached_shader != shader_cache.end()) { | ||||
|         current_shader = cached_shader->second.get(); | ||||
| 
 | ||||
|         state.draw.shader_program = current_shader->shader.handle; | ||||
|         state.Apply(); | ||||
|     } else { | ||||
|         LOG_DEBUG(Render_OpenGL, "Creating new shader"); | ||||
| 
 | ||||
|         shader->shader.Create(GLShader::GenerateVertexShader().c_str(), | ||||
|                               GLShader::GenerateFragmentShader(config).c_str()); | ||||
| 
 | ||||
|         state.draw.shader_program = shader->shader.handle; | ||||
|         state.Apply(); | ||||
| 
 | ||||
|         // Set the texture samplers to correspond to different texture units
 | ||||
|         GLint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]"); | ||||
|         if (uniform_tex != -1) { | ||||
|             glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id); | ||||
|         } | ||||
|         uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]"); | ||||
|         if (uniform_tex != -1) { | ||||
|             glUniform1i(uniform_tex, TextureUnits::PicaTexture(1).id); | ||||
|         } | ||||
|         uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]"); | ||||
|         if (uniform_tex != -1) { | ||||
|             glUniform1i(uniform_tex, TextureUnits::PicaTexture(2).id); | ||||
|         } | ||||
|         uniform_tex = glGetUniformLocation(shader->shader.handle, "tex_cube"); | ||||
|         if (uniform_tex != -1) { | ||||
|             glUniform1i(uniform_tex, TextureUnits::TextureCube.id); | ||||
|         } | ||||
| 
 | ||||
|         // Set the texture samplers to correspond to different lookup table texture units
 | ||||
|         GLint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut"); | ||||
|         if (uniform_lut != -1) { | ||||
|             glUniform1i(uniform_lut, TextureUnits::LightingLUT.id); | ||||
|         } | ||||
| 
 | ||||
|         GLint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut"); | ||||
|         if (uniform_fog_lut != -1) { | ||||
|             glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id); | ||||
|         } | ||||
| 
 | ||||
|         GLint uniform_proctex_noise_lut = | ||||
|             glGetUniformLocation(shader->shader.handle, "proctex_noise_lut"); | ||||
|         if (uniform_proctex_noise_lut != -1) { | ||||
|             glUniform1i(uniform_proctex_noise_lut, TextureUnits::ProcTexNoiseLUT.id); | ||||
|         } | ||||
| 
 | ||||
|         GLint uniform_proctex_color_map = | ||||
|             glGetUniformLocation(shader->shader.handle, "proctex_color_map"); | ||||
|         if (uniform_proctex_color_map != -1) { | ||||
|             glUniform1i(uniform_proctex_color_map, TextureUnits::ProcTexColorMap.id); | ||||
|         } | ||||
| 
 | ||||
|         GLint uniform_proctex_alpha_map = | ||||
|             glGetUniformLocation(shader->shader.handle, "proctex_alpha_map"); | ||||
|         if (uniform_proctex_alpha_map != -1) { | ||||
|             glUniform1i(uniform_proctex_alpha_map, TextureUnits::ProcTexAlphaMap.id); | ||||
|         } | ||||
| 
 | ||||
|         GLint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut"); | ||||
|         if (uniform_proctex_lut != -1) { | ||||
|             glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id); | ||||
|         } | ||||
| 
 | ||||
|         GLint uniform_proctex_diff_lut = | ||||
|             glGetUniformLocation(shader->shader.handle, "proctex_diff_lut"); | ||||
|         if (uniform_proctex_diff_lut != -1) { | ||||
|             glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id); | ||||
|         } | ||||
| 
 | ||||
|         current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get(); | ||||
| 
 | ||||
|         GLuint block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data"); | ||||
|         if (block_index != GL_INVALID_INDEX) { | ||||
|             GLint block_size; | ||||
|             glGetActiveUniformBlockiv(current_shader->shader.handle, block_index, | ||||
|                                       GL_UNIFORM_BLOCK_DATA_SIZE, &block_size); | ||||
|             ASSERT_MSG(block_size == sizeof(UniformData), | ||||
|                        "Uniform block size did not match! Got {}, expected {}", | ||||
|                        static_cast<int>(block_size), sizeof(UniformData)); | ||||
|             glUniformBlockBinding(current_shader->shader.handle, block_index, 0); | ||||
|         } | ||||
|     } | ||||
|     shader_program_manager->UseFragmentShader(config); | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncClipEnabled() { | ||||
|  |  | |||
|  | @ -8,12 +8,10 @@ | |||
| #include <cstddef> | ||||
| #include <cstring> | ||||
| #include <memory> | ||||
| #include <unordered_map> | ||||
| #include <vector> | ||||
| #include <glad/glad.h> | ||||
| #include "common/bit_field.h" | ||||
| #include "common/common_types.h" | ||||
| #include "common/hash.h" | ||||
| #include "common/vector_math.h" | ||||
| #include "core/hw/gpu.h" | ||||
| #include "video_core/pica_state.h" | ||||
|  | @ -25,13 +23,14 @@ | |||
| #include "video_core/regs_texturing.h" | ||||
| #include "video_core/renderer_opengl/gl_rasterizer_cache.h" | ||||
| #include "video_core/renderer_opengl/gl_resource_manager.h" | ||||
| #include "video_core/renderer_opengl/gl_shader_gen.h" | ||||
| #include "video_core/renderer_opengl/gl_shader_manager.h" | ||||
| #include "video_core/renderer_opengl/gl_state.h" | ||||
| #include "video_core/renderer_opengl/gl_stream_buffer.h" | ||||
| #include "video_core/renderer_opengl/pica_to_gl.h" | ||||
| #include "video_core/shader/shader.h" | ||||
| 
 | ||||
| struct ScreenInfo; | ||||
| class ShaderProgramManager; | ||||
| 
 | ||||
| class RasterizerOpenGL : public VideoCore::RasterizerInterface { | ||||
| public: | ||||
|  | @ -52,12 +51,6 @@ public: | |||
|     bool AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr, | ||||
|                            u32 pixel_stride, ScreenInfo& screen_info) override; | ||||
| 
 | ||||
|     /// OpenGL shader generated for a given Pica register state
 | ||||
|     struct PicaShader { | ||||
|         /// OpenGL shader resource
 | ||||
|         OGLShader shader; | ||||
|     }; | ||||
| 
 | ||||
| private: | ||||
|     struct SamplerInfo { | ||||
|         using TextureConfig = Pica::TexturingRegs::TextureConfig; | ||||
|  | @ -121,47 +114,6 @@ private: | |||
|         GLfloat view[3]; | ||||
|     }; | ||||
| 
 | ||||
|     struct LightSrc { | ||||
|         alignas(16) GLvec3 specular_0; | ||||
|         alignas(16) GLvec3 specular_1; | ||||
|         alignas(16) GLvec3 diffuse; | ||||
|         alignas(16) GLvec3 ambient; | ||||
|         alignas(16) GLvec3 position; | ||||
|         alignas(16) GLvec3 spot_direction; // negated
 | ||||
|         GLfloat dist_atten_bias; | ||||
|         GLfloat dist_atten_scale; | ||||
|     }; | ||||
| 
 | ||||
|     /// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
 | ||||
|     // NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
 | ||||
|     //       the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
 | ||||
|     //       Not following that rule will cause problems on some AMD drivers.
 | ||||
|     struct UniformData { | ||||
|         GLint framebuffer_scale; | ||||
|         GLint alphatest_ref; | ||||
|         GLfloat depth_scale; | ||||
|         GLfloat depth_offset; | ||||
|         GLint scissor_x1; | ||||
|         GLint scissor_y1; | ||||
|         GLint scissor_x2; | ||||
|         GLint scissor_y2; | ||||
|         alignas(16) GLvec3 fog_color; | ||||
|         alignas(8) GLvec2 proctex_noise_f; | ||||
|         alignas(8) GLvec2 proctex_noise_a; | ||||
|         alignas(8) GLvec2 proctex_noise_p; | ||||
|         alignas(16) GLvec3 lighting_global_ambient; | ||||
|         LightSrc light_src[8]; | ||||
|         alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
 | ||||
|         alignas(16) GLvec4 tev_combiner_buffer_color; | ||||
|         alignas(16) GLvec4 clip_coef; | ||||
|     }; | ||||
| 
 | ||||
|     static_assert( | ||||
|         sizeof(UniformData) == 0x460, | ||||
|         "The size of the UniformData structure has changed, update the structure in the shader"); | ||||
|     static_assert(sizeof(UniformData) < 16384, | ||||
|                   "UniformData structure must be less than 16kb as per the OpenGL spec"); | ||||
| 
 | ||||
|     /// Syncs entire status to match PICA registers
 | ||||
|     void SyncEntireState(); | ||||
| 
 | ||||
|  | @ -269,8 +221,6 @@ private: | |||
| 
 | ||||
|     std::vector<HardwareVertex> vertex_batch; | ||||
| 
 | ||||
|     std::unordered_map<GLShader::PicaShaderConfig, std::unique_ptr<PicaShader>> shader_cache; | ||||
|     const PicaShader* current_shader = nullptr; | ||||
|     bool shader_dirty; | ||||
| 
 | ||||
|     struct { | ||||
|  | @ -285,6 +235,8 @@ private: | |||
|         bool dirty; | ||||
|     } uniform_block_data = {}; | ||||
| 
 | ||||
|     std::unique_ptr<ShaderProgramManager> shader_program_manager; | ||||
| 
 | ||||
|     std::array<SamplerInfo, 3> texture_samplers; | ||||
|     OGLVertexArray vertex_array; | ||||
|     static constexpr size_t VERTEX_BUFFER_SIZE = 128 * 1024 * 1024; | ||||
|  |  | |||
							
								
								
									
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							|  | @ -0,0 +1,216 @@ | |||
| // Copyright 2018 Citra Emulator Project
 | ||||
| // Licensed under GPLv2 or any later version
 | ||||
| // Refer to the license.txt file included.
 | ||||
| 
 | ||||
| #include <unordered_map> | ||||
| #include <boost/functional/hash.hpp> | ||||
| #include <boost/variant.hpp> | ||||
| #include "video_core/renderer_opengl/gl_shader_manager.h" | ||||
| 
 | ||||
| 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) { | ||||
|         return; | ||||
|     } | ||||
|     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(UniformData)); | ||||
| } | ||||
| 
 | ||||
| static void SetShaderSamplerBinding(GLuint shader, const char* name, | ||||
|                                     TextureUnits::TextureUnit binding) { | ||||
|     GLint uniform_tex = glGetUniformLocation(shader, name); | ||||
|     if (uniform_tex != -1) { | ||||
|         glUniform1i(uniform_tex, binding.id); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| static void SetShaderSamplerBindings(GLuint shader) { | ||||
|     OpenGLState cur_state = OpenGLState::GetCurState(); | ||||
|     GLuint old_program = std::exchange(cur_state.draw.shader_program, shader); | ||||
|     cur_state.Apply(); | ||||
| 
 | ||||
|     // Set the texture samplers to correspond to different texture units
 | ||||
|     SetShaderSamplerBinding(shader, "tex0", TextureUnits::PicaTexture(0)); | ||||
|     SetShaderSamplerBinding(shader, "tex1", TextureUnits::PicaTexture(1)); | ||||
|     SetShaderSamplerBinding(shader, "tex2", TextureUnits::PicaTexture(2)); | ||||
|     SetShaderSamplerBinding(shader, "tex_cube", TextureUnits::TextureCube); | ||||
| 
 | ||||
|     // Set the texture samplers to correspond to different lookup table texture units
 | ||||
|     SetShaderSamplerBinding(shader, "lighting_lut", TextureUnits::LightingLUT); | ||||
|     SetShaderSamplerBinding(shader, "fog_lut", TextureUnits::FogLUT); | ||||
|     SetShaderSamplerBinding(shader, "proctex_noise_lut", TextureUnits::ProcTexNoiseLUT); | ||||
|     SetShaderSamplerBinding(shader, "proctex_color_map", TextureUnits::ProcTexColorMap); | ||||
|     SetShaderSamplerBinding(shader, "proctex_alpha_map", TextureUnits::ProcTexAlphaMap); | ||||
|     SetShaderSamplerBinding(shader, "proctex_lut", TextureUnits::ProcTexLUT); | ||||
|     SetShaderSamplerBinding(shader, "proctex_diff_lut", TextureUnits::ProcTexDiffLUT); | ||||
| 
 | ||||
|     cur_state.draw.shader_program = old_program; | ||||
|     cur_state.Apply(); | ||||
| } | ||||
| 
 | ||||
| /**
 | ||||
|  * An object representing a shader program staging. It can be either a shader object or a program | ||||
|  * object, depending on whether separable program is used. | ||||
|  */ | ||||
| class OGLShaderStage { | ||||
| public: | ||||
|     explicit OGLShaderStage(bool separable) { | ||||
|         if (separable) { | ||||
|             shader_or_program = OGLProgram(); | ||||
|         } else { | ||||
|             shader_or_program = OGLShader(); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     void Create(const char* source, GLenum type) { | ||||
|         if (shader_or_program.which() == 0) { | ||||
|             boost::get<OGLShader>(shader_or_program).Create(source, type); | ||||
|         } else { | ||||
|             OGLShader shader; | ||||
|             shader.Create(source, type); | ||||
|             OGLProgram& program = boost::get<OGLProgram>(shader_or_program); | ||||
|             program.Create(true, {shader.handle}); | ||||
|             SetShaderUniformBlockBindings(program.handle); | ||||
|             SetShaderSamplerBindings(program.handle); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     GLuint GetHandle() const { | ||||
|         if (shader_or_program.which() == 0) { | ||||
|             return boost::get<OGLShader>(shader_or_program).handle; | ||||
|         } else { | ||||
|             return boost::get<OGLProgram>(shader_or_program).handle; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
| private: | ||||
|     boost::variant<OGLShader, OGLProgram> shader_or_program; | ||||
| }; | ||||
| 
 | ||||
| class TrivialVertexShader { | ||||
| public: | ||||
|     explicit TrivialVertexShader(bool separable) : program(separable) { | ||||
|         program.Create(GLShader::GenerateTrivialVertexShader(separable).c_str(), GL_VERTEX_SHADER); | ||||
|     } | ||||
|     GLuint Get() const { | ||||
|         return program.GetHandle(); | ||||
|     } | ||||
| 
 | ||||
| private: | ||||
|     OGLShaderStage program; | ||||
| }; | ||||
| 
 | ||||
| template <typename KeyConfigType, std::string (*CodeGenerator)(const KeyConfigType&, bool), | ||||
|           GLenum ShaderType> | ||||
| class ShaderCache { | ||||
| public: | ||||
|     explicit ShaderCache(bool separable) : separable(separable) {} | ||||
|     GLuint Get(const KeyConfigType& config) { | ||||
|         auto [iter, new_shader] = shaders.emplace(config, OGLShaderStage{separable}); | ||||
|         OGLShaderStage& cached_shader = iter->second; | ||||
|         if (new_shader) { | ||||
|             cached_shader.Create(CodeGenerator(config, separable).c_str(), ShaderType); | ||||
|         } | ||||
|         return cached_shader.GetHandle(); | ||||
|     } | ||||
| 
 | ||||
| private: | ||||
|     bool separable; | ||||
|     std::unordered_map<KeyConfigType, OGLShaderStage> shaders; | ||||
| }; | ||||
| 
 | ||||
| using FragmentShaders = | ||||
|     ShaderCache<GLShader::PicaShaderConfig, &GLShader::GenerateFragmentShader, GL_FRAGMENT_SHADER>; | ||||
| 
 | ||||
| class ShaderProgramManager::Impl { | ||||
| public: | ||||
|     explicit Impl(bool separable) | ||||
|         : separable(separable), trivial_vertex_shader(separable), fragment_shaders(separable) { | ||||
|         if (separable) | ||||
|             pipeline.Create(); | ||||
|     } | ||||
| 
 | ||||
|     struct ShaderTuple { | ||||
|         GLuint vs = 0; | ||||
|         GLuint gs = 0; | ||||
|         GLuint fs = 0; | ||||
| 
 | ||||
|         bool operator==(const ShaderTuple& rhs) const { | ||||
|             return std::tie(vs, gs, fs) == std::tie(rhs.vs, rhs.gs, rhs.fs); | ||||
|         } | ||||
| 
 | ||||
|         bool operator!=(const ShaderTuple& rhs) const { | ||||
|             return std::tie(vs, gs, fs) != std::tie(rhs.vs, rhs.gs, rhs.fs); | ||||
|         } | ||||
| 
 | ||||
|         struct Hash { | ||||
|             std::size_t operator()(const ShaderTuple& tuple) const { | ||||
|                 std::size_t hash = 0; | ||||
|                 boost::hash_combine(hash, tuple.vs); | ||||
|                 boost::hash_combine(hash, tuple.gs); | ||||
|                 boost::hash_combine(hash, tuple.fs); | ||||
|                 return hash; | ||||
|             } | ||||
|         }; | ||||
|     }; | ||||
| 
 | ||||
|     ShaderTuple current; | ||||
| 
 | ||||
|     TrivialVertexShader trivial_vertex_shader; | ||||
| 
 | ||||
|     FragmentShaders fragment_shaders; | ||||
| 
 | ||||
|     bool separable; | ||||
|     std::unordered_map<ShaderTuple, OGLProgram, ShaderTuple::Hash> program_cache; | ||||
|     OGLPipeline pipeline; | ||||
| }; | ||||
| 
 | ||||
| ShaderProgramManager::ShaderProgramManager(bool separable) | ||||
|     : impl(std::make_unique<Impl>(separable)) {} | ||||
| 
 | ||||
| ShaderProgramManager::~ShaderProgramManager() = default; | ||||
| 
 | ||||
| void ShaderProgramManager::UseTrivialVertexShader() { | ||||
|     impl->current.vs = impl->trivial_vertex_shader.Get(); | ||||
| } | ||||
| 
 | ||||
| void ShaderProgramManager::UseTrivialGeometryShader() { | ||||
|     impl->current.gs = 0; | ||||
| } | ||||
| 
 | ||||
| void ShaderProgramManager::UseFragmentShader(const GLShader::PicaShaderConfig& config) { | ||||
|     impl->current.fs = impl->fragment_shaders.Get(config); | ||||
| } | ||||
| 
 | ||||
| void ShaderProgramManager::ApplyTo(OpenGLState& state) { | ||||
|     if (impl->separable) { | ||||
|         // Without this reseting, AMD sometimes freezes when one stage is changed but not for the
 | ||||
|         // others
 | ||||
|         glUseProgramStages(impl->pipeline.handle, | ||||
|                            GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, | ||||
|                            0); | ||||
| 
 | ||||
|         glUseProgramStages(impl->pipeline.handle, GL_VERTEX_SHADER_BIT, impl->current.vs); | ||||
|         glUseProgramStages(impl->pipeline.handle, GL_GEOMETRY_SHADER_BIT, impl->current.gs); | ||||
|         glUseProgramStages(impl->pipeline.handle, GL_FRAGMENT_SHADER_BIT, impl->current.fs); | ||||
|         state.draw.shader_program = 0; | ||||
|         state.draw.program_pipeline = impl->pipeline.handle; | ||||
|     } else { | ||||
|         OGLProgram& cached_program = impl->program_cache[impl->current]; | ||||
|         if (cached_program.handle == 0) { | ||||
|             cached_program.Create(false, {impl->current.vs, impl->current.gs, impl->current.fs}); | ||||
|             SetShaderUniformBlockBindings(cached_program.handle); | ||||
|             SetShaderSamplerBindings(cached_program.handle); | ||||
|         } | ||||
|         state.draw.shader_program = cached_program.handle; | ||||
|     } | ||||
| } | ||||
							
								
								
									
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								src/video_core/renderer_opengl/gl_shader_manager.h
									
										
									
									
									
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							|  | @ -0,0 +1,73 @@ | |||
| // Copyright 2018 Citra Emulator Project
 | ||||
| // Licensed under GPLv2 or any later version
 | ||||
| // Refer to the license.txt file included.
 | ||||
| 
 | ||||
| #pragma once | ||||
| 
 | ||||
| #include <memory> | ||||
| #include <glad/glad.h> | ||||
| #include "video_core/renderer_opengl/gl_resource_manager.h" | ||||
| #include "video_core/renderer_opengl/gl_shader_gen.h" | ||||
| #include "video_core/renderer_opengl/pica_to_gl.h" | ||||
| 
 | ||||
| enum class UniformBindings : GLuint { Common }; | ||||
| 
 | ||||
| struct LightSrc { | ||||
|     alignas(16) GLvec3 specular_0; | ||||
|     alignas(16) GLvec3 specular_1; | ||||
|     alignas(16) GLvec3 diffuse; | ||||
|     alignas(16) GLvec3 ambient; | ||||
|     alignas(16) GLvec3 position; | ||||
|     alignas(16) GLvec3 spot_direction; // negated
 | ||||
|     GLfloat dist_atten_bias; | ||||
|     GLfloat dist_atten_scale; | ||||
| }; | ||||
| 
 | ||||
| /// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
 | ||||
| // NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
 | ||||
| //       the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
 | ||||
| //       Not following that rule will cause problems on some AMD drivers.
 | ||||
| struct UniformData { | ||||
|     GLint framebuffer_scale; | ||||
|     GLint alphatest_ref; | ||||
|     GLfloat depth_scale; | ||||
|     GLfloat depth_offset; | ||||
|     GLint scissor_x1; | ||||
|     GLint scissor_y1; | ||||
|     GLint scissor_x2; | ||||
|     GLint scissor_y2; | ||||
|     alignas(16) GLvec3 fog_color; | ||||
|     alignas(8) GLvec2 proctex_noise_f; | ||||
|     alignas(8) GLvec2 proctex_noise_a; | ||||
|     alignas(8) GLvec2 proctex_noise_p; | ||||
|     alignas(16) GLvec3 lighting_global_ambient; | ||||
|     LightSrc light_src[8]; | ||||
|     alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
 | ||||
|     alignas(16) GLvec4 tev_combiner_buffer_color; | ||||
|     alignas(16) GLvec4 clip_coef; | ||||
| }; | ||||
| 
 | ||||
| static_assert( | ||||
|     sizeof(UniformData) == 0x460, | ||||
|     "The size of the UniformData structure has changed, update the structure in the shader"); | ||||
| static_assert(sizeof(UniformData) < 16384, | ||||
|               "UniformData structure must be less than 16kb as per the OpenGL spec"); | ||||
| 
 | ||||
| /// A class that manage different shader stages and configures them with given config data.
 | ||||
| class ShaderProgramManager { | ||||
| public: | ||||
|     explicit ShaderProgramManager(bool separable); | ||||
|     ~ShaderProgramManager(); | ||||
| 
 | ||||
|     void UseTrivialVertexShader(); | ||||
| 
 | ||||
|     void UseTrivialGeometryShader(); | ||||
| 
 | ||||
|     void UseFragmentShader(const GLShader::PicaShaderConfig& config); | ||||
| 
 | ||||
|     void ApplyTo(OpenGLState& state); | ||||
| 
 | ||||
| private: | ||||
|     class Impl; | ||||
|     std::unique_ptr<Impl> impl; | ||||
| }; | ||||
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