mirror of
https://github.com/PabloMK7/citra.git
synced 2025-09-11 13:20:04 +00:00
Prepare frontend for multiple graphics APIs (#6347)
* externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
This commit is contained in:
parent
9ef42040af
commit
b5d6f645bd
99 changed files with 3165 additions and 4501 deletions
|
@ -86,7 +86,7 @@ void UnitState::LoadInput(const ShaderRegs& config, const AttributeBuffer& input
|
|||
}
|
||||
}
|
||||
|
||||
static void CopyRegistersToOutput(const Common::Vec4<float24>* regs, u32 mask,
|
||||
static void CopyRegistersToOutput(std::span<Common::Vec4<float24>, 16> regs, u32 mask,
|
||||
AttributeBuffer& buffer) {
|
||||
int output_i = 0;
|
||||
for (int reg : Common::BitSet<u32>(mask)) {
|
||||
|
@ -108,7 +108,7 @@ GSEmitter::~GSEmitter() {
|
|||
delete handlers;
|
||||
}
|
||||
|
||||
void GSEmitter::Emit(Common::Vec4<float24> (&output_regs)[16]) {
|
||||
void GSEmitter::Emit(std::span<Common::Vec4<float24>, 16> output_regs) {
|
||||
ASSERT(vertex_id < 3);
|
||||
// TODO: This should be merged with UnitState::WriteOutput somehow
|
||||
CopyRegistersToOutput(output_regs, output_mask, buffer[vertex_id]);
|
||||
|
|
|
@ -7,6 +7,7 @@
|
|||
#include <array>
|
||||
#include <cstddef>
|
||||
#include <functional>
|
||||
#include <span>
|
||||
#include <type_traits>
|
||||
#include <boost/serialization/access.hpp>
|
||||
#include <boost/serialization/array.hpp>
|
||||
|
@ -113,7 +114,7 @@ struct GSEmitter {
|
|||
|
||||
GSEmitter();
|
||||
~GSEmitter();
|
||||
void Emit(Common::Vec4<float24> (&output_regs)[16]);
|
||||
void Emit(std::span<Common::Vec4<float24>, 16> output_regs);
|
||||
|
||||
private:
|
||||
friend class boost::serialization::access;
|
||||
|
@ -140,9 +141,9 @@ struct UnitState {
|
|||
struct Registers {
|
||||
// The registers are accessed by the shader JIT using SSE instructions, and are therefore
|
||||
// required to be 16-byte aligned.
|
||||
alignas(16) Common::Vec4<float24> input[16];
|
||||
alignas(16) Common::Vec4<float24> temporary[16];
|
||||
alignas(16) Common::Vec4<float24> output[16];
|
||||
alignas(16) std::array<Common::Vec4<float24>, 16> input;
|
||||
alignas(16) std::array<Common::Vec4<float24>, 16> temporary;
|
||||
alignas(16) std::array<Common::Vec4<float24>, 16> output;
|
||||
|
||||
private:
|
||||
friend class boost::serialization::access;
|
||||
|
|
|
@ -7,7 +7,6 @@
|
|||
#include <cmath>
|
||||
#include <numeric>
|
||||
#include <boost/container/static_vector.hpp>
|
||||
#include <boost/range/algorithm/fill.hpp>
|
||||
#include <nihstro/shader_bytecode.h>
|
||||
#include "common/assert.h"
|
||||
#include "common/common_types.h"
|
||||
|
@ -688,7 +687,7 @@ DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup,
|
|||
DebugData<true> debug_data;
|
||||
|
||||
// Setup input register table
|
||||
boost::fill(state.registers.input, Common::Vec4<float24>::AssignToAll(float24::Zero()));
|
||||
state.registers.input.fill(Common::Vec4<float24>::AssignToAll(float24::Zero()));
|
||||
state.LoadInput(config, input);
|
||||
RunInterpreter(setup, state, debug_data, setup.engine_data.entry_point);
|
||||
return debug_data;
|
||||
|
|
78
src/video_core/shader/shader_uniforms.cpp
Normal file
78
src/video_core/shader/shader_uniforms.cpp
Normal file
|
@ -0,0 +1,78 @@
|
|||
// Copyright 2023 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <algorithm>
|
||||
#include "video_core/shader/shader.h"
|
||||
#include "video_core/shader/shader_uniforms.h"
|
||||
|
||||
namespace Pica::Shader {
|
||||
|
||||
void PicaUniformsData::SetFromRegs(const Pica::ShaderRegs& regs,
|
||||
const Pica::Shader::ShaderSetup& setup) {
|
||||
std::transform(std::begin(setup.uniforms.b), std::end(setup.uniforms.b), std::begin(bools),
|
||||
[](bool value) -> BoolAligned { return {value ? 1 : 0}; });
|
||||
std::transform(std::begin(regs.int_uniforms), std::end(regs.int_uniforms), std::begin(i),
|
||||
[](const auto& value) -> Common::Vec4u {
|
||||
return {value.x.Value(), value.y.Value(), value.z.Value(), value.w.Value()};
|
||||
});
|
||||
std::transform(std::begin(setup.uniforms.f), std::end(setup.uniforms.f), std::begin(f),
|
||||
[](const auto& value) -> Common::Vec4f {
|
||||
return {value.x.ToFloat32(), value.y.ToFloat32(), value.z.ToFloat32(),
|
||||
value.w.ToFloat32()};
|
||||
});
|
||||
}
|
||||
|
||||
constexpr std::string_view UniformBlockDefFormat = R"(
|
||||
#define NUM_TEV_STAGES 6
|
||||
#define NUM_LIGHTS 8
|
||||
#define NUM_LIGHTING_SAMPLERS 24
|
||||
struct LightSrc {{
|
||||
vec3 specular_0;
|
||||
vec3 specular_1;
|
||||
vec3 diffuse;
|
||||
vec3 ambient;
|
||||
vec3 position;
|
||||
vec3 spot_direction;
|
||||
float dist_atten_bias;
|
||||
float dist_atten_scale;
|
||||
}};
|
||||
layout ({}std140) uniform shader_data {{
|
||||
int framebuffer_scale;
|
||||
int alphatest_ref;
|
||||
float depth_scale;
|
||||
float depth_offset;
|
||||
float shadow_bias_constant;
|
||||
float shadow_bias_linear;
|
||||
int scissor_x1;
|
||||
int scissor_y1;
|
||||
int scissor_x2;
|
||||
int scissor_y2;
|
||||
int fog_lut_offset;
|
||||
int proctex_noise_lut_offset;
|
||||
int proctex_color_map_offset;
|
||||
int proctex_alpha_map_offset;
|
||||
int proctex_lut_offset;
|
||||
int proctex_diff_lut_offset;
|
||||
float proctex_bias;
|
||||
int shadow_texture_bias;
|
||||
bool enable_clip1;
|
||||
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
|
||||
vec3 fog_color;
|
||||
vec2 proctex_noise_f;
|
||||
vec2 proctex_noise_a;
|
||||
vec2 proctex_noise_p;
|
||||
vec3 lighting_global_ambient;
|
||||
LightSrc light_src[NUM_LIGHTS];
|
||||
vec4 const_color[NUM_TEV_STAGES];
|
||||
vec4 tev_combiner_buffer_color;
|
||||
vec3 tex_lod_bias;
|
||||
vec4 clip_coef;
|
||||
}};
|
||||
)";
|
||||
|
||||
std::string BuildShaderUniformDefinitions(const std::string& extra_layout_parameters) {
|
||||
return fmt::format(UniformBlockDefFormat, extra_layout_parameters);
|
||||
}
|
||||
|
||||
} // namespace Pica::Shader
|
101
src/video_core/shader/shader_uniforms.h
Normal file
101
src/video_core/shader/shader_uniforms.h
Normal file
|
@ -0,0 +1,101 @@
|
|||
// Copyright 2023 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "common/vector_math.h"
|
||||
#include "video_core/regs_lighting.h"
|
||||
|
||||
namespace Pica {
|
||||
struct ShaderRegs;
|
||||
}
|
||||
|
||||
namespace Pica::Shader {
|
||||
|
||||
struct ShaderSetup;
|
||||
|
||||
enum class UniformBindings : u32 { Common, VS, GS };
|
||||
|
||||
struct LightSrc {
|
||||
alignas(16) Common::Vec3f specular_0;
|
||||
alignas(16) Common::Vec3f specular_1;
|
||||
alignas(16) Common::Vec3f diffuse;
|
||||
alignas(16) Common::Vec3f ambient;
|
||||
alignas(16) Common::Vec3f position;
|
||||
alignas(16) Common::Vec3f spot_direction; // negated
|
||||
float dist_atten_bias;
|
||||
float 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 {
|
||||
int framebuffer_scale;
|
||||
int alphatest_ref;
|
||||
float depth_scale;
|
||||
float depth_offset;
|
||||
float shadow_bias_constant;
|
||||
float shadow_bias_linear;
|
||||
int scissor_x1;
|
||||
int scissor_y1;
|
||||
int scissor_x2;
|
||||
int scissor_y2;
|
||||
int fog_lut_offset;
|
||||
int proctex_noise_lut_offset;
|
||||
int proctex_color_map_offset;
|
||||
int proctex_alpha_map_offset;
|
||||
int proctex_lut_offset;
|
||||
int proctex_diff_lut_offset;
|
||||
float proctex_bias;
|
||||
int shadow_texture_bias;
|
||||
alignas(4) bool enable_clip1;
|
||||
alignas(16) Common::Vec4i lighting_lut_offset[LightingRegs::NumLightingSampler / 4];
|
||||
alignas(16) Common::Vec3f fog_color;
|
||||
alignas(8) Common::Vec2f proctex_noise_f;
|
||||
alignas(8) Common::Vec2f proctex_noise_a;
|
||||
alignas(8) Common::Vec2f proctex_noise_p;
|
||||
alignas(16) Common::Vec3f lighting_global_ambient;
|
||||
LightSrc light_src[8];
|
||||
alignas(16) Common::Vec4f const_color[6]; // A vec4 color for each of the six tev stages
|
||||
alignas(16) Common::Vec4f tev_combiner_buffer_color;
|
||||
alignas(16) Common::Vec3f tex_lod_bias;
|
||||
alignas(16) Common::Vec4f clip_coef;
|
||||
};
|
||||
|
||||
static_assert(sizeof(UniformData) == 0x500,
|
||||
"The size of the UniformData does not match the structure in the shader");
|
||||
static_assert(sizeof(UniformData) < 16384,
|
||||
"UniformData structure must be less than 16kb as per the OpenGL spec");
|
||||
|
||||
/**
|
||||
* Uniform struct for the Uniform Buffer Object that contains PICA vertex/geometry shader uniforms.
|
||||
* NOTE: the same rule from UniformData also applies here.
|
||||
*/
|
||||
struct PicaUniformsData {
|
||||
void SetFromRegs(const ShaderRegs& regs, const ShaderSetup& setup);
|
||||
|
||||
struct BoolAligned {
|
||||
alignas(16) int b;
|
||||
};
|
||||
|
||||
std::array<BoolAligned, 16> bools;
|
||||
alignas(16) std::array<Common::Vec4u, 4> i;
|
||||
alignas(16) std::array<Common::Vec4f, 96> f;
|
||||
};
|
||||
|
||||
struct VSUniformData {
|
||||
PicaUniformsData uniforms;
|
||||
};
|
||||
static_assert(sizeof(VSUniformData) == 1856,
|
||||
"The size of the VSUniformData does not match the structure in the shader");
|
||||
static_assert(sizeof(VSUniformData) < 16384,
|
||||
"VSUniformData structure must be less than 16kb as per the OpenGL spec");
|
||||
|
||||
std::string BuildShaderUniformDefinitions(const std::string& extra_layout_parameters = "");
|
||||
|
||||
} // namespace Pica::Shader
|
Loading…
Add table
Add a link
Reference in a new issue