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	Merge pull request #3645 from wwylele/shader-manager
renderer_opengl: refactor shader & program objects and add shader manager for rasterizer
This commit is contained in:
		
						commit
						cb36f9fad2
					
				
					 14 changed files with 533 additions and 235 deletions
				
			
		|  | @ -32,6 +32,8 @@ add_library(video_core STATIC | ||||||
|     renderer_opengl/gl_shader_decompiler.h |     renderer_opengl/gl_shader_decompiler.h | ||||||
|     renderer_opengl/gl_shader_gen.cpp |     renderer_opengl/gl_shader_gen.cpp | ||||||
|     renderer_opengl/gl_shader_gen.h |     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.cpp | ||||||
|     renderer_opengl/gl_shader_util.h |     renderer_opengl/gl_shader_util.h | ||||||
|     renderer_opengl/gl_state.cpp |     renderer_opengl/gl_state.cpp | ||||||
|  |  | ||||||
|  | @ -177,6 +177,9 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { | ||||||
|     glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum()); |     glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum()); | ||||||
|     glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle); |     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); |     glEnable(GL_BLEND); | ||||||
| 
 | 
 | ||||||
|     SyncEntireState(); |     SyncEntireState(); | ||||||
|  | @ -490,6 +493,11 @@ void RasterizerOpenGL::DrawTriangles() { | ||||||
|     state.scissor.height = draw_rect.GetHeight(); |     state.scissor.height = draw_rect.GetHeight(); | ||||||
|     state.Apply(); |     state.Apply(); | ||||||
| 
 | 
 | ||||||
|  |     shader_program_manager->UseTrivialVertexShader(); | ||||||
|  |     shader_program_manager->UseTrivialGeometryShader(); | ||||||
|  |     shader_program_manager->ApplyTo(state); | ||||||
|  |     state.Apply(); | ||||||
|  | 
 | ||||||
|     // Draw the vertex batch
 |     // Draw the vertex batch
 | ||||||
|     size_t max_vertices = 3 * (VERTEX_BUFFER_SIZE / (3 * sizeof(HardwareVertex))); |     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) { |     for (size_t base_vertex = 0; base_vertex < vertex_batch.size(); base_vertex += max_vertices) { | ||||||
|  | @ -1258,95 +1266,7 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig( | ||||||
| 
 | 
 | ||||||
| void RasterizerOpenGL::SetShader() { | void RasterizerOpenGL::SetShader() { | ||||||
|     auto config = GLShader::PicaShaderConfig::BuildFromRegs(Pica::g_state.regs); |     auto config = GLShader::PicaShaderConfig::BuildFromRegs(Pica::g_state.regs); | ||||||
|     std::unique_ptr<PicaShader> shader = std::make_unique<PicaShader>(); |     shader_program_manager->UseFragmentShader(config); | ||||||
| 
 |  | ||||||
|     // 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); |  | ||||||
|         } |  | ||||||
|     } |  | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void RasterizerOpenGL::SyncClipEnabled() { | void RasterizerOpenGL::SyncClipEnabled() { | ||||||
|  |  | ||||||
|  | @ -8,12 +8,10 @@ | ||||||
| #include <cstddef> | #include <cstddef> | ||||||
| #include <cstring> | #include <cstring> | ||||||
| #include <memory> | #include <memory> | ||||||
| #include <unordered_map> |  | ||||||
| #include <vector> | #include <vector> | ||||||
| #include <glad/glad.h> | #include <glad/glad.h> | ||||||
| #include "common/bit_field.h" | #include "common/bit_field.h" | ||||||
| #include "common/common_types.h" | #include "common/common_types.h" | ||||||
| #include "common/hash.h" |  | ||||||
| #include "common/vector_math.h" | #include "common/vector_math.h" | ||||||
| #include "core/hw/gpu.h" | #include "core/hw/gpu.h" | ||||||
| #include "video_core/pica_state.h" | #include "video_core/pica_state.h" | ||||||
|  | @ -25,13 +23,14 @@ | ||||||
| #include "video_core/regs_texturing.h" | #include "video_core/regs_texturing.h" | ||||||
| #include "video_core/renderer_opengl/gl_rasterizer_cache.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_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_state.h" | ||||||
| #include "video_core/renderer_opengl/gl_stream_buffer.h" | #include "video_core/renderer_opengl/gl_stream_buffer.h" | ||||||
| #include "video_core/renderer_opengl/pica_to_gl.h" | #include "video_core/renderer_opengl/pica_to_gl.h" | ||||||
| #include "video_core/shader/shader.h" | #include "video_core/shader/shader.h" | ||||||
| 
 | 
 | ||||||
| struct ScreenInfo; | struct ScreenInfo; | ||||||
|  | class ShaderProgramManager; | ||||||
| 
 | 
 | ||||||
| class RasterizerOpenGL : public VideoCore::RasterizerInterface { | class RasterizerOpenGL : public VideoCore::RasterizerInterface { | ||||||
| public: | public: | ||||||
|  | @ -52,12 +51,6 @@ public: | ||||||
|     bool AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr, |     bool AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr, | ||||||
|                            u32 pixel_stride, ScreenInfo& screen_info) override; |                            u32 pixel_stride, ScreenInfo& screen_info) override; | ||||||
| 
 | 
 | ||||||
|     /// OpenGL shader generated for a given Pica register state
 |  | ||||||
|     struct PicaShader { |  | ||||||
|         /// OpenGL shader resource
 |  | ||||||
|         OGLShader shader; |  | ||||||
|     }; |  | ||||||
| 
 |  | ||||||
| private: | private: | ||||||
|     struct SamplerInfo { |     struct SamplerInfo { | ||||||
|         using TextureConfig = Pica::TexturingRegs::TextureConfig; |         using TextureConfig = Pica::TexturingRegs::TextureConfig; | ||||||
|  | @ -121,47 +114,6 @@ private: | ||||||
|         GLfloat view[3]; |         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
 |     /// Syncs entire status to match PICA registers
 | ||||||
|     void SyncEntireState(); |     void SyncEntireState(); | ||||||
| 
 | 
 | ||||||
|  | @ -269,8 +221,6 @@ private: | ||||||
| 
 | 
 | ||||||
|     std::vector<HardwareVertex> vertex_batch; |     std::vector<HardwareVertex> vertex_batch; | ||||||
| 
 | 
 | ||||||
|     std::unordered_map<GLShader::PicaShaderConfig, std::unique_ptr<PicaShader>> shader_cache; |  | ||||||
|     const PicaShader* current_shader = nullptr; |  | ||||||
|     bool shader_dirty; |     bool shader_dirty; | ||||||
| 
 | 
 | ||||||
|     struct { |     struct { | ||||||
|  | @ -285,6 +235,8 @@ private: | ||||||
|         bool dirty; |         bool dirty; | ||||||
|     } uniform_block_data = {}; |     } uniform_block_data = {}; | ||||||
| 
 | 
 | ||||||
|  |     std::unique_ptr<ShaderProgramManager> shader_program_manager; | ||||||
|  | 
 | ||||||
|     std::array<SamplerInfo, 3> texture_samplers; |     std::array<SamplerInfo, 3> texture_samplers; | ||||||
|     OGLVertexArray vertex_array; |     OGLVertexArray vertex_array; | ||||||
|     static constexpr size_t VERTEX_BUFFER_SIZE = 128 * 1024 * 1024; |     static constexpr size_t VERTEX_BUFFER_SIZE = 128 * 1024 * 1024; | ||||||
|  |  | ||||||
|  | @ -377,7 +377,7 @@ private: | ||||||
|     OGLVertexArray attributeless_vao; |     OGLVertexArray attributeless_vao; | ||||||
|     OGLBuffer d24s8_abgr_buffer; |     OGLBuffer d24s8_abgr_buffer; | ||||||
|     GLsizeiptr d24s8_abgr_buffer_size; |     GLsizeiptr d24s8_abgr_buffer_size; | ||||||
|     OGLShader d24s8_abgr_shader; |     OGLProgram d24s8_abgr_shader; | ||||||
|     GLint d24s8_abgr_tbo_size_u_id; |     GLint d24s8_abgr_tbo_size_u_id; | ||||||
|     GLint d24s8_abgr_viewport_u_id; |     GLint d24s8_abgr_viewport_u_id; | ||||||
| }; | }; | ||||||
|  |  | ||||||
|  | @ -5,6 +5,7 @@ | ||||||
| #pragma once | #pragma once | ||||||
| 
 | 
 | ||||||
| #include <utility> | #include <utility> | ||||||
|  | #include <vector> | ||||||
| #include <glad/glad.h> | #include <glad/glad.h> | ||||||
| #include "common/common_types.h" | #include "common/common_types.h" | ||||||
| #include "video_core/renderer_opengl/gl_shader_util.h" | #include "video_core/renderer_opengl/gl_shader_util.h" | ||||||
|  | @ -96,11 +97,53 @@ public: | ||||||
|         return *this; |         return *this; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     /// Creates a new internal OpenGL resource and stores the handle
 |     void Create(const char* source, GLenum type) { | ||||||
|     void Create(const char* vert_shader, const char* frag_shader) { |  | ||||||
|         if (handle != 0) |         if (handle != 0) | ||||||
|             return; |             return; | ||||||
|         handle = GLShader::LoadProgram(vert_shader, frag_shader); |         if (source == nullptr) | ||||||
|  |             return; | ||||||
|  |         handle = GLShader::LoadShader(source, type); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     void Release() { | ||||||
|  |         if (handle == 0) | ||||||
|  |             return; | ||||||
|  |         glDeleteShader(handle); | ||||||
|  |         handle = 0; | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     GLuint handle = 0; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
|  | class OGLProgram : private NonCopyable { | ||||||
|  | public: | ||||||
|  |     OGLProgram() = default; | ||||||
|  | 
 | ||||||
|  |     OGLProgram(OGLProgram&& o) : handle(std::exchange(o.handle, 0)) {} | ||||||
|  | 
 | ||||||
|  |     ~OGLProgram() { | ||||||
|  |         Release(); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     OGLProgram& operator=(OGLProgram&& o) { | ||||||
|  |         Release(); | ||||||
|  |         handle = std::exchange(o.handle, 0); | ||||||
|  |         return *this; | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     /// Creates a new program from given shader objects
 | ||||||
|  |     void Create(bool separable_program, const std::vector<GLuint>& shaders) { | ||||||
|  |         if (handle != 0) | ||||||
|  |             return; | ||||||
|  |         handle = GLShader::LoadProgram(separable_program, shaders); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     /// Creates a new program from given shader soruce code
 | ||||||
|  |     void Create(const char* vert_shader, const char* frag_shader) { | ||||||
|  |         OGLShader vert, frag; | ||||||
|  |         vert.Create(vert_shader, GL_VERTEX_SHADER); | ||||||
|  |         frag.Create(frag_shader, GL_FRAGMENT_SHADER); | ||||||
|  |         Create(false, {vert.handle, frag.handle}); | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     /// Deletes the internal OpenGL resource
 |     /// Deletes the internal OpenGL resource
 | ||||||
|  | @ -115,6 +158,38 @@ public: | ||||||
|     GLuint handle = 0; |     GLuint handle = 0; | ||||||
| }; | }; | ||||||
| 
 | 
 | ||||||
|  | class OGLPipeline : private NonCopyable { | ||||||
|  | public: | ||||||
|  |     OGLPipeline() = default; | ||||||
|  |     OGLPipeline(OGLPipeline&& o) { | ||||||
|  |         handle = std::exchange<GLuint>(o.handle, 0); | ||||||
|  |     } | ||||||
|  |     ~OGLPipeline() { | ||||||
|  |         Release(); | ||||||
|  |     } | ||||||
|  |     OGLPipeline& operator=(OGLPipeline&& o) { | ||||||
|  |         Release(); | ||||||
|  |         handle = std::exchange<GLuint>(o.handle, 0); | ||||||
|  |         return *this; | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     void Create() { | ||||||
|  |         if (handle != 0) | ||||||
|  |             return; | ||||||
|  |         glGenProgramPipelines(1, &handle); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     void Release() { | ||||||
|  |         if (handle == 0) | ||||||
|  |             return; | ||||||
|  |         glDeleteProgramPipelines(1, &handle); | ||||||
|  |         OpenGLState::GetCurState().ResetPipeline(handle).Apply(); | ||||||
|  |         handle = 0; | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     GLuint handle = 0; | ||||||
|  | }; | ||||||
|  | 
 | ||||||
| class OGLBuffer : private NonCopyable { | class OGLBuffer : private NonCopyable { | ||||||
| public: | public: | ||||||
|     OGLBuffer() = default; |     OGLBuffer() = default; | ||||||
|  |  | ||||||
|  | @ -61,6 +61,37 @@ layout (std140) uniform shader_data { | ||||||
| }; | }; | ||||||
| )"; | )"; | ||||||
| 
 | 
 | ||||||
|  | static std::string GetVertexInterfaceDeclaration(bool is_output, bool separable_shader) { | ||||||
|  |     std::string out; | ||||||
|  | 
 | ||||||
|  |     auto append_variable = [&](const char* var, int location) { | ||||||
|  |         if (separable_shader) { | ||||||
|  |             out += "layout (location=" + std::to_string(location) + ") "; | ||||||
|  |         } | ||||||
|  |         out += std::string(is_output ? "out " : "in ") + var + ";\n"; | ||||||
|  |     }; | ||||||
|  | 
 | ||||||
|  |     append_variable("vec4 primary_color", ATTRIBUTE_COLOR); | ||||||
|  |     append_variable("vec2 texcoord0", ATTRIBUTE_TEXCOORD0); | ||||||
|  |     append_variable("vec2 texcoord1", ATTRIBUTE_TEXCOORD1); | ||||||
|  |     append_variable("vec2 texcoord2", ATTRIBUTE_TEXCOORD2); | ||||||
|  |     append_variable("float texcoord0_w", ATTRIBUTE_TEXCOORD0_W); | ||||||
|  |     append_variable("vec4 normquat", ATTRIBUTE_NORMQUAT); | ||||||
|  |     append_variable("vec3 view", ATTRIBUTE_VIEW); | ||||||
|  | 
 | ||||||
|  |     if (is_output && separable_shader) { | ||||||
|  |         // gl_PerVertex redeclaration is required for separate shader object
 | ||||||
|  |         out += R"( | ||||||
|  | out gl_PerVertex { | ||||||
|  |     vec4 gl_Position; | ||||||
|  |     float gl_ClipDistance[2]; | ||||||
|  | }; | ||||||
|  | )"; | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     return out; | ||||||
|  | } | ||||||
|  | 
 | ||||||
| PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) { | PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) { | ||||||
|     PicaShaderConfig res; |     PicaShaderConfig res; | ||||||
| 
 | 
 | ||||||
|  | @ -206,11 +237,11 @@ static std::string SampleTexture(const PicaShaderConfig& config, unsigned textur | ||||||
|         // Only unit 0 respects the texturing type
 |         // Only unit 0 respects the texturing type
 | ||||||
|         switch (state.texture0_type) { |         switch (state.texture0_type) { | ||||||
|         case TexturingRegs::TextureConfig::Texture2D: |         case TexturingRegs::TextureConfig::Texture2D: | ||||||
|             return "texture(tex[0], texcoord[0])"; |             return "texture(tex0, texcoord0)"; | ||||||
|         case TexturingRegs::TextureConfig::Projection2D: |         case TexturingRegs::TextureConfig::Projection2D: | ||||||
|             return "textureProj(tex[0], vec3(texcoord[0], texcoord0_w))"; |             return "textureProj(tex0, vec3(texcoord0, texcoord0_w))"; | ||||||
|         case TexturingRegs::TextureConfig::TextureCube: |         case TexturingRegs::TextureConfig::TextureCube: | ||||||
|             return "texture(tex_cube, vec3(texcoord[0], texcoord0_w))"; |             return "texture(tex_cube, vec3(texcoord0, texcoord0_w))"; | ||||||
|         case TexturingRegs::TextureConfig::Shadow2D: |         case TexturingRegs::TextureConfig::Shadow2D: | ||||||
|         case TexturingRegs::TextureConfig::ShadowCube: |         case TexturingRegs::TextureConfig::ShadowCube: | ||||||
|             NGLOG_CRITICAL(HW_GPU, "Unhandled shadow texture"); |             NGLOG_CRITICAL(HW_GPU, "Unhandled shadow texture"); | ||||||
|  | @ -220,15 +251,15 @@ static std::string SampleTexture(const PicaShaderConfig& config, unsigned textur | ||||||
|             LOG_CRITICAL(HW_GPU, "Unhandled texture type %x", |             LOG_CRITICAL(HW_GPU, "Unhandled texture type %x", | ||||||
|                          static_cast<int>(state.texture0_type)); |                          static_cast<int>(state.texture0_type)); | ||||||
|             UNIMPLEMENTED(); |             UNIMPLEMENTED(); | ||||||
|             return "texture(tex[0], texcoord[0])"; |             return "texture(tex0, texcoord0)"; | ||||||
|         } |         } | ||||||
|     case 1: |     case 1: | ||||||
|         return "texture(tex[1], texcoord[1])"; |         return "texture(tex1, texcoord1)"; | ||||||
|     case 2: |     case 2: | ||||||
|         if (state.texture2_use_coord1) |         if (state.texture2_use_coord1) | ||||||
|             return "texture(tex[2], texcoord[1])"; |             return "texture(tex2, texcoord1)"; | ||||||
|         else |         else | ||||||
|             return "texture(tex[2], texcoord[2])"; |             return "texture(tex2, texcoord2)"; | ||||||
|     case 3: |     case 3: | ||||||
|         if (state.proctex.enable) { |         if (state.proctex.enable) { | ||||||
|             return "ProcTex()"; |             return "ProcTex()"; | ||||||
|  | @ -1020,7 +1051,12 @@ float ProcTexNoiseCoef(vec2 x) { | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     out += "vec4 ProcTex() {\n"; |     out += "vec4 ProcTex() {\n"; | ||||||
|     out += "vec2 uv = abs(texcoord[" + std::to_string(config.state.proctex.coord) + "]);\n"; |     if (config.state.proctex.coord < 3) { | ||||||
|  |         out += "vec2 uv = abs(texcoord" + std::to_string(config.state.proctex.coord) + ");\n"; | ||||||
|  |     } else { | ||||||
|  |         NGLOG_CRITICAL(Render_OpenGL, "Unexpected proctex.coord >= 3"); | ||||||
|  |         out += "vec2 uv = abs(texcoord0);\n"; | ||||||
|  |     } | ||||||
| 
 | 
 | ||||||
|     // Get shift offset before noise generation
 |     // Get shift offset before noise generation
 | ||||||
|     out += "float u_shift = "; |     out += "float u_shift = "; | ||||||
|  | @ -1085,23 +1121,24 @@ float ProcTexNoiseCoef(vec2 x) { | ||||||
|     } |     } | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| std::string GenerateFragmentShader(const PicaShaderConfig& config) { | std::string GenerateFragmentShader(const PicaShaderConfig& config, bool separable_shader) { | ||||||
|     const auto& state = config.state; |     const auto& state = config.state; | ||||||
| 
 | 
 | ||||||
|     std::string out = R"( |     std::string out = "#version 330 core\n"; | ||||||
| #version 330 core |     if (separable_shader) { | ||||||
|  |         out += "#extension GL_ARB_separate_shader_objects : enable\n"; | ||||||
|  |     } | ||||||
| 
 | 
 | ||||||
| in vec4 primary_color; |     out += GetVertexInterfaceDeclaration(false, separable_shader); | ||||||
| in vec2 texcoord[3]; |  | ||||||
| in float texcoord0_w; |  | ||||||
| in vec4 normquat; |  | ||||||
| in vec3 view; |  | ||||||
| 
 | 
 | ||||||
|  |     out += R"( | ||||||
| in vec4 gl_FragCoord; | in vec4 gl_FragCoord; | ||||||
| 
 | 
 | ||||||
| out vec4 color; | out vec4 color; | ||||||
| 
 | 
 | ||||||
| uniform sampler2D tex[3]; | uniform sampler2D tex0; | ||||||
|  | uniform sampler2D tex1; | ||||||
|  | uniform sampler2D tex2; | ||||||
| uniform samplerCube tex_cube; | uniform samplerCube tex_cube; | ||||||
| uniform samplerBuffer lighting_lut; | uniform samplerBuffer lighting_lut; | ||||||
| uniform samplerBuffer fog_lut; | uniform samplerBuffer fog_lut; | ||||||
|  | @ -1246,8 +1283,11 @@ vec4 secondary_fragment_color = vec4(0.0); | ||||||
|     return out; |     return out; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| std::string GenerateVertexShader() { | std::string GenerateTrivialVertexShader(bool separable_shader) { | ||||||
|     std::string out = "#version 330 core\n"; |     std::string out = "#version 330 core\n"; | ||||||
|  |     if (separable_shader) { | ||||||
|  |         out += "#extension GL_ARB_separate_shader_objects : enable\n"; | ||||||
|  |     } | ||||||
| 
 | 
 | ||||||
|     out += "layout(location = " + std::to_string((int)ATTRIBUTE_POSITION) + |     out += "layout(location = " + std::to_string((int)ATTRIBUTE_POSITION) + | ||||||
|            ") in vec4 vert_position;\n"; |            ") in vec4 vert_position;\n"; | ||||||
|  | @ -1264,14 +1304,7 @@ std::string GenerateVertexShader() { | ||||||
|            ") in vec4 vert_normquat;\n"; |            ") in vec4 vert_normquat;\n"; | ||||||
|     out += "layout(location = " + std::to_string((int)ATTRIBUTE_VIEW) + ") in vec3 vert_view;\n"; |     out += "layout(location = " + std::to_string((int)ATTRIBUTE_VIEW) + ") in vec3 vert_view;\n"; | ||||||
| 
 | 
 | ||||||
|     out += R"( |     out += GetVertexInterfaceDeclaration(true, separable_shader); | ||||||
| out vec4 primary_color; |  | ||||||
| out vec2 texcoord[3]; |  | ||||||
| out float texcoord0_w; |  | ||||||
| out vec4 normquat; |  | ||||||
| out vec3 view; |  | ||||||
| 
 |  | ||||||
| )"; |  | ||||||
| 
 | 
 | ||||||
|     out += UniformBlockDef; |     out += UniformBlockDef; | ||||||
| 
 | 
 | ||||||
|  | @ -1279,9 +1312,9 @@ out vec3 view; | ||||||
| 
 | 
 | ||||||
| void main() { | void main() { | ||||||
|     primary_color = vert_color; |     primary_color = vert_color; | ||||||
|     texcoord[0] = vert_texcoord0; |     texcoord0 = vert_texcoord0; | ||||||
|     texcoord[1] = vert_texcoord1; |     texcoord1 = vert_texcoord1; | ||||||
|     texcoord[2] = vert_texcoord2; |     texcoord2 = vert_texcoord2; | ||||||
|     texcoord0_w = vert_texcoord0_w; |     texcoord0_w = vert_texcoord0_w; | ||||||
|     normquat = vert_normquat; |     normquat = vert_normquat; | ||||||
|     view = vert_view; |     view = vert_view; | ||||||
|  |  | ||||||
|  | @ -9,7 +9,9 @@ | ||||||
| #include <functional> | #include <functional> | ||||||
| #include <string> | #include <string> | ||||||
| #include <type_traits> | #include <type_traits> | ||||||
|  | #include "common/hash.h" | ||||||
| #include "video_core/regs.h" | #include "video_core/regs.h" | ||||||
|  | #include "video_core/shader/shader.h" | ||||||
| 
 | 
 | ||||||
| namespace GLShader { | namespace GLShader { | ||||||
| 
 | 
 | ||||||
|  | @ -132,18 +134,21 @@ struct PicaShaderConfig : Common::HashableStruct<PicaShaderConfigState> { | ||||||
| }; | }; | ||||||
| 
 | 
 | ||||||
| /**
 | /**
 | ||||||
|  * Generates the GLSL vertex shader program source code for the current Pica state |  * Generates the GLSL vertex shader program source code that accepts vertices from software shader | ||||||
|  |  * and directly passes them to the fragment shader. | ||||||
|  |  * @param separable_shader generates shader that can be used for separate shader object | ||||||
|  * @returns String of the shader source code |  * @returns String of the shader source code | ||||||
|  */ |  */ | ||||||
| std::string GenerateVertexShader(); | std::string GenerateTrivialVertexShader(bool separable_shader); | ||||||
| 
 | 
 | ||||||
| /**
 | /**
 | ||||||
|  * Generates the GLSL fragment shader program source code for the current Pica state |  * Generates the GLSL fragment shader program source code for the current Pica state | ||||||
|  * @param config ShaderCacheKey object generated for the current Pica state, used for the shader |  * @param config ShaderCacheKey object generated for the current Pica state, used for the shader | ||||||
|  *               configuration (NOTE: Use state in this struct only, not the Pica registers!) |  *               configuration (NOTE: Use state in this struct only, not the Pica registers!) | ||||||
|  |  * @param separable_shader generates shader that can be used for separate shader object | ||||||
|  * @returns String of the shader source code |  * @returns String of the shader source code | ||||||
|  */ |  */ | ||||||
| std::string GenerateFragmentShader(const PicaShaderConfig& config); | std::string GenerateFragmentShader(const PicaShaderConfig& config, bool separable_shader); | ||||||
| 
 | 
 | ||||||
| } // namespace GLShader
 | } // namespace GLShader
 | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
							
								
								
									
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								src/video_core/renderer_opengl/gl_shader_manager.cpp
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
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								src/video_core/renderer_opengl/gl_shader_manager.cpp
									
										
									
									
									
										Normal file
									
								
							|  | @ -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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								src/video_core/renderer_opengl/gl_shader_manager.h
									
										
									
									
									
										Normal file
									
								
							|  | @ -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; | ||||||
|  | }; | ||||||
|  | @ -10,66 +10,67 @@ | ||||||
| 
 | 
 | ||||||
| namespace GLShader { | namespace GLShader { | ||||||
| 
 | 
 | ||||||
| GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) { | GLuint LoadShader(const char* source, GLenum type) { | ||||||
|  |     const char* debug_type; | ||||||
|  |     switch (type) { | ||||||
|  |     case GL_VERTEX_SHADER: | ||||||
|  |         debug_type = "vertex"; | ||||||
|  |         break; | ||||||
|  |     case GL_GEOMETRY_SHADER: | ||||||
|  |         debug_type = "geometry"; | ||||||
|  |         break; | ||||||
|  |     case GL_FRAGMENT_SHADER: | ||||||
|  |         debug_type = "fragment"; | ||||||
|  |         break; | ||||||
|  |     default: | ||||||
|  |         UNREACHABLE(); | ||||||
|  |     } | ||||||
| 
 | 
 | ||||||
|     // Create the shaders
 |     GLuint shader_id = glCreateShader(type); | ||||||
|     GLuint vertex_shader_id = glCreateShader(GL_VERTEX_SHADER); |     glShaderSource(shader_id, 1, &source, nullptr); | ||||||
|     GLuint fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER); |     NGLOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type); | ||||||
|  |     glCompileShader(shader_id); | ||||||
| 
 | 
 | ||||||
|     GLint result = GL_FALSE; |     GLint result = GL_FALSE; | ||||||
|     int info_log_length; |     GLint info_log_length; | ||||||
| 
 |     glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result); | ||||||
|     // Compile Vertex Shader
 |     glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &info_log_length); | ||||||
|     LOG_DEBUG(Render_OpenGL, "Compiling vertex shader..."); |  | ||||||
| 
 |  | ||||||
|     glShaderSource(vertex_shader_id, 1, &vertex_shader, nullptr); |  | ||||||
|     glCompileShader(vertex_shader_id); |  | ||||||
| 
 |  | ||||||
|     // Check Vertex Shader
 |  | ||||||
|     glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result); |  | ||||||
|     glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); |  | ||||||
| 
 | 
 | ||||||
|     if (info_log_length > 1) { |     if (info_log_length > 1) { | ||||||
|         std::vector<char> vertex_shader_error(info_log_length); |         std::vector<char> shader_error(info_log_length); | ||||||
|         glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]); |         glGetShaderInfoLog(shader_id, info_log_length, nullptr, &shader_error[0]); | ||||||
|         if (result == GL_TRUE) { |         if (result == GL_TRUE) { | ||||||
|             LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]); |             NGLOG_DEBUG(Render_OpenGL, "{}", &shader_error[0]); | ||||||
|         } else { |         } else { | ||||||
|             LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", &vertex_shader_error[0]); |             NGLOG_ERROR(Render_OpenGL, "Error compiling {} shader:\n{}", debug_type, | ||||||
|         } |                         &shader_error[0]); | ||||||
|     } |             NGLOG_ERROR(Render_OpenGL, "Shader source code:\n{}", source); | ||||||
| 
 |  | ||||||
|     // Compile Fragment Shader
 |  | ||||||
|     LOG_DEBUG(Render_OpenGL, "Compiling fragment shader..."); |  | ||||||
| 
 |  | ||||||
|     glShaderSource(fragment_shader_id, 1, &fragment_shader, nullptr); |  | ||||||
|     glCompileShader(fragment_shader_id); |  | ||||||
| 
 |  | ||||||
|     // Check Fragment Shader
 |  | ||||||
|     glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result); |  | ||||||
|     glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); |  | ||||||
| 
 |  | ||||||
|     if (info_log_length > 1) { |  | ||||||
|         std::vector<char> fragment_shader_error(info_log_length); |  | ||||||
|         glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, &fragment_shader_error[0]); |  | ||||||
|         if (result == GL_TRUE) { |  | ||||||
|             LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]); |  | ||||||
|         } else { |  | ||||||
|             LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s", |  | ||||||
|                       &fragment_shader_error[0]); |  | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
|  |     return shader_id; | ||||||
|  | } | ||||||
| 
 | 
 | ||||||
|  | GLuint LoadProgram(bool separable_program, const std::vector<GLuint>& shaders) { | ||||||
|     // Link the program
 |     // Link the program
 | ||||||
|     LOG_DEBUG(Render_OpenGL, "Linking program..."); |     NGLOG_DEBUG(Render_OpenGL, "Linking program..."); | ||||||
| 
 | 
 | ||||||
|     GLuint program_id = glCreateProgram(); |     GLuint program_id = glCreateProgram(); | ||||||
|     glAttachShader(program_id, vertex_shader_id); | 
 | ||||||
|     glAttachShader(program_id, fragment_shader_id); |     for (GLuint shader : shaders) { | ||||||
|  |         if (shader != 0) { | ||||||
|  |             glAttachShader(program_id, shader); | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     if (separable_program) { | ||||||
|  |         glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE); | ||||||
|  |     } | ||||||
| 
 | 
 | ||||||
|     glLinkProgram(program_id); |     glLinkProgram(program_id); | ||||||
| 
 | 
 | ||||||
|     // Check the program
 |     // Check the program
 | ||||||
|  |     GLint result = GL_FALSE; | ||||||
|  |     GLint info_log_length; | ||||||
|     glGetProgramiv(program_id, GL_LINK_STATUS, &result); |     glGetProgramiv(program_id, GL_LINK_STATUS, &result); | ||||||
|     glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length); |     glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length); | ||||||
| 
 | 
 | ||||||
|  | @ -77,21 +78,19 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) { | ||||||
|         std::vector<char> program_error(info_log_length); |         std::vector<char> program_error(info_log_length); | ||||||
|         glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]); |         glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]); | ||||||
|         if (result == GL_TRUE) { |         if (result == GL_TRUE) { | ||||||
|             LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]); |             NGLOG_DEBUG(Render_OpenGL, "{}", &program_error[0]); | ||||||
|         } else { |         } else { | ||||||
|             LOG_ERROR(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]); |             NGLOG_ERROR(Render_OpenGL, "Error linking shader:\n{}", &program_error[0]); | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     // If the program linking failed at least one of the shaders was probably bad
 |  | ||||||
|     if (result == GL_FALSE) { |  | ||||||
|         LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader); |  | ||||||
|         LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader); |  | ||||||
|     } |  | ||||||
|     ASSERT_MSG(result == GL_TRUE, "Shader not linked"); |     ASSERT_MSG(result == GL_TRUE, "Shader not linked"); | ||||||
| 
 | 
 | ||||||
|     glDeleteShader(vertex_shader_id); |     for (GLuint shader : shaders) { | ||||||
|     glDeleteShader(fragment_shader_id); |         if (shader != 0) { | ||||||
|  |             glDetachShader(program_id, shader); | ||||||
|  |         } | ||||||
|  |     } | ||||||
| 
 | 
 | ||||||
|     return program_id; |     return program_id; | ||||||
| } | } | ||||||
|  |  | ||||||
|  | @ -4,16 +4,24 @@ | ||||||
| 
 | 
 | ||||||
| #pragma once | #pragma once | ||||||
| 
 | 
 | ||||||
|  | #include <vector> | ||||||
| #include <glad/glad.h> | #include <glad/glad.h> | ||||||
| 
 | 
 | ||||||
| namespace GLShader { | namespace GLShader { | ||||||
| 
 | 
 | ||||||
| /**
 | /**
 | ||||||
|  * Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader) |  * Utility function to create and compile an OpenGL GLSL shader | ||||||
|  * @param vertex_shader String of the GLSL vertex shader program |  * @param source String of the GLSL shader program | ||||||
|  * @param fragment_shader String of the GLSL fragment shader program |  * @param type Type of the shader (GL_VERTEX_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER) | ||||||
|  * @returns Handle of the newly created OpenGL shader object |  | ||||||
|  */ |  */ | ||||||
| GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader); | GLuint LoadShader(const char* source, GLenum type); | ||||||
|  | 
 | ||||||
|  | /**
 | ||||||
|  |  * Utility function to create and link an OpenGL GLSL shader program | ||||||
|  |  * @param separable_program whether to create a separable program | ||||||
|  |  * @param shaders ID of shaders to attach to the program | ||||||
|  |  * @returns Handle of the newly created OpenGL program object | ||||||
|  |  */ | ||||||
|  | GLuint LoadProgram(bool separable_program, const std::vector<GLuint>& shaders); | ||||||
| 
 | 
 | ||||||
| } // namespace GLShader
 | } // namespace GLShader
 | ||||||
|  |  | ||||||
|  | @ -71,6 +71,7 @@ OpenGLState::OpenGLState() { | ||||||
|     draw.vertex_buffer = 0; |     draw.vertex_buffer = 0; | ||||||
|     draw.uniform_buffer = 0; |     draw.uniform_buffer = 0; | ||||||
|     draw.shader_program = 0; |     draw.shader_program = 0; | ||||||
|  |     draw.program_pipeline = 0; | ||||||
| 
 | 
 | ||||||
|     scissor.enabled = false; |     scissor.enabled = false; | ||||||
|     scissor.x = 0; |     scissor.x = 0; | ||||||
|  | @ -282,6 +283,11 @@ void OpenGLState::Apply() const { | ||||||
|         glUseProgram(draw.shader_program); |         glUseProgram(draw.shader_program); | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|  |     // Program pipeline
 | ||||||
|  |     if (draw.program_pipeline != cur_state.draw.program_pipeline) { | ||||||
|  |         glBindProgramPipeline(draw.program_pipeline); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|     // Scissor test
 |     // Scissor test
 | ||||||
|     if (scissor.enabled != cur_state.scissor.enabled) { |     if (scissor.enabled != cur_state.scissor.enabled) { | ||||||
|         if (scissor.enabled) { |         if (scissor.enabled) { | ||||||
|  | @ -360,6 +366,13 @@ OpenGLState& OpenGLState::ResetProgram(GLuint handle) { | ||||||
|     return *this; |     return *this; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | OpenGLState& OpenGLState::ResetPipeline(GLuint handle) { | ||||||
|  |     if (draw.program_pipeline == handle) { | ||||||
|  |         draw.program_pipeline = 0; | ||||||
|  |     } | ||||||
|  |     return *this; | ||||||
|  | } | ||||||
|  | 
 | ||||||
| OpenGLState& OpenGLState::ResetBuffer(GLuint handle) { | OpenGLState& OpenGLState::ResetBuffer(GLuint handle) { | ||||||
|     if (draw.vertex_buffer == handle) { |     if (draw.vertex_buffer == handle) { | ||||||
|         draw.vertex_buffer = 0; |         draw.vertex_buffer = 0; | ||||||
|  |  | ||||||
|  | @ -128,6 +128,7 @@ public: | ||||||
|         GLuint vertex_buffer;    // GL_ARRAY_BUFFER_BINDING
 |         GLuint vertex_buffer;    // GL_ARRAY_BUFFER_BINDING
 | ||||||
|         GLuint uniform_buffer;   // GL_UNIFORM_BUFFER_BINDING
 |         GLuint uniform_buffer;   // GL_UNIFORM_BUFFER_BINDING
 | ||||||
|         GLuint shader_program;   // GL_CURRENT_PROGRAM
 |         GLuint shader_program;   // GL_CURRENT_PROGRAM
 | ||||||
|  |         GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
 | ||||||
|     } draw; |     } draw; | ||||||
| 
 | 
 | ||||||
|     struct { |     struct { | ||||||
|  | @ -161,6 +162,7 @@ public: | ||||||
|     OpenGLState& ResetTexture(GLuint handle); |     OpenGLState& ResetTexture(GLuint handle); | ||||||
|     OpenGLState& ResetSampler(GLuint handle); |     OpenGLState& ResetSampler(GLuint handle); | ||||||
|     OpenGLState& ResetProgram(GLuint handle); |     OpenGLState& ResetProgram(GLuint handle); | ||||||
|  |     OpenGLState& ResetPipeline(GLuint handle); | ||||||
|     OpenGLState& ResetBuffer(GLuint handle); |     OpenGLState& ResetBuffer(GLuint handle); | ||||||
|     OpenGLState& ResetVertexArray(GLuint handle); |     OpenGLState& ResetVertexArray(GLuint handle); | ||||||
|     OpenGLState& ResetFramebuffer(GLuint handle); |     OpenGLState& ResetFramebuffer(GLuint handle); | ||||||
|  |  | ||||||
|  | @ -73,7 +73,7 @@ private: | ||||||
|     // OpenGL object IDs
 |     // OpenGL object IDs
 | ||||||
|     OGLVertexArray vertex_array; |     OGLVertexArray vertex_array; | ||||||
|     OGLBuffer vertex_buffer; |     OGLBuffer vertex_buffer; | ||||||
|     OGLShader shader; |     OGLProgram shader; | ||||||
| 
 | 
 | ||||||
|     /// Display information for top and bottom screens respectively
 |     /// Display information for top and bottom screens respectively
 | ||||||
|     std::array<ScreenInfo, 2> screen_infos; |     std::array<ScreenInfo, 2> screen_infos; | ||||||
|  |  | ||||||
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