renderer_opengl: Add gl_shader_manager class.
This commit is contained in:
parent
8aa21a03b3
commit
459826a705
@ -28,6 +28,8 @@ 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
|
||||
|
46
src/video_core/renderer_opengl/gl_shader_manager.cpp
Normal file
46
src/video_core/renderer_opengl/gl_shader_manager.cpp
Normal file
@ -0,0 +1,46 @@
|
||||
// Copyright 2018 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "core/core.h"
|
||||
#include "core/hle/kernel/process.h"
|
||||
#include "video_core/engines/maxwell_3d.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_manager.h"
|
||||
|
||||
namespace GLShader {
|
||||
|
||||
namespace Impl {
|
||||
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) {
|
||||
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));
|
||||
}
|
||||
}
|
||||
|
||||
void SetShaderUniformBlockBindings(GLuint shader) {
|
||||
SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS, sizeof(VSUniformData));
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
cur_state.draw.shader_program = old_program;
|
||||
cur_state.Apply();
|
||||
}
|
||||
|
||||
} // namespace Impl
|
||||
|
||||
void MaxwellUniformData::SetFromRegs() {
|
||||
}
|
||||
|
||||
} // namespace GLShader
|
161
src/video_core/renderer_opengl/gl_shader_manager.h
Normal file
161
src/video_core/renderer_opengl/gl_shader_manager.h
Normal file
@ -0,0 +1,161 @@
|
||||
// Copyright 2018 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <tuple>
|
||||
#include <unordered_map>
|
||||
#include <boost/functional/hash.hpp>
|
||||
#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/maxwell_to_gl.h"
|
||||
|
||||
namespace GLShader {
|
||||
|
||||
namespace Impl {
|
||||
void SetShaderUniformBlockBindings(GLuint shader);
|
||||
void SetShaderSamplerBindings(GLuint shader);
|
||||
} // namespace Impl
|
||||
|
||||
enum class UniformBindings : GLuint { Common, VS, GS, FS };
|
||||
|
||||
/// 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 MaxwellUniformData {
|
||||
void SetFromRegs();
|
||||
|
||||
using ConstBuffer = std::array<GLvec4, 4>;
|
||||
using Regs = Tegra::Engines::Maxwell3D::Regs;
|
||||
|
||||
alignas(16) std::array<ConstBuffer, Regs::MaxConstBuffers> const_buffers;
|
||||
};
|
||||
static_assert(sizeof(MaxwellUniformData) < 16384,
|
||||
"MaxwellUniformData structure must be less than 16kb as per the OpenGL spec");
|
||||
|
||||
struct VSUniformData {
|
||||
MaxwellUniformData uniforms;
|
||||
};
|
||||
static_assert(sizeof(VSUniformData) < 16384,
|
||||
"VSUniformData structure must be less than 16kb as per the OpenGL spec");
|
||||
|
||||
struct FSUniformData {
|
||||
MaxwellUniformData uniforms;
|
||||
};
|
||||
static_assert(sizeof(FSUniformData) < 16384,
|
||||
"VSUniformData structure must be less than 16kb as per the OpenGL spec");
|
||||
|
||||
class OGLShaderStage {
|
||||
public:
|
||||
OGLShaderStage() = default;
|
||||
|
||||
void Create(const char* source, GLenum type) {
|
||||
OGLShader shader;
|
||||
shader.Create(source, type);
|
||||
program.Create(true, shader.handle);
|
||||
Impl::SetShaderUniformBlockBindings(program.handle);
|
||||
Impl::SetShaderSamplerBindings(program.handle);
|
||||
}
|
||||
GLuint GetHandle() const {
|
||||
return program.handle;
|
||||
}
|
||||
|
||||
private:
|
||||
OGLProgram program;
|
||||
};
|
||||
|
||||
// TODO(wwylele): beautify this doc
|
||||
// This is a shader cache designed for translating PICA shader to GLSL shader.
|
||||
// The double cache is needed because diffent KeyConfigType, which includes a hash of the code
|
||||
// region (including its leftover unused code) can generate the same GLSL code.
|
||||
template <typename KeyConfigType,
|
||||
std::string (*CodeGenerator)(const ShaderSetup&, const KeyConfigType&), GLenum ShaderType>
|
||||
class ShaderCache {
|
||||
public:
|
||||
ShaderCache() = default;
|
||||
|
||||
GLuint Get(const KeyConfigType& key, const ShaderSetup& setup) {
|
||||
auto map_it = shader_map.find(key);
|
||||
if (map_it == shader_map.end()) {
|
||||
std::string program = CodeGenerator(setup, key);
|
||||
|
||||
auto [iter, new_shader] = shader_cache.emplace(program, OGLShaderStage{});
|
||||
OGLShaderStage& cached_shader = iter->second;
|
||||
if (new_shader) {
|
||||
cached_shader.Create(program.c_str(), ShaderType);
|
||||
}
|
||||
shader_map[key] = &cached_shader;
|
||||
return cached_shader.GetHandle();
|
||||
} else {
|
||||
return map_it->second->GetHandle();
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
std::unordered_map<KeyConfigType, OGLShaderStage*> shader_map;
|
||||
std::unordered_map<std::string, OGLShaderStage> shader_cache;
|
||||
};
|
||||
|
||||
using VertexShaders = ShaderCache<MaxwellVSConfig, &GenerateVertexShader, GL_VERTEX_SHADER>;
|
||||
|
||||
using FragmentShaders = ShaderCache<MaxwellFSConfig, &GenerateFragmentShader, GL_FRAGMENT_SHADER>;
|
||||
|
||||
class ProgramManager {
|
||||
public:
|
||||
ProgramManager() {
|
||||
pipeline.Create();
|
||||
}
|
||||
|
||||
void UseProgrammableVertexShader(const MaxwellVSConfig& config, const ShaderSetup setup) {
|
||||
current.vs = vertex_shaders.Get(config, setup);
|
||||
}
|
||||
|
||||
void UseTrivialGeometryShader() {
|
||||
current.gs = 0;
|
||||
}
|
||||
|
||||
void UseProgrammableFragmentShader(const MaxwellFSConfig& config, const ShaderSetup setup) {
|
||||
current.fs = fragment_shaders.Get(config, setup);
|
||||
}
|
||||
|
||||
void ApplyTo(OpenGLState& state) {
|
||||
// Workaround for AMD bug
|
||||
glUseProgramStages(pipeline.handle,
|
||||
GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT,
|
||||
0);
|
||||
|
||||
glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current.vs);
|
||||
glUseProgramStages(pipeline.handle, GL_GEOMETRY_SHADER_BIT, current.gs);
|
||||
glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current.fs);
|
||||
state.draw.shader_program = 0;
|
||||
state.draw.program_pipeline = pipeline.handle;
|
||||
}
|
||||
|
||||
private:
|
||||
struct ShaderTuple {
|
||||
GLuint vs = 0, gs = 0, fs = 0;
|
||||
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;
|
||||
VertexShaders vertex_shaders;
|
||||
FragmentShaders fragment_shaders;
|
||||
|
||||
std::unordered_map<ShaderTuple, OGLProgram, ShaderTuple::Hash> program_cache;
|
||||
OGLPipeline pipeline;
|
||||
};
|
||||
|
||||
} // namespace GLShader
|
Loading…
Reference in New Issue
Block a user