gl_shader_cache: Use explicit bindings
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				@ -297,11 +297,7 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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    MICROPROFILE_SCOPE(OpenGL_Shader);
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    auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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    // Next available bindpoints to use when uploading the const buffers and textures to the GLSL
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    // shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
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    u32 current_constbuffer_bindpoint = Tegra::Engines::Maxwell3D::Regs::MaxShaderStage;
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    u32 current_gmem_bindpoint = 0;
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    u32 current_texture_bindpoint = 0;
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    BaseBindings base_bindings;
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    std::array<bool, Maxwell::NumClipDistances> clip_distances{};
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    for (std::size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
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@ -325,47 +321,35 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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        const GLintptr offset = buffer_cache.UploadHostMemory(
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            &ubo, sizeof(ubo), static_cast<std::size_t>(uniform_buffer_alignment));
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        // Bind the buffer
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        glBindBufferRange(GL_UNIFORM_BUFFER, static_cast<GLuint>(stage), buffer_cache.GetHandle(),
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                          offset, static_cast<GLsizeiptr>(sizeof(ubo)));
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        // Bind the emulation info buffer
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        glBindBufferRange(GL_UNIFORM_BUFFER, base_bindings.cbuf, buffer_cache.GetHandle(), offset,
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                          static_cast<GLsizeiptr>(sizeof(ubo)));
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        Shader shader{shader_cache.GetStageProgram(program)};
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        const auto [program_handle, next_bindings] =
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            shader->GetProgramHandle(primitive_mode, base_bindings);
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        switch (program) {
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        case Maxwell::ShaderProgram::VertexA:
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        case Maxwell::ShaderProgram::VertexB: {
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            shader_program_manager->UseProgrammableVertexShader(
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                shader->GetProgramHandle(primitive_mode));
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        case Maxwell::ShaderProgram::VertexB:
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            shader_program_manager->UseProgrammableVertexShader(program_handle);
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            break;
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        }
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        case Maxwell::ShaderProgram::Geometry: {
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            shader_program_manager->UseProgrammableGeometryShader(
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                shader->GetProgramHandle(primitive_mode));
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        case Maxwell::ShaderProgram::Geometry:
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            shader_program_manager->UseProgrammableGeometryShader(program_handle);
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            break;
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        }
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        case Maxwell::ShaderProgram::Fragment: {
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            shader_program_manager->UseProgrammableFragmentShader(
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                shader->GetProgramHandle(primitive_mode));
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        case Maxwell::ShaderProgram::Fragment:
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            shader_program_manager->UseProgrammableFragmentShader(program_handle);
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            break;
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        }
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        default:
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            LOG_CRITICAL(HW_GPU, "Unimplemented shader index={}, enable={}, offset=0x{:08X}", index,
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                         shader_config.enable.Value(), shader_config.offset);
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            UNREACHABLE();
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        }
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        // Configure the const buffers for this shader stage.
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        current_constbuffer_bindpoint =
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            SetupConstBuffers(static_cast<Maxwell::ShaderStage>(stage), shader, primitive_mode,
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                              current_constbuffer_bindpoint);
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        // Configure global memory regions for this shader stage.
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        current_gmem_bindpoint = SetupGlobalRegions(static_cast<Maxwell::ShaderStage>(stage),
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                                                    shader, primitive_mode, current_gmem_bindpoint);
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        // Configure the textures for this shader stage.
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        current_texture_bindpoint = SetupTextures(static_cast<Maxwell::ShaderStage>(stage), shader,
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                                                  primitive_mode, current_texture_bindpoint);
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        const auto stage_enum = static_cast<Maxwell::ShaderStage>(stage);
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        SetupConstBuffers(stage_enum, shader, program_handle, base_bindings);
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        SetupGlobalRegions(stage_enum, shader, program_handle, base_bindings);
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        SetupTextures(stage_enum, shader, program_handle, base_bindings);
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        // Workaround for Intel drivers.
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        // When a clip distance is enabled but not set in the shader it crops parts of the screen
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@ -380,6 +364,8 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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            // VertexB was combined with VertexA, so we skip the VertexB iteration
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            index++;
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        }
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        base_bindings = next_bindings;
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    }
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    SyncClipEnabled(clip_distances);
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@ -929,8 +915,9 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
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    }
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}
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u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, Shader& shader,
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                                        GLenum primitive_mode, u32 current_bindpoint) {
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void RasterizerOpenGL::SetupConstBuffers(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage,
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                                         const Shader& shader, GLuint program_handle,
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                                         BaseBindings base_bindings) {
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    MICROPROFILE_SCOPE(OpenGL_UBO);
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    const auto& gpu = Core::System::GetInstance().GPU();
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    const auto& maxwell3d = gpu.Maxwell3D();
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@ -978,92 +965,73 @@ u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, Shader& shad
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        size = Common::AlignUp(size, sizeof(GLvec4));
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        ASSERT_MSG(size <= MaxConstbufferSize, "Constbuffer too big");
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        GLintptr const_buffer_offset = buffer_cache.UploadMemory(
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        const GLintptr const_buffer_offset = buffer_cache.UploadMemory(
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            buffer.address, size, static_cast<std::size_t>(uniform_buffer_alignment));
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        // Now configure the bindpoint of the buffer inside the shader
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        glUniformBlockBinding(shader->GetProgramHandle(primitive_mode),
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                              shader->GetProgramResourceIndex(used_buffer),
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                              current_bindpoint + bindpoint);
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        // Prepare values for multibind
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        bind_buffers[bindpoint] = buffer_cache.GetHandle();
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        bind_offsets[bindpoint] = const_buffer_offset;
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        bind_sizes[bindpoint] = size;
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    }
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    glBindBuffersRange(GL_UNIFORM_BUFFER, current_bindpoint, static_cast<GLsizei>(entries.size()),
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    // The first binding is reserved for emulation values
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    const GLuint ubo_base_binding = base_bindings.cbuf + 1;
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    glBindBuffersRange(GL_UNIFORM_BUFFER, ubo_base_binding, static_cast<GLsizei>(entries.size()),
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                       bind_buffers.data(), bind_offsets.data(), bind_sizes.data());
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    return current_bindpoint + static_cast<u32>(entries.size());
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}
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u32 RasterizerOpenGL::SetupGlobalRegions(Maxwell::ShaderStage stage, Shader& shader,
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                                         GLenum primitive_mode, u32 current_bindpoint) {
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    for (const auto& global_region : shader->GetShaderEntries().global_memory_entries) {
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        const auto& region =
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            global_cache.GetGlobalRegion(global_region, static_cast<Maxwell::ShaderStage>(stage));
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        const GLuint block_index{shader->GetProgramResourceIndex(global_region)};
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        ASSERT(block_index != GL_INVALID_INDEX);
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void RasterizerOpenGL::SetupGlobalRegions(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage,
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                                          const Shader& shader, GLenum primitive_mode,
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                                          BaseBindings base_bindings) {
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    // TODO(Rodrigo): Use ARB_multi_bind here
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    const auto& entries = shader->GetShaderEntries().global_memory_entries;
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    for (u32 bindpoint = 0; bindpoint < static_cast<u32>(entries.size()); ++bindpoint) {
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        const auto& entry = entries[bindpoint];
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        const u32 current_bindpoint = base_bindings.gmem + bindpoint;
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        const auto& region = global_cache.GetGlobalRegion(entry, stage);
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        glBindBufferBase(GL_SHADER_STORAGE_BUFFER, current_bindpoint, region->GetBufferHandle());
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        glShaderStorageBlockBinding(shader->GetProgramHandle(primitive_mode), block_index,
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                                    current_bindpoint);
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        ++current_bindpoint;
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    }
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    return current_bindpoint;
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}
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u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader,
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                                    GLenum primitive_mode, u32 current_unit) {
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void RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, const Shader& shader,
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                                     GLuint program_handle, BaseBindings base_bindings) {
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    MICROPROFILE_SCOPE(OpenGL_Texture);
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    const auto& gpu = Core::System::GetInstance().GPU();
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    const auto& maxwell3d = gpu.Maxwell3D();
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    const auto& entries = shader->GetShaderEntries().samplers;
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    ASSERT_MSG(current_unit + entries.size() <= std::size(state.texture_units),
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    ASSERT_MSG(base_bindings.sampler + entries.size() <= std::size(state.texture_units),
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               "Exceeded the number of active textures.");
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    for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
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        const auto& entry = entries[bindpoint];
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        const u32 current_bindpoint = current_unit + bindpoint;
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        // Bind the uniform to the sampler.
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        glProgramUniform1i(shader->GetProgramHandle(primitive_mode),
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                           shader->GetUniformLocation(entry), current_bindpoint);
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        const u32 current_bindpoint = base_bindings.sampler + bindpoint;
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        auto& unit = state.texture_units[current_bindpoint];
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        const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset());
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        if (!texture.enabled) {
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            state.texture_units[current_bindpoint].texture = 0;
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            unit.texture = 0;
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            continue;
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        }
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        texture_samplers[current_bindpoint].SyncWithConfig(texture.tsc);
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        Surface surface = res_cache.GetTextureSurface(texture, entry);
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        if (surface != nullptr) {
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            const GLuint handle =
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            unit.texture =
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                entry.IsArray() ? surface->TextureLayer().handle : surface->Texture().handle;
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            const GLenum target = entry.IsArray() ? surface->TargetLayer() : surface->Target();
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            state.texture_units[current_bindpoint].texture = handle;
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            state.texture_units[current_bindpoint].target = target;
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            state.texture_units[current_bindpoint].swizzle.r =
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                MaxwellToGL::SwizzleSource(texture.tic.x_source);
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            state.texture_units[current_bindpoint].swizzle.g =
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                MaxwellToGL::SwizzleSource(texture.tic.y_source);
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            state.texture_units[current_bindpoint].swizzle.b =
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                MaxwellToGL::SwizzleSource(texture.tic.z_source);
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            state.texture_units[current_bindpoint].swizzle.a =
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                MaxwellToGL::SwizzleSource(texture.tic.w_source);
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            unit.target = entry.IsArray() ? surface->TargetLayer() : surface->Target();
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            unit.swizzle.r = MaxwellToGL::SwizzleSource(texture.tic.x_source);
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            unit.swizzle.g = MaxwellToGL::SwizzleSource(texture.tic.y_source);
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            unit.swizzle.b = MaxwellToGL::SwizzleSource(texture.tic.z_source);
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            unit.swizzle.a = MaxwellToGL::SwizzleSource(texture.tic.w_source);
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        } else {
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            // Can occur when texture addr is null or its memory is unmapped/invalid
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            state.texture_units[current_bindpoint].texture = 0;
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            unit.texture = 0;
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        }
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    }
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    return current_unit + static_cast<u32>(entries.size());
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}
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void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) {
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@ -127,35 +127,18 @@ private:
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                               bool using_depth_fb = true, bool preserve_contents = true,
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                               std::optional<std::size_t> single_color_target = {});
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    /**
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     * Configures the current constbuffers to use for the draw command.
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     * @param stage The shader stage to configure buffers for.
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     * @param shader The shader object that contains the specified stage.
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     * @param current_bindpoint The offset at which to start counting new buffer bindpoints.
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     * @returns The next available bindpoint for use in the next shader stage.
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     */
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    u32 SetupConstBuffers(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, Shader& shader,
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                          GLenum primitive_mode, u32 current_bindpoint);
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    /// Configures the current constbuffers to use for the draw command.
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    void SetupConstBuffers(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, const Shader& shader,
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                           GLuint program_handle, BaseBindings base_bindings);
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    /**
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     * Configures the current global memory regions to use for the draw command.
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     * @param stage The shader stage to configure buffers for.
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     * @param shader The shader object that contains the specified stage.
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     * @param current_bindpoint The offset at which to start counting new buffer bindpoints.
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     * @returns The next available bindpoint for use in the next shader stage.
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     */
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    u32 SetupGlobalRegions(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, Shader& shader,
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                           GLenum primitive_mode, u32 current_bindpoint);
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    /// Configures the current global memory entries to use for the draw command.
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    void SetupGlobalRegions(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage,
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                            const Shader& shader, GLenum primitive_mode,
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                            BaseBindings base_bindings);
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    /**
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     * Configures the current textures to use for the draw command.
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     * @param stage The shader stage to configure textures for.
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     * @param shader The shader object that contains the specified stage.
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     * @param current_unit The offset at which to start counting unused texture units.
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     * @returns The next available bindpoint for use in the next shader stage.
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     */
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    u32 SetupTextures(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, Shader& shader,
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                      GLenum primitive_mode, u32 current_unit);
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    /// Configures the current textures to use for the draw command.
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    void SetupTextures(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, const Shader& shader,
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                       GLuint program_handle, BaseBindings base_bindings);
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    /// Syncs the viewport and depth range to match the guest state
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    void SyncViewport(OpenGLState& current_state);
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@ -34,36 +34,25 @@ static ProgramCode GetShaderCode(VAddr addr) {
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    return program_code;
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}
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/// Helper function to set shader uniform block bindings for a single shader stage
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static void SetShaderUniformBlockBinding(GLuint shader, const char* name,
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                                         Maxwell::ShaderStage binding, std::size_t expected_size) {
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    const GLuint ub_index = glGetUniformBlockIndex(shader, name);
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    if (ub_index == GL_INVALID_INDEX) {
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        return;
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/// Gets the shader type from a Maxwell program type
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constexpr GLenum GetShaderType(Maxwell::ShaderProgram program_type) {
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    switch (program_type) {
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    case Maxwell::ShaderProgram::VertexA:
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    case Maxwell::ShaderProgram::VertexB:
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        return GL_VERTEX_SHADER;
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    case Maxwell::ShaderProgram::Geometry:
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        return GL_GEOMETRY_SHADER;
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    case Maxwell::ShaderProgram::Fragment:
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        return GL_FRAGMENT_SHADER;
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    default:
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        return GL_NONE;
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    }
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    GLint ub_size = 0;
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    glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size);
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    ASSERT_MSG(static_cast<std::size_t>(ub_size) == expected_size,
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               "Uniform block size did not match! Got {}, expected {}", ub_size, expected_size);
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    glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding));
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}
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/// Sets shader uniform block bindings for an entire shader program
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static void SetShaderUniformBlockBindings(GLuint shader) {
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    SetShaderUniformBlockBinding(shader, "vs_config", Maxwell::ShaderStage::Vertex,
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                                 sizeof(GLShader::MaxwellUniformData));
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    SetShaderUniformBlockBinding(shader, "gs_config", Maxwell::ShaderStage::Geometry,
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                                 sizeof(GLShader::MaxwellUniformData));
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    SetShaderUniformBlockBinding(shader, "fs_config", Maxwell::ShaderStage::Fragment,
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                                 sizeof(GLShader::MaxwellUniformData));
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}
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CachedShader::CachedShader(VAddr addr, Maxwell::ShaderProgram program_type)
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    : addr{addr}, program_type{program_type}, setup{GetShaderCode(addr)} {
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    GLShader::ProgramResult program_result;
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    GLenum gl_type{};
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    switch (program_type) {
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    case Maxwell::ShaderProgram::VertexA:
 | 
			
		||||
@ -74,17 +63,14 @@ CachedShader::CachedShader(VAddr addr, Maxwell::ShaderProgram program_type)
 | 
			
		||||
    case Maxwell::ShaderProgram::VertexB:
 | 
			
		||||
        CalculateProperties();
 | 
			
		||||
        program_result = GLShader::GenerateVertexShader(setup);
 | 
			
		||||
        gl_type = GL_VERTEX_SHADER;
 | 
			
		||||
        break;
 | 
			
		||||
    case Maxwell::ShaderProgram::Geometry:
 | 
			
		||||
        CalculateProperties();
 | 
			
		||||
        program_result = GLShader::GenerateGeometryShader(setup);
 | 
			
		||||
        gl_type = GL_GEOMETRY_SHADER;
 | 
			
		||||
        break;
 | 
			
		||||
    case Maxwell::ShaderProgram::Fragment:
 | 
			
		||||
        CalculateProperties();
 | 
			
		||||
        program_result = GLShader::GenerateFragmentShader(setup);
 | 
			
		||||
        gl_type = GL_FRAGMENT_SHADER;
 | 
			
		||||
        break;
 | 
			
		||||
    default:
 | 
			
		||||
        LOG_CRITICAL(HW_GPU, "Unimplemented program_type={}", static_cast<u32>(program_type));
 | 
			
		||||
@ -92,71 +78,105 @@ CachedShader::CachedShader(VAddr addr, Maxwell::ShaderProgram program_type)
 | 
			
		||||
        return;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    code = program_result.first;
 | 
			
		||||
    entries = program_result.second;
 | 
			
		||||
    shader_length = entries.shader_length;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
    if (program_type != Maxwell::ShaderProgram::Geometry) {
 | 
			
		||||
        OGLShader shader;
 | 
			
		||||
        shader.Create(program_result.first.c_str(), gl_type);
 | 
			
		||||
        program.Create(true, shader.handle);
 | 
			
		||||
        SetShaderUniformBlockBindings(program.handle);
 | 
			
		||||
        LabelGLObject(GL_PROGRAM, program.handle, addr);
 | 
			
		||||
std::tuple<GLuint, BaseBindings> CachedShader::GetProgramHandle(GLenum primitive_mode,
 | 
			
		||||
                                                                BaseBindings base_bindings) {
 | 
			
		||||
    GLuint handle{};
 | 
			
		||||
    if (program_type == Maxwell::ShaderProgram::Geometry) {
 | 
			
		||||
        handle = GetGeometryShader(primitive_mode, base_bindings);
 | 
			
		||||
    } else {
 | 
			
		||||
        // Store shader's code to lazily build it on draw
 | 
			
		||||
        geometry_programs.code = program_result.first;
 | 
			
		||||
        const auto [entry, is_cache_miss] = programs.try_emplace(base_bindings);
 | 
			
		||||
        auto& program = entry->second;
 | 
			
		||||
        if (is_cache_miss) {
 | 
			
		||||
            std::string source = AllocateBindings(base_bindings);
 | 
			
		||||
            source += code;
 | 
			
		||||
 | 
			
		||||
            OGLShader shader;
 | 
			
		||||
            shader.Create(source.c_str(), GetShaderType(program_type));
 | 
			
		||||
            program.Create(true, shader.handle);
 | 
			
		||||
            LabelGLObject(GL_PROGRAM, program.handle, addr);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        handle = program.handle;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Add const buffer and samplers offset reserved by this shader. One UBO binding is reserved for
 | 
			
		||||
    // emulation values
 | 
			
		||||
    base_bindings.cbuf += static_cast<u32>(entries.const_buffers.size()) + 1;
 | 
			
		||||
    base_bindings.gmem += static_cast<u32>(entries.global_memory_entries.size());
 | 
			
		||||
    base_bindings.sampler += static_cast<u32>(entries.samplers.size());
 | 
			
		||||
 | 
			
		||||
    return {handle, base_bindings};
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
std::string CachedShader::AllocateBindings(BaseBindings base_bindings) {
 | 
			
		||||
    std::string code = "#version 430 core\n";
 | 
			
		||||
    code += fmt::format("#define EMULATION_UBO_BINDING {}\n", base_bindings.cbuf++);
 | 
			
		||||
 | 
			
		||||
    for (const auto& cbuf : entries.const_buffers) {
 | 
			
		||||
        code += fmt::format("#define CBUF_BINDING_{} {}\n", cbuf.GetIndex(), base_bindings.cbuf++);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    for (const auto& gmem : entries.global_memory_entries) {
 | 
			
		||||
        code += fmt::format("#define GMEM_BINDING_{}_{} {}\n", gmem.GetCbufIndex(),
 | 
			
		||||
                            gmem.GetCbufOffset(), base_bindings.gmem++);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    for (const auto& sampler : entries.samplers) {
 | 
			
		||||
        code += fmt::format("#define SAMPLER_BINDING_{} {}\n", sampler.GetIndex(),
 | 
			
		||||
                            base_bindings.sampler++);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return code;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
GLuint CachedShader::GetGeometryShader(GLenum primitive_mode, BaseBindings base_bindings) {
 | 
			
		||||
    const auto [entry, is_cache_miss] = geometry_programs.try_emplace(base_bindings);
 | 
			
		||||
    auto& programs = entry->second;
 | 
			
		||||
 | 
			
		||||
    switch (primitive_mode) {
 | 
			
		||||
    case GL_POINTS:
 | 
			
		||||
        return LazyGeometryProgram(programs.points, base_bindings, "points", 1, "ShaderPoints");
 | 
			
		||||
    case GL_LINES:
 | 
			
		||||
    case GL_LINE_STRIP:
 | 
			
		||||
        return LazyGeometryProgram(programs.lines, base_bindings, "lines", 2, "ShaderLines");
 | 
			
		||||
    case GL_LINES_ADJACENCY:
 | 
			
		||||
    case GL_LINE_STRIP_ADJACENCY:
 | 
			
		||||
        return LazyGeometryProgram(programs.lines_adjacency, base_bindings, "lines_adjacency", 4,
 | 
			
		||||
                                   "ShaderLinesAdjacency");
 | 
			
		||||
    case GL_TRIANGLES:
 | 
			
		||||
    case GL_TRIANGLE_STRIP:
 | 
			
		||||
    case GL_TRIANGLE_FAN:
 | 
			
		||||
        return LazyGeometryProgram(programs.triangles, base_bindings, "triangles", 3,
 | 
			
		||||
                                   "ShaderTriangles");
 | 
			
		||||
    case GL_TRIANGLES_ADJACENCY:
 | 
			
		||||
    case GL_TRIANGLE_STRIP_ADJACENCY:
 | 
			
		||||
        return LazyGeometryProgram(programs.triangles_adjacency, base_bindings,
 | 
			
		||||
                                   "triangles_adjacency", 6, "ShaderTrianglesAdjacency");
 | 
			
		||||
    default:
 | 
			
		||||
        UNREACHABLE_MSG("Unknown primitive mode.");
 | 
			
		||||
        return LazyGeometryProgram(programs.points, base_bindings, "points", 1, "ShaderPoints");
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
GLuint CachedShader::GetProgramResourceIndex(const GLShader::ConstBufferEntry& buffer) {
 | 
			
		||||
    const auto search{cbuf_resource_cache.find(buffer.GetHash())};
 | 
			
		||||
    if (search == cbuf_resource_cache.end()) {
 | 
			
		||||
        const GLuint index{
 | 
			
		||||
            glGetProgramResourceIndex(program.handle, GL_UNIFORM_BLOCK, buffer.GetName().c_str())};
 | 
			
		||||
        cbuf_resource_cache[buffer.GetHash()] = index;
 | 
			
		||||
        return index;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return search->second;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
GLuint CachedShader::GetProgramResourceIndex(const GLShader::GlobalMemoryEntry& global_mem) {
 | 
			
		||||
    const auto search{gmem_resource_cache.find(global_mem.GetHash())};
 | 
			
		||||
    if (search == gmem_resource_cache.end()) {
 | 
			
		||||
        const GLuint index{glGetProgramResourceIndex(program.handle, GL_SHADER_STORAGE_BLOCK,
 | 
			
		||||
                                                     global_mem.GetName().c_str())};
 | 
			
		||||
        gmem_resource_cache[global_mem.GetHash()] = index;
 | 
			
		||||
        return index;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return search->second;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
GLint CachedShader::GetUniformLocation(const GLShader::SamplerEntry& sampler) {
 | 
			
		||||
    const auto search{uniform_cache.find(sampler.GetHash())};
 | 
			
		||||
    if (search == uniform_cache.end()) {
 | 
			
		||||
        const GLint index{glGetUniformLocation(program.handle, sampler.GetName().c_str())};
 | 
			
		||||
        uniform_cache[sampler.GetHash()] = index;
 | 
			
		||||
        return index;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return search->second;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
GLuint CachedShader::LazyGeometryProgram(OGLProgram& target_program,
 | 
			
		||||
GLuint CachedShader::LazyGeometryProgram(OGLProgram& target_program, BaseBindings base_bindings,
 | 
			
		||||
                                         const std::string& glsl_topology, u32 max_vertices,
 | 
			
		||||
                                         const std::string& debug_name) {
 | 
			
		||||
    if (target_program.handle != 0) {
 | 
			
		||||
        return target_program.handle;
 | 
			
		||||
    }
 | 
			
		||||
    std::string source = "#version 430 core\n";
 | 
			
		||||
    std::string source = AllocateBindings(base_bindings);
 | 
			
		||||
    source += "layout (" + glsl_topology + ") in;\n";
 | 
			
		||||
    source += "#define MAX_VERTEX_INPUT " + std::to_string(max_vertices) + '\n';
 | 
			
		||||
    source += geometry_programs.code;
 | 
			
		||||
    source += code;
 | 
			
		||||
 | 
			
		||||
    OGLShader shader;
 | 
			
		||||
    shader.Create(source.c_str(), GL_GEOMETRY_SHADER);
 | 
			
		||||
    target_program.Create(true, shader.handle);
 | 
			
		||||
    SetShaderUniformBlockBindings(target_program.handle);
 | 
			
		||||
    LabelGLObject(GL_PROGRAM, target_program.handle, addr, debug_name);
 | 
			
		||||
    return target_program.handle;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
@ -7,6 +7,9 @@
 | 
			
		||||
#include <array>
 | 
			
		||||
#include <map>
 | 
			
		||||
#include <memory>
 | 
			
		||||
#include <tuple>
 | 
			
		||||
 | 
			
		||||
#include <glad/glad.h>
 | 
			
		||||
 | 
			
		||||
#include "common/assert.h"
 | 
			
		||||
#include "common/common_types.h"
 | 
			
		||||
@ -23,6 +26,16 @@ class RasterizerOpenGL;
 | 
			
		||||
using Shader = std::shared_ptr<CachedShader>;
 | 
			
		||||
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
 | 
			
		||||
 | 
			
		||||
struct BaseBindings {
 | 
			
		||||
    u32 cbuf{};
 | 
			
		||||
    u32 gmem{};
 | 
			
		||||
    u32 sampler{};
 | 
			
		||||
 | 
			
		||||
    bool operator<(const BaseBindings& rhs) const {
 | 
			
		||||
        return std::tie(cbuf, gmem, sampler) < std::tie(rhs.cbuf, rhs.gmem, rhs.sampler);
 | 
			
		||||
    }
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
class CachedShader final : public RasterizerCacheObject {
 | 
			
		||||
public:
 | 
			
		||||
    CachedShader(VAddr addr, Maxwell::ShaderProgram program_type);
 | 
			
		||||
@ -44,71 +57,42 @@ public:
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /// Gets the GL program handle for the shader
 | 
			
		||||
    GLuint GetProgramHandle(GLenum primitive_mode) {
 | 
			
		||||
        if (program_type != Maxwell::ShaderProgram::Geometry) {
 | 
			
		||||
            return program.handle;
 | 
			
		||||
        }
 | 
			
		||||
        switch (primitive_mode) {
 | 
			
		||||
        case GL_POINTS:
 | 
			
		||||
            return LazyGeometryProgram(geometry_programs.points, "points", 1, "ShaderPoints");
 | 
			
		||||
        case GL_LINES:
 | 
			
		||||
        case GL_LINE_STRIP:
 | 
			
		||||
            return LazyGeometryProgram(geometry_programs.lines, "lines", 2, "ShaderLines");
 | 
			
		||||
        case GL_LINES_ADJACENCY:
 | 
			
		||||
        case GL_LINE_STRIP_ADJACENCY:
 | 
			
		||||
            return LazyGeometryProgram(geometry_programs.lines_adjacency, "lines_adjacency", 4,
 | 
			
		||||
                                       "ShaderLinesAdjacency");
 | 
			
		||||
        case GL_TRIANGLES:
 | 
			
		||||
        case GL_TRIANGLE_STRIP:
 | 
			
		||||
        case GL_TRIANGLE_FAN:
 | 
			
		||||
            return LazyGeometryProgram(geometry_programs.triangles, "triangles", 3,
 | 
			
		||||
                                       "ShaderTriangles");
 | 
			
		||||
        case GL_TRIANGLES_ADJACENCY:
 | 
			
		||||
        case GL_TRIANGLE_STRIP_ADJACENCY:
 | 
			
		||||
            return LazyGeometryProgram(geometry_programs.triangles_adjacency, "triangles_adjacency",
 | 
			
		||||
                                       6, "ShaderTrianglesAdjacency");
 | 
			
		||||
        default:
 | 
			
		||||
            UNREACHABLE_MSG("Unknown primitive mode.");
 | 
			
		||||
            return LazyGeometryProgram(geometry_programs.points, "points", 1, "ShaderPoints");
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /// Gets the GL program resource location for the specified resource, caching as needed
 | 
			
		||||
    GLuint GetProgramResourceIndex(const GLShader::ConstBufferEntry& buffer);
 | 
			
		||||
 | 
			
		||||
    /// Gets the GL program resource location for the specified resource, caching as needed
 | 
			
		||||
    GLuint GetProgramResourceIndex(const GLShader::GlobalMemoryEntry& global_mem);
 | 
			
		||||
 | 
			
		||||
    /// Gets the GL uniform location for the specified resource, caching as needed
 | 
			
		||||
    GLint GetUniformLocation(const GLShader::SamplerEntry& sampler);
 | 
			
		||||
    std::tuple<GLuint, BaseBindings> GetProgramHandle(GLenum primitive_mode,
 | 
			
		||||
                                                      BaseBindings base_bindings);
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
    /// Generates a geometry shader or returns one that already exists.
 | 
			
		||||
    GLuint LazyGeometryProgram(OGLProgram& target_program, const std::string& glsl_topology,
 | 
			
		||||
                               u32 max_vertices, const std::string& debug_name);
 | 
			
		||||
 | 
			
		||||
    void CalculateProperties();
 | 
			
		||||
 | 
			
		||||
    VAddr addr;
 | 
			
		||||
    std::size_t shader_length;
 | 
			
		||||
    Maxwell::ShaderProgram program_type;
 | 
			
		||||
    GLShader::ShaderSetup setup;
 | 
			
		||||
    GLShader::ShaderEntries entries;
 | 
			
		||||
 | 
			
		||||
    // Non-geometry program.
 | 
			
		||||
    OGLProgram program;
 | 
			
		||||
 | 
			
		||||
    // Geometry programs. These are needed because GLSL needs an input topology but it's not
 | 
			
		||||
    // declared by the hardware. Workaround this issue by generating a different shader per input
 | 
			
		||||
    // topology class.
 | 
			
		||||
    struct {
 | 
			
		||||
        std::string code;
 | 
			
		||||
    struct GeometryPrograms {
 | 
			
		||||
        OGLProgram points;
 | 
			
		||||
        OGLProgram lines;
 | 
			
		||||
        OGLProgram lines_adjacency;
 | 
			
		||||
        OGLProgram triangles;
 | 
			
		||||
        OGLProgram triangles_adjacency;
 | 
			
		||||
    } geometry_programs;
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    std::string AllocateBindings(BaseBindings base_bindings);
 | 
			
		||||
 | 
			
		||||
    GLuint GetGeometryShader(GLenum primitive_mode, BaseBindings base_bindings);
 | 
			
		||||
 | 
			
		||||
    /// Generates a geometry shader or returns one that already exists.
 | 
			
		||||
    GLuint LazyGeometryProgram(OGLProgram& target_program, BaseBindings base_bindings,
 | 
			
		||||
                               const std::string& glsl_topology, u32 max_vertices,
 | 
			
		||||
                               const std::string& debug_name);
 | 
			
		||||
 | 
			
		||||
    void CalculateProperties();
 | 
			
		||||
 | 
			
		||||
    VAddr addr{};
 | 
			
		||||
    std::size_t shader_length{};
 | 
			
		||||
    Maxwell::ShaderProgram program_type{};
 | 
			
		||||
    GLShader::ShaderSetup setup;
 | 
			
		||||
    GLShader::ShaderEntries entries;
 | 
			
		||||
 | 
			
		||||
    std::string code;
 | 
			
		||||
 | 
			
		||||
    std::map<BaseBindings, OGLProgram> programs;
 | 
			
		||||
    std::map<BaseBindings, GeometryPrograms> geometry_programs;
 | 
			
		||||
 | 
			
		||||
    std::map<u32, GLuint> cbuf_resource_cache;
 | 
			
		||||
    std::map<u32, GLuint> gmem_resource_cache;
 | 
			
		||||
 | 
			
		||||
@ -374,7 +374,8 @@ private:
 | 
			
		||||
    void DeclareConstantBuffers() {
 | 
			
		||||
        for (const auto& entry : ir.GetConstantBuffers()) {
 | 
			
		||||
            const auto [index, size] = entry;
 | 
			
		||||
            code.AddLine("layout (std140) uniform " + GetConstBufferBlock(index) + " {");
 | 
			
		||||
            code.AddLine("layout (std140, binding = CBUF_BINDING_" + std::to_string(index) +
 | 
			
		||||
                         ") uniform " + GetConstBufferBlock(index) + " {");
 | 
			
		||||
            code.AddLine("    vec4 " + GetConstBuffer(index) + "[MAX_CONSTBUFFER_ELEMENTS];");
 | 
			
		||||
            code.AddLine("};");
 | 
			
		||||
            code.AddNewLine();
 | 
			
		||||
@ -383,7 +384,10 @@ private:
 | 
			
		||||
 | 
			
		||||
    void DeclareGlobalMemory() {
 | 
			
		||||
        for (const auto& entry : ir.GetGlobalMemoryBases()) {
 | 
			
		||||
            code.AddLine("layout (std430) buffer " + GetGlobalMemoryBlock(entry) + " {");
 | 
			
		||||
            const std::string binding =
 | 
			
		||||
                fmt::format("GMEM_BINDING_{}_{}", entry.cbuf_index, entry.cbuf_offset);
 | 
			
		||||
            code.AddLine("layout (std430, binding = " + binding + ") buffer " +
 | 
			
		||||
                         GetGlobalMemoryBlock(entry) + " {");
 | 
			
		||||
            code.AddLine("    float " + GetGlobalMemory(entry) + "[MAX_GLOBALMEMORY_ELEMENTS];");
 | 
			
		||||
            code.AddLine("};");
 | 
			
		||||
            code.AddNewLine();
 | 
			
		||||
@ -413,7 +417,8 @@ private:
 | 
			
		||||
            if (sampler.IsShadow())
 | 
			
		||||
                sampler_type += "Shadow";
 | 
			
		||||
 | 
			
		||||
            code.AddLine("uniform " + sampler_type + ' ' + GetSampler(sampler) + ';');
 | 
			
		||||
            code.AddLine("layout (binding = SAMPLER_BINDING_" + std::to_string(sampler.GetIndex()) +
 | 
			
		||||
                         ") uniform " + sampler_type + ' ' + GetSampler(sampler) + ';');
 | 
			
		||||
        }
 | 
			
		||||
        if (!samplers.empty())
 | 
			
		||||
            code.AddNewLine();
 | 
			
		||||
 | 
			
		||||
@ -38,10 +38,6 @@ public:
 | 
			
		||||
        return index;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    u32 GetHash() const {
 | 
			
		||||
        return (static_cast<u32>(stage) << 16) | index;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
    std::string name;
 | 
			
		||||
    Maxwell::ShaderStage stage{};
 | 
			
		||||
@ -62,10 +58,6 @@ public:
 | 
			
		||||
        return stage;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    u32 GetHash() const {
 | 
			
		||||
        return (static_cast<u32>(stage) << 16) | static_cast<u32>(GetIndex());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
    std::string name;
 | 
			
		||||
    Maxwell::ShaderStage stage{};
 | 
			
		||||
@ -93,10 +85,6 @@ public:
 | 
			
		||||
        return stage;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    u32 GetHash() const {
 | 
			
		||||
        return (static_cast<u32>(stage) << 24) | (cbuf_index << 16) | cbuf_offset;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
    u32 cbuf_index{};
 | 
			
		||||
    u32 cbuf_offset{};
 | 
			
		||||
 | 
			
		||||
@ -20,15 +20,14 @@ static constexpr u32 PROGRAM_OFFSET{10};
 | 
			
		||||
ProgramResult GenerateVertexShader(const ShaderSetup& setup) {
 | 
			
		||||
    const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
 | 
			
		||||
 | 
			
		||||
    std::string out = "#version 430 core\n";
 | 
			
		||||
    out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
 | 
			
		||||
    std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
 | 
			
		||||
    out += "// Shader Unique Id: VS" + id + "\n\n";
 | 
			
		||||
    out += GetCommonDeclarations();
 | 
			
		||||
 | 
			
		||||
    out += R"(
 | 
			
		||||
layout (location = 0) out vec4 position;
 | 
			
		||||
 | 
			
		||||
layout(std140) uniform vs_config {
 | 
			
		||||
layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
 | 
			
		||||
    vec4 viewport_flip;
 | 
			
		||||
    uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
 | 
			
		||||
    uvec4 alpha_test;
 | 
			
		||||
@ -78,7 +77,6 @@ void main() {
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
 | 
			
		||||
    // Version is intentionally skipped in shader generation, it's added by the lazy compilation.
 | 
			
		||||
    const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
 | 
			
		||||
 | 
			
		||||
    std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
 | 
			
		||||
@ -89,7 +87,7 @@ ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
 | 
			
		||||
layout (location = 0) in vec4 gs_position[];
 | 
			
		||||
layout (location = 0) out vec4 position;
 | 
			
		||||
 | 
			
		||||
layout (std140) uniform gs_config {
 | 
			
		||||
layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config {
 | 
			
		||||
    vec4 viewport_flip;
 | 
			
		||||
    uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
 | 
			
		||||
    uvec4 alpha_test;
 | 
			
		||||
@ -112,8 +110,7 @@ void main() {
 | 
			
		||||
ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
 | 
			
		||||
    const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
 | 
			
		||||
 | 
			
		||||
    std::string out = "#version 430 core\n";
 | 
			
		||||
    out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
 | 
			
		||||
    std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
 | 
			
		||||
    out += "// Shader Unique Id: FS" + id + "\n\n";
 | 
			
		||||
    out += GetCommonDeclarations();
 | 
			
		||||
 | 
			
		||||
@ -129,7 +126,7 @@ layout (location = 7) out vec4 FragColor7;
 | 
			
		||||
 | 
			
		||||
layout (location = 0) in vec4 position;
 | 
			
		||||
 | 
			
		||||
layout (std140) uniform fs_config {
 | 
			
		||||
layout (std140, binding = EMULATION_UBO_BINDING) uniform fs_config {
 | 
			
		||||
    vec4 viewport_flip;
 | 
			
		||||
    uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
 | 
			
		||||
    uvec4 alpha_test;
 | 
			
		||||
 | 
			
		||||
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		Reference in New Issue
	
	Block a user