GPU: Upload the entirety of each constbuffer for each shader stage as SSBOs.
We're going to need the shader generator to give us a mapping of the actual used const buffers to properly bind them to the shader.
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				@ -306,6 +306,8 @@ void RasterizerOpenGL::DrawArrays() {
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    // Sync and bind the texture surfaces
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    BindTextures();
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    // Configure the constant buffer objects
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    SetupConstBuffers();
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    // Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
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    // scissor test to prevent drawing outside of the framebuffer region
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@ -388,7 +390,7 @@ void RasterizerOpenGL::DrawArrays() {
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void RasterizerOpenGL::BindTextures() {
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    using Regs = Tegra::Engines::Maxwell3D::Regs;
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    auto maxwell3d = Core::System::GetInstance().GPU().Get3DEngine();
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    auto& maxwell3d = Core::System::GetInstance().GPU().Get3DEngine();
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    // Each Maxwell shader stage can have an arbitrary number of textures, but we're limited to a
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    // certain number in OpenGL. We try to only use the minimum amount of host textures by not
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@ -535,6 +537,41 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
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    }
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}
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void RasterizerOpenGL::SetupConstBuffers() {
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    using Regs = Tegra::Engines::Maxwell3D::Regs;
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    auto& gpu = Core::System::GetInstance().GPU();
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    auto& maxwell3d = gpu.Get3DEngine();
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    // Upload only the enabled buffers from the 16 constbuffers of each shader stage
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    u32 current_bindpoint = 0;
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    for (u32 stage = 0; stage < Regs::MaxShaderStage; ++stage) {
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        auto& shader_stage = maxwell3d.state.shader_stages[stage];
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        bool stage_enabled = maxwell3d.IsShaderStageEnabled(static_cast<Regs::ShaderStage>(stage));
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        for (u32 buffer_id = 0; buffer_id < Regs::MaxConstBuffers; ++buffer_id) {
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            const auto& buffer = shader_stage.const_buffers[buffer_id];
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            state.draw.const_buffers[stage][buffer_id].enabled = buffer.enabled && stage_enabled;
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            if (buffer.enabled && stage_enabled) {
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                state.draw.const_buffers[stage][buffer_id].bindpoint = current_bindpoint;
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                current_bindpoint++;
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                VAddr addr = gpu.memory_manager->PhysicalToVirtualAddress(buffer.address);
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                const u8* data = Memory::GetPointer(addr);
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                glBindBuffer(GL_SHADER_STORAGE_BUFFER,
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                             state.draw.const_buffers[stage][buffer_id].ssbo);
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                glBufferData(GL_SHADER_STORAGE_BUFFER, buffer.size, data, GL_DYNAMIC_DRAW);
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                glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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            } else {
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                state.draw.const_buffers[stage][buffer_id].bindpoint = -1;
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            }
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        }
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    }
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    state.Apply();
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}
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void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
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                                               const Surface& depth_surface, bool has_stencil) {
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    state.draw.draw_framebuffer = framebuffer.handle;
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@ -87,6 +87,9 @@ private:
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    /// Binds the required textures to OpenGL before drawing a batch.
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    void BindTextures();
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    /// Configures the current constbuffers to use for the draw command.
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    void SetupConstBuffers();
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    /// Syncs the viewport to match the guest state
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    void SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect, u16 res_scale);
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@ -129,7 +132,9 @@ private:
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    std::array<bool, 16> hw_vao_enabled_attributes;
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    std::array<SamplerInfo, GLShader::NumTextureSamplers> texture_samplers;
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    std::array<std::array<OGLBuffer, 16>, 5> ssbos;
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    std::array<std::array<OGLBuffer, Tegra::Engines::Maxwell3D::Regs::MaxConstBuffers>,
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               Tegra::Engines::Maxwell3D::Regs::MaxShaderStage>
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        ssbos;
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    static constexpr size_t VERTEX_BUFFER_SIZE = 128 * 1024 * 1024;
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    std::unique_ptr<OGLStreamBuffer> vertex_buffer;
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@ -53,13 +53,6 @@ void SetShaderSamplerBindings(GLuint shader) {
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} // namespace Impl
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void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) {
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    const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager;
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    for (unsigned index = 0; index < shader_stage.const_buffers.size(); ++index) {
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        const auto& const_buffer = shader_stage.const_buffers[index];
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        const VAddr vaddr = memory_manager->PhysicalToVirtualAddress(const_buffer.address);
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        Memory::ReadBlock(vaddr, const_buffers[index].data(), sizeof(ConstBuffer));
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    }
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}
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void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) {}
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} // namespace GLShader
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@ -30,11 +30,10 @@ void SetShaderSamplerBindings(GLuint shader);
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//       Not following that rule will cause problems on some AMD drivers.
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struct MaxwellUniformData {
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    void SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage);
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    using ConstBuffer = std::array<GLvec4, 4>;
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    alignas(16) std::array<ConstBuffer, Maxwell3D::Regs::MaxConstBuffers> const_buffers;
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    // TODO(Subv): Use this for something.
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};
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static_assert(sizeof(MaxwellUniformData) == 1024, "MaxwellUniformData structure size is incorrect");
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// static_assert(sizeof(MaxwellUniformData) == 1024, "MaxwellUniformData structure size is
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// incorrect");
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static_assert(sizeof(MaxwellUniformData) < 16384,
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              "MaxwellUniformData structure must be less than 16kb as per the OpenGL spec");
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