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gl_shader_manager: Cleanup and consolidate uniform handling.

bunnei 8 ani în urmă
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51f37f5061

+ 15 - 4
src/video_core/renderer_opengl/gl_shader_manager.cpp

@@ -10,8 +10,8 @@
 namespace GLShader {
 
 namespace Impl {
-void SetShaderUniformBlockBinding(GLuint shader, const char* name, UniformBindings binding,
-                                  size_t expected_size) {
+void SetShaderUniformBlockBinding(GLuint shader, const char* name,
+                                  Maxwell3D::Regs::ShaderStage binding, size_t expected_size) {
     GLuint ub_index = glGetUniformBlockIndex(shader, name);
     if (ub_index != GL_INVALID_INDEX) {
         GLint ub_size = 0;
@@ -24,7 +24,12 @@ void SetShaderUniformBlockBinding(GLuint shader, const char* name, UniformBindin
 }
 
 void SetShaderUniformBlockBindings(GLuint shader) {
-    SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS, sizeof(VSUniformData));
+    SetShaderUniformBlockBinding(shader, "vs_config", Maxwell3D::Regs::ShaderStage::Vertex,
+                                 sizeof(MaxwellUniformData));
+    SetShaderUniformBlockBinding(shader, "gs_config", Maxwell3D::Regs::ShaderStage::Geometry,
+                                 sizeof(MaxwellUniformData));
+    SetShaderUniformBlockBinding(shader, "fs_config", Maxwell3D::Regs::ShaderStage::Fragment,
+                                 sizeof(MaxwellUniformData));
 }
 
 void SetShaderSamplerBindings(GLuint shader) {
@@ -40,7 +45,13 @@ void SetShaderSamplerBindings(GLuint shader) {
 
 } // namespace Impl
 
-void MaxwellUniformData::SetFromRegs() {
+void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) {
+    const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager;
+    for (unsigned index = 0; index < shader_stage.const_buffers.size(); ++index) {
+        const auto& const_buffer = shader_stage.const_buffers[index];
+        const VAddr vaddr = memory_manager->PhysicalToVirtualAddress(const_buffer.address);
+        Memory::ReadBlock(vaddr, const_buffers[index].data(), sizeof(ConstBuffer));
+    }
 }
 
 } // namespace GLShader

+ 9 - 22
src/video_core/renderer_opengl/gl_shader_manager.h

@@ -14,40 +14,27 @@
 
 namespace GLShader {
 
+using Tegra::Engines::Maxwell3D;
+
 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();
+    void SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage);
 
     using ConstBuffer = std::array<GLvec4, 4>;
-    using Regs = Tegra::Engines::Maxwell3D::Regs;
-
-    alignas(16) std::array<ConstBuffer, Regs::MaxConstBuffers> const_buffers;
+    alignas(16) std::array<ConstBuffer, Maxwell3D::Regs::MaxConstBuffers> const_buffers;
 };
+static_assert(sizeof(MaxwellUniformData) == 1024, "MaxwellUniformData structure size is incorrect");
 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;
@@ -113,14 +100,14 @@ public:
         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 UseTrivialGeometryShader() {
+        current.gs = 0;
+    }
+
     void ApplyTo(OpenGLState& state) {
         // Workaround for AMD bug
         glUseProgramStages(pipeline.handle,