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gl_rasterizer: Use shader program manager, remove test shader.

bunnei 8 лет назад
Родитель
Сommit
5617831d5f

+ 27 - 143
src/video_core/renderer_opengl/gl_rasterizer.cpp

@@ -34,33 +34,7 @@ MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
 MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
 MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
 
-enum class UniformBindings : GLuint { Common, VS, FS };
-
-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) {
-        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(RasterizerOpenGL::UniformData));
-    SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS,
-                                 sizeof(RasterizerOpenGL::VSUniformData));
-    SetShaderUniformBlockBinding(shader, "fs_config", UniformBindings::FS,
-                                 sizeof(RasterizerOpenGL::FSUniformData));
-}
-
 RasterizerOpenGL::RasterizerOpenGL() {
-    shader_dirty = true;
-
     has_ARB_buffer_storage = false;
     has_ARB_direct_state_access = false;
     has_ARB_separate_shader_objects = false;
@@ -88,6 +62,8 @@ RasterizerOpenGL::RasterizerOpenGL() {
         }
     }
 
+    ASSERT_MSG(has_ARB_separate_shader_objects, "has_ARB_separate_shader_objects is unsupported");
+
     // Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
     state.clip_distance[0] = true;
 
@@ -102,37 +78,28 @@ RasterizerOpenGL::RasterizerOpenGL() {
     state.draw.uniform_buffer = uniform_buffer.handle;
     state.Apply();
 
-    glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), nullptr, GL_STATIC_DRAW);
-    glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle);
-
-    uniform_block_data.dirty = true;
-
     // Create render framebuffer
     framebuffer.Create();
 
-    if (has_ARB_separate_shader_objects) {
-        hw_vao.Create();
-        hw_vao_enabled_attributes.fill(false);
+    hw_vao.Create();
+    hw_vao_enabled_attributes.fill(false);
 
-        stream_buffer = OGLStreamBuffer::MakeBuffer(has_ARB_buffer_storage, GL_ARRAY_BUFFER);
-        stream_buffer->Create(STREAM_BUFFER_SIZE, STREAM_BUFFER_SIZE / 2);
-        state.draw.vertex_buffer = stream_buffer->GetHandle();
+    stream_buffer = OGLStreamBuffer::MakeBuffer(has_ARB_buffer_storage, GL_ARRAY_BUFFER);
+    stream_buffer->Create(STREAM_BUFFER_SIZE, STREAM_BUFFER_SIZE / 2);
+    state.draw.vertex_buffer = stream_buffer->GetHandle();
 
-        pipeline.Create();
-        state.draw.program_pipeline = pipeline.handle;
-        state.draw.shader_program = 0;
-        state.draw.vertex_array = hw_vao.handle;
-        state.Apply();
+    shader_program_manager = std::make_unique<GLShader::ProgramManager>();
+
+    state.draw.shader_program = 0;
+    state.draw.vertex_array = hw_vao.handle;
+    state.Apply();
 
-        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer->GetHandle());
+    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer->GetHandle());
 
-        vs_uniform_buffer.Create();
-        glBindBuffer(GL_UNIFORM_BUFFER, vs_uniform_buffer.handle);
-        glBufferData(GL_UNIFORM_BUFFER, sizeof(VSUniformData), nullptr, GL_STREAM_COPY);
-        glBindBufferBase(GL_UNIFORM_BUFFER, 1, vs_uniform_buffer.handle);
-    } else {
-        UNREACHABLE();
-    }
+    vs_uniform_buffer.Create();
+    glBindBuffer(GL_UNIFORM_BUFFER, vs_uniform_buffer.handle);
+    glBufferData(GL_UNIFORM_BUFFER, sizeof(GLShader::VSUniformData), nullptr, GL_STREAM_COPY);
+    glBindBufferBase(GL_UNIFORM_BUFFER, 1, vs_uniform_buffer.handle);
 
     accelerate_draw = AccelDraw::Disabled;
 
@@ -200,26 +167,20 @@ void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset) {
     buffer_offset += data_size;
 }
 
-void RasterizerOpenGL::SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset) {
+void RasterizerOpenGL::SetupVertexShader(GLShader::VSUniformData* ub_ptr, GLintptr buffer_offset) {
     MICROPROFILE_SCOPE(OpenGL_VS);
-    LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader.");
-    glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current_shader->shader.handle);
+    UNREACHABLE();
 }
 
-void RasterizerOpenGL::SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset) {
+void RasterizerOpenGL::SetupFragmentShader(GLShader::FSUniformData* ub_ptr,
+                                           GLintptr buffer_offset) {
     MICROPROFILE_SCOPE(OpenGL_FS);
     UNREACHABLE();
 }
 
 bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
-    if (!has_ARB_separate_shader_objects) {
-        UNREACHABLE();
-        return false;
-    }
-
     accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
     DrawArrays();
-
     return true;
 }
 
@@ -280,18 +241,6 @@ void RasterizerOpenGL::DrawArrays() {
     // Sync and bind the texture surfaces
     BindTextures();
 
-    // Sync and bind the shader
-    if (shader_dirty) {
-        SetShader();
-        shader_dirty = false;
-    }
-
-    // Sync the uniform data
-    if (uniform_block_data.dirty) {
-        glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformData), &uniform_block_data.data);
-        uniform_block_data.dirty = false;
-    }
-
     // Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
     // scissor test to prevent drawing outside of the framebuffer region
     state.scissor.enabled = true;
@@ -311,7 +260,7 @@ void RasterizerOpenGL::DrawArrays() {
     if (is_indexed) {
         UNREACHABLE();
     }
-    buffer_size += sizeof(VSUniformData);
+    buffer_size += sizeof(GLShader::VSUniformData);
 
     size_t ptr_pos = 0;
     u8* buffer_ptr;
@@ -327,10 +276,10 @@ void RasterizerOpenGL::DrawArrays() {
         UNREACHABLE();
     }
 
-    SetupVertexShader(reinterpret_cast<VSUniformData*>(&buffer_ptr[ptr_pos]),
+    SetupVertexShader(reinterpret_cast<GLShader::VSUniformData*>(&buffer_ptr[ptr_pos]),
                       buffer_offset + static_cast<GLintptr>(ptr_pos));
     const GLintptr vs_ubo_offset = buffer_offset + static_cast<GLintptr>(ptr_pos);
-    ptr_pos += sizeof(VSUniformData);
+    ptr_pos += sizeof(GLShader::VSUniformData);
 
     stream_buffer->Unmap();
 
@@ -343,9 +292,10 @@ void RasterizerOpenGL::DrawArrays() {
         }
     };
 
-    copy_buffer(vs_uniform_buffer.handle, vs_ubo_offset, sizeof(VSUniformData));
+    copy_buffer(vs_uniform_buffer.handle, vs_ubo_offset, sizeof(GLShader::VSUniformData));
 
-    glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current_shader->shader.handle);
+    shader_program_manager->ApplyTo(state);
+    state.Apply();
 
     if (is_indexed) {
         UNREACHABLE();
@@ -531,72 +481,6 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
     }
 }
 
-void RasterizerOpenGL::SetShader() {
-    // TODO(bunnei): The below sets up a static test shader for passing untransformed vertices to
-    // OpenGL for rendering. This should be removed/replaced when we start emulating Maxwell
-    // shaders.
-
-    static constexpr char vertex_shader[] = R"(
-#version 150 core
-
-in vec2 vert_position;
-in vec2 vert_tex_coord;
-out vec2 frag_tex_coord;
-
-void main() {
-    // Multiply input position by the rotscale part of the matrix and then manually translate by
-    // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
-    // to `vec3(vert_position.xy, 1.0)`
-    gl_Position = vec4(mat2(mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)) * vert_position + mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)[2], 0.0, 1.0);
-    frag_tex_coord = vert_tex_coord;
-}
-)";
-
-    static constexpr char fragment_shader[] = R"(
-#version 150 core
-
-in vec2 frag_tex_coord;
-out vec4 color;
-
-uniform sampler2D tex[32];
-
-void main() {
-    color = texture(tex[0], frag_tex_coord);
-}
-)";
-
-    if (current_shader) {
-        return;
-    }
-
-    LOG_CRITICAL(Render_OpenGL, "Emulated shaders are not supported! Using a passthrough shader.");
-
-    current_shader = &test_shader;
-    if (has_ARB_separate_shader_objects) {
-        test_shader.shader.CreateFromSource(vertex_shader, nullptr, fragment_shader, true);
-        glActiveShaderProgram(pipeline.handle, test_shader.shader.handle);
-    } else {
-        UNREACHABLE();
-    }
-
-    state.draw.shader_program = test_shader.shader.handle;
-    state.Apply();
-
-    for (u32 texture = 0; texture < texture_samplers.size(); ++texture) {
-        // Set the texture samplers to correspond to different texture units
-        std::string uniform_name = "tex[" + std::to_string(texture) + "]";
-        GLint uniform_tex = glGetUniformLocation(test_shader.shader.handle, uniform_name.c_str());
-        if (uniform_tex != -1) {
-            glUniform1i(uniform_tex, TextureUnits::MaxwellTexture(texture).id);
-        }
-    }
-
-    if (has_ARB_separate_shader_objects) {
-        state.draw.shader_program = 0;
-        state.Apply();
-    }
-}
-
 void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
                                                const Surface& depth_surface, bool has_stencil) {
     state.draw.draw_framebuffer = framebuffer.handle;

+ 4 - 53
src/video_core/renderer_opengl/gl_rasterizer.h

@@ -19,6 +19,7 @@
 #include "video_core/renderer_opengl/gl_rasterizer_cache.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_stream_buffer.h"
 
@@ -56,34 +57,6 @@ public:
         OGLShader shader;
     };
 
-    /// 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 {};
-
-    // 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");
-
-    struct VSUniformData {};
-    // static_assert(
-    //    sizeof(VSUniformData) == 1856,
-    //    "The size of the VSUniformData structure has changed, update the structure in the
-    //    shader");
-    static_assert(sizeof(VSUniformData) < 16384,
-                  "VSUniformData structure must be less than 16kb as per the OpenGL spec");
-
-    struct FSUniformData {};
-    // static_assert(
-    //    sizeof(FSUniformData) == 1856,
-    //    "The size of the FSUniformData structure has changed, update the structure in the
-    //    shader");
-    static_assert(sizeof(FSUniformData) < 16384,
-                  "FSUniformData structure must be less than 16kb as per the OpenGL spec");
-
 private:
     class SamplerInfo {
     public:
@@ -122,9 +95,6 @@ private:
     /// Syncs the clip coefficients to match the guest state
     void SyncClipCoef();
 
-    /// Sets the OpenGL shader in accordance with the current guest state
-    void SetShader();
-
     /// Syncs the cull mode to match the guest state
     void SyncCullMode();
 
@@ -152,18 +122,7 @@ private:
 
     RasterizerCacheOpenGL res_cache;
 
-    /// Shader used for test renderering - to be removed once we have emulated shaders
-    MaxwellShader test_shader{};
-
-    const MaxwellShader* current_shader{};
-    bool shader_dirty{};
-
-    struct {
-        UniformData data;
-        bool dirty;
-    } uniform_block_data = {};
-
-    OGLPipeline pipeline;
+    std::unique_ptr<GLShader::ProgramManager> shader_program_manager;
     OGLVertexArray sw_vao;
     OGLVertexArray hw_vao;
     std::array<bool, 16> hw_vao_enabled_attributes;
@@ -183,18 +142,10 @@ private:
     void SetupVertexArray(u8* array_ptr, GLintptr buffer_offset);
 
     OGLBuffer vs_uniform_buffer;
-    std::unordered_map<GLShader::MaxwellVSConfig, VertexShader*> vs_shader_map;
-    std::unordered_map<std::string, VertexShader> vs_shader_cache;
-    OGLShader vs_default_shader;
-
-    void SetupVertexShader(VSUniformData* ub_ptr, GLintptr buffer_offset);
 
-    OGLBuffer fs_uniform_buffer;
-    std::unordered_map<GLShader::MaxwellFSConfig, FragmentShader*> fs_shader_map;
-    std::unordered_map<std::string, FragmentShader> fs_shader_cache;
-    OGLShader fs_default_shader;
+    void SetupVertexShader(GLShader::VSUniformData* ub_ptr, GLintptr buffer_offset);
 
-    void SetupFragmentShader(FSUniformData* ub_ptr, GLintptr buffer_offset);
+    void SetupFragmentShader(GLShader::FSUniformData* ub_ptr, GLintptr buffer_offset);
 
     enum class AccelDraw { Disabled, Arrays, Indexed };
     AccelDraw accelerate_draw;