gl_rasterizer.cpp 29 KB

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  1. // Copyright 2015 Citra Emulator Project
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #include <algorithm>
  5. #include <memory>
  6. #include <string>
  7. #include <tuple>
  8. #include <utility>
  9. #include <glad/glad.h>
  10. #include "common/alignment.h"
  11. #include "common/assert.h"
  12. #include "common/logging/log.h"
  13. #include "common/math_util.h"
  14. #include "common/microprofile.h"
  15. #include "common/scope_exit.h"
  16. #include "core/core.h"
  17. #include "core/hle/kernel/process.h"
  18. #include "core/settings.h"
  19. #include "video_core/engines/maxwell_3d.h"
  20. #include "video_core/renderer_opengl/gl_rasterizer.h"
  21. #include "video_core/renderer_opengl/gl_shader_gen.h"
  22. #include "video_core/renderer_opengl/maxwell_to_gl.h"
  23. #include "video_core/renderer_opengl/renderer_opengl.h"
  24. using Maxwell = Tegra::Engines::Maxwell3D::Regs;
  25. using PixelFormat = SurfaceParams::PixelFormat;
  26. using SurfaceType = SurfaceParams::SurfaceType;
  27. MICROPROFILE_DEFINE(OpenGL_VAO, "OpenGL", "Vertex Array Setup", MP_RGB(128, 128, 192));
  28. MICROPROFILE_DEFINE(OpenGL_VS, "OpenGL", "Vertex Shader Setup", MP_RGB(128, 128, 192));
  29. MICROPROFILE_DEFINE(OpenGL_FS, "OpenGL", "Fragment Shader Setup", MP_RGB(128, 128, 192));
  30. MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
  31. MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
  32. MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
  33. RasterizerOpenGL::RasterizerOpenGL() {
  34. has_ARB_buffer_storage = false;
  35. has_ARB_direct_state_access = false;
  36. has_ARB_separate_shader_objects = false;
  37. has_ARB_vertex_attrib_binding = false;
  38. // Create sampler objects
  39. for (size_t i = 0; i < texture_samplers.size(); ++i) {
  40. texture_samplers[i].Create();
  41. state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
  42. }
  43. // Create SSBOs
  44. for (size_t stage = 0; stage < ssbos.size(); ++stage) {
  45. for (size_t buffer = 0; buffer < ssbos[stage].size(); ++buffer) {
  46. ssbos[stage][buffer].Create();
  47. state.draw.const_buffers[stage][buffer].ssbo = ssbos[stage][buffer].handle;
  48. }
  49. }
  50. GLint ext_num;
  51. glGetIntegerv(GL_NUM_EXTENSIONS, &ext_num);
  52. for (GLint i = 0; i < ext_num; i++) {
  53. std::string extension{reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, i))};
  54. if (extension == "GL_ARB_buffer_storage") {
  55. has_ARB_buffer_storage = true;
  56. } else if (extension == "GL_ARB_direct_state_access") {
  57. has_ARB_direct_state_access = true;
  58. } else if (extension == "GL_ARB_separate_shader_objects") {
  59. has_ARB_separate_shader_objects = true;
  60. } else if (extension == "GL_ARB_vertex_attrib_binding") {
  61. has_ARB_vertex_attrib_binding = true;
  62. }
  63. }
  64. ASSERT_MSG(has_ARB_separate_shader_objects, "has_ARB_separate_shader_objects is unsupported");
  65. // Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
  66. state.clip_distance[0] = true;
  67. // Generate VAO and UBO
  68. sw_vao.Create();
  69. uniform_buffer.Create();
  70. state.draw.vertex_array = sw_vao.handle;
  71. state.draw.uniform_buffer = uniform_buffer.handle;
  72. state.Apply();
  73. // Create render framebuffer
  74. framebuffer.Create();
  75. hw_vao.Create();
  76. hw_vao_enabled_attributes.fill(false);
  77. stream_buffer = OGLStreamBuffer::MakeBuffer(has_ARB_buffer_storage, GL_ARRAY_BUFFER);
  78. stream_buffer->Create(STREAM_BUFFER_SIZE, STREAM_BUFFER_SIZE / 2);
  79. state.draw.vertex_buffer = stream_buffer->GetHandle();
  80. shader_program_manager = std::make_unique<GLShader::ProgramManager>();
  81. state.draw.shader_program = 0;
  82. state.draw.vertex_array = hw_vao.handle;
  83. state.Apply();
  84. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer->GetHandle());
  85. for (unsigned index = 0; index < uniform_buffers.size(); ++index) {
  86. auto& buffer = uniform_buffers[index];
  87. buffer.Create();
  88. glBindBuffer(GL_UNIFORM_BUFFER, buffer.handle);
  89. glBufferData(GL_UNIFORM_BUFFER, sizeof(GLShader::MaxwellUniformData), nullptr,
  90. GL_STREAM_COPY);
  91. glBindBufferBase(GL_UNIFORM_BUFFER, index, buffer.handle);
  92. }
  93. accelerate_draw = AccelDraw::Disabled;
  94. glEnable(GL_BLEND);
  95. NGLOG_CRITICAL(Render_OpenGL, "Sync fixed function OpenGL state here!");
  96. }
  97. RasterizerOpenGL::~RasterizerOpenGL() {
  98. if (stream_buffer != nullptr) {
  99. state.draw.vertex_buffer = stream_buffer->GetHandle();
  100. state.Apply();
  101. stream_buffer->Release();
  102. }
  103. }
  104. std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
  105. GLintptr buffer_offset) {
  106. MICROPROFILE_SCOPE(OpenGL_VAO);
  107. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  108. const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager;
  109. state.draw.vertex_array = hw_vao.handle;
  110. state.draw.vertex_buffer = stream_buffer->GetHandle();
  111. state.Apply();
  112. // Upload all guest vertex arrays sequentially to our buffer
  113. for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
  114. const auto& vertex_array = regs.vertex_array[index];
  115. if (!vertex_array.IsEnabled())
  116. continue;
  117. const Tegra::GPUVAddr start = vertex_array.StartAddress();
  118. const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
  119. ASSERT(end > start);
  120. u64 size = end - start + 1;
  121. // Copy vertex array data
  122. res_cache.FlushRegion(start, size, nullptr);
  123. Memory::ReadBlock(*memory_manager->GpuToCpuAddress(start), array_ptr, size);
  124. // Bind the vertex array to the buffer at the current offset.
  125. glBindVertexBuffer(index, stream_buffer->GetHandle(), buffer_offset, vertex_array.stride);
  126. ASSERT_MSG(vertex_array.divisor == 0, "Vertex buffer divisor unimplemented");
  127. array_ptr += size;
  128. buffer_offset += size;
  129. }
  130. // Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
  131. // Enables the first 16 vertex attributes always, as we don't know which ones are actually used
  132. // until shader time. Note, Tegra technically supports 32, but we're capping this to 16 for now
  133. // to avoid OpenGL errors.
  134. // TODO(Subv): Analyze the shader to identify which attributes are actually used and don't
  135. // assume every shader uses them all.
  136. for (unsigned index = 0; index < 16; ++index) {
  137. auto& attrib = regs.vertex_attrib_format[index];
  138. NGLOG_DEBUG(HW_GPU, "vertex attrib {}, count={}, size={}, type={}, offset={}, normalize={}",
  139. index, attrib.ComponentCount(), attrib.SizeString(), attrib.TypeString(),
  140. attrib.offset.Value(), attrib.IsNormalized());
  141. auto& buffer = regs.vertex_array[attrib.buffer];
  142. ASSERT(buffer.IsEnabled());
  143. glEnableVertexAttribArray(index);
  144. glVertexAttribFormat(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
  145. attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
  146. glVertexAttribBinding(index, attrib.buffer);
  147. hw_vao_enabled_attributes[index] = true;
  148. }
  149. return {array_ptr, buffer_offset};
  150. }
  151. void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
  152. // Helper function for uploading uniform data
  153. const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) {
  154. if (has_ARB_direct_state_access) {
  155. glCopyNamedBufferSubData(stream_buffer->GetHandle(), handle, offset, 0, size);
  156. } else {
  157. glBindBuffer(GL_COPY_WRITE_BUFFER, handle);
  158. glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, offset, 0, size);
  159. }
  160. };
  161. auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
  162. ASSERT_MSG(!gpu.regs.shader_config[0].enable, "VertexA is unsupported!");
  163. // Next available bindpoint to use when uploading the const buffers to the GLSL shaders.
  164. u32 current_constbuffer_bindpoint = 0;
  165. for (unsigned index = 1; index < Maxwell::MaxShaderProgram; ++index) {
  166. auto& shader_config = gpu.regs.shader_config[index];
  167. const Maxwell::ShaderProgram program{static_cast<Maxwell::ShaderProgram>(index)};
  168. const auto& stage = index - 1; // Stage indices are 0 - 5
  169. const bool is_enabled = gpu.IsShaderStageEnabled(static_cast<Maxwell::ShaderStage>(stage));
  170. // Skip stages that are not enabled
  171. if (!is_enabled) {
  172. continue;
  173. }
  174. // Upload uniform data as one UBO per stage
  175. const GLintptr ubo_offset = buffer_offset;
  176. copy_buffer(uniform_buffers[stage].handle, ubo_offset,
  177. sizeof(GLShader::MaxwellUniformData));
  178. GLShader::MaxwellUniformData* ub_ptr =
  179. reinterpret_cast<GLShader::MaxwellUniformData*>(buffer_ptr);
  180. ub_ptr->SetFromRegs(gpu.state.shader_stages[stage]);
  181. buffer_ptr += sizeof(GLShader::MaxwellUniformData);
  182. buffer_offset += sizeof(GLShader::MaxwellUniformData);
  183. // Fetch program code from memory
  184. GLShader::ProgramCode program_code;
  185. const u64 gpu_address{gpu.regs.code_address.CodeAddress() + shader_config.offset};
  186. const boost::optional<VAddr> cpu_address{gpu.memory_manager.GpuToCpuAddress(gpu_address)};
  187. Memory::ReadBlock(*cpu_address, program_code.data(), program_code.size() * sizeof(u64));
  188. GLShader::ShaderSetup setup{std::move(program_code)};
  189. GLShader::ShaderEntries shader_resources;
  190. switch (program) {
  191. case Maxwell::ShaderProgram::VertexB: {
  192. GLShader::MaxwellVSConfig vs_config{setup};
  193. shader_resources =
  194. shader_program_manager->UseProgrammableVertexShader(vs_config, setup);
  195. break;
  196. }
  197. case Maxwell::ShaderProgram::Fragment: {
  198. GLShader::MaxwellFSConfig fs_config{setup};
  199. shader_resources =
  200. shader_program_manager->UseProgrammableFragmentShader(fs_config, setup);
  201. break;
  202. }
  203. default:
  204. NGLOG_CRITICAL(HW_GPU, "Unimplemented shader index={}, enable={}, offset=0x{:08X}",
  205. index, shader_config.enable.Value(), shader_config.offset);
  206. UNREACHABLE();
  207. }
  208. GLuint gl_stage_program = shader_program_manager->GetCurrentProgramStage(
  209. static_cast<Maxwell::ShaderStage>(stage));
  210. // Configure the const buffers for this shader stage.
  211. current_constbuffer_bindpoint =
  212. SetupConstBuffers(static_cast<Maxwell::ShaderStage>(stage), gl_stage_program,
  213. current_constbuffer_bindpoint, shader_resources.const_buffer_entries);
  214. }
  215. shader_program_manager->UseTrivialGeometryShader();
  216. }
  217. size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
  218. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  219. size_t size = 0;
  220. for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
  221. if (!regs.vertex_array[index].IsEnabled())
  222. continue;
  223. const Tegra::GPUVAddr start = regs.vertex_array[index].StartAddress();
  224. const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
  225. ASSERT(end > start);
  226. size += end - start + 1;
  227. }
  228. return size;
  229. }
  230. bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
  231. accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
  232. DrawArrays();
  233. return true;
  234. }
  235. void RasterizerOpenGL::DrawArrays() {
  236. if (accelerate_draw == AccelDraw::Disabled)
  237. return;
  238. MICROPROFILE_SCOPE(OpenGL_Drawing);
  239. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  240. // TODO(bunnei): Implement these
  241. const bool has_stencil = false;
  242. const bool using_color_fb = true;
  243. const bool using_depth_fb = false;
  244. const MathUtil::Rectangle<s32> viewport_rect{regs.viewport[0].GetRect()};
  245. const bool write_color_fb =
  246. state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
  247. state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
  248. const bool write_depth_fb =
  249. (state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
  250. (has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0);
  251. Surface color_surface;
  252. Surface depth_surface;
  253. MathUtil::Rectangle<u32> surfaces_rect;
  254. std::tie(color_surface, depth_surface, surfaces_rect) =
  255. res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, viewport_rect);
  256. const u16 res_scale = color_surface != nullptr
  257. ? color_surface->res_scale
  258. : (depth_surface == nullptr ? 1u : depth_surface->res_scale);
  259. MathUtil::Rectangle<u32> draw_rect{
  260. static_cast<u32>(
  261. std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.left * res_scale,
  262. surfaces_rect.left, surfaces_rect.right)), // Left
  263. static_cast<u32>(
  264. std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.top * res_scale,
  265. surfaces_rect.bottom, surfaces_rect.top)), // Top
  266. static_cast<u32>(
  267. std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.right * res_scale,
  268. surfaces_rect.left, surfaces_rect.right)), // Right
  269. static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) +
  270. viewport_rect.bottom * res_scale,
  271. surfaces_rect.bottom, surfaces_rect.top))}; // Bottom
  272. // Bind the framebuffer surfaces
  273. BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
  274. // Sync the viewport
  275. SyncViewport(surfaces_rect, res_scale);
  276. // TODO(bunnei): Sync framebuffer_scale uniform here
  277. // TODO(bunnei): Sync scissorbox uniform(s) here
  278. // Sync and bind the texture surfaces
  279. BindTextures();
  280. // Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
  281. // scissor test to prevent drawing outside of the framebuffer region
  282. state.scissor.enabled = true;
  283. state.scissor.x = draw_rect.left;
  284. state.scissor.y = draw_rect.bottom;
  285. state.scissor.width = draw_rect.GetWidth();
  286. state.scissor.height = draw_rect.GetHeight();
  287. state.Apply();
  288. // Draw the vertex batch
  289. const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
  290. const u64 index_buffer_size{regs.index_array.count * regs.index_array.FormatSizeInBytes()};
  291. const unsigned vertex_num{is_indexed ? regs.index_array.count : regs.vertex_buffer.count};
  292. state.draw.vertex_buffer = stream_buffer->GetHandle();
  293. state.Apply();
  294. size_t buffer_size = CalculateVertexArraysSize();
  295. if (is_indexed) {
  296. buffer_size = Common::AlignUp<size_t>(buffer_size, 4) + index_buffer_size;
  297. }
  298. // Uniform space for the 5 shader stages
  299. buffer_size = Common::AlignUp<size_t>(buffer_size, 4) +
  300. sizeof(GLShader::MaxwellUniformData) * Maxwell::MaxShaderStage;
  301. u8* buffer_ptr;
  302. GLintptr buffer_offset;
  303. std::tie(buffer_ptr, buffer_offset) =
  304. stream_buffer->Map(static_cast<GLsizeiptr>(buffer_size), 4);
  305. u8* offseted_buffer;
  306. std::tie(offseted_buffer, buffer_offset) = SetupVertexArrays(buffer_ptr, buffer_offset);
  307. offseted_buffer =
  308. reinterpret_cast<u8*>(Common::AlignUp(reinterpret_cast<size_t>(offseted_buffer), 4));
  309. buffer_offset = Common::AlignUp<size_t>(buffer_offset, 4);
  310. // If indexed mode, copy the index buffer
  311. GLintptr index_buffer_offset = 0;
  312. if (is_indexed) {
  313. const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager;
  314. const boost::optional<VAddr> index_data_addr{
  315. memory_manager->GpuToCpuAddress(regs.index_array.StartAddress())};
  316. Memory::ReadBlock(*index_data_addr, offseted_buffer, index_buffer_size);
  317. index_buffer_offset = buffer_offset;
  318. offseted_buffer += index_buffer_size;
  319. buffer_offset += index_buffer_size;
  320. }
  321. offseted_buffer =
  322. reinterpret_cast<u8*>(Common::AlignUp(reinterpret_cast<size_t>(offseted_buffer), 4));
  323. buffer_offset = Common::AlignUp<size_t>(buffer_offset, 4);
  324. SetupShaders(offseted_buffer, buffer_offset);
  325. stream_buffer->Unmap();
  326. shader_program_manager->ApplyTo(state);
  327. state.Apply();
  328. const GLenum primitive_mode{MaxwellToGL::PrimitiveTopology(regs.draw.topology)};
  329. if (is_indexed) {
  330. const GLint index_min{static_cast<GLint>(regs.index_array.first)};
  331. const GLint index_max{static_cast<GLint>(regs.index_array.first + regs.index_array.count)};
  332. glDrawRangeElementsBaseVertex(primitive_mode, index_min, index_max, regs.index_array.count,
  333. MaxwellToGL::IndexFormat(regs.index_array.format),
  334. reinterpret_cast<const void*>(index_buffer_offset),
  335. -index_min);
  336. } else {
  337. glDrawArrays(primitive_mode, 0, regs.vertex_buffer.count);
  338. }
  339. // Disable scissor test
  340. state.scissor.enabled = false;
  341. accelerate_draw = AccelDraw::Disabled;
  342. // Unbind textures for potential future use as framebuffer attachments
  343. for (auto& texture_unit : state.texture_units) {
  344. texture_unit.texture_2d = 0;
  345. }
  346. state.Apply();
  347. // Mark framebuffer surfaces as dirty
  348. MathUtil::Rectangle<u32> draw_rect_unscaled{
  349. draw_rect.left / res_scale, draw_rect.top / res_scale, draw_rect.right / res_scale,
  350. draw_rect.bottom / res_scale};
  351. if (color_surface != nullptr && write_color_fb) {
  352. auto interval = color_surface->GetSubRectInterval(draw_rect_unscaled);
  353. res_cache.InvalidateRegion(boost::icl::first(interval), boost::icl::length(interval),
  354. color_surface);
  355. }
  356. if (depth_surface != nullptr && write_depth_fb) {
  357. auto interval = depth_surface->GetSubRectInterval(draw_rect_unscaled);
  358. res_cache.InvalidateRegion(boost::icl::first(interval), boost::icl::length(interval),
  359. depth_surface);
  360. }
  361. }
  362. void RasterizerOpenGL::BindTextures() {
  363. using Regs = Tegra::Engines::Maxwell3D::Regs;
  364. auto& maxwell3d = Core::System::GetInstance().GPU().Get3DEngine();
  365. // Each Maxwell shader stage can have an arbitrary number of textures, but we're limited to a
  366. // certain number in OpenGL. We try to only use the minimum amount of host textures by not
  367. // keeping a 1:1 relation between guest texture ids and host texture ids, ie, guest texture id 8
  368. // can be host texture id 0 if it's the only texture used in the guest shader program.
  369. u32 host_texture_index = 0;
  370. for (u32 stage = 0; stage < Regs::MaxShaderStage; ++stage) {
  371. ASSERT(host_texture_index < texture_samplers.size());
  372. const auto textures = maxwell3d.GetStageTextures(static_cast<Regs::ShaderStage>(stage));
  373. for (unsigned texture_index = 0; texture_index < textures.size(); ++texture_index) {
  374. const auto& texture = textures[texture_index];
  375. if (texture.enabled) {
  376. texture_samplers[host_texture_index].SyncWithConfig(texture.tsc);
  377. Surface surface = res_cache.GetTextureSurface(texture);
  378. if (surface != nullptr) {
  379. state.texture_units[host_texture_index].texture_2d = surface->texture.handle;
  380. } else {
  381. // Can occur when texture addr is null or its memory is unmapped/invalid
  382. state.texture_units[texture_index].texture_2d = 0;
  383. }
  384. ++host_texture_index;
  385. } else {
  386. state.texture_units[texture_index].texture_2d = 0;
  387. }
  388. }
  389. }
  390. }
  391. void RasterizerOpenGL::NotifyMaxwellRegisterChanged(u32 method) {
  392. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  393. switch (method) {
  394. case MAXWELL3D_REG_INDEX(blend.separate_alpha):
  395. ASSERT_MSG(false, "unimplemented");
  396. break;
  397. case MAXWELL3D_REG_INDEX(blend.equation_rgb):
  398. state.blend.rgb_equation = MaxwellToGL::BlendEquation(regs.blend.equation_rgb);
  399. break;
  400. case MAXWELL3D_REG_INDEX(blend.factor_source_rgb):
  401. state.blend.src_rgb_func = MaxwellToGL::BlendFunc(regs.blend.factor_source_rgb);
  402. break;
  403. case MAXWELL3D_REG_INDEX(blend.factor_dest_rgb):
  404. state.blend.dst_rgb_func = MaxwellToGL::BlendFunc(regs.blend.factor_dest_rgb);
  405. break;
  406. case MAXWELL3D_REG_INDEX(blend.equation_a):
  407. state.blend.a_equation = MaxwellToGL::BlendEquation(regs.blend.equation_a);
  408. break;
  409. case MAXWELL3D_REG_INDEX(blend.factor_source_a):
  410. state.blend.src_a_func = MaxwellToGL::BlendFunc(regs.blend.factor_source_a);
  411. break;
  412. case MAXWELL3D_REG_INDEX(blend.factor_dest_a):
  413. state.blend.dst_a_func = MaxwellToGL::BlendFunc(regs.blend.factor_dest_a);
  414. break;
  415. }
  416. }
  417. void RasterizerOpenGL::FlushAll() {
  418. MICROPROFILE_SCOPE(OpenGL_CacheManagement);
  419. res_cache.FlushAll();
  420. }
  421. void RasterizerOpenGL::FlushRegion(Tegra::GPUVAddr addr, u64 size) {
  422. MICROPROFILE_SCOPE(OpenGL_CacheManagement);
  423. res_cache.FlushRegion(addr, size);
  424. }
  425. void RasterizerOpenGL::InvalidateRegion(Tegra::GPUVAddr addr, u64 size) {
  426. MICROPROFILE_SCOPE(OpenGL_CacheManagement);
  427. res_cache.InvalidateRegion(addr, size, nullptr);
  428. }
  429. void RasterizerOpenGL::FlushAndInvalidateRegion(Tegra::GPUVAddr addr, u64 size) {
  430. MICROPROFILE_SCOPE(OpenGL_CacheManagement);
  431. res_cache.FlushRegion(addr, size);
  432. res_cache.InvalidateRegion(addr, size, nullptr);
  433. }
  434. bool RasterizerOpenGL::AccelerateDisplayTransfer(const void* config) {
  435. MICROPROFILE_SCOPE(OpenGL_Blits);
  436. UNREACHABLE();
  437. return true;
  438. }
  439. bool RasterizerOpenGL::AccelerateTextureCopy(const void* config) {
  440. UNREACHABLE();
  441. return true;
  442. }
  443. bool RasterizerOpenGL::AccelerateFill(const void* config) {
  444. UNREACHABLE();
  445. return true;
  446. }
  447. bool RasterizerOpenGL::AccelerateDisplay(const Tegra::FramebufferConfig& framebuffer,
  448. VAddr framebuffer_addr, u32 pixel_stride,
  449. ScreenInfo& screen_info) {
  450. if (framebuffer_addr == 0) {
  451. return false;
  452. }
  453. MICROPROFILE_SCOPE(OpenGL_CacheManagement);
  454. SurfaceParams src_params;
  455. src_params.cpu_addr = framebuffer_addr;
  456. src_params.addr = res_cache.TryFindFramebufferGpuAddress(framebuffer_addr).get_value_or(0);
  457. src_params.width = std::min(framebuffer.width, pixel_stride);
  458. src_params.height = framebuffer.height;
  459. src_params.stride = pixel_stride;
  460. src_params.is_tiled = true;
  461. src_params.block_height = Tegra::Texture::TICEntry::DefaultBlockHeight;
  462. src_params.pixel_format =
  463. SurfaceParams::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format);
  464. src_params.component_type =
  465. SurfaceParams::ComponentTypeFromGPUPixelFormat(framebuffer.pixel_format);
  466. src_params.UpdateParams();
  467. MathUtil::Rectangle<u32> src_rect;
  468. Surface src_surface;
  469. std::tie(src_surface, src_rect) =
  470. res_cache.GetSurfaceSubRect(src_params, ScaleMatch::Ignore, true);
  471. if (src_surface == nullptr) {
  472. return false;
  473. }
  474. u32 scaled_width = src_surface->GetScaledWidth();
  475. u32 scaled_height = src_surface->GetScaledHeight();
  476. screen_info.display_texcoords = MathUtil::Rectangle<float>(
  477. (float)src_rect.bottom / (float)scaled_height, (float)src_rect.left / (float)scaled_width,
  478. (float)src_rect.top / (float)scaled_height, (float)src_rect.right / (float)scaled_width);
  479. screen_info.display_texture = src_surface->texture.handle;
  480. return true;
  481. }
  482. void RasterizerOpenGL::SamplerInfo::Create() {
  483. sampler.Create();
  484. mag_filter = min_filter = Tegra::Texture::TextureFilter::Linear;
  485. wrap_u = wrap_v = Tegra::Texture::WrapMode::Wrap;
  486. border_color_r = border_color_g = border_color_b = border_color_a = 0;
  487. // default is GL_LINEAR_MIPMAP_LINEAR
  488. glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  489. // Other attributes have correct defaults
  490. }
  491. void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntry& config) {
  492. GLuint s = sampler.handle;
  493. if (mag_filter != config.mag_filter) {
  494. mag_filter = config.mag_filter;
  495. glSamplerParameteri(s, GL_TEXTURE_MAG_FILTER, MaxwellToGL::TextureFilterMode(mag_filter));
  496. }
  497. if (min_filter != config.min_filter) {
  498. min_filter = config.min_filter;
  499. glSamplerParameteri(s, GL_TEXTURE_MIN_FILTER, MaxwellToGL::TextureFilterMode(min_filter));
  500. }
  501. if (wrap_u != config.wrap_u) {
  502. wrap_u = config.wrap_u;
  503. glSamplerParameteri(s, GL_TEXTURE_WRAP_S, MaxwellToGL::WrapMode(wrap_u));
  504. }
  505. if (wrap_v != config.wrap_v) {
  506. wrap_v = config.wrap_v;
  507. glSamplerParameteri(s, GL_TEXTURE_WRAP_T, MaxwellToGL::WrapMode(wrap_v));
  508. }
  509. if (wrap_u == Tegra::Texture::WrapMode::Border || wrap_v == Tegra::Texture::WrapMode::Border) {
  510. // TODO(Subv): Implement border color
  511. ASSERT(false);
  512. }
  513. }
  514. u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, GLuint program,
  515. u32 current_bindpoint,
  516. const std::vector<GLShader::ConstBufferEntry>& entries) {
  517. auto& gpu = Core::System::GetInstance().GPU();
  518. auto& maxwell3d = gpu.Get3DEngine();
  519. ASSERT_MSG(maxwell3d.IsShaderStageEnabled(stage),
  520. "Attempted to upload constbuffer of disabled shader stage");
  521. // Reset all buffer draw state for this stage.
  522. for (auto& buffer : state.draw.const_buffers[static_cast<size_t>(stage)]) {
  523. buffer.bindpoint = 0;
  524. buffer.enabled = false;
  525. }
  526. // Upload only the enabled buffers from the 16 constbuffers of each shader stage
  527. auto& shader_stage = maxwell3d.state.shader_stages[static_cast<size_t>(stage)];
  528. for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
  529. const auto& used_buffer = entries[bindpoint];
  530. const auto& buffer = shader_stage.const_buffers[used_buffer.GetIndex()];
  531. auto& buffer_draw_state =
  532. state.draw.const_buffers[static_cast<size_t>(stage)][used_buffer.GetIndex()];
  533. ASSERT_MSG(buffer.enabled, "Attempted to upload disabled constbuffer");
  534. buffer_draw_state.enabled = true;
  535. buffer_draw_state.bindpoint = current_bindpoint + bindpoint;
  536. boost::optional<VAddr> addr = gpu.memory_manager->GpuToCpuAddress(buffer.address);
  537. std::vector<u8> data(used_buffer.GetSize() * sizeof(float));
  538. Memory::ReadBlock(*addr, data.data(), data.size());
  539. glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer_draw_state.ssbo);
  540. glBufferData(GL_SHADER_STORAGE_BUFFER, data.size(), data.data(), GL_DYNAMIC_DRAW);
  541. glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
  542. // Now configure the bindpoint of the buffer inside the shader
  543. std::string buffer_name = used_buffer.GetName();
  544. GLuint index =
  545. glGetProgramResourceIndex(program, GL_SHADER_STORAGE_BLOCK, buffer_name.c_str());
  546. if (index != -1)
  547. glShaderStorageBlockBinding(program, index, buffer_draw_state.bindpoint);
  548. }
  549. state.Apply();
  550. return current_bindpoint + entries.size();
  551. }
  552. void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
  553. const Surface& depth_surface, bool has_stencil) {
  554. state.draw.draw_framebuffer = framebuffer.handle;
  555. state.Apply();
  556. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
  557. color_surface != nullptr ? color_surface->texture.handle : 0, 0);
  558. if (depth_surface != nullptr) {
  559. if (has_stencil) {
  560. // attach both depth and stencil
  561. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
  562. depth_surface->texture.handle, 0);
  563. } else {
  564. // attach depth
  565. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
  566. depth_surface->texture.handle, 0);
  567. // clear stencil attachment
  568. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
  569. }
  570. } else {
  571. // clear both depth and stencil attachment
  572. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
  573. 0);
  574. }
  575. }
  576. void RasterizerOpenGL::SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect, u16 res_scale) {
  577. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  578. const MathUtil::Rectangle<s32> viewport_rect{regs.viewport[0].GetRect()};
  579. state.viewport.x = static_cast<GLint>(surfaces_rect.left) + viewport_rect.left * res_scale;
  580. state.viewport.y = static_cast<GLint>(surfaces_rect.bottom) + viewport_rect.bottom * res_scale;
  581. state.viewport.width = static_cast<GLsizei>(viewport_rect.GetWidth() * res_scale);
  582. state.viewport.height = static_cast<GLsizei>(viewport_rect.GetHeight() * res_scale);
  583. }
  584. void RasterizerOpenGL::SyncClipEnabled() {
  585. UNREACHABLE();
  586. }
  587. void RasterizerOpenGL::SyncClipCoef() {
  588. UNREACHABLE();
  589. }
  590. void RasterizerOpenGL::SyncCullMode() {
  591. UNREACHABLE();
  592. }
  593. void RasterizerOpenGL::SyncDepthScale() {
  594. UNREACHABLE();
  595. }
  596. void RasterizerOpenGL::SyncDepthOffset() {
  597. UNREACHABLE();
  598. }
  599. void RasterizerOpenGL::SyncBlendEnabled() {
  600. UNREACHABLE();
  601. }
  602. void RasterizerOpenGL::SyncBlendFuncs() {
  603. UNREACHABLE();
  604. }
  605. void RasterizerOpenGL::SyncBlendColor() {
  606. UNREACHABLE();
  607. }