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