gl_rasterizer.cpp 33 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. LOG_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. Memory::ReadBlock(*memory_manager->GpuToCpuAddress(start), array_ptr, size);
  122. // Bind the vertex array to the buffer at the current offset.
  123. glBindVertexBuffer(index, stream_buffer->GetHandle(), buffer_offset, vertex_array.stride);
  124. ASSERT_MSG(vertex_array.divisor == 0, "Vertex buffer divisor unimplemented");
  125. array_ptr += size;
  126. buffer_offset += size;
  127. }
  128. // Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
  129. // Enables the first 16 vertex attributes always, as we don't know which ones are actually used
  130. // until shader time. Note, Tegra technically supports 32, but we're capping this to 16 for now
  131. // to avoid OpenGL errors.
  132. // TODO(Subv): Analyze the shader to identify which attributes are actually used and don't
  133. // assume every shader uses them all.
  134. for (unsigned index = 0; index < 16; ++index) {
  135. auto& attrib = regs.vertex_attrib_format[index];
  136. LOG_DEBUG(HW_GPU, "vertex attrib {}, count={}, size={}, type={}, offset={}, normalize={}",
  137. index, attrib.ComponentCount(), attrib.SizeString(), attrib.TypeString(),
  138. attrib.offset.Value(), attrib.IsNormalized());
  139. auto& buffer = regs.vertex_array[attrib.buffer];
  140. ASSERT(buffer.IsEnabled());
  141. glEnableVertexAttribArray(index);
  142. glVertexAttribFormat(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
  143. attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
  144. glVertexAttribBinding(index, attrib.buffer);
  145. }
  146. return {array_ptr, buffer_offset};
  147. }
  148. static GLShader::ProgramCode GetShaderProgramCode(Maxwell::ShaderProgram program) {
  149. auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
  150. // Fetch program code from memory
  151. GLShader::ProgramCode program_code;
  152. auto& shader_config = gpu.regs.shader_config[static_cast<size_t>(program)];
  153. const u64 gpu_address{gpu.regs.code_address.CodeAddress() + shader_config.offset};
  154. const boost::optional<VAddr> cpu_address{gpu.memory_manager.GpuToCpuAddress(gpu_address)};
  155. Memory::ReadBlock(*cpu_address, program_code.data(), program_code.size() * sizeof(u64));
  156. return program_code;
  157. }
  158. void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
  159. // Helper function for uploading uniform data
  160. const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) {
  161. if (has_ARB_direct_state_access) {
  162. glCopyNamedBufferSubData(stream_buffer->GetHandle(), handle, offset, 0, size);
  163. } else {
  164. glBindBuffer(GL_COPY_WRITE_BUFFER, handle);
  165. glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, offset, 0, size);
  166. }
  167. };
  168. auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
  169. // Next available bindpoints to use when uploading the const buffers and textures to the GLSL
  170. // shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
  171. u32 current_constbuffer_bindpoint = uniform_buffers.size();
  172. u32 current_texture_bindpoint = 0;
  173. for (size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
  174. auto& shader_config = gpu.regs.shader_config[index];
  175. const Maxwell::ShaderProgram program{static_cast<Maxwell::ShaderProgram>(index)};
  176. // Skip stages that are not enabled
  177. if (!gpu.regs.IsShaderConfigEnabled(index)) {
  178. continue;
  179. }
  180. const size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5
  181. GLShader::MaxwellUniformData ubo{};
  182. ubo.SetFromRegs(gpu.state.shader_stages[stage]);
  183. std::memcpy(buffer_ptr, &ubo, sizeof(ubo));
  184. // Flush the buffer so that the GPU can see the data we just wrote.
  185. glFlushMappedBufferRange(GL_ARRAY_BUFFER, buffer_offset, sizeof(ubo));
  186. // Upload uniform data as one UBO per stage
  187. const GLintptr ubo_offset = buffer_offset;
  188. copy_buffer(uniform_buffers[stage].handle, ubo_offset,
  189. sizeof(GLShader::MaxwellUniformData));
  190. buffer_ptr += sizeof(GLShader::MaxwellUniformData);
  191. buffer_offset += sizeof(GLShader::MaxwellUniformData);
  192. GLShader::ShaderSetup setup{GetShaderProgramCode(program)};
  193. GLShader::ShaderEntries shader_resources;
  194. switch (program) {
  195. case Maxwell::ShaderProgram::VertexA: {
  196. // VertexB is always enabled, so when VertexA is enabled, we have two vertex shaders.
  197. // Conventional HW does not support this, so we combine VertexA and VertexB into one
  198. // stage here.
  199. setup.SetProgramB(GetShaderProgramCode(Maxwell::ShaderProgram::VertexB));
  200. GLShader::MaxwellVSConfig vs_config{setup};
  201. shader_resources =
  202. shader_program_manager->UseProgrammableVertexShader(vs_config, setup);
  203. break;
  204. }
  205. case Maxwell::ShaderProgram::VertexB: {
  206. GLShader::MaxwellVSConfig vs_config{setup};
  207. shader_resources =
  208. shader_program_manager->UseProgrammableVertexShader(vs_config, setup);
  209. break;
  210. }
  211. case Maxwell::ShaderProgram::Fragment: {
  212. GLShader::MaxwellFSConfig fs_config{setup};
  213. shader_resources =
  214. shader_program_manager->UseProgrammableFragmentShader(fs_config, setup);
  215. break;
  216. }
  217. default:
  218. LOG_CRITICAL(HW_GPU, "Unimplemented shader index={}, enable={}, offset=0x{:08X}", index,
  219. shader_config.enable.Value(), shader_config.offset);
  220. UNREACHABLE();
  221. }
  222. GLuint gl_stage_program = shader_program_manager->GetCurrentProgramStage(
  223. static_cast<Maxwell::ShaderStage>(stage));
  224. // Configure the const buffers for this shader stage.
  225. current_constbuffer_bindpoint =
  226. SetupConstBuffers(static_cast<Maxwell::ShaderStage>(stage), gl_stage_program,
  227. current_constbuffer_bindpoint, shader_resources.const_buffer_entries);
  228. // Configure the textures for this shader stage.
  229. current_texture_bindpoint =
  230. SetupTextures(static_cast<Maxwell::ShaderStage>(stage), gl_stage_program,
  231. current_texture_bindpoint, shader_resources.texture_samplers);
  232. // When VertexA is enabled, we have dual vertex shaders
  233. if (program == Maxwell::ShaderProgram::VertexA) {
  234. // VertexB was combined with VertexA, so we skip the VertexB iteration
  235. index++;
  236. }
  237. }
  238. shader_program_manager->UseTrivialGeometryShader();
  239. }
  240. size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
  241. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  242. size_t size = 0;
  243. for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
  244. if (!regs.vertex_array[index].IsEnabled())
  245. continue;
  246. const Tegra::GPUVAddr start = regs.vertex_array[index].StartAddress();
  247. const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
  248. ASSERT(end > start);
  249. size += end - start + 1;
  250. }
  251. return size;
  252. }
  253. bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
  254. accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
  255. DrawArrays();
  256. return true;
  257. }
  258. std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb,
  259. bool using_depth_fb) {
  260. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  261. // TODO(bunnei): Implement this
  262. const bool has_stencil = false;
  263. const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
  264. const bool write_color_fb =
  265. state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
  266. state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
  267. const bool write_depth_fb =
  268. (state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
  269. (has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0);
  270. Surface color_surface;
  271. Surface depth_surface;
  272. MathUtil::Rectangle<u32> surfaces_rect;
  273. std::tie(color_surface, depth_surface, surfaces_rect) =
  274. res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, viewport_rect);
  275. MathUtil::Rectangle<u32> draw_rect{
  276. static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.left,
  277. surfaces_rect.left, surfaces_rect.right)), // Left
  278. static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.top,
  279. surfaces_rect.bottom, surfaces_rect.top)), // Top
  280. static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.right,
  281. surfaces_rect.left, surfaces_rect.right)), // Right
  282. static_cast<u32>(
  283. std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.bottom,
  284. surfaces_rect.bottom, surfaces_rect.top))}; // Bottom
  285. // Bind the framebuffer surfaces
  286. BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
  287. SyncViewport(surfaces_rect);
  288. // Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
  289. // scissor test to prevent drawing outside of the framebuffer region
  290. state.scissor.enabled = true;
  291. state.scissor.x = draw_rect.left;
  292. state.scissor.y = draw_rect.bottom;
  293. state.scissor.width = draw_rect.GetWidth();
  294. state.scissor.height = draw_rect.GetHeight();
  295. state.Apply();
  296. // Only return the surface to be marked as dirty if writing to it is enabled.
  297. return std::make_pair(write_color_fb ? color_surface : nullptr,
  298. write_depth_fb ? depth_surface : nullptr);
  299. }
  300. void RasterizerOpenGL::Clear() {
  301. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  302. bool use_color_fb = false;
  303. bool use_depth_fb = false;
  304. GLbitfield clear_mask = 0;
  305. if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
  306. regs.clear_buffers.A) {
  307. clear_mask |= GL_COLOR_BUFFER_BIT;
  308. use_color_fb = true;
  309. }
  310. if (regs.clear_buffers.Z) {
  311. clear_mask |= GL_DEPTH_BUFFER_BIT;
  312. use_depth_fb = true;
  313. // Always enable the depth write when clearing the depth buffer. The depth write mask is
  314. // ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to true.
  315. state.depth.test_enabled = true;
  316. state.depth.write_mask = GL_TRUE;
  317. state.depth.test_func = GL_ALWAYS;
  318. state.Apply();
  319. }
  320. if (clear_mask == 0)
  321. return;
  322. auto [dirty_color_surface, dirty_depth_surface] =
  323. ConfigureFramebuffers(use_color_fb, use_depth_fb);
  324. // TODO(Subv): Support clearing only partial colors.
  325. glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
  326. regs.clear_color[3]);
  327. glClearDepth(regs.clear_depth);
  328. glClear(clear_mask);
  329. // Mark framebuffer surfaces as dirty
  330. if (dirty_color_surface != nullptr) {
  331. res_cache.MarkSurfaceAsDirty(dirty_color_surface);
  332. }
  333. if (dirty_depth_surface != nullptr) {
  334. res_cache.MarkSurfaceAsDirty(dirty_depth_surface);
  335. }
  336. }
  337. void RasterizerOpenGL::DrawArrays() {
  338. if (accelerate_draw == AccelDraw::Disabled)
  339. return;
  340. MICROPROFILE_SCOPE(OpenGL_Drawing);
  341. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  342. auto [dirty_color_surface, dirty_depth_surface] =
  343. ConfigureFramebuffers(true, regs.zeta.Address() != 0);
  344. SyncDepthTestState();
  345. SyncBlendState();
  346. SyncCullMode();
  347. // TODO(bunnei): Sync framebuffer_scale uniform here
  348. // TODO(bunnei): Sync scissorbox uniform(s) here
  349. // Draw the vertex batch
  350. const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
  351. const u64 index_buffer_size{regs.index_array.count * regs.index_array.FormatSizeInBytes()};
  352. const unsigned vertex_num{is_indexed ? regs.index_array.count : regs.vertex_buffer.count};
  353. state.draw.vertex_buffer = stream_buffer->GetHandle();
  354. state.Apply();
  355. size_t buffer_size = CalculateVertexArraysSize();
  356. if (is_indexed) {
  357. buffer_size = Common::AlignUp<size_t>(buffer_size, 4) + index_buffer_size;
  358. }
  359. // Uniform space for the 5 shader stages
  360. buffer_size = Common::AlignUp<size_t>(buffer_size, 4) +
  361. sizeof(GLShader::MaxwellUniformData) * Maxwell::MaxShaderStage;
  362. u8* buffer_ptr;
  363. GLintptr buffer_offset;
  364. std::tie(buffer_ptr, buffer_offset) =
  365. stream_buffer->Map(static_cast<GLsizeiptr>(buffer_size), 4);
  366. u8* offseted_buffer;
  367. std::tie(offseted_buffer, buffer_offset) = SetupVertexArrays(buffer_ptr, buffer_offset);
  368. offseted_buffer =
  369. reinterpret_cast<u8*>(Common::AlignUp(reinterpret_cast<size_t>(offseted_buffer), 4));
  370. buffer_offset = Common::AlignUp<size_t>(buffer_offset, 4);
  371. // If indexed mode, copy the index buffer
  372. GLintptr index_buffer_offset = 0;
  373. if (is_indexed) {
  374. const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager;
  375. const boost::optional<VAddr> index_data_addr{
  376. memory_manager->GpuToCpuAddress(regs.index_array.StartAddress())};
  377. Memory::ReadBlock(*index_data_addr, offseted_buffer, index_buffer_size);
  378. index_buffer_offset = buffer_offset;
  379. offseted_buffer += index_buffer_size;
  380. buffer_offset += index_buffer_size;
  381. }
  382. offseted_buffer =
  383. reinterpret_cast<u8*>(Common::AlignUp(reinterpret_cast<size_t>(offseted_buffer), 4));
  384. buffer_offset = Common::AlignUp<size_t>(buffer_offset, 4);
  385. SetupShaders(offseted_buffer, buffer_offset);
  386. stream_buffer->Unmap();
  387. shader_program_manager->ApplyTo(state);
  388. state.Apply();
  389. const GLenum primitive_mode{MaxwellToGL::PrimitiveTopology(regs.draw.topology)};
  390. if (is_indexed) {
  391. const GLint base_vertex{static_cast<GLint>(regs.vb_element_base)};
  392. // Adjust the index buffer offset so it points to the first desired index.
  393. index_buffer_offset += regs.index_array.first * regs.index_array.FormatSizeInBytes();
  394. glDrawElementsBaseVertex(primitive_mode, regs.index_array.count,
  395. MaxwellToGL::IndexFormat(regs.index_array.format),
  396. reinterpret_cast<const void*>(index_buffer_offset), base_vertex);
  397. } else {
  398. glDrawArrays(primitive_mode, regs.vertex_buffer.first, regs.vertex_buffer.count);
  399. }
  400. // Disable scissor test
  401. state.scissor.enabled = false;
  402. accelerate_draw = AccelDraw::Disabled;
  403. // Unbind textures for potential future use as framebuffer attachments
  404. for (auto& texture_unit : state.texture_units) {
  405. texture_unit.Unbind();
  406. }
  407. state.Apply();
  408. // Mark framebuffer surfaces as dirty
  409. if (dirty_color_surface != nullptr) {
  410. res_cache.MarkSurfaceAsDirty(dirty_color_surface);
  411. }
  412. if (dirty_depth_surface != nullptr) {
  413. res_cache.MarkSurfaceAsDirty(dirty_depth_surface);
  414. }
  415. }
  416. void RasterizerOpenGL::NotifyMaxwellRegisterChanged(u32 method) {}
  417. void RasterizerOpenGL::FlushAll() {
  418. MICROPROFILE_SCOPE(OpenGL_CacheManagement);
  419. res_cache.FlushRegion(0, Kernel::VMManager::MAX_ADDRESS);
  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);
  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);
  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& config,
  448. VAddr framebuffer_addr, u32 pixel_stride,
  449. ScreenInfo& screen_info) {
  450. if (!framebuffer_addr) {
  451. return {};
  452. }
  453. MICROPROFILE_SCOPE(OpenGL_CacheManagement);
  454. const auto& surface{res_cache.TryFindFramebufferSurface(framebuffer_addr)};
  455. if (!surface) {
  456. return {};
  457. }
  458. // Verify that the cached surface is the same size and format as the requested framebuffer
  459. const auto& params{surface->GetSurfaceParams()};
  460. const auto& pixel_format{SurfaceParams::PixelFormatFromGPUPixelFormat(config.pixel_format)};
  461. ASSERT_MSG(params.width == config.width, "Framebuffer width is different");
  462. ASSERT_MSG(params.height == config.height, "Framebuffer height is different");
  463. ASSERT_MSG(params.pixel_format == pixel_format, "Framebuffer pixel_format is different");
  464. screen_info.display_texture = surface->Texture().handle;
  465. return true;
  466. }
  467. void RasterizerOpenGL::SamplerInfo::Create() {
  468. sampler.Create();
  469. mag_filter = min_filter = Tegra::Texture::TextureFilter::Linear;
  470. wrap_u = wrap_v = Tegra::Texture::WrapMode::Wrap;
  471. border_color_r = border_color_g = border_color_b = border_color_a = 0;
  472. // default is GL_LINEAR_MIPMAP_LINEAR
  473. glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  474. // Other attributes have correct defaults
  475. }
  476. void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntry& config) {
  477. GLuint s = sampler.handle;
  478. if (mag_filter != config.mag_filter) {
  479. mag_filter = config.mag_filter;
  480. glSamplerParameteri(s, GL_TEXTURE_MAG_FILTER, MaxwellToGL::TextureFilterMode(mag_filter));
  481. }
  482. if (min_filter != config.min_filter) {
  483. min_filter = config.min_filter;
  484. glSamplerParameteri(s, GL_TEXTURE_MIN_FILTER, MaxwellToGL::TextureFilterMode(min_filter));
  485. }
  486. if (wrap_u != config.wrap_u) {
  487. wrap_u = config.wrap_u;
  488. glSamplerParameteri(s, GL_TEXTURE_WRAP_S, MaxwellToGL::WrapMode(wrap_u));
  489. }
  490. if (wrap_v != config.wrap_v) {
  491. wrap_v = config.wrap_v;
  492. glSamplerParameteri(s, GL_TEXTURE_WRAP_T, MaxwellToGL::WrapMode(wrap_v));
  493. }
  494. if (wrap_u == Tegra::Texture::WrapMode::Border || wrap_v == Tegra::Texture::WrapMode::Border) {
  495. // TODO(Subv): Implement border color
  496. ASSERT(false);
  497. }
  498. }
  499. u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, GLuint program,
  500. u32 current_bindpoint,
  501. const std::vector<GLShader::ConstBufferEntry>& entries) {
  502. auto& gpu = Core::System::GetInstance().GPU();
  503. auto& maxwell3d = gpu.Get3DEngine();
  504. // Reset all buffer draw state for this stage.
  505. for (auto& buffer : state.draw.const_buffers[static_cast<size_t>(stage)]) {
  506. buffer.bindpoint = 0;
  507. buffer.enabled = false;
  508. }
  509. // Upload only the enabled buffers from the 16 constbuffers of each shader stage
  510. auto& shader_stage = maxwell3d.state.shader_stages[static_cast<size_t>(stage)];
  511. for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
  512. const auto& used_buffer = entries[bindpoint];
  513. const auto& buffer = shader_stage.const_buffers[used_buffer.GetIndex()];
  514. auto& buffer_draw_state =
  515. state.draw.const_buffers[static_cast<size_t>(stage)][used_buffer.GetIndex()];
  516. ASSERT_MSG(buffer.enabled, "Attempted to upload disabled constbuffer");
  517. buffer_draw_state.enabled = true;
  518. buffer_draw_state.bindpoint = current_bindpoint + bindpoint;
  519. boost::optional<VAddr> addr = gpu.memory_manager->GpuToCpuAddress(buffer.address);
  520. size_t size = 0;
  521. if (used_buffer.IsIndirect()) {
  522. // Buffer is accessed indirectly, so upload the entire thing
  523. size = buffer.size * sizeof(float);
  524. if (size > MaxConstbufferSize) {
  525. LOG_ERROR(HW_GPU, "indirect constbuffer size {} exceeds maximum {}", size,
  526. MaxConstbufferSize);
  527. size = MaxConstbufferSize;
  528. }
  529. } else {
  530. // Buffer is accessed directly, upload just what we use
  531. size = used_buffer.GetSize() * sizeof(float);
  532. }
  533. // Align the actual size so it ends up being a multiple of vec4 to meet the OpenGL std140
  534. // UBO alignment requirements.
  535. size = Common::AlignUp(size, sizeof(GLvec4));
  536. ASSERT_MSG(size <= MaxConstbufferSize, "Constbuffer too big");
  537. std::vector<u8> data(size);
  538. Memory::ReadBlock(*addr, data.data(), data.size());
  539. glBindBuffer(GL_UNIFORM_BUFFER, buffer_draw_state.ssbo);
  540. glBufferData(GL_UNIFORM_BUFFER, data.size(), data.data(), GL_DYNAMIC_DRAW);
  541. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  542. // Now configure the bindpoint of the buffer inside the shader
  543. std::string buffer_name = used_buffer.GetName();
  544. GLuint index = glGetProgramResourceIndex(program, GL_UNIFORM_BLOCK, buffer_name.c_str());
  545. if (index != -1)
  546. glUniformBlockBinding(program, index, buffer_draw_state.bindpoint);
  547. }
  548. state.Apply();
  549. return current_bindpoint + static_cast<u32>(entries.size());
  550. }
  551. u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, GLuint program, u32 current_unit,
  552. const std::vector<GLShader::SamplerEntry>& entries) {
  553. auto& gpu = Core::System::GetInstance().GPU();
  554. auto& maxwell3d = gpu.Get3DEngine();
  555. ASSERT_MSG(current_unit + entries.size() <= std::size(state.texture_units),
  556. "Exceeded the number of active textures.");
  557. for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
  558. const auto& entry = entries[bindpoint];
  559. u32 current_bindpoint = current_unit + bindpoint;
  560. // Bind the uniform to the sampler.
  561. GLint uniform = glGetUniformLocation(program, entry.GetName().c_str());
  562. if (uniform == -1) {
  563. continue;
  564. }
  565. glProgramUniform1i(program, uniform, current_bindpoint);
  566. const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset());
  567. if (!texture.enabled) {
  568. state.texture_units[current_bindpoint].texture_2d = 0;
  569. continue;
  570. }
  571. texture_samplers[current_bindpoint].SyncWithConfig(texture.tsc);
  572. Surface surface = res_cache.GetTextureSurface(texture);
  573. if (surface != nullptr) {
  574. state.texture_units[current_bindpoint].texture_2d = surface->Texture().handle;
  575. state.texture_units[current_bindpoint].swizzle.r =
  576. MaxwellToGL::SwizzleSource(texture.tic.x_source);
  577. state.texture_units[current_bindpoint].swizzle.g =
  578. MaxwellToGL::SwizzleSource(texture.tic.y_source);
  579. state.texture_units[current_bindpoint].swizzle.b =
  580. MaxwellToGL::SwizzleSource(texture.tic.z_source);
  581. state.texture_units[current_bindpoint].swizzle.a =
  582. MaxwellToGL::SwizzleSource(texture.tic.w_source);
  583. } else {
  584. // Can occur when texture addr is null or its memory is unmapped/invalid
  585. state.texture_units[current_bindpoint].texture_2d = 0;
  586. }
  587. }
  588. state.Apply();
  589. return current_unit + static_cast<u32>(entries.size());
  590. }
  591. void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
  592. const Surface& depth_surface, bool has_stencil) {
  593. state.draw.draw_framebuffer = framebuffer.handle;
  594. state.Apply();
  595. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
  596. color_surface != nullptr ? color_surface->Texture().handle : 0, 0);
  597. if (depth_surface != nullptr) {
  598. if (has_stencil) {
  599. // attach both depth and stencil
  600. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
  601. depth_surface->Texture().handle, 0);
  602. } else {
  603. // attach depth
  604. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
  605. depth_surface->Texture().handle, 0);
  606. // clear stencil attachment
  607. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
  608. }
  609. } else {
  610. // clear both depth and stencil attachment
  611. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
  612. 0);
  613. }
  614. }
  615. void RasterizerOpenGL::SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect) {
  616. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  617. const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
  618. state.viewport.x = static_cast<GLint>(surfaces_rect.left) + viewport_rect.left;
  619. state.viewport.y = static_cast<GLint>(surfaces_rect.bottom) + viewport_rect.bottom;
  620. state.viewport.width = static_cast<GLsizei>(viewport_rect.GetWidth());
  621. state.viewport.height = static_cast<GLsizei>(viewport_rect.GetHeight());
  622. }
  623. void RasterizerOpenGL::SyncClipEnabled() {
  624. UNREACHABLE();
  625. }
  626. void RasterizerOpenGL::SyncClipCoef() {
  627. UNREACHABLE();
  628. }
  629. void RasterizerOpenGL::SyncCullMode() {
  630. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  631. state.cull.enabled = regs.cull.enabled != 0;
  632. if (state.cull.enabled) {
  633. state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face);
  634. state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face);
  635. const bool flip_triangles{regs.screen_y_control.triangle_rast_flip == 0 ||
  636. regs.viewport_transform[0].scale_y < 0.0f};
  637. // If the GPU is configured to flip the rasterized triangles, then we need to flip the
  638. // notion of front and back. Note: We flip the triangles when the value of the register is 0
  639. // because OpenGL already does it for us.
  640. if (flip_triangles) {
  641. if (state.cull.front_face == GL_CCW)
  642. state.cull.front_face = GL_CW;
  643. else if (state.cull.front_face == GL_CW)
  644. state.cull.front_face = GL_CCW;
  645. }
  646. }
  647. }
  648. void RasterizerOpenGL::SyncDepthScale() {
  649. UNREACHABLE();
  650. }
  651. void RasterizerOpenGL::SyncDepthOffset() {
  652. UNREACHABLE();
  653. }
  654. void RasterizerOpenGL::SyncDepthTestState() {
  655. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  656. state.depth.test_enabled = regs.depth_test_enable != 0;
  657. state.depth.write_mask = regs.depth_write_enabled ? GL_TRUE : GL_FALSE;
  658. if (!state.depth.test_enabled)
  659. return;
  660. state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func);
  661. }
  662. void RasterizerOpenGL::SyncBlendState() {
  663. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  664. // TODO(Subv): Support more than just render target 0.
  665. state.blend.enabled = regs.blend.enable[0] != 0;
  666. if (!state.blend.enabled)
  667. return;
  668. ASSERT_MSG(regs.independent_blend_enable == 1, "Only independent blending is implemented");
  669. ASSERT_MSG(!regs.independent_blend[0].separate_alpha, "Unimplemented");
  670. state.blend.rgb_equation = MaxwellToGL::BlendEquation(regs.independent_blend[0].equation_rgb);
  671. state.blend.src_rgb_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_source_rgb);
  672. state.blend.dst_rgb_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_dest_rgb);
  673. state.blend.a_equation = MaxwellToGL::BlendEquation(regs.independent_blend[0].equation_a);
  674. state.blend.src_a_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_source_a);
  675. state.blend.dst_a_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_dest_a);
  676. }