gl_rasterizer.cpp 31 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 bindpoints to use when uploading the const buffers and textures to the GLSL
  162. // shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
  163. u32 current_constbuffer_bindpoint = uniform_buffers.size();
  164. u32 current_texture_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. GLShader::MaxwellUniformData ubo{};
  175. ubo.SetFromRegs(gpu.state.shader_stages[stage]);
  176. std::memcpy(buffer_ptr, &ubo, sizeof(ubo));
  177. // Flush the buffer so that the GPU can see the data we just wrote.
  178. glFlushMappedBufferRange(GL_ARRAY_BUFFER, buffer_offset, sizeof(ubo));
  179. // Upload uniform data as one UBO per stage
  180. const GLintptr ubo_offset = buffer_offset;
  181. copy_buffer(uniform_buffers[stage].handle, ubo_offset,
  182. sizeof(GLShader::MaxwellUniformData));
  183. buffer_ptr += sizeof(GLShader::MaxwellUniformData);
  184. buffer_offset += sizeof(GLShader::MaxwellUniformData);
  185. // Fetch program code from memory
  186. GLShader::ProgramCode program_code;
  187. const u64 gpu_address{gpu.regs.code_address.CodeAddress() + shader_config.offset};
  188. const boost::optional<VAddr> cpu_address{gpu.memory_manager.GpuToCpuAddress(gpu_address)};
  189. Memory::ReadBlock(*cpu_address, program_code.data(), program_code.size() * sizeof(u64));
  190. GLShader::ShaderSetup setup{std::move(program_code)};
  191. GLShader::ShaderEntries shader_resources;
  192. switch (program) {
  193. case Maxwell::ShaderProgram::VertexB: {
  194. GLShader::MaxwellVSConfig vs_config{setup};
  195. shader_resources =
  196. shader_program_manager->UseProgrammableVertexShader(vs_config, setup);
  197. break;
  198. }
  199. case Maxwell::ShaderProgram::Fragment: {
  200. GLShader::MaxwellFSConfig fs_config{setup};
  201. shader_resources =
  202. shader_program_manager->UseProgrammableFragmentShader(fs_config, setup);
  203. break;
  204. }
  205. default:
  206. NGLOG_CRITICAL(HW_GPU, "Unimplemented shader index={}, enable={}, offset=0x{:08X}",
  207. index, shader_config.enable.Value(), shader_config.offset);
  208. UNREACHABLE();
  209. }
  210. GLuint gl_stage_program = shader_program_manager->GetCurrentProgramStage(
  211. static_cast<Maxwell::ShaderStage>(stage));
  212. // Configure the const buffers for this shader stage.
  213. current_constbuffer_bindpoint =
  214. SetupConstBuffers(static_cast<Maxwell::ShaderStage>(stage), gl_stage_program,
  215. current_constbuffer_bindpoint, shader_resources.const_buffer_entries);
  216. // Configure the textures for this shader stage.
  217. current_texture_bindpoint =
  218. SetupTextures(static_cast<Maxwell::ShaderStage>(stage), gl_stage_program,
  219. current_texture_bindpoint, shader_resources.texture_samplers);
  220. }
  221. shader_program_manager->UseTrivialGeometryShader();
  222. }
  223. size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
  224. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  225. size_t size = 0;
  226. for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
  227. if (!regs.vertex_array[index].IsEnabled())
  228. continue;
  229. const Tegra::GPUVAddr start = regs.vertex_array[index].StartAddress();
  230. const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
  231. ASSERT(end > start);
  232. size += end - start + 1;
  233. }
  234. return size;
  235. }
  236. bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
  237. accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
  238. DrawArrays();
  239. return true;
  240. }
  241. void RasterizerOpenGL::DrawArrays() {
  242. if (accelerate_draw == AccelDraw::Disabled)
  243. return;
  244. MICROPROFILE_SCOPE(OpenGL_Drawing);
  245. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  246. // TODO(bunnei): Implement these
  247. const bool has_stencil = false;
  248. const bool using_color_fb = true;
  249. const bool using_depth_fb = false;
  250. const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
  251. const bool write_color_fb =
  252. state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
  253. state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
  254. const bool write_depth_fb =
  255. (state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
  256. (has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0);
  257. Surface color_surface;
  258. Surface depth_surface;
  259. MathUtil::Rectangle<u32> surfaces_rect;
  260. std::tie(color_surface, depth_surface, surfaces_rect) =
  261. res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, viewport_rect);
  262. const u16 res_scale = color_surface != nullptr
  263. ? color_surface->res_scale
  264. : (depth_surface == nullptr ? 1u : depth_surface->res_scale);
  265. MathUtil::Rectangle<u32> draw_rect{
  266. static_cast<u32>(
  267. std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.left * res_scale,
  268. surfaces_rect.left, surfaces_rect.right)), // Left
  269. static_cast<u32>(
  270. std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.top * res_scale,
  271. surfaces_rect.bottom, surfaces_rect.top)), // Top
  272. static_cast<u32>(
  273. std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.right * res_scale,
  274. surfaces_rect.left, surfaces_rect.right)), // Right
  275. static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) +
  276. viewport_rect.bottom * res_scale,
  277. surfaces_rect.bottom, surfaces_rect.top))}; // Bottom
  278. // Bind the framebuffer surfaces
  279. BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
  280. // Sync the viewport
  281. SyncViewport(surfaces_rect, res_scale);
  282. // Sync the blend state registers
  283. SyncBlendState();
  284. // TODO(bunnei): Sync framebuffer_scale uniform here
  285. // TODO(bunnei): Sync scissorbox uniform(s) here
  286. // Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
  287. // scissor test to prevent drawing outside of the framebuffer region
  288. state.scissor.enabled = true;
  289. state.scissor.x = draw_rect.left;
  290. state.scissor.y = draw_rect.bottom;
  291. state.scissor.width = draw_rect.GetWidth();
  292. state.scissor.height = draw_rect.GetHeight();
  293. state.Apply();
  294. // Draw the vertex batch
  295. const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
  296. const u64 index_buffer_size{regs.index_array.count * regs.index_array.FormatSizeInBytes()};
  297. const unsigned vertex_num{is_indexed ? regs.index_array.count : regs.vertex_buffer.count};
  298. state.draw.vertex_buffer = stream_buffer->GetHandle();
  299. state.Apply();
  300. size_t buffer_size = CalculateVertexArraysSize();
  301. if (is_indexed) {
  302. buffer_size = Common::AlignUp<size_t>(buffer_size, 4) + index_buffer_size;
  303. }
  304. // Uniform space for the 5 shader stages
  305. buffer_size = Common::AlignUp<size_t>(buffer_size, 4) +
  306. sizeof(GLShader::MaxwellUniformData) * Maxwell::MaxShaderStage;
  307. u8* buffer_ptr;
  308. GLintptr buffer_offset;
  309. std::tie(buffer_ptr, buffer_offset) =
  310. stream_buffer->Map(static_cast<GLsizeiptr>(buffer_size), 4);
  311. u8* offseted_buffer;
  312. std::tie(offseted_buffer, buffer_offset) = SetupVertexArrays(buffer_ptr, buffer_offset);
  313. offseted_buffer =
  314. reinterpret_cast<u8*>(Common::AlignUp(reinterpret_cast<size_t>(offseted_buffer), 4));
  315. buffer_offset = Common::AlignUp<size_t>(buffer_offset, 4);
  316. // If indexed mode, copy the index buffer
  317. GLintptr index_buffer_offset = 0;
  318. if (is_indexed) {
  319. const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager;
  320. const boost::optional<VAddr> index_data_addr{
  321. memory_manager->GpuToCpuAddress(regs.index_array.StartAddress())};
  322. Memory::ReadBlock(*index_data_addr, offseted_buffer, index_buffer_size);
  323. index_buffer_offset = buffer_offset;
  324. offseted_buffer += index_buffer_size;
  325. buffer_offset += index_buffer_size;
  326. }
  327. offseted_buffer =
  328. reinterpret_cast<u8*>(Common::AlignUp(reinterpret_cast<size_t>(offseted_buffer), 4));
  329. buffer_offset = Common::AlignUp<size_t>(buffer_offset, 4);
  330. SetupShaders(offseted_buffer, buffer_offset);
  331. stream_buffer->Unmap();
  332. shader_program_manager->ApplyTo(state);
  333. state.Apply();
  334. const GLenum primitive_mode{MaxwellToGL::PrimitiveTopology(regs.draw.topology)};
  335. if (is_indexed) {
  336. const GLint index_min{static_cast<GLint>(regs.index_array.first)};
  337. const GLint index_max{static_cast<GLint>(regs.index_array.first + regs.index_array.count)};
  338. glDrawRangeElementsBaseVertex(primitive_mode, index_min, index_max, regs.index_array.count,
  339. MaxwellToGL::IndexFormat(regs.index_array.format),
  340. reinterpret_cast<const void*>(index_buffer_offset),
  341. -index_min);
  342. } else {
  343. glDrawArrays(primitive_mode, 0, regs.vertex_buffer.count);
  344. }
  345. // Disable scissor test
  346. state.scissor.enabled = false;
  347. accelerate_draw = AccelDraw::Disabled;
  348. // Unbind textures for potential future use as framebuffer attachments
  349. for (auto& texture_unit : state.texture_units) {
  350. texture_unit.Unbind();
  351. }
  352. state.Apply();
  353. // Mark framebuffer surfaces as dirty
  354. MathUtil::Rectangle<u32> draw_rect_unscaled{
  355. draw_rect.left / res_scale, draw_rect.top / res_scale, draw_rect.right / res_scale,
  356. draw_rect.bottom / res_scale};
  357. if (color_surface != nullptr && write_color_fb) {
  358. auto interval = color_surface->GetSubRectInterval(draw_rect_unscaled);
  359. res_cache.InvalidateRegion(boost::icl::first(interval), boost::icl::length(interval),
  360. color_surface);
  361. }
  362. if (depth_surface != nullptr && write_depth_fb) {
  363. auto interval = depth_surface->GetSubRectInterval(draw_rect_unscaled);
  364. res_cache.InvalidateRegion(boost::icl::first(interval), boost::icl::length(interval),
  365. depth_surface);
  366. }
  367. }
  368. void RasterizerOpenGL::NotifyMaxwellRegisterChanged(u32 method) {}
  369. void RasterizerOpenGL::FlushAll() {
  370. MICROPROFILE_SCOPE(OpenGL_CacheManagement);
  371. res_cache.FlushAll();
  372. }
  373. void RasterizerOpenGL::FlushRegion(Tegra::GPUVAddr addr, u64 size) {
  374. MICROPROFILE_SCOPE(OpenGL_CacheManagement);
  375. res_cache.FlushRegion(addr, size);
  376. }
  377. void RasterizerOpenGL::InvalidateRegion(Tegra::GPUVAddr addr, u64 size) {
  378. MICROPROFILE_SCOPE(OpenGL_CacheManagement);
  379. res_cache.InvalidateRegion(addr, size, nullptr);
  380. }
  381. void RasterizerOpenGL::FlushAndInvalidateRegion(Tegra::GPUVAddr addr, u64 size) {
  382. MICROPROFILE_SCOPE(OpenGL_CacheManagement);
  383. res_cache.FlushRegion(addr, size);
  384. res_cache.InvalidateRegion(addr, size, nullptr);
  385. }
  386. bool RasterizerOpenGL::AccelerateDisplayTransfer(const void* config) {
  387. MICROPROFILE_SCOPE(OpenGL_Blits);
  388. UNREACHABLE();
  389. return true;
  390. }
  391. bool RasterizerOpenGL::AccelerateTextureCopy(const void* config) {
  392. UNREACHABLE();
  393. return true;
  394. }
  395. bool RasterizerOpenGL::AccelerateFill(const void* config) {
  396. UNREACHABLE();
  397. return true;
  398. }
  399. bool RasterizerOpenGL::AccelerateDisplay(const Tegra::FramebufferConfig& framebuffer,
  400. VAddr framebuffer_addr, u32 pixel_stride,
  401. ScreenInfo& screen_info) {
  402. if (framebuffer_addr == 0) {
  403. return false;
  404. }
  405. MICROPROFILE_SCOPE(OpenGL_CacheManagement);
  406. SurfaceParams src_params;
  407. src_params.cpu_addr = framebuffer_addr;
  408. src_params.addr = res_cache.TryFindFramebufferGpuAddress(framebuffer_addr).get_value_or(0);
  409. src_params.width = std::min(framebuffer.width, pixel_stride);
  410. src_params.height = framebuffer.height;
  411. src_params.stride = pixel_stride;
  412. src_params.is_tiled = true;
  413. src_params.block_height = Tegra::Texture::TICEntry::DefaultBlockHeight;
  414. src_params.pixel_format =
  415. SurfaceParams::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format);
  416. src_params.component_type =
  417. SurfaceParams::ComponentTypeFromGPUPixelFormat(framebuffer.pixel_format);
  418. src_params.UpdateParams();
  419. MathUtil::Rectangle<u32> src_rect;
  420. Surface src_surface;
  421. std::tie(src_surface, src_rect) =
  422. res_cache.GetSurfaceSubRect(src_params, ScaleMatch::Ignore, true);
  423. if (src_surface == nullptr) {
  424. return false;
  425. }
  426. u32 scaled_width = src_surface->GetScaledWidth();
  427. u32 scaled_height = src_surface->GetScaledHeight();
  428. screen_info.display_texcoords = MathUtil::Rectangle<float>(
  429. (float)src_rect.bottom / (float)scaled_height, (float)src_rect.left / (float)scaled_width,
  430. (float)src_rect.top / (float)scaled_height, (float)src_rect.right / (float)scaled_width);
  431. screen_info.display_texture = src_surface->texture.handle;
  432. return true;
  433. }
  434. void RasterizerOpenGL::SamplerInfo::Create() {
  435. sampler.Create();
  436. mag_filter = min_filter = Tegra::Texture::TextureFilter::Linear;
  437. wrap_u = wrap_v = Tegra::Texture::WrapMode::Wrap;
  438. border_color_r = border_color_g = border_color_b = border_color_a = 0;
  439. // default is GL_LINEAR_MIPMAP_LINEAR
  440. glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  441. // Other attributes have correct defaults
  442. }
  443. void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntry& config) {
  444. GLuint s = sampler.handle;
  445. if (mag_filter != config.mag_filter) {
  446. mag_filter = config.mag_filter;
  447. glSamplerParameteri(s, GL_TEXTURE_MAG_FILTER, MaxwellToGL::TextureFilterMode(mag_filter));
  448. }
  449. if (min_filter != config.min_filter) {
  450. min_filter = config.min_filter;
  451. glSamplerParameteri(s, GL_TEXTURE_MIN_FILTER, MaxwellToGL::TextureFilterMode(min_filter));
  452. }
  453. if (wrap_u != config.wrap_u) {
  454. wrap_u = config.wrap_u;
  455. glSamplerParameteri(s, GL_TEXTURE_WRAP_S, MaxwellToGL::WrapMode(wrap_u));
  456. }
  457. if (wrap_v != config.wrap_v) {
  458. wrap_v = config.wrap_v;
  459. glSamplerParameteri(s, GL_TEXTURE_WRAP_T, MaxwellToGL::WrapMode(wrap_v));
  460. }
  461. if (wrap_u == Tegra::Texture::WrapMode::Border || wrap_v == Tegra::Texture::WrapMode::Border) {
  462. // TODO(Subv): Implement border color
  463. ASSERT(false);
  464. }
  465. }
  466. u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, GLuint program,
  467. u32 current_bindpoint,
  468. const std::vector<GLShader::ConstBufferEntry>& entries) {
  469. auto& gpu = Core::System::GetInstance().GPU();
  470. auto& maxwell3d = gpu.Get3DEngine();
  471. ASSERT_MSG(maxwell3d.IsShaderStageEnabled(stage),
  472. "Attempted to upload constbuffer of disabled shader stage");
  473. // Reset all buffer draw state for this stage.
  474. for (auto& buffer : state.draw.const_buffers[static_cast<size_t>(stage)]) {
  475. buffer.bindpoint = 0;
  476. buffer.enabled = false;
  477. }
  478. // Upload only the enabled buffers from the 16 constbuffers of each shader stage
  479. auto& shader_stage = maxwell3d.state.shader_stages[static_cast<size_t>(stage)];
  480. for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
  481. const auto& used_buffer = entries[bindpoint];
  482. const auto& buffer = shader_stage.const_buffers[used_buffer.GetIndex()];
  483. auto& buffer_draw_state =
  484. state.draw.const_buffers[static_cast<size_t>(stage)][used_buffer.GetIndex()];
  485. ASSERT_MSG(buffer.enabled, "Attempted to upload disabled constbuffer");
  486. buffer_draw_state.enabled = true;
  487. buffer_draw_state.bindpoint = current_bindpoint + bindpoint;
  488. boost::optional<VAddr> addr = gpu.memory_manager->GpuToCpuAddress(buffer.address);
  489. size_t size = 0;
  490. if (used_buffer.IsIndirect()) {
  491. // Buffer is accessed indirectly, so upload the entire thing
  492. size = buffer.size * sizeof(float);
  493. if (size > MaxConstbufferSize) {
  494. NGLOG_ERROR(HW_GPU, "indirect constbuffer size {} exceeds maximum {}", size,
  495. MaxConstbufferSize);
  496. size = MaxConstbufferSize;
  497. }
  498. } else {
  499. // Buffer is accessed directly, upload just what we use
  500. size = used_buffer.GetSize() * sizeof(float);
  501. }
  502. // Align the actual size so it ends up being a multiple of vec4 to meet the OpenGL std140
  503. // UBO alignment requirements.
  504. size = Common::AlignUp(size, sizeof(GLvec4));
  505. ASSERT_MSG(size <= MaxConstbufferSize, "Constbuffer too big");
  506. std::vector<u8> data(size);
  507. Memory::ReadBlock(*addr, data.data(), data.size());
  508. glBindBuffer(GL_UNIFORM_BUFFER, buffer_draw_state.ssbo);
  509. glBufferData(GL_UNIFORM_BUFFER, data.size(), data.data(), GL_DYNAMIC_DRAW);
  510. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  511. // Now configure the bindpoint of the buffer inside the shader
  512. std::string buffer_name = used_buffer.GetName();
  513. GLuint index = glGetProgramResourceIndex(program, GL_UNIFORM_BLOCK, buffer_name.c_str());
  514. if (index != -1)
  515. glUniformBlockBinding(program, index, buffer_draw_state.bindpoint);
  516. }
  517. state.Apply();
  518. return current_bindpoint + static_cast<u32>(entries.size());
  519. }
  520. u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, GLuint program, u32 current_unit,
  521. const std::vector<GLShader::SamplerEntry>& entries) {
  522. auto& gpu = Core::System::GetInstance().GPU();
  523. auto& maxwell3d = gpu.Get3DEngine();
  524. ASSERT_MSG(maxwell3d.IsShaderStageEnabled(stage),
  525. "Attempted to upload textures of disabled shader stage");
  526. ASSERT_MSG(current_unit + entries.size() <= std::size(state.texture_units),
  527. "Exceeded the number of active textures.");
  528. for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
  529. const auto& entry = entries[bindpoint];
  530. u32 current_bindpoint = current_unit + bindpoint;
  531. // Bind the uniform to the sampler.
  532. GLint uniform = glGetUniformLocation(program, entry.GetName().c_str());
  533. ASSERT(uniform != -1);
  534. glProgramUniform1i(program, uniform, current_bindpoint);
  535. const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset());
  536. ASSERT(texture.enabled);
  537. texture_samplers[current_bindpoint].SyncWithConfig(texture.tsc);
  538. Surface surface = res_cache.GetTextureSurface(texture);
  539. if (surface != nullptr) {
  540. state.texture_units[current_bindpoint].texture_2d = surface->texture.handle;
  541. state.texture_units[current_bindpoint].swizzle.r =
  542. MaxwellToGL::SwizzleSource(texture.tic.x_source);
  543. state.texture_units[current_bindpoint].swizzle.g =
  544. MaxwellToGL::SwizzleSource(texture.tic.y_source);
  545. state.texture_units[current_bindpoint].swizzle.b =
  546. MaxwellToGL::SwizzleSource(texture.tic.z_source);
  547. state.texture_units[current_bindpoint].swizzle.a =
  548. MaxwellToGL::SwizzleSource(texture.tic.w_source);
  549. } else {
  550. // Can occur when texture addr is null or its memory is unmapped/invalid
  551. state.texture_units[current_bindpoint].texture_2d = 0;
  552. }
  553. }
  554. state.Apply();
  555. return current_unit + static_cast<u32>(entries.size());
  556. }
  557. void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
  558. const Surface& depth_surface, bool has_stencil) {
  559. state.draw.draw_framebuffer = framebuffer.handle;
  560. state.Apply();
  561. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
  562. color_surface != nullptr ? color_surface->texture.handle : 0, 0);
  563. if (depth_surface != nullptr) {
  564. if (has_stencil) {
  565. // attach both depth and stencil
  566. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
  567. depth_surface->texture.handle, 0);
  568. } else {
  569. // attach depth
  570. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
  571. depth_surface->texture.handle, 0);
  572. // clear stencil attachment
  573. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
  574. }
  575. } else {
  576. // clear both depth and stencil attachment
  577. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
  578. 0);
  579. }
  580. }
  581. void RasterizerOpenGL::SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect, u16 res_scale) {
  582. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  583. const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
  584. state.viewport.x = static_cast<GLint>(surfaces_rect.left) + viewport_rect.left * res_scale;
  585. state.viewport.y = static_cast<GLint>(surfaces_rect.bottom) + viewport_rect.bottom * res_scale;
  586. state.viewport.width = static_cast<GLsizei>(viewport_rect.GetWidth() * res_scale);
  587. state.viewport.height = static_cast<GLsizei>(viewport_rect.GetHeight() * res_scale);
  588. }
  589. void RasterizerOpenGL::SyncClipEnabled() {
  590. UNREACHABLE();
  591. }
  592. void RasterizerOpenGL::SyncClipCoef() {
  593. UNREACHABLE();
  594. }
  595. void RasterizerOpenGL::SyncCullMode() {
  596. UNREACHABLE();
  597. }
  598. void RasterizerOpenGL::SyncDepthScale() {
  599. UNREACHABLE();
  600. }
  601. void RasterizerOpenGL::SyncDepthOffset() {
  602. UNREACHABLE();
  603. }
  604. void RasterizerOpenGL::SyncBlendState() {
  605. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  606. // TODO(Subv): Support more than just render target 0.
  607. state.blend.enabled = regs.blend.enable[0] != 0;
  608. if (!state.blend.enabled)
  609. return;
  610. ASSERT_MSG(regs.independent_blend_enable == 1, "Only independent blending is implemented");
  611. ASSERT_MSG(!regs.independent_blend[0].separate_alpha, "Unimplemented");
  612. state.blend.rgb_equation = MaxwellToGL::BlendEquation(regs.independent_blend[0].equation_rgb);
  613. state.blend.src_rgb_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_source_rgb);
  614. state.blend.dst_rgb_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_dest_rgb);
  615. state.blend.a_equation = MaxwellToGL::BlendEquation(regs.independent_blend[0].equation_a);
  616. state.blend.src_a_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_source_a);
  617. state.blend.dst_a_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_dest_a);
  618. }