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- // Copyright 2015 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <algorithm>
- #include <memory>
- #include <string>
- #include <string_view>
- #include <tuple>
- #include <utility>
- #include <glad/glad.h>
- #include "common/alignment.h"
- #include "common/assert.h"
- #include "common/logging/log.h"
- #include "common/math_util.h"
- #include "common/microprofile.h"
- #include "common/scope_exit.h"
- #include "core/core.h"
- #include "core/frontend/emu_window.h"
- #include "core/hle/kernel/process.h"
- #include "core/settings.h"
- #include "video_core/engines/maxwell_3d.h"
- #include "video_core/renderer_opengl/gl_rasterizer.h"
- #include "video_core/renderer_opengl/gl_shader_gen.h"
- #include "video_core/renderer_opengl/maxwell_to_gl.h"
- #include "video_core/renderer_opengl/renderer_opengl.h"
- #include "video_core/video_core.h"
- namespace OpenGL {
- using Maxwell = Tegra::Engines::Maxwell3D::Regs;
- using PixelFormat = SurfaceParams::PixelFormat;
- using SurfaceType = SurfaceParams::SurfaceType;
- MICROPROFILE_DEFINE(OpenGL_VAO, "OpenGL", "Vertex Array Setup", MP_RGB(128, 128, 192));
- MICROPROFILE_DEFINE(OpenGL_VS, "OpenGL", "Vertex Shader Setup", MP_RGB(128, 128, 192));
- MICROPROFILE_DEFINE(OpenGL_FS, "OpenGL", "Fragment Shader Setup", MP_RGB(128, 128, 192));
- MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
- MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
- MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
- RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo& info)
- : emu_window{window}, screen_info{info}, stream_buffer(GL_ARRAY_BUFFER, STREAM_BUFFER_SIZE) {
- // Create sampler objects
- for (size_t i = 0; i < texture_samplers.size(); ++i) {
- texture_samplers[i].Create();
- state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
- }
- GLint ext_num;
- glGetIntegerv(GL_NUM_EXTENSIONS, &ext_num);
- for (GLint i = 0; i < ext_num; i++) {
- const std::string_view extension{
- reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, i))};
- if (extension == "GL_ARB_direct_state_access") {
- has_ARB_direct_state_access = true;
- } else if (extension == "GL_ARB_separate_shader_objects") {
- has_ARB_separate_shader_objects = true;
- } else if (extension == "GL_ARB_vertex_attrib_binding") {
- has_ARB_vertex_attrib_binding = true;
- }
- }
- ASSERT_MSG(has_ARB_separate_shader_objects, "has_ARB_separate_shader_objects is unsupported");
- // Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
- state.clip_distance[0] = true;
- // Generate VAO and UBO
- sw_vao.Create();
- uniform_buffer.Create();
- state.draw.vertex_array = sw_vao.handle;
- state.draw.uniform_buffer = uniform_buffer.handle;
- state.Apply();
- // Create render framebuffer
- framebuffer.Create();
- hw_vao.Create();
- state.draw.vertex_buffer = stream_buffer.GetHandle();
- shader_program_manager = std::make_unique<GLShader::ProgramManager>();
- state.draw.shader_program = 0;
- state.draw.vertex_array = hw_vao.handle;
- state.Apply();
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer.GetHandle());
- glEnable(GL_BLEND);
- glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment);
- LOG_CRITICAL(Render_OpenGL, "Sync fixed function OpenGL state here!");
- }
- RasterizerOpenGL::~RasterizerOpenGL() {}
- std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
- GLintptr buffer_offset) {
- MICROPROFILE_SCOPE(OpenGL_VAO);
- const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
- const auto& regs = gpu.regs;
- state.draw.vertex_array = hw_vao.handle;
- state.draw.vertex_buffer = stream_buffer.GetHandle();
- state.Apply();
- // Upload all guest vertex arrays sequentially to our buffer
- for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
- const auto& vertex_array = regs.vertex_array[index];
- if (!vertex_array.IsEnabled())
- continue;
- Tegra::GPUVAddr start = vertex_array.StartAddress();
- const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
- if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) {
- start += vertex_array.stride * (gpu.state.current_instance / vertex_array.divisor);
- }
- ASSERT(end > start);
- u64 size = end - start + 1;
- GLintptr vertex_buffer_offset;
- std::tie(array_ptr, buffer_offset, vertex_buffer_offset) =
- UploadMemory(array_ptr, buffer_offset, start, size);
- // Bind the vertex array to the buffer at the current offset.
- glBindVertexBuffer(index, stream_buffer.GetHandle(), vertex_buffer_offset,
- vertex_array.stride);
- if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) {
- // Tell OpenGL that this is an instanced vertex buffer to prevent accessing different
- // indexes on each vertex. We do the instance indexing manually by incrementing the
- // start address of the vertex buffer.
- glVertexBindingDivisor(index, 1);
- } else {
- // Disable the vertex buffer instancing.
- glVertexBindingDivisor(index, 0);
- }
- }
- // Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
- // Enables the first 16 vertex attributes always, as we don't know which ones are actually used
- // until shader time. Note, Tegra technically supports 32, but we're capping this to 16 for now
- // to avoid OpenGL errors.
- // TODO(Subv): Analyze the shader to identify which attributes are actually used and don't
- // assume every shader uses them all.
- for (unsigned index = 0; index < 16; ++index) {
- auto& attrib = regs.vertex_attrib_format[index];
- // Ignore invalid attributes.
- if (!attrib.IsValid())
- continue;
- auto& buffer = regs.vertex_array[attrib.buffer];
- LOG_TRACE(HW_GPU, "vertex attrib {}, count={}, size={}, type={}, offset={}, normalize={}",
- index, attrib.ComponentCount(), attrib.SizeString(), attrib.TypeString(),
- attrib.offset.Value(), attrib.IsNormalized());
- ASSERT(buffer.IsEnabled());
- glEnableVertexAttribArray(index);
- if (attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::SignedInt ||
- attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::UnsignedInt) {
- glVertexAttribIFormat(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
- attrib.offset);
- } else {
- glVertexAttribFormat(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
- attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
- }
- glVertexAttribBinding(index, attrib.buffer);
- }
- return {array_ptr, buffer_offset};
- }
- static GLShader::ProgramCode GetShaderProgramCode(Maxwell::ShaderProgram program) {
- auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
- // Fetch program code from memory
- GLShader::ProgramCode program_code(GLShader::MAX_PROGRAM_CODE_LENGTH);
- auto& shader_config = gpu.regs.shader_config[static_cast<size_t>(program)];
- const u64 gpu_address{gpu.regs.code_address.CodeAddress() + shader_config.offset};
- const boost::optional<VAddr> cpu_address{gpu.memory_manager.GpuToCpuAddress(gpu_address)};
- Memory::ReadBlock(*cpu_address, program_code.data(), program_code.size() * sizeof(u64));
- return program_code;
- }
- std::pair<u8*, GLintptr> RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
- auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
- // Next available bindpoints to use when uploading the const buffers and textures to the GLSL
- // shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
- u32 current_constbuffer_bindpoint = Tegra::Engines::Maxwell3D::Regs::MaxShaderStage;
- u32 current_texture_bindpoint = 0;
- for (size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
- auto& shader_config = gpu.regs.shader_config[index];
- const Maxwell::ShaderProgram program{static_cast<Maxwell::ShaderProgram>(index)};
- // Skip stages that are not enabled
- if (!gpu.regs.IsShaderConfigEnabled(index)) {
- continue;
- }
- std::tie(buffer_ptr, buffer_offset) =
- AlignBuffer(buffer_ptr, buffer_offset, static_cast<size_t>(uniform_buffer_alignment));
- const size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5
- GLShader::MaxwellUniformData ubo{};
- ubo.SetFromRegs(gpu.state.shader_stages[stage]);
- std::memcpy(buffer_ptr, &ubo, sizeof(ubo));
- // Bind the buffer
- glBindBufferRange(GL_UNIFORM_BUFFER, stage, stream_buffer.GetHandle(), buffer_offset,
- sizeof(ubo));
- buffer_ptr += sizeof(ubo);
- buffer_offset += sizeof(ubo);
- GLShader::ShaderSetup setup{GetShaderProgramCode(program)};
- GLShader::ShaderEntries shader_resources;
- switch (program) {
- case Maxwell::ShaderProgram::VertexA: {
- // VertexB is always enabled, so when VertexA is enabled, we have two vertex shaders.
- // Conventional HW does not support this, so we combine VertexA and VertexB into one
- // stage here.
- setup.SetProgramB(GetShaderProgramCode(Maxwell::ShaderProgram::VertexB));
- GLShader::MaxwellVSConfig vs_config{setup};
- shader_resources =
- shader_program_manager->UseProgrammableVertexShader(vs_config, setup);
- break;
- }
- case Maxwell::ShaderProgram::VertexB: {
- GLShader::MaxwellVSConfig vs_config{setup};
- shader_resources =
- shader_program_manager->UseProgrammableVertexShader(vs_config, setup);
- break;
- }
- case Maxwell::ShaderProgram::Fragment: {
- GLShader::MaxwellFSConfig fs_config{setup};
- shader_resources =
- shader_program_manager->UseProgrammableFragmentShader(fs_config, setup);
- break;
- }
- default:
- LOG_CRITICAL(HW_GPU, "Unimplemented shader index={}, enable={}, offset=0x{:08X}", index,
- shader_config.enable.Value(), shader_config.offset);
- UNREACHABLE();
- }
- GLuint gl_stage_program = shader_program_manager->GetCurrentProgramStage(
- static_cast<Maxwell::ShaderStage>(stage));
- // Configure the const buffers for this shader stage.
- std::tie(buffer_ptr, buffer_offset, current_constbuffer_bindpoint) = SetupConstBuffers(
- buffer_ptr, buffer_offset, static_cast<Maxwell::ShaderStage>(stage), gl_stage_program,
- current_constbuffer_bindpoint, shader_resources.const_buffer_entries);
- // Configure the textures for this shader stage.
- current_texture_bindpoint =
- SetupTextures(static_cast<Maxwell::ShaderStage>(stage), gl_stage_program,
- current_texture_bindpoint, shader_resources.texture_samplers);
- // When VertexA is enabled, we have dual vertex shaders
- if (program == Maxwell::ShaderProgram::VertexA) {
- // VertexB was combined with VertexA, so we skip the VertexB iteration
- index++;
- }
- }
- shader_program_manager->UseTrivialGeometryShader();
- return {buffer_ptr, buffer_offset};
- }
- size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- size_t size = 0;
- for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
- if (!regs.vertex_array[index].IsEnabled())
- continue;
- const Tegra::GPUVAddr start = regs.vertex_array[index].StartAddress();
- const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
- ASSERT(end > start);
- size += end - start + 1;
- }
- return size;
- }
- bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
- accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
- DrawArrays();
- return true;
- }
- std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb,
- bool using_depth_fb,
- bool preserve_contents) {
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- if (regs.rt[0].format == Tegra::RenderTargetFormat::NONE) {
- LOG_ERROR(HW_GPU, "RenderTargetFormat is not configured");
- using_color_fb = false;
- }
- const bool has_stencil = regs.stencil_enable;
- const bool write_color_fb =
- state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
- state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
- const bool write_depth_fb =
- (state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
- (has_stencil && (state.stencil.front.write_mask || state.stencil.back.write_mask));
- Surface color_surface;
- Surface depth_surface;
- MathUtil::Rectangle<u32> surfaces_rect;
- std::tie(color_surface, depth_surface, surfaces_rect) =
- res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, preserve_contents);
- const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
- const MathUtil::Rectangle<u32> draw_rect{
- static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.left,
- surfaces_rect.left, surfaces_rect.right)), // Left
- static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.top,
- surfaces_rect.bottom, surfaces_rect.top)), // Top
- static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.right,
- surfaces_rect.left, surfaces_rect.right)), // Right
- static_cast<u32>(
- std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.bottom,
- surfaces_rect.bottom, surfaces_rect.top))}; // Bottom
- // Bind the framebuffer surfaces
- BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
- SyncViewport(surfaces_rect);
- // Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
- // scissor test to prevent drawing outside of the framebuffer region
- state.scissor.enabled = true;
- state.scissor.x = draw_rect.left;
- state.scissor.y = draw_rect.bottom;
- state.scissor.width = draw_rect.GetWidth();
- state.scissor.height = draw_rect.GetHeight();
- state.Apply();
- // Only return the surface to be marked as dirty if writing to it is enabled.
- return std::make_pair(write_color_fb ? color_surface : nullptr,
- write_depth_fb ? depth_surface : nullptr);
- }
- void RasterizerOpenGL::Clear() {
- const auto prev_state{state};
- SCOPE_EXIT({ prev_state.Apply(); });
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- bool use_color_fb = false;
- bool use_depth_fb = false;
- OpenGLState clear_state;
- clear_state.draw.draw_framebuffer = state.draw.draw_framebuffer;
- clear_state.color_mask.red_enabled = regs.clear_buffers.R ? GL_TRUE : GL_FALSE;
- clear_state.color_mask.green_enabled = regs.clear_buffers.G ? GL_TRUE : GL_FALSE;
- clear_state.color_mask.blue_enabled = regs.clear_buffers.B ? GL_TRUE : GL_FALSE;
- clear_state.color_mask.alpha_enabled = regs.clear_buffers.A ? GL_TRUE : GL_FALSE;
- GLbitfield clear_mask{};
- if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
- regs.clear_buffers.A) {
- if (regs.clear_buffers.RT == 0) {
- // We only support clearing the first color attachment for now
- clear_mask |= GL_COLOR_BUFFER_BIT;
- use_color_fb = true;
- } else {
- // TODO(subv): Add support for the other color attachments
- LOG_CRITICAL(HW_GPU, "Clear unimplemented for RT {}", regs.clear_buffers.RT);
- }
- }
- if (regs.clear_buffers.Z) {
- ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!");
- use_depth_fb = true;
- clear_mask |= GL_DEPTH_BUFFER_BIT;
- // Always enable the depth write when clearing the depth buffer. The depth write mask is
- // ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to true.
- clear_state.depth.test_enabled = true;
- clear_state.depth.test_func = GL_ALWAYS;
- }
- if (regs.clear_buffers.S) {
- ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
- use_depth_fb = true;
- clear_mask |= GL_STENCIL_BUFFER_BIT;
- clear_state.stencil.test_enabled = true;
- }
- if (!use_color_fb && !use_depth_fb) {
- // No color surface nor depth/stencil surface are enabled
- return;
- }
- if (clear_mask == 0) {
- // No clear mask is enabled
- return;
- }
- ScopeAcquireGLContext acquire_context{emu_window};
- auto [dirty_color_surface, dirty_depth_surface] =
- ConfigureFramebuffers(use_color_fb, use_depth_fb, false);
- clear_state.Apply();
- glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
- regs.clear_color[3]);
- glClearDepth(regs.clear_depth);
- glClearStencil(regs.clear_stencil);
- glClear(clear_mask);
- // Mark framebuffer surfaces as dirty
- if (Settings::values.use_accurate_framebuffers) {
- if (dirty_color_surface != nullptr) {
- res_cache.FlushSurface(dirty_color_surface);
- }
- if (dirty_depth_surface != nullptr) {
- res_cache.FlushSurface(dirty_depth_surface);
- }
- }
- }
- std::pair<u8*, GLintptr> RasterizerOpenGL::AlignBuffer(u8* buffer_ptr, GLintptr buffer_offset,
- size_t alignment) {
- // Align the offset, not the mapped pointer
- GLintptr offset_aligned =
- static_cast<GLintptr>(Common::AlignUp(static_cast<size_t>(buffer_offset), alignment));
- return {buffer_ptr + (offset_aligned - buffer_offset), offset_aligned};
- }
- std::tuple<u8*, GLintptr, GLintptr> RasterizerOpenGL::UploadMemory(u8* buffer_ptr,
- GLintptr buffer_offset,
- Tegra::GPUVAddr gpu_addr,
- size_t size, size_t alignment) {
- std::tie(buffer_ptr, buffer_offset) = AlignBuffer(buffer_ptr, buffer_offset, alignment);
- GLintptr uploaded_offset = buffer_offset;
- const auto& memory_manager = Core::System::GetInstance().GPU().memory_manager;
- const boost::optional<VAddr> cpu_addr{memory_manager->GpuToCpuAddress(gpu_addr)};
- Memory::ReadBlock(*cpu_addr, buffer_ptr, size);
- buffer_ptr += size;
- buffer_offset += size;
- return {buffer_ptr, buffer_offset, uploaded_offset};
- }
- void RasterizerOpenGL::DrawArrays() {
- if (accelerate_draw == AccelDraw::Disabled)
- return;
- MICROPROFILE_SCOPE(OpenGL_Drawing);
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- ScopeAcquireGLContext acquire_context{emu_window};
- auto [dirty_color_surface, dirty_depth_surface] =
- ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0, true);
- SyncDepthTestState();
- SyncStencilTestState();
- SyncBlendState();
- SyncLogicOpState();
- SyncCullMode();
- // TODO(bunnei): Sync framebuffer_scale uniform here
- // TODO(bunnei): Sync scissorbox uniform(s) here
- // Draw the vertex batch
- const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
- const u64 index_buffer_size{regs.index_array.count * regs.index_array.FormatSizeInBytes()};
- const unsigned vertex_num{is_indexed ? regs.index_array.count : regs.vertex_buffer.count};
- state.draw.vertex_buffer = stream_buffer.GetHandle();
- state.Apply();
- size_t buffer_size = CalculateVertexArraysSize();
- if (is_indexed) {
- buffer_size = Common::AlignUp<size_t>(buffer_size, 4) + index_buffer_size;
- }
- // Uniform space for the 5 shader stages
- buffer_size =
- Common::AlignUp<size_t>(buffer_size, 4) +
- (sizeof(GLShader::MaxwellUniformData) + uniform_buffer_alignment) * Maxwell::MaxShaderStage;
- // Add space for at least 18 constant buffers
- buffer_size += Maxwell::MaxConstBuffers * (MaxConstbufferSize + uniform_buffer_alignment);
- u8* buffer_ptr;
- GLintptr buffer_offset;
- std::tie(buffer_ptr, buffer_offset, std::ignore) =
- stream_buffer.Map(static_cast<GLsizeiptr>(buffer_size), 4);
- u8* buffer_ptr_base = buffer_ptr;
- std::tie(buffer_ptr, buffer_offset) = SetupVertexArrays(buffer_ptr, buffer_offset);
- // If indexed mode, copy the index buffer
- GLintptr index_buffer_offset = 0;
- if (is_indexed) {
- std::tie(buffer_ptr, buffer_offset, index_buffer_offset) = UploadMemory(
- buffer_ptr, buffer_offset, regs.index_array.StartAddress(), index_buffer_size);
- }
- std::tie(buffer_ptr, buffer_offset) = SetupShaders(buffer_ptr, buffer_offset);
- stream_buffer.Unmap(buffer_ptr - buffer_ptr_base);
- shader_program_manager->ApplyTo(state);
- state.Apply();
- const GLenum primitive_mode{MaxwellToGL::PrimitiveTopology(regs.draw.topology)};
- if (is_indexed) {
- const GLint base_vertex{static_cast<GLint>(regs.vb_element_base)};
- // Adjust the index buffer offset so it points to the first desired index.
- index_buffer_offset += regs.index_array.first * regs.index_array.FormatSizeInBytes();
- glDrawElementsBaseVertex(primitive_mode, regs.index_array.count,
- MaxwellToGL::IndexFormat(regs.index_array.format),
- reinterpret_cast<const void*>(index_buffer_offset), base_vertex);
- } else {
- glDrawArrays(primitive_mode, regs.vertex_buffer.first, regs.vertex_buffer.count);
- }
- // Disable scissor test
- state.scissor.enabled = false;
- accelerate_draw = AccelDraw::Disabled;
- // Unbind textures for potential future use as framebuffer attachments
- for (auto& texture_unit : state.texture_units) {
- texture_unit.Unbind();
- }
- state.Apply();
- // Mark framebuffer surfaces as dirty
- if (Settings::values.use_accurate_framebuffers) {
- if (dirty_color_surface != nullptr) {
- res_cache.FlushSurface(dirty_color_surface);
- }
- if (dirty_depth_surface != nullptr) {
- res_cache.FlushSurface(dirty_depth_surface);
- }
- }
- }
- void RasterizerOpenGL::NotifyMaxwellRegisterChanged(u32 method) {}
- void RasterizerOpenGL::FlushAll() {
- MICROPROFILE_SCOPE(OpenGL_CacheManagement);
- res_cache.FlushRegion(0, Kernel::VMManager::MAX_ADDRESS);
- }
- void RasterizerOpenGL::FlushRegion(Tegra::GPUVAddr addr, u64 size) {
- MICROPROFILE_SCOPE(OpenGL_CacheManagement);
- res_cache.FlushRegion(addr, size);
- }
- void RasterizerOpenGL::InvalidateRegion(Tegra::GPUVAddr addr, u64 size) {
- MICROPROFILE_SCOPE(OpenGL_CacheManagement);
- res_cache.InvalidateRegion(addr, size);
- }
- void RasterizerOpenGL::FlushAndInvalidateRegion(Tegra::GPUVAddr addr, u64 size) {
- MICROPROFILE_SCOPE(OpenGL_CacheManagement);
- res_cache.FlushRegion(addr, size);
- res_cache.InvalidateRegion(addr, size);
- }
- bool RasterizerOpenGL::AccelerateDisplayTransfer(const void* config) {
- MICROPROFILE_SCOPE(OpenGL_Blits);
- UNREACHABLE();
- return true;
- }
- bool RasterizerOpenGL::AccelerateTextureCopy(const void* config) {
- UNREACHABLE();
- return true;
- }
- bool RasterizerOpenGL::AccelerateFill(const void* config) {
- UNREACHABLE();
- return true;
- }
- bool RasterizerOpenGL::AccelerateDisplay(const Tegra::FramebufferConfig& config,
- VAddr framebuffer_addr, u32 pixel_stride) {
- if (!framebuffer_addr) {
- return {};
- }
- MICROPROFILE_SCOPE(OpenGL_CacheManagement);
- const auto& surface{res_cache.TryFindFramebufferSurface(framebuffer_addr)};
- if (!surface) {
- return {};
- }
- // Verify that the cached surface is the same size and format as the requested framebuffer
- const auto& params{surface->GetSurfaceParams()};
- const auto& pixel_format{SurfaceParams::PixelFormatFromGPUPixelFormat(config.pixel_format)};
- ASSERT_MSG(params.width == config.width, "Framebuffer width is different");
- ASSERT_MSG(params.height == config.height, "Framebuffer height is different");
- ASSERT_MSG(params.pixel_format == pixel_format, "Framebuffer pixel_format is different");
- screen_info.display_texture = surface->Texture().handle;
- return true;
- }
- void RasterizerOpenGL::SamplerInfo::Create() {
- sampler.Create();
- mag_filter = min_filter = Tegra::Texture::TextureFilter::Linear;
- wrap_u = wrap_v = Tegra::Texture::WrapMode::Wrap;
- // default is GL_LINEAR_MIPMAP_LINEAR
- glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- // Other attributes have correct defaults
- }
- void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntry& config) {
- GLuint s = sampler.handle;
- if (mag_filter != config.mag_filter) {
- mag_filter = config.mag_filter;
- glSamplerParameteri(s, GL_TEXTURE_MAG_FILTER, MaxwellToGL::TextureFilterMode(mag_filter));
- }
- if (min_filter != config.min_filter) {
- min_filter = config.min_filter;
- glSamplerParameteri(s, GL_TEXTURE_MIN_FILTER, MaxwellToGL::TextureFilterMode(min_filter));
- }
- if (wrap_u != config.wrap_u) {
- wrap_u = config.wrap_u;
- glSamplerParameteri(s, GL_TEXTURE_WRAP_S, MaxwellToGL::WrapMode(wrap_u));
- }
- if (wrap_v != config.wrap_v) {
- wrap_v = config.wrap_v;
- glSamplerParameteri(s, GL_TEXTURE_WRAP_T, MaxwellToGL::WrapMode(wrap_v));
- }
- if (wrap_u == Tegra::Texture::WrapMode::Border || wrap_v == Tegra::Texture::WrapMode::Border) {
- const GLvec4 new_border_color = {{config.border_color_r, config.border_color_g,
- config.border_color_b, config.border_color_a}};
- if (border_color != new_border_color) {
- border_color = new_border_color;
- glSamplerParameterfv(s, GL_TEXTURE_BORDER_COLOR, border_color.data());
- }
- }
- }
- std::tuple<u8*, GLintptr, u32> RasterizerOpenGL::SetupConstBuffers(
- u8* buffer_ptr, GLintptr buffer_offset, Maxwell::ShaderStage stage, GLuint program,
- u32 current_bindpoint, const std::vector<GLShader::ConstBufferEntry>& entries) {
- const auto& gpu = Core::System::GetInstance().GPU();
- const auto& maxwell3d = gpu.Maxwell3D();
- // Upload only the enabled buffers from the 16 constbuffers of each shader stage
- const auto& shader_stage = maxwell3d.state.shader_stages[static_cast<size_t>(stage)];
- for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
- const auto& used_buffer = entries[bindpoint];
- const auto& buffer = shader_stage.const_buffers[used_buffer.GetIndex()];
- if (!buffer.enabled) {
- continue;
- }
- size_t size = 0;
- if (used_buffer.IsIndirect()) {
- // Buffer is accessed indirectly, so upload the entire thing
- size = buffer.size;
- if (size > MaxConstbufferSize) {
- LOG_CRITICAL(HW_GPU, "indirect constbuffer size {} exceeds maximum {}", size,
- MaxConstbufferSize);
- size = MaxConstbufferSize;
- }
- } else {
- // Buffer is accessed directly, upload just what we use
- size = used_buffer.GetSize() * sizeof(float);
- }
- // Align the actual size so it ends up being a multiple of vec4 to meet the OpenGL std140
- // UBO alignment requirements.
- size = Common::AlignUp(size, sizeof(GLvec4));
- ASSERT_MSG(size <= MaxConstbufferSize, "Constbuffer too big");
- GLintptr const_buffer_offset;
- std::tie(buffer_ptr, buffer_offset, const_buffer_offset) =
- UploadMemory(buffer_ptr, buffer_offset, buffer.address, size,
- static_cast<size_t>(uniform_buffer_alignment));
- glBindBufferRange(GL_UNIFORM_BUFFER, current_bindpoint + bindpoint,
- stream_buffer.GetHandle(), const_buffer_offset, size);
- // Now configure the bindpoint of the buffer inside the shader
- const std::string buffer_name = used_buffer.GetName();
- const GLuint index =
- glGetProgramResourceIndex(program, GL_UNIFORM_BLOCK, buffer_name.c_str());
- if (index != GL_INVALID_INDEX) {
- glUniformBlockBinding(program, index, current_bindpoint + bindpoint);
- }
- }
- state.Apply();
- return {buffer_ptr, buffer_offset, current_bindpoint + static_cast<u32>(entries.size())};
- }
- u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, GLuint program, u32 current_unit,
- const std::vector<GLShader::SamplerEntry>& entries) {
- const auto& gpu = Core::System::GetInstance().GPU();
- const auto& maxwell3d = gpu.Maxwell3D();
- ASSERT_MSG(current_unit + entries.size() <= std::size(state.texture_units),
- "Exceeded the number of active textures.");
- for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
- const auto& entry = entries[bindpoint];
- u32 current_bindpoint = current_unit + bindpoint;
- // Bind the uniform to the sampler.
- GLint uniform = glGetUniformLocation(program, entry.GetName().c_str());
- if (uniform == -1) {
- continue;
- }
- glProgramUniform1i(program, uniform, current_bindpoint);
- const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset());
- if (!texture.enabled) {
- state.texture_units[current_bindpoint].texture_2d = 0;
- continue;
- }
- texture_samplers[current_bindpoint].SyncWithConfig(texture.tsc);
- Surface surface = res_cache.GetTextureSurface(texture);
- if (surface != nullptr) {
- state.texture_units[current_bindpoint].texture_2d = surface->Texture().handle;
- state.texture_units[current_bindpoint].swizzle.r =
- MaxwellToGL::SwizzleSource(texture.tic.x_source);
- state.texture_units[current_bindpoint].swizzle.g =
- MaxwellToGL::SwizzleSource(texture.tic.y_source);
- state.texture_units[current_bindpoint].swizzle.b =
- MaxwellToGL::SwizzleSource(texture.tic.z_source);
- state.texture_units[current_bindpoint].swizzle.a =
- MaxwellToGL::SwizzleSource(texture.tic.w_source);
- } else {
- // Can occur when texture addr is null or its memory is unmapped/invalid
- state.texture_units[current_bindpoint].texture_2d = 0;
- }
- }
- state.Apply();
- return current_unit + static_cast<u32>(entries.size());
- }
- void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
- const Surface& depth_surface, bool has_stencil) {
- state.draw.draw_framebuffer = framebuffer.handle;
- state.Apply();
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
- color_surface != nullptr ? color_surface->Texture().handle : 0, 0);
- if (depth_surface != nullptr) {
- if (has_stencil) {
- // attach both depth and stencil
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
- depth_surface->Texture().handle, 0);
- } else {
- // attach depth
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
- depth_surface->Texture().handle, 0);
- // clear stencil attachment
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
- }
- } else {
- // clear both depth and stencil attachment
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
- 0);
- }
- }
- void RasterizerOpenGL::SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect) {
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
- state.viewport.x = static_cast<GLint>(surfaces_rect.left) + viewport_rect.left;
- state.viewport.y = static_cast<GLint>(surfaces_rect.bottom) + viewport_rect.bottom;
- state.viewport.width = static_cast<GLsizei>(viewport_rect.GetWidth());
- state.viewport.height = static_cast<GLsizei>(viewport_rect.GetHeight());
- }
- void RasterizerOpenGL::SyncClipEnabled() {
- UNREACHABLE();
- }
- void RasterizerOpenGL::SyncClipCoef() {
- UNREACHABLE();
- }
- void RasterizerOpenGL::SyncCullMode() {
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- state.cull.enabled = regs.cull.enabled != 0;
- if (state.cull.enabled) {
- state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face);
- state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face);
- const bool flip_triangles{regs.screen_y_control.triangle_rast_flip == 0 ||
- regs.viewport_transform[0].scale_y < 0.0f};
- // If the GPU is configured to flip the rasterized triangles, then we need to flip the
- // notion of front and back. Note: We flip the triangles when the value of the register is 0
- // because OpenGL already does it for us.
- if (flip_triangles) {
- if (state.cull.front_face == GL_CCW)
- state.cull.front_face = GL_CW;
- else if (state.cull.front_face == GL_CW)
- state.cull.front_face = GL_CCW;
- }
- }
- }
- void RasterizerOpenGL::SyncDepthScale() {
- UNREACHABLE();
- }
- void RasterizerOpenGL::SyncDepthOffset() {
- UNREACHABLE();
- }
- void RasterizerOpenGL::SyncDepthTestState() {
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- state.depth.test_enabled = regs.depth_test_enable != 0;
- state.depth.write_mask = regs.depth_write_enabled ? GL_TRUE : GL_FALSE;
- if (!state.depth.test_enabled)
- return;
- state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func);
- }
- void RasterizerOpenGL::SyncStencilTestState() {
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- state.stencil.test_enabled = regs.stencil_enable != 0;
- if (!regs.stencil_enable) {
- return;
- }
- // TODO(bunnei): Verify behavior when this is not set
- ASSERT(regs.stencil_two_side_enable);
- state.stencil.front.test_func = MaxwellToGL::ComparisonOp(regs.stencil_front_func_func);
- state.stencil.front.test_ref = regs.stencil_front_func_ref;
- state.stencil.front.test_mask = regs.stencil_front_func_mask;
- state.stencil.front.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_front_op_fail);
- state.stencil.front.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_front_op_zfail);
- state.stencil.front.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_front_op_zpass);
- state.stencil.front.write_mask = regs.stencil_front_mask;
- state.stencil.back.test_func = MaxwellToGL::ComparisonOp(regs.stencil_back_func_func);
- state.stencil.back.test_ref = regs.stencil_back_func_ref;
- state.stencil.back.test_mask = regs.stencil_back_func_mask;
- state.stencil.back.action_stencil_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_fail);
- state.stencil.back.action_depth_fail = MaxwellToGL::StencilOp(regs.stencil_back_op_zfail);
- state.stencil.back.action_depth_pass = MaxwellToGL::StencilOp(regs.stencil_back_op_zpass);
- state.stencil.back.write_mask = regs.stencil_back_mask;
- }
- void RasterizerOpenGL::SyncBlendState() {
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- // TODO(Subv): Support more than just render target 0.
- state.blend.enabled = regs.blend.enable[0] != 0;
- if (!state.blend.enabled)
- return;
- ASSERT_MSG(regs.logic_op.enable == 0,
- "Blending and logic op can't be enabled at the same time.");
- ASSERT_MSG(regs.independent_blend_enable == 1, "Only independent blending is implemented");
- ASSERT_MSG(!regs.independent_blend[0].separate_alpha, "Unimplemented");
- state.blend.rgb_equation = MaxwellToGL::BlendEquation(regs.independent_blend[0].equation_rgb);
- state.blend.src_rgb_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_source_rgb);
- state.blend.dst_rgb_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_dest_rgb);
- state.blend.a_equation = MaxwellToGL::BlendEquation(regs.independent_blend[0].equation_a);
- state.blend.src_a_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_source_a);
- state.blend.dst_a_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_dest_a);
- }
- void RasterizerOpenGL::SyncLogicOpState() {
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- // TODO(Subv): Support more than just render target 0.
- state.logic_op.enabled = regs.logic_op.enable != 0;
- if (!state.logic_op.enabled)
- return;
- ASSERT_MSG(regs.blend.enable[0] == 0,
- "Blending and logic op can't be enabled at the same time.");
- state.logic_op.operation = MaxwellToGL::LogicOp(regs.logic_op.operation);
- }
- } // namespace OpenGL
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