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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 <array>
- #include <bitset>
- #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/hle/kernel/process.h"
- #include "core/memory.h"
- #include "core/settings.h"
- #include "video_core/engines/kepler_compute.h"
- #include "video_core/engines/maxwell_3d.h"
- #include "video_core/engines/shader_type.h"
- #include "video_core/memory_manager.h"
- #include "video_core/renderer_opengl/gl_rasterizer.h"
- #include "video_core/renderer_opengl/gl_shader_cache.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"
- namespace OpenGL {
- using Maxwell = Tegra::Engines::Maxwell3D::Regs;
- using VideoCore::Surface::PixelFormat;
- using VideoCore::Surface::SurfaceTarget;
- using VideoCore::Surface::SurfaceType;
- MICROPROFILE_DEFINE(OpenGL_VAO, "OpenGL", "Vertex Format Setup", MP_RGB(128, 128, 192));
- MICROPROFILE_DEFINE(OpenGL_VB, "OpenGL", "Vertex Buffer Setup", MP_RGB(128, 128, 192));
- MICROPROFILE_DEFINE(OpenGL_Shader, "OpenGL", "Shader Setup", MP_RGB(128, 128, 192));
- MICROPROFILE_DEFINE(OpenGL_UBO, "OpenGL", "Const Buffer Setup", MP_RGB(128, 128, 192));
- MICROPROFILE_DEFINE(OpenGL_Index, "OpenGL", "Index Buffer Setup", MP_RGB(128, 128, 192));
- MICROPROFILE_DEFINE(OpenGL_Texture, "OpenGL", "Texture Setup", MP_RGB(128, 128, 192));
- MICROPROFILE_DEFINE(OpenGL_Framebuffer, "OpenGL", "Framebuffer 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(128, 128, 192));
- MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
- MICROPROFILE_DEFINE(OpenGL_PrimitiveAssembly, "OpenGL", "Prim Asmbl", MP_RGB(255, 100, 100));
- namespace {
- template <typename Engine, typename Entry>
- Tegra::Texture::FullTextureInfo GetTextureInfo(const Engine& engine, const Entry& entry,
- Tegra::Engines::ShaderType shader_type) {
- if (entry.IsBindless()) {
- const Tegra::Texture::TextureHandle tex_handle =
- engine.AccessConstBuffer32(shader_type, entry.GetBuffer(), entry.GetOffset());
- return engine.GetTextureInfo(tex_handle);
- }
- if constexpr (std::is_same_v<Engine, Tegra::Engines::Maxwell3D>) {
- return engine.GetStageTexture(shader_type, entry.GetOffset());
- } else {
- return engine.GetTexture(entry.GetOffset());
- }
- }
- std::size_t GetConstBufferSize(const Tegra::Engines::ConstBufferInfo& buffer,
- const GLShader::ConstBufferEntry& entry) {
- if (!entry.IsIndirect()) {
- return entry.GetSize();
- }
- if (buffer.size > Maxwell::MaxConstBufferSize) {
- LOG_WARNING(Render_OpenGL, "Indirect constbuffer size {} exceeds maximum {}", buffer.size,
- Maxwell::MaxConstBufferSize);
- return Maxwell::MaxConstBufferSize;
- }
- return buffer.size;
- }
- } // Anonymous namespace
- RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWindow& emu_window,
- ScreenInfo& info)
- : RasterizerAccelerated{system.Memory()}, texture_cache{system, *this, device},
- shader_cache{*this, system, emu_window, device}, system{system}, screen_info{info},
- buffer_cache{*this, system, device, STREAM_BUFFER_SIZE} {
- shader_program_manager = std::make_unique<GLShader::ProgramManager>();
- state.draw.shader_program = 0;
- state.Apply();
- LOG_DEBUG(Render_OpenGL, "Sync fixed function OpenGL state here");
- CheckExtensions();
- }
- RasterizerOpenGL::~RasterizerOpenGL() {}
- void RasterizerOpenGL::CheckExtensions() {
- if (!GLAD_GL_ARB_texture_filter_anisotropic && !GLAD_GL_EXT_texture_filter_anisotropic) {
- LOG_WARNING(
- Render_OpenGL,
- "Anisotropic filter is not supported! This can cause graphical issues in some games.");
- }
- }
- GLuint RasterizerOpenGL::SetupVertexFormat() {
- auto& gpu = system.GPU().Maxwell3D();
- const auto& regs = gpu.regs;
- if (!gpu.dirty.vertex_attrib_format) {
- return state.draw.vertex_array;
- }
- gpu.dirty.vertex_attrib_format = false;
- MICROPROFILE_SCOPE(OpenGL_VAO);
- auto [iter, is_cache_miss] = vertex_array_cache.try_emplace(regs.vertex_attrib_format);
- auto& vao_entry = iter->second;
- if (is_cache_miss) {
- vao_entry.Create();
- const GLuint vao = vao_entry.handle;
- // Eventhough we are using DSA to create this vertex array, there is a bug on Intel's blob
- // that fails to properly create the vertex array if it's not bound even after creating it
- // with glCreateVertexArrays
- state.draw.vertex_array = vao;
- state.ApplyVertexArrayState();
- // 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 (u32 index = 0; index < 16; ++index) {
- const auto& attrib = regs.vertex_attrib_format[index];
- // Ignore invalid attributes.
- if (!attrib.IsValid())
- continue;
- const auto& buffer = regs.vertex_array[attrib.buffer];
- LOG_TRACE(Render_OpenGL,
- "vertex attrib {}, count={}, size={}, type={}, offset={}, normalize={}",
- index, attrib.ComponentCount(), attrib.SizeString(), attrib.TypeString(),
- attrib.offset.Value(), attrib.IsNormalized());
- ASSERT(buffer.IsEnabled());
- glEnableVertexArrayAttrib(vao, index);
- if (attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::SignedInt ||
- attrib.type ==
- Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::UnsignedInt) {
- glVertexArrayAttribIFormat(vao, index, attrib.ComponentCount(),
- MaxwellToGL::VertexType(attrib), attrib.offset);
- } else {
- glVertexArrayAttribFormat(
- vao, index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
- attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
- }
- glVertexArrayAttribBinding(vao, index, attrib.buffer);
- }
- }
- // Rebinding the VAO invalidates the vertex buffer bindings.
- gpu.dirty.ResetVertexArrays();
- state.draw.vertex_array = vao_entry.handle;
- return vao_entry.handle;
- }
- void RasterizerOpenGL::SetupVertexBuffer(GLuint vao) {
- auto& gpu = system.GPU().Maxwell3D();
- if (!gpu.dirty.vertex_array_buffers)
- return;
- gpu.dirty.vertex_array_buffers = false;
- const auto& regs = gpu.regs;
- MICROPROFILE_SCOPE(OpenGL_VB);
- // Upload all guest vertex arrays sequentially to our buffer
- for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
- if (!gpu.dirty.vertex_array[index])
- continue;
- gpu.dirty.vertex_array[index] = false;
- gpu.dirty.vertex_instance[index] = false;
- const auto& vertex_array = regs.vertex_array[index];
- if (!vertex_array.IsEnabled())
- continue;
- const GPUVAddr start = vertex_array.StartAddress();
- const GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
- ASSERT(end > start);
- const u64 size = end - start + 1;
- const auto [vertex_buffer, vertex_buffer_offset] = buffer_cache.UploadMemory(start, size);
- // Bind the vertex array to the buffer at the current offset.
- vertex_array_pushbuffer.SetVertexBuffer(index, vertex_buffer, vertex_buffer_offset,
- vertex_array.stride);
- if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) {
- // Enable vertex buffer instancing with the specified divisor.
- glVertexArrayBindingDivisor(vao, index, vertex_array.divisor);
- } else {
- // Disable the vertex buffer instancing.
- glVertexArrayBindingDivisor(vao, index, 0);
- }
- }
- }
- void RasterizerOpenGL::SetupVertexInstances(GLuint vao) {
- auto& gpu = system.GPU().Maxwell3D();
- if (!gpu.dirty.vertex_instances)
- return;
- gpu.dirty.vertex_instances = false;
- const auto& regs = gpu.regs;
- // Upload all guest vertex arrays sequentially to our buffer
- for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
- if (!gpu.dirty.vertex_instance[index])
- continue;
- gpu.dirty.vertex_instance[index] = false;
- if (regs.instanced_arrays.IsInstancingEnabled(index) &&
- regs.vertex_array[index].divisor != 0) {
- // Enable vertex buffer instancing with the specified divisor.
- glVertexArrayBindingDivisor(vao, index, regs.vertex_array[index].divisor);
- } else {
- // Disable the vertex buffer instancing.
- glVertexArrayBindingDivisor(vao, index, 0);
- }
- }
- }
- GLintptr RasterizerOpenGL::SetupIndexBuffer() {
- if (accelerate_draw != AccelDraw::Indexed) {
- return 0;
- }
- MICROPROFILE_SCOPE(OpenGL_Index);
- const auto& regs = system.GPU().Maxwell3D().regs;
- const std::size_t size = CalculateIndexBufferSize();
- const auto [buffer, offset] = buffer_cache.UploadMemory(regs.index_array.IndexStart(), size);
- vertex_array_pushbuffer.SetIndexBuffer(buffer);
- return offset;
- }
- void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
- MICROPROFILE_SCOPE(OpenGL_Shader);
- auto& gpu = system.GPU().Maxwell3D();
- std::array<bool, Maxwell::NumClipDistances> clip_distances{};
- for (std::size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
- const auto& shader_config = gpu.regs.shader_config[index];
- const auto program{static_cast<Maxwell::ShaderProgram>(index)};
- // Skip stages that are not enabled
- if (!gpu.regs.IsShaderConfigEnabled(index)) {
- switch (program) {
- case Maxwell::ShaderProgram::Geometry:
- shader_program_manager->UseTrivialGeometryShader();
- break;
- case Maxwell::ShaderProgram::Fragment:
- shader_program_manager->UseTrivialFragmentShader();
- break;
- default:
- break;
- }
- continue;
- }
- // Currently this stages are not supported in the OpenGL backend.
- // Todo(Blinkhawk): Port tesselation shaders from Vulkan to OpenGL
- if (program == Maxwell::ShaderProgram::TesselationControl) {
- continue;
- } else if (program == Maxwell::ShaderProgram::TesselationEval) {
- continue;
- }
- Shader shader{shader_cache.GetStageProgram(program)};
- // Stage indices are 0 - 5
- const std::size_t stage = index == 0 ? 0 : index - 1;
- SetupDrawConstBuffers(stage, shader);
- SetupDrawGlobalMemory(stage, shader);
- SetupDrawTextures(stage, shader);
- SetupDrawImages(stage, shader);
- const ProgramVariant variant(primitive_mode);
- const auto program_handle = shader->GetHandle(variant);
- switch (program) {
- case Maxwell::ShaderProgram::VertexA:
- case Maxwell::ShaderProgram::VertexB:
- shader_program_manager->UseProgrammableVertexShader(program_handle);
- break;
- case Maxwell::ShaderProgram::Geometry:
- shader_program_manager->UseProgrammableGeometryShader(program_handle);
- break;
- case Maxwell::ShaderProgram::Fragment:
- shader_program_manager->UseProgrammableFragmentShader(program_handle);
- break;
- default:
- UNIMPLEMENTED_MSG("Unimplemented shader index={}, enable={}, offset=0x{:08X}", index,
- shader_config.enable.Value(), shader_config.offset);
- }
- // Workaround for Intel drivers.
- // When a clip distance is enabled but not set in the shader it crops parts of the screen
- // (sometimes it's half the screen, sometimes three quarters). To avoid this, enable the
- // clip distances only when it's written by a shader stage.
- for (std::size_t i = 0; i < Maxwell::NumClipDistances; ++i) {
- clip_distances[i] = clip_distances[i] || shader->GetShaderEntries().clip_distances[i];
- }
- // 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;
- }
- }
- SyncClipEnabled(clip_distances);
- gpu.dirty.shaders = false;
- }
- std::size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
- const auto& regs = system.GPU().Maxwell3D().regs;
- std::size_t size = 0;
- for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
- if (!regs.vertex_array[index].IsEnabled())
- continue;
- const GPUVAddr start = regs.vertex_array[index].StartAddress();
- const GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
- ASSERT(end > start);
- size += end - start + 1;
- }
- return size;
- }
- std::size_t RasterizerOpenGL::CalculateIndexBufferSize() const {
- const auto& regs = system.GPU().Maxwell3D().regs;
- return static_cast<std::size_t>(regs.index_array.count) *
- static_cast<std::size_t>(regs.index_array.FormatSizeInBytes());
- }
- void RasterizerOpenGL::LoadDiskResources(const std::atomic_bool& stop_loading,
- const VideoCore::DiskResourceLoadCallback& callback) {
- shader_cache.LoadDiskCache(stop_loading, callback);
- }
- void RasterizerOpenGL::ConfigureFramebuffers() {
- MICROPROFILE_SCOPE(OpenGL_Framebuffer);
- auto& gpu = system.GPU().Maxwell3D();
- if (!gpu.dirty.render_settings) {
- return;
- }
- gpu.dirty.render_settings = false;
- texture_cache.GuardRenderTargets(true);
- View depth_surface = texture_cache.GetDepthBufferSurface(true);
- const auto& regs = gpu.regs;
- state.framebuffer_srgb.enabled = regs.framebuffer_srgb != 0;
- UNIMPLEMENTED_IF(regs.rt_separate_frag_data == 0);
- // Bind the framebuffer surfaces
- FramebufferCacheKey key;
- const auto colors_count = static_cast<std::size_t>(regs.rt_control.count);
- for (std::size_t index = 0; index < colors_count; ++index) {
- View color_surface{texture_cache.GetColorBufferSurface(index, true)};
- if (!color_surface) {
- continue;
- }
- // Assume that a surface will be written to if it is used as a framebuffer, even
- // if the shader doesn't actually write to it.
- texture_cache.MarkColorBufferInUse(index);
- key.SetAttachment(index, regs.rt_control.GetMap(index));
- key.colors[index] = std::move(color_surface);
- }
- if (depth_surface) {
- // Assume that a surface will be written to if it is used as a framebuffer, even if
- // the shader doesn't actually write to it.
- texture_cache.MarkDepthBufferInUse();
- key.zeta = std::move(depth_surface);
- }
- texture_cache.GuardRenderTargets(false);
- state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(key);
- SyncViewport(state);
- }
- void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, bool using_color_fb,
- bool using_depth_fb, bool using_stencil_fb) {
- using VideoCore::Surface::SurfaceType;
- auto& gpu = system.GPU().Maxwell3D();
- const auto& regs = gpu.regs;
- texture_cache.GuardRenderTargets(true);
- View color_surface;
- if (using_color_fb) {
- color_surface = texture_cache.GetColorBufferSurface(regs.clear_buffers.RT, false);
- }
- View depth_surface;
- if (using_depth_fb || using_stencil_fb) {
- depth_surface = texture_cache.GetDepthBufferSurface(false);
- }
- texture_cache.GuardRenderTargets(false);
- FramebufferCacheKey key;
- key.colors[0] = color_surface;
- key.zeta = depth_surface;
- current_state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(key);
- current_state.ApplyFramebufferState();
- }
- void RasterizerOpenGL::Clear() {
- const auto& maxwell3d = system.GPU().Maxwell3D();
- if (!maxwell3d.ShouldExecute()) {
- return;
- }
- const auto& regs = maxwell3d.regs;
- bool use_color{};
- bool use_depth{};
- bool use_stencil{};
- OpenGLState prev_state{OpenGLState::GetCurState()};
- SCOPE_EXIT({
- prev_state.AllDirty();
- prev_state.Apply();
- });
- OpenGLState clear_state{OpenGLState::GetCurState()};
- clear_state.SetDefaultViewports();
- if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
- regs.clear_buffers.A) {
- use_color = true;
- }
- if (use_color) {
- clear_state.color_mask[0].red_enabled = regs.clear_buffers.R ? GL_TRUE : GL_FALSE;
- clear_state.color_mask[0].green_enabled = regs.clear_buffers.G ? GL_TRUE : GL_FALSE;
- clear_state.color_mask[0].blue_enabled = regs.clear_buffers.B ? GL_TRUE : GL_FALSE;
- clear_state.color_mask[0].alpha_enabled = regs.clear_buffers.A ? GL_TRUE : GL_FALSE;
- }
- if (regs.clear_buffers.Z) {
- ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!");
- use_depth = true;
- // 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;
- clear_state.depth.write_mask = GL_TRUE;
- }
- if (regs.clear_buffers.S) {
- ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
- use_stencil = true;
- clear_state.stencil.test_enabled = true;
- if (regs.clear_flags.stencil) {
- // Stencil affects the clear so fill it with the used masks
- clear_state.stencil.front.test_func = GL_ALWAYS;
- clear_state.stencil.front.test_mask = regs.stencil_front_func_mask;
- clear_state.stencil.front.action_stencil_fail = GL_KEEP;
- clear_state.stencil.front.action_depth_fail = GL_KEEP;
- clear_state.stencil.front.action_depth_pass = GL_KEEP;
- clear_state.stencil.front.write_mask = regs.stencil_front_mask;
- if (regs.stencil_two_side_enable) {
- clear_state.stencil.back.test_func = GL_ALWAYS;
- clear_state.stencil.back.test_mask = regs.stencil_back_func_mask;
- clear_state.stencil.back.action_stencil_fail = GL_KEEP;
- clear_state.stencil.back.action_depth_fail = GL_KEEP;
- clear_state.stencil.back.action_depth_pass = GL_KEEP;
- clear_state.stencil.back.write_mask = regs.stencil_back_mask;
- } else {
- clear_state.stencil.back.test_func = GL_ALWAYS;
- clear_state.stencil.back.test_mask = 0xFFFFFFFF;
- clear_state.stencil.back.write_mask = 0xFFFFFFFF;
- clear_state.stencil.back.action_stencil_fail = GL_KEEP;
- clear_state.stencil.back.action_depth_fail = GL_KEEP;
- clear_state.stencil.back.action_depth_pass = GL_KEEP;
- }
- }
- }
- if (!use_color && !use_depth && !use_stencil) {
- // No color surface nor depth/stencil surface are enabled
- return;
- }
- ConfigureClearFramebuffer(clear_state, use_color, use_depth, use_stencil);
- SyncViewport(clear_state);
- SyncRasterizeEnable(clear_state);
- if (regs.clear_flags.scissor) {
- SyncScissorTest(clear_state);
- }
- if (regs.clear_flags.viewport) {
- clear_state.EmulateViewportWithScissor();
- }
- clear_state.AllDirty();
- clear_state.Apply();
- if (use_color) {
- glClearBufferfv(GL_COLOR, 0, regs.clear_color);
- }
- if (use_depth && use_stencil) {
- glClearBufferfi(GL_DEPTH_STENCIL, 0, regs.clear_depth, regs.clear_stencil);
- } else if (use_depth) {
- glClearBufferfv(GL_DEPTH, 0, ®s.clear_depth);
- } else if (use_stencil) {
- glClearBufferiv(GL_STENCIL, 0, ®s.clear_stencil);
- }
- }
- void RasterizerOpenGL::DrawPrelude() {
- auto& gpu = system.GPU().Maxwell3D();
- SyncRasterizeEnable(state);
- SyncColorMask();
- SyncFragmentColorClampState();
- SyncMultiSampleState();
- SyncDepthTestState();
- SyncStencilTestState();
- SyncBlendState();
- SyncLogicOpState();
- SyncCullMode();
- SyncPrimitiveRestart();
- SyncScissorTest(state);
- SyncTransformFeedback();
- SyncPointState();
- SyncPolygonOffset();
- SyncAlphaTest();
- buffer_cache.Acquire();
- // Draw the vertex batch
- const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
- std::size_t buffer_size = CalculateVertexArraysSize();
- // Add space for index buffer
- if (is_indexed) {
- buffer_size = Common::AlignUp(buffer_size, 4) + CalculateIndexBufferSize();
- }
- // Uniform space for the 5 shader stages
- buffer_size = Common::AlignUp<std::size_t>(buffer_size, 4) +
- (sizeof(GLShader::MaxwellUniformData) + device.GetUniformBufferAlignment()) *
- Maxwell::MaxShaderStage;
- // Add space for at least 18 constant buffers
- buffer_size += Maxwell::MaxConstBuffers *
- (Maxwell::MaxConstBufferSize + device.GetUniformBufferAlignment());
- // Prepare the vertex array.
- buffer_cache.Map(buffer_size);
- // Prepare vertex array format.
- const GLuint vao = SetupVertexFormat();
- vertex_array_pushbuffer.Setup(vao);
- // Upload vertex and index data.
- SetupVertexBuffer(vao);
- SetupVertexInstances(vao);
- index_buffer_offset = SetupIndexBuffer();
- // Prepare packed bindings.
- bind_ubo_pushbuffer.Setup();
- bind_ssbo_pushbuffer.Setup();
- // Setup emulation uniform buffer.
- GLShader::MaxwellUniformData ubo;
- ubo.SetFromRegs(gpu);
- const auto [buffer, offset] =
- buffer_cache.UploadHostMemory(&ubo, sizeof(ubo), device.GetUniformBufferAlignment());
- bind_ubo_pushbuffer.Push(EmulationUniformBlockBinding, buffer, offset,
- static_cast<GLsizeiptr>(sizeof(ubo)));
- // Setup shaders and their used resources.
- texture_cache.GuardSamplers(true);
- const auto primitive_mode = MaxwellToGL::PrimitiveTopology(gpu.regs.draw.topology);
- SetupShaders(primitive_mode);
- texture_cache.GuardSamplers(false);
- ConfigureFramebuffers();
- // Signal the buffer cache that we are not going to upload more things.
- const bool invalidate = buffer_cache.Unmap();
- // Now that we are no longer uploading data, we can safely bind the buffers to OpenGL.
- vertex_array_pushbuffer.Bind();
- bind_ubo_pushbuffer.Bind();
- bind_ssbo_pushbuffer.Bind();
- if (invalidate) {
- // As all cached buffers are invalidated, we need to recheck their state.
- gpu.dirty.ResetVertexArrays();
- }
- shader_program_manager->ApplyTo(state);
- state.Apply();
- if (texture_cache.TextureBarrier()) {
- glTextureBarrier();
- }
- }
- struct DrawParams {
- bool is_indexed{};
- bool is_instanced{};
- GLenum primitive_mode{};
- GLint count{};
- GLint base_vertex{};
- // Indexed settings
- GLenum index_format{};
- GLintptr index_buffer_offset{};
- // Instanced setting
- GLint num_instances{};
- GLint base_instance{};
- void DispatchDraw() {
- if (is_indexed) {
- const auto index_buffer_ptr = reinterpret_cast<const void*>(index_buffer_offset);
- if (is_instanced) {
- glDrawElementsInstancedBaseVertexBaseInstance(primitive_mode, count, index_format,
- index_buffer_ptr, num_instances,
- base_vertex, base_instance);
- } else {
- glDrawElementsBaseVertex(primitive_mode, count, index_format, index_buffer_ptr,
- base_vertex);
- }
- } else {
- if (is_instanced) {
- glDrawArraysInstancedBaseInstance(primitive_mode, base_vertex, count, num_instances,
- base_instance);
- } else {
- glDrawArrays(primitive_mode, base_vertex, count);
- }
- }
- }
- };
- bool RasterizerOpenGL::DrawBatch(bool is_indexed) {
- accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
- MICROPROFILE_SCOPE(OpenGL_Drawing);
- DrawPrelude();
- auto& maxwell3d = system.GPU().Maxwell3D();
- const auto& regs = maxwell3d.regs;
- const auto current_instance = maxwell3d.state.current_instance;
- DrawParams draw_call{};
- draw_call.is_indexed = is_indexed;
- draw_call.num_instances = static_cast<GLint>(1);
- draw_call.base_instance = static_cast<GLint>(current_instance);
- draw_call.is_instanced = current_instance > 0;
- draw_call.primitive_mode = MaxwellToGL::PrimitiveTopology(regs.draw.topology);
- if (draw_call.is_indexed) {
- draw_call.count = static_cast<GLint>(regs.index_array.count);
- draw_call.base_vertex = static_cast<GLint>(regs.vb_element_base);
- draw_call.index_format = MaxwellToGL::IndexFormat(regs.index_array.format);
- draw_call.index_buffer_offset = index_buffer_offset;
- } else {
- draw_call.count = static_cast<GLint>(regs.vertex_buffer.count);
- draw_call.base_vertex = static_cast<GLint>(regs.vertex_buffer.first);
- }
- draw_call.DispatchDraw();
- maxwell3d.dirty.memory_general = false;
- accelerate_draw = AccelDraw::Disabled;
- return true;
- }
- bool RasterizerOpenGL::DrawMultiBatch(bool is_indexed) {
- accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
- MICROPROFILE_SCOPE(OpenGL_Drawing);
- DrawPrelude();
- auto& maxwell3d = system.GPU().Maxwell3D();
- const auto& regs = maxwell3d.regs;
- const auto& draw_setup = maxwell3d.mme_draw;
- DrawParams draw_call{};
- draw_call.is_indexed = is_indexed;
- draw_call.num_instances = static_cast<GLint>(draw_setup.instance_count);
- draw_call.base_instance = static_cast<GLint>(regs.vb_base_instance);
- draw_call.is_instanced = draw_setup.instance_count > 1;
- draw_call.primitive_mode = MaxwellToGL::PrimitiveTopology(regs.draw.topology);
- if (draw_call.is_indexed) {
- draw_call.count = static_cast<GLint>(regs.index_array.count);
- draw_call.base_vertex = static_cast<GLint>(regs.vb_element_base);
- draw_call.index_format = MaxwellToGL::IndexFormat(regs.index_array.format);
- draw_call.index_buffer_offset = index_buffer_offset;
- } else {
- draw_call.count = static_cast<GLint>(regs.vertex_buffer.count);
- draw_call.base_vertex = static_cast<GLint>(regs.vertex_buffer.first);
- }
- draw_call.DispatchDraw();
- maxwell3d.dirty.memory_general = false;
- accelerate_draw = AccelDraw::Disabled;
- return true;
- }
- void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {
- if (device.HasBrokenCompute()) {
- return;
- }
- buffer_cache.Acquire();
- auto kernel = shader_cache.GetComputeKernel(code_addr);
- SetupComputeTextures(kernel);
- SetupComputeImages(kernel);
- const auto& launch_desc = system.GPU().KeplerCompute().launch_description;
- const ProgramVariant variant(launch_desc.block_dim_x, launch_desc.block_dim_y,
- launch_desc.block_dim_z, launch_desc.shared_alloc,
- launch_desc.local_pos_alloc);
- state.draw.shader_program = kernel->GetHandle(variant);
- state.draw.program_pipeline = 0;
- const std::size_t buffer_size =
- Tegra::Engines::KeplerCompute::NumConstBuffers *
- (Maxwell::MaxConstBufferSize + device.GetUniformBufferAlignment());
- buffer_cache.Map(buffer_size);
- bind_ubo_pushbuffer.Setup();
- bind_ssbo_pushbuffer.Setup();
- SetupComputeConstBuffers(kernel);
- SetupComputeGlobalMemory(kernel);
- buffer_cache.Unmap();
- bind_ubo_pushbuffer.Bind();
- bind_ssbo_pushbuffer.Bind();
- state.ApplyTextures();
- state.ApplyImages();
- state.ApplyShaderProgram();
- state.ApplyProgramPipeline();
- glDispatchCompute(launch_desc.grid_dim_x, launch_desc.grid_dim_y, launch_desc.grid_dim_z);
- }
- void RasterizerOpenGL::FlushAll() {}
- void RasterizerOpenGL::FlushRegion(CacheAddr addr, u64 size) {
- MICROPROFILE_SCOPE(OpenGL_CacheManagement);
- if (!addr || !size) {
- return;
- }
- texture_cache.FlushRegion(addr, size);
- buffer_cache.FlushRegion(addr, size);
- }
- void RasterizerOpenGL::InvalidateRegion(CacheAddr addr, u64 size) {
- MICROPROFILE_SCOPE(OpenGL_CacheManagement);
- if (!addr || !size) {
- return;
- }
- texture_cache.InvalidateRegion(addr, size);
- shader_cache.InvalidateRegion(addr, size);
- buffer_cache.InvalidateRegion(addr, size);
- }
- void RasterizerOpenGL::FlushAndInvalidateRegion(CacheAddr addr, u64 size) {
- if (Settings::values.use_accurate_gpu_emulation) {
- FlushRegion(addr, size);
- }
- InvalidateRegion(addr, size);
- }
- void RasterizerOpenGL::FlushCommands() {
- glFlush();
- }
- void RasterizerOpenGL::TickFrame() {
- buffer_cache.TickFrame();
- }
- bool RasterizerOpenGL::AccelerateSurfaceCopy(const Tegra::Engines::Fermi2D::Regs::Surface& src,
- const Tegra::Engines::Fermi2D::Regs::Surface& dst,
- const Tegra::Engines::Fermi2D::Config& copy_config) {
- MICROPROFILE_SCOPE(OpenGL_Blits);
- texture_cache.DoFermiCopy(src, dst, copy_config);
- 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{
- texture_cache.TryFindFramebufferSurface(system.Memory().GetPointer(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{
- VideoCore::Surface::PixelFormatFromGPUPixelFormat(config.pixel_format)};
- ASSERT_MSG(params.width == config.width, "Framebuffer width is different");
- ASSERT_MSG(params.height == config.height, "Framebuffer height is different");
- if (params.pixel_format != pixel_format) {
- LOG_DEBUG(Render_OpenGL, "Framebuffer pixel_format is different");
- }
- screen_info.display_texture = surface->GetTexture();
- screen_info.display_srgb = surface->GetSurfaceParams().srgb_conversion;
- return true;
- }
- void RasterizerOpenGL::SetupDrawConstBuffers(std::size_t stage_index, const Shader& shader) {
- MICROPROFILE_SCOPE(OpenGL_UBO);
- const auto& stages = system.GPU().Maxwell3D().state.shader_stages;
- const auto& shader_stage = stages[stage_index];
- u32 binding = device.GetBaseBindings(stage_index).uniform_buffer;
- for (const auto& entry : shader->GetShaderEntries().const_buffers) {
- const auto& buffer = shader_stage.const_buffers[entry.GetIndex()];
- SetupConstBuffer(binding++, buffer, entry);
- }
- }
- void RasterizerOpenGL::SetupComputeConstBuffers(const Shader& kernel) {
- MICROPROFILE_SCOPE(OpenGL_UBO);
- const auto& launch_desc = system.GPU().KeplerCompute().launch_description;
- u32 binding = 0;
- for (const auto& entry : kernel->GetShaderEntries().const_buffers) {
- const auto& config = launch_desc.const_buffer_config[entry.GetIndex()];
- const std::bitset<8> mask = launch_desc.const_buffer_enable_mask.Value();
- Tegra::Engines::ConstBufferInfo buffer;
- buffer.address = config.Address();
- buffer.size = config.size;
- buffer.enabled = mask[entry.GetIndex()];
- SetupConstBuffer(binding++, buffer, entry);
- }
- }
- void RasterizerOpenGL::SetupConstBuffer(u32 binding, const Tegra::Engines::ConstBufferInfo& buffer,
- const GLShader::ConstBufferEntry& entry) {
- if (!buffer.enabled) {
- // Set values to zero to unbind buffers
- bind_ubo_pushbuffer.Push(binding, buffer_cache.GetEmptyBuffer(sizeof(float)), 0,
- sizeof(float));
- return;
- }
- // Align the actual size so it ends up being a multiple of vec4 to meet the OpenGL std140
- // UBO alignment requirements.
- const std::size_t size = Common::AlignUp(GetConstBufferSize(buffer, entry), sizeof(GLvec4));
- const auto alignment = device.GetUniformBufferAlignment();
- const auto [cbuf, offset] = buffer_cache.UploadMemory(buffer.address, size, alignment, false,
- device.HasFastBufferSubData());
- bind_ubo_pushbuffer.Push(binding, cbuf, offset, size);
- }
- void RasterizerOpenGL::SetupDrawGlobalMemory(std::size_t stage_index, const Shader& shader) {
- auto& gpu{system.GPU()};
- auto& memory_manager{gpu.MemoryManager()};
- const auto cbufs{gpu.Maxwell3D().state.shader_stages[stage_index]};
- u32 binding = device.GetBaseBindings(stage_index).shader_storage_buffer;
- for (const auto& entry : shader->GetShaderEntries().global_memory_entries) {
- const auto addr{cbufs.const_buffers[entry.GetCbufIndex()].address + entry.GetCbufOffset()};
- const auto gpu_addr{memory_manager.Read<u64>(addr)};
- const auto size{memory_manager.Read<u32>(addr + 8)};
- SetupGlobalMemory(binding++, entry, gpu_addr, size);
- }
- }
- void RasterizerOpenGL::SetupComputeGlobalMemory(const Shader& kernel) {
- auto& gpu{system.GPU()};
- auto& memory_manager{gpu.MemoryManager()};
- const auto cbufs{gpu.KeplerCompute().launch_description.const_buffer_config};
- u32 binding = 0;
- for (const auto& entry : kernel->GetShaderEntries().global_memory_entries) {
- const auto addr{cbufs[entry.GetCbufIndex()].Address() + entry.GetCbufOffset()};
- const auto gpu_addr{memory_manager.Read<u64>(addr)};
- const auto size{memory_manager.Read<u32>(addr + 8)};
- SetupGlobalMemory(binding++, entry, gpu_addr, size);
- }
- }
- void RasterizerOpenGL::SetupGlobalMemory(u32 binding, const GLShader::GlobalMemoryEntry& entry,
- GPUVAddr gpu_addr, std::size_t size) {
- const auto alignment{device.GetShaderStorageBufferAlignment()};
- const auto [ssbo, buffer_offset] =
- buffer_cache.UploadMemory(gpu_addr, size, alignment, entry.IsWritten());
- bind_ssbo_pushbuffer.Push(binding, ssbo, buffer_offset, static_cast<GLsizeiptr>(size));
- }
- void RasterizerOpenGL::SetupDrawTextures(std::size_t stage_index, const Shader& shader) {
- MICROPROFILE_SCOPE(OpenGL_Texture);
- const auto& maxwell3d = system.GPU().Maxwell3D();
- u32 binding = device.GetBaseBindings(stage_index).sampler;
- for (const auto& entry : shader->GetShaderEntries().samplers) {
- const auto shader_type = static_cast<Tegra::Engines::ShaderType>(stage_index);
- const auto texture = GetTextureInfo(maxwell3d, entry, shader_type);
- SetupTexture(binding++, texture, entry);
- }
- }
- void RasterizerOpenGL::SetupComputeTextures(const Shader& kernel) {
- MICROPROFILE_SCOPE(OpenGL_Texture);
- const auto& compute = system.GPU().KeplerCompute();
- u32 binding = 0;
- for (const auto& entry : kernel->GetShaderEntries().samplers) {
- const auto texture = GetTextureInfo(compute, entry, Tegra::Engines::ShaderType::Compute);
- SetupTexture(binding++, texture, entry);
- }
- }
- void RasterizerOpenGL::SetupTexture(u32 binding, const Tegra::Texture::FullTextureInfo& texture,
- const GLShader::SamplerEntry& entry) {
- const auto view = texture_cache.GetTextureSurface(texture.tic, entry);
- if (!view) {
- // Can occur when texture addr is null or its memory is unmapped/invalid
- state.samplers[binding] = 0;
- state.textures[binding] = 0;
- return;
- }
- state.textures[binding] = view->GetTexture();
- if (view->GetSurfaceParams().IsBuffer()) {
- return;
- }
- state.samplers[binding] = sampler_cache.GetSampler(texture.tsc);
- // Apply swizzle to textures that are not buffers.
- view->ApplySwizzle(texture.tic.x_source, texture.tic.y_source, texture.tic.z_source,
- texture.tic.w_source);
- }
- void RasterizerOpenGL::SetupDrawImages(std::size_t stage_index, const Shader& shader) {
- const auto& maxwell3d = system.GPU().Maxwell3D();
- u32 binding = device.GetBaseBindings(stage_index).image;
- for (const auto& entry : shader->GetShaderEntries().images) {
- const auto shader_type = static_cast<Tegra::Engines::ShaderType>(stage_index);
- const auto tic = GetTextureInfo(maxwell3d, entry, shader_type).tic;
- SetupImage(binding++, tic, entry);
- }
- }
- void RasterizerOpenGL::SetupComputeImages(const Shader& shader) {
- const auto& compute = system.GPU().KeplerCompute();
- u32 binding = 0;
- for (const auto& entry : shader->GetShaderEntries().images) {
- const auto tic = GetTextureInfo(compute, entry, Tegra::Engines::ShaderType::Compute).tic;
- SetupImage(binding++, tic, entry);
- }
- }
- void RasterizerOpenGL::SetupImage(u32 binding, const Tegra::Texture::TICEntry& tic,
- const GLShader::ImageEntry& entry) {
- const auto view = texture_cache.GetImageSurface(tic, entry);
- if (!view) {
- state.images[binding] = 0;
- return;
- }
- if (!tic.IsBuffer()) {
- view->ApplySwizzle(tic.x_source, tic.y_source, tic.z_source, tic.w_source);
- }
- if (entry.IsWritten()) {
- view->MarkAsModified(texture_cache.Tick());
- }
- state.images[binding] = view->GetTexture();
- }
- void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) {
- const auto& regs = system.GPU().Maxwell3D().regs;
- const bool geometry_shaders_enabled =
- regs.IsShaderConfigEnabled(static_cast<size_t>(Maxwell::ShaderProgram::Geometry));
- const std::size_t viewport_count =
- geometry_shaders_enabled ? Tegra::Engines::Maxwell3D::Regs::NumViewports : 1;
- for (std::size_t i = 0; i < viewport_count; i++) {
- auto& viewport = current_state.viewports[i];
- const auto& src = regs.viewports[i];
- const Common::Rectangle<s32> viewport_rect{regs.viewport_transform[i].GetRect()};
- viewport.x = viewport_rect.left;
- viewport.y = viewport_rect.bottom;
- viewport.width = viewport_rect.GetWidth();
- viewport.height = viewport_rect.GetHeight();
- viewport.depth_range_far = src.depth_range_far;
- viewport.depth_range_near = src.depth_range_near;
- }
- state.depth_clamp.far_plane = regs.view_volume_clip_control.depth_clamp_far != 0;
- state.depth_clamp.near_plane = regs.view_volume_clip_control.depth_clamp_near != 0;
- bool flip_y = false;
- if (regs.viewport_transform[0].scale_y < 0.0) {
- flip_y = !flip_y;
- }
- if (regs.screen_y_control.y_negate != 0) {
- flip_y = !flip_y;
- }
- state.clip_control.origin = flip_y ? GL_UPPER_LEFT : GL_LOWER_LEFT;
- state.clip_control.depth_mode =
- regs.depth_mode == Tegra::Engines::Maxwell3D::Regs::DepthMode::ZeroToOne
- ? GL_ZERO_TO_ONE
- : GL_NEGATIVE_ONE_TO_ONE;
- }
- void RasterizerOpenGL::SyncClipEnabled(
- const std::array<bool, Maxwell::Regs::NumClipDistances>& clip_mask) {
- const auto& regs = system.GPU().Maxwell3D().regs;
- const std::array<bool, Maxwell::Regs::NumClipDistances> reg_state{
- regs.clip_distance_enabled.c0 != 0, regs.clip_distance_enabled.c1 != 0,
- regs.clip_distance_enabled.c2 != 0, regs.clip_distance_enabled.c3 != 0,
- regs.clip_distance_enabled.c4 != 0, regs.clip_distance_enabled.c5 != 0,
- regs.clip_distance_enabled.c6 != 0, regs.clip_distance_enabled.c7 != 0};
- for (std::size_t i = 0; i < Maxwell::Regs::NumClipDistances; ++i) {
- state.clip_distance[i] = reg_state[i] && clip_mask[i];
- }
- }
- void RasterizerOpenGL::SyncClipCoef() {
- UNIMPLEMENTED();
- }
- void RasterizerOpenGL::SyncCullMode() {
- const auto& regs = system.GPU().Maxwell3D().regs;
- state.cull.enabled = regs.cull.enabled != 0;
- if (state.cull.enabled) {
- state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face);
- }
- state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face);
- }
- void RasterizerOpenGL::SyncPrimitiveRestart() {
- const auto& regs = system.GPU().Maxwell3D().regs;
- state.primitive_restart.enabled = regs.primitive_restart.enabled;
- state.primitive_restart.index = regs.primitive_restart.index;
- }
- void RasterizerOpenGL::SyncDepthTestState() {
- const auto& regs = system.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() {
- auto& maxwell3d = system.GPU().Maxwell3D();
- if (!maxwell3d.dirty.stencil_test) {
- return;
- }
- maxwell3d.dirty.stencil_test = false;
- const auto& regs = maxwell3d.regs;
- state.stencil.test_enabled = regs.stencil_enable != 0;
- state.MarkDirtyStencilState();
- if (!regs.stencil_enable) {
- return;
- }
- 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;
- if (regs.stencil_two_side_enable) {
- 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;
- } else {
- state.stencil.back.test_func = GL_ALWAYS;
- state.stencil.back.test_ref = 0;
- state.stencil.back.test_mask = 0xFFFFFFFF;
- state.stencil.back.write_mask = 0xFFFFFFFF;
- state.stencil.back.action_stencil_fail = GL_KEEP;
- state.stencil.back.action_depth_fail = GL_KEEP;
- state.stencil.back.action_depth_pass = GL_KEEP;
- }
- }
- void RasterizerOpenGL::SyncRasterizeEnable(OpenGLState& current_state) {
- const auto& regs = system.GPU().Maxwell3D().regs;
- current_state.rasterizer_discard = regs.rasterize_enable == 0;
- }
- void RasterizerOpenGL::SyncColorMask() {
- auto& maxwell3d = system.GPU().Maxwell3D();
- if (!maxwell3d.dirty.color_mask) {
- return;
- }
- const auto& regs = maxwell3d.regs;
- const std::size_t count =
- regs.independent_blend_enable ? Tegra::Engines::Maxwell3D::Regs::NumRenderTargets : 1;
- for (std::size_t i = 0; i < count; i++) {
- const auto& source = regs.color_mask[regs.color_mask_common ? 0 : i];
- auto& dest = state.color_mask[i];
- dest.red_enabled = (source.R == 0) ? GL_FALSE : GL_TRUE;
- dest.green_enabled = (source.G == 0) ? GL_FALSE : GL_TRUE;
- dest.blue_enabled = (source.B == 0) ? GL_FALSE : GL_TRUE;
- dest.alpha_enabled = (source.A == 0) ? GL_FALSE : GL_TRUE;
- }
- state.MarkDirtyColorMask();
- maxwell3d.dirty.color_mask = false;
- }
- void RasterizerOpenGL::SyncMultiSampleState() {
- const auto& regs = system.GPU().Maxwell3D().regs;
- state.multisample_control.alpha_to_coverage = regs.multisample_control.alpha_to_coverage != 0;
- state.multisample_control.alpha_to_one = regs.multisample_control.alpha_to_one != 0;
- }
- void RasterizerOpenGL::SyncFragmentColorClampState() {
- const auto& regs = system.GPU().Maxwell3D().regs;
- state.fragment_color_clamp.enabled = regs.frag_color_clamp != 0;
- }
- void RasterizerOpenGL::SyncBlendState() {
- auto& maxwell3d = system.GPU().Maxwell3D();
- if (!maxwell3d.dirty.blend_state) {
- return;
- }
- const auto& regs = maxwell3d.regs;
- state.blend_color.red = regs.blend_color.r;
- state.blend_color.green = regs.blend_color.g;
- state.blend_color.blue = regs.blend_color.b;
- state.blend_color.alpha = regs.blend_color.a;
- state.independant_blend.enabled = regs.independent_blend_enable;
- if (!state.independant_blend.enabled) {
- auto& blend = state.blend[0];
- const auto& src = regs.blend;
- blend.enabled = src.enable[0] != 0;
- if (blend.enabled) {
- blend.rgb_equation = MaxwellToGL::BlendEquation(src.equation_rgb);
- blend.src_rgb_func = MaxwellToGL::BlendFunc(src.factor_source_rgb);
- blend.dst_rgb_func = MaxwellToGL::BlendFunc(src.factor_dest_rgb);
- blend.a_equation = MaxwellToGL::BlendEquation(src.equation_a);
- blend.src_a_func = MaxwellToGL::BlendFunc(src.factor_source_a);
- blend.dst_a_func = MaxwellToGL::BlendFunc(src.factor_dest_a);
- }
- for (std::size_t i = 1; i < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets; i++) {
- state.blend[i].enabled = false;
- }
- maxwell3d.dirty.blend_state = false;
- state.MarkDirtyBlendState();
- return;
- }
- for (std::size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets; i++) {
- auto& blend = state.blend[i];
- const auto& src = regs.independent_blend[i];
- blend.enabled = regs.blend.enable[i] != 0;
- if (!blend.enabled)
- continue;
- blend.rgb_equation = MaxwellToGL::BlendEquation(src.equation_rgb);
- blend.src_rgb_func = MaxwellToGL::BlendFunc(src.factor_source_rgb);
- blend.dst_rgb_func = MaxwellToGL::BlendFunc(src.factor_dest_rgb);
- blend.a_equation = MaxwellToGL::BlendEquation(src.equation_a);
- blend.src_a_func = MaxwellToGL::BlendFunc(src.factor_source_a);
- blend.dst_a_func = MaxwellToGL::BlendFunc(src.factor_dest_a);
- }
- state.MarkDirtyBlendState();
- maxwell3d.dirty.blend_state = false;
- }
- void RasterizerOpenGL::SyncLogicOpState() {
- const auto& regs = system.GPU().Maxwell3D().regs;
- 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);
- }
- void RasterizerOpenGL::SyncScissorTest(OpenGLState& current_state) {
- const auto& regs = system.GPU().Maxwell3D().regs;
- const bool geometry_shaders_enabled =
- regs.IsShaderConfigEnabled(static_cast<size_t>(Maxwell::ShaderProgram::Geometry));
- const std::size_t viewport_count =
- geometry_shaders_enabled ? Tegra::Engines::Maxwell3D::Regs::NumViewports : 1;
- for (std::size_t i = 0; i < viewport_count; i++) {
- const auto& src = regs.scissor_test[i];
- auto& dst = current_state.viewports[i].scissor;
- dst.enabled = (src.enable != 0);
- if (dst.enabled == 0) {
- return;
- }
- const u32 width = src.max_x - src.min_x;
- const u32 height = src.max_y - src.min_y;
- dst.x = src.min_x;
- dst.y = src.min_y;
- dst.width = width;
- dst.height = height;
- }
- }
- void RasterizerOpenGL::SyncTransformFeedback() {
- const auto& regs = system.GPU().Maxwell3D().regs;
- UNIMPLEMENTED_IF_MSG(regs.tfb_enabled != 0, "Transform feedbacks are not implemented");
- }
- void RasterizerOpenGL::SyncPointState() {
- const auto& regs = system.GPU().Maxwell3D().regs;
- // Limit the point size to 1 since nouveau sometimes sets a point size of 0 (and that's invalid
- // in OpenGL).
- state.point.program_control = regs.vp_point_size.enable != 0;
- state.point.size = std::max(1.0f, regs.point_size);
- }
- void RasterizerOpenGL::SyncPolygonOffset() {
- auto& maxwell3d = system.GPU().Maxwell3D();
- if (!maxwell3d.dirty.polygon_offset) {
- return;
- }
- const auto& regs = maxwell3d.regs;
- state.polygon_offset.fill_enable = regs.polygon_offset_fill_enable != 0;
- state.polygon_offset.line_enable = regs.polygon_offset_line_enable != 0;
- state.polygon_offset.point_enable = regs.polygon_offset_point_enable != 0;
- // Hardware divides polygon offset units by two
- state.polygon_offset.units = regs.polygon_offset_units / 2.0f;
- state.polygon_offset.factor = regs.polygon_offset_factor;
- state.polygon_offset.clamp = regs.polygon_offset_clamp;
- state.MarkDirtyPolygonOffset();
- maxwell3d.dirty.polygon_offset = false;
- }
- void RasterizerOpenGL::SyncAlphaTest() {
- const auto& regs = system.GPU().Maxwell3D().regs;
- UNIMPLEMENTED_IF_MSG(regs.alpha_test_enabled != 0 && regs.rt_control.count > 1,
- "Alpha Testing is enabled with more than one rendertarget");
- state.alpha_test.enabled = regs.alpha_test_enabled;
- if (!state.alpha_test.enabled) {
- return;
- }
- state.alpha_test.func = MaxwellToGL::ComparisonOp(regs.alpha_test_func);
- state.alpha_test.ref = regs.alpha_test_ref;
- }
- } // namespace OpenGL
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