gl_rasterizer.cpp 32 KB

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  1. // Copyright 2015 Citra Emulator Project
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #include <algorithm>
  5. #include <memory>
  6. #include <string>
  7. #include <tuple>
  8. #include <utility>
  9. #include <glad/glad.h>
  10. #include "common/alignment.h"
  11. #include "common/assert.h"
  12. #include "common/logging/log.h"
  13. #include "common/math_util.h"
  14. #include "common/microprofile.h"
  15. #include "common/scope_exit.h"
  16. #include "core/core.h"
  17. #include "core/hle/kernel/process.h"
  18. #include "core/settings.h"
  19. #include "video_core/engines/maxwell_3d.h"
  20. #include "video_core/renderer_opengl/gl_rasterizer.h"
  21. #include "video_core/renderer_opengl/gl_shader_gen.h"
  22. #include "video_core/renderer_opengl/maxwell_to_gl.h"
  23. #include "video_core/renderer_opengl/renderer_opengl.h"
  24. using Maxwell = Tegra::Engines::Maxwell3D::Regs;
  25. using PixelFormat = SurfaceParams::PixelFormat;
  26. using SurfaceType = SurfaceParams::SurfaceType;
  27. MICROPROFILE_DEFINE(OpenGL_VAO, "OpenGL", "Vertex Array Setup", MP_RGB(128, 128, 192));
  28. MICROPROFILE_DEFINE(OpenGL_VS, "OpenGL", "Vertex Shader Setup", MP_RGB(128, 128, 192));
  29. MICROPROFILE_DEFINE(OpenGL_FS, "OpenGL", "Fragment Shader Setup", MP_RGB(128, 128, 192));
  30. MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
  31. MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
  32. MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
  33. RasterizerOpenGL::RasterizerOpenGL() {
  34. has_ARB_buffer_storage = false;
  35. has_ARB_direct_state_access = false;
  36. has_ARB_separate_shader_objects = false;
  37. has_ARB_vertex_attrib_binding = false;
  38. // Create sampler objects
  39. for (size_t i = 0; i < texture_samplers.size(); ++i) {
  40. texture_samplers[i].Create();
  41. state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
  42. }
  43. // Create SSBOs
  44. for (size_t stage = 0; stage < ssbos.size(); ++stage) {
  45. for (size_t buffer = 0; buffer < ssbos[stage].size(); ++buffer) {
  46. ssbos[stage][buffer].Create();
  47. state.draw.const_buffers[stage][buffer].ssbo = ssbos[stage][buffer].handle;
  48. }
  49. }
  50. GLint ext_num;
  51. glGetIntegerv(GL_NUM_EXTENSIONS, &ext_num);
  52. for (GLint i = 0; i < ext_num; i++) {
  53. std::string extension{reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, i))};
  54. if (extension == "GL_ARB_buffer_storage") {
  55. has_ARB_buffer_storage = true;
  56. } else if (extension == "GL_ARB_direct_state_access") {
  57. has_ARB_direct_state_access = true;
  58. } else if (extension == "GL_ARB_separate_shader_objects") {
  59. has_ARB_separate_shader_objects = true;
  60. } else if (extension == "GL_ARB_vertex_attrib_binding") {
  61. has_ARB_vertex_attrib_binding = true;
  62. }
  63. }
  64. ASSERT_MSG(has_ARB_separate_shader_objects, "has_ARB_separate_shader_objects is unsupported");
  65. // Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
  66. state.clip_distance[0] = true;
  67. // Generate VAO and UBO
  68. sw_vao.Create();
  69. uniform_buffer.Create();
  70. state.draw.vertex_array = sw_vao.handle;
  71. state.draw.uniform_buffer = uniform_buffer.handle;
  72. state.Apply();
  73. // Create render framebuffer
  74. framebuffer.Create();
  75. hw_vao.Create();
  76. stream_buffer = OGLStreamBuffer::MakeBuffer(has_ARB_buffer_storage, GL_ARRAY_BUFFER);
  77. stream_buffer->Create(STREAM_BUFFER_SIZE, STREAM_BUFFER_SIZE / 2);
  78. state.draw.vertex_buffer = stream_buffer->GetHandle();
  79. shader_program_manager = std::make_unique<GLShader::ProgramManager>();
  80. state.draw.shader_program = 0;
  81. state.draw.vertex_array = hw_vao.handle;
  82. state.Apply();
  83. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer->GetHandle());
  84. for (unsigned index = 0; index < uniform_buffers.size(); ++index) {
  85. auto& buffer = uniform_buffers[index];
  86. buffer.Create();
  87. glBindBuffer(GL_UNIFORM_BUFFER, buffer.handle);
  88. glBufferData(GL_UNIFORM_BUFFER, sizeof(GLShader::MaxwellUniformData), nullptr,
  89. GL_STREAM_COPY);
  90. glBindBufferBase(GL_UNIFORM_BUFFER, index, buffer.handle);
  91. }
  92. accelerate_draw = AccelDraw::Disabled;
  93. glEnable(GL_BLEND);
  94. LOG_CRITICAL(Render_OpenGL, "Sync fixed function OpenGL state here!");
  95. }
  96. RasterizerOpenGL::~RasterizerOpenGL() {
  97. if (stream_buffer != nullptr) {
  98. state.draw.vertex_buffer = stream_buffer->GetHandle();
  99. state.Apply();
  100. stream_buffer->Release();
  101. }
  102. }
  103. std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
  104. GLintptr buffer_offset) {
  105. MICROPROFILE_SCOPE(OpenGL_VAO);
  106. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  107. const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager;
  108. state.draw.vertex_array = hw_vao.handle;
  109. state.draw.vertex_buffer = stream_buffer->GetHandle();
  110. state.Apply();
  111. // Upload all guest vertex arrays sequentially to our buffer
  112. for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
  113. const auto& vertex_array = regs.vertex_array[index];
  114. if (!vertex_array.IsEnabled())
  115. continue;
  116. const Tegra::GPUVAddr start = vertex_array.StartAddress();
  117. const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
  118. ASSERT(end > start);
  119. u64 size = end - start + 1;
  120. // Copy vertex array data
  121. Memory::ReadBlock(*memory_manager->GpuToCpuAddress(start), array_ptr, size);
  122. // Bind the vertex array to the buffer at the current offset.
  123. glBindVertexBuffer(index, stream_buffer->GetHandle(), buffer_offset, vertex_array.stride);
  124. ASSERT_MSG(vertex_array.divisor == 0, "Vertex buffer divisor unimplemented");
  125. array_ptr += size;
  126. buffer_offset += size;
  127. }
  128. // Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
  129. // Enables the first 16 vertex attributes always, as we don't know which ones are actually used
  130. // until shader time. Note, Tegra technically supports 32, but we're capping this to 16 for now
  131. // to avoid OpenGL errors.
  132. // TODO(Subv): Analyze the shader to identify which attributes are actually used and don't
  133. // assume every shader uses them all.
  134. for (unsigned index = 0; index < 16; ++index) {
  135. auto& attrib = regs.vertex_attrib_format[index];
  136. LOG_DEBUG(HW_GPU, "vertex attrib {}, count={}, size={}, type={}, offset={}, normalize={}",
  137. index, attrib.ComponentCount(), attrib.SizeString(), attrib.TypeString(),
  138. attrib.offset.Value(), attrib.IsNormalized());
  139. auto& buffer = regs.vertex_array[attrib.buffer];
  140. ASSERT(buffer.IsEnabled());
  141. glEnableVertexAttribArray(index);
  142. glVertexAttribFormat(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
  143. attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
  144. glVertexAttribBinding(index, attrib.buffer);
  145. }
  146. return {array_ptr, buffer_offset};
  147. }
  148. void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
  149. // Helper function for uploading uniform data
  150. const auto copy_buffer = [&](GLuint handle, GLintptr offset, GLsizeiptr size) {
  151. if (has_ARB_direct_state_access) {
  152. glCopyNamedBufferSubData(stream_buffer->GetHandle(), handle, offset, 0, size);
  153. } else {
  154. glBindBuffer(GL_COPY_WRITE_BUFFER, handle);
  155. glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, offset, 0, size);
  156. }
  157. };
  158. auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
  159. ASSERT_MSG(!gpu.regs.shader_config[0].enable, "VertexA is unsupported!");
  160. // Next available bindpoints to use when uploading the const buffers and textures to the GLSL
  161. // shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
  162. u32 current_constbuffer_bindpoint = uniform_buffers.size();
  163. u32 current_texture_bindpoint = 0;
  164. for (unsigned index = 1; index < Maxwell::MaxShaderProgram; ++index) {
  165. auto& shader_config = gpu.regs.shader_config[index];
  166. const Maxwell::ShaderProgram program{static_cast<Maxwell::ShaderProgram>(index)};
  167. const auto& stage = index - 1; // Stage indices are 0 - 5
  168. const bool is_enabled = gpu.IsShaderStageEnabled(static_cast<Maxwell::ShaderStage>(stage));
  169. // Skip stages that are not enabled
  170. if (!is_enabled) {
  171. continue;
  172. }
  173. GLShader::MaxwellUniformData ubo{};
  174. ubo.SetFromRegs(gpu.state.shader_stages[stage]);
  175. std::memcpy(buffer_ptr, &ubo, sizeof(ubo));
  176. // Flush the buffer so that the GPU can see the data we just wrote.
  177. glFlushMappedBufferRange(GL_ARRAY_BUFFER, buffer_offset, sizeof(ubo));
  178. // Upload uniform data as one UBO per stage
  179. const GLintptr ubo_offset = buffer_offset;
  180. copy_buffer(uniform_buffers[stage].handle, ubo_offset,
  181. sizeof(GLShader::MaxwellUniformData));
  182. buffer_ptr += sizeof(GLShader::MaxwellUniformData);
  183. buffer_offset += sizeof(GLShader::MaxwellUniformData);
  184. // Fetch program code from memory
  185. GLShader::ProgramCode program_code;
  186. const u64 gpu_address{gpu.regs.code_address.CodeAddress() + shader_config.offset};
  187. const boost::optional<VAddr> cpu_address{gpu.memory_manager.GpuToCpuAddress(gpu_address)};
  188. Memory::ReadBlock(*cpu_address, program_code.data(), program_code.size() * sizeof(u64));
  189. GLShader::ShaderSetup setup{std::move(program_code)};
  190. GLShader::ShaderEntries shader_resources;
  191. switch (program) {
  192. case Maxwell::ShaderProgram::VertexB: {
  193. GLShader::MaxwellVSConfig vs_config{setup};
  194. shader_resources =
  195. shader_program_manager->UseProgrammableVertexShader(vs_config, setup);
  196. break;
  197. }
  198. case Maxwell::ShaderProgram::Fragment: {
  199. GLShader::MaxwellFSConfig fs_config{setup};
  200. shader_resources =
  201. shader_program_manager->UseProgrammableFragmentShader(fs_config, setup);
  202. break;
  203. }
  204. default:
  205. LOG_CRITICAL(HW_GPU, "Unimplemented shader index={}, enable={}, offset=0x{:08X}", index,
  206. shader_config.enable.Value(), shader_config.offset);
  207. UNREACHABLE();
  208. }
  209. GLuint gl_stage_program = shader_program_manager->GetCurrentProgramStage(
  210. static_cast<Maxwell::ShaderStage>(stage));
  211. // Configure the const buffers for this shader stage.
  212. current_constbuffer_bindpoint =
  213. SetupConstBuffers(static_cast<Maxwell::ShaderStage>(stage), gl_stage_program,
  214. current_constbuffer_bindpoint, shader_resources.const_buffer_entries);
  215. // Configure the textures for this shader stage.
  216. current_texture_bindpoint =
  217. SetupTextures(static_cast<Maxwell::ShaderStage>(stage), gl_stage_program,
  218. current_texture_bindpoint, shader_resources.texture_samplers);
  219. }
  220. shader_program_manager->UseTrivialGeometryShader();
  221. }
  222. size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
  223. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  224. size_t size = 0;
  225. for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
  226. if (!regs.vertex_array[index].IsEnabled())
  227. continue;
  228. const Tegra::GPUVAddr start = regs.vertex_array[index].StartAddress();
  229. const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
  230. ASSERT(end > start);
  231. size += end - start + 1;
  232. }
  233. return size;
  234. }
  235. bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
  236. accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
  237. DrawArrays();
  238. return true;
  239. }
  240. std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb,
  241. bool using_depth_fb) {
  242. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  243. // Sync the depth test state before configuring the framebuffer surfaces.
  244. SyncDepthTestState();
  245. // TODO(bunnei): Implement this
  246. const bool has_stencil = false;
  247. const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
  248. const bool write_color_fb =
  249. state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
  250. state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
  251. const bool write_depth_fb =
  252. (state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
  253. (has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0);
  254. Surface color_surface;
  255. Surface depth_surface;
  256. MathUtil::Rectangle<u32> surfaces_rect;
  257. std::tie(color_surface, depth_surface, surfaces_rect) =
  258. res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, viewport_rect);
  259. MathUtil::Rectangle<u32> draw_rect{
  260. static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.left,
  261. surfaces_rect.left, surfaces_rect.right)), // Left
  262. static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.top,
  263. surfaces_rect.bottom, surfaces_rect.top)), // Top
  264. static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.right,
  265. surfaces_rect.left, surfaces_rect.right)), // Right
  266. static_cast<u32>(
  267. std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.bottom,
  268. surfaces_rect.bottom, surfaces_rect.top))}; // Bottom
  269. // Bind the framebuffer surfaces
  270. BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
  271. SyncViewport(surfaces_rect);
  272. // Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
  273. // scissor test to prevent drawing outside of the framebuffer region
  274. state.scissor.enabled = true;
  275. state.scissor.x = draw_rect.left;
  276. state.scissor.y = draw_rect.bottom;
  277. state.scissor.width = draw_rect.GetWidth();
  278. state.scissor.height = draw_rect.GetHeight();
  279. state.Apply();
  280. // Only return the surface to be marked as dirty if writing to it is enabled.
  281. return std::make_pair(write_color_fb ? color_surface : nullptr,
  282. write_depth_fb ? depth_surface : nullptr);
  283. }
  284. void RasterizerOpenGL::Clear() {
  285. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  286. bool use_color_fb = false;
  287. bool use_depth_fb = false;
  288. GLbitfield clear_mask = 0;
  289. if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
  290. regs.clear_buffers.A) {
  291. clear_mask |= GL_COLOR_BUFFER_BIT;
  292. use_color_fb = true;
  293. }
  294. if (regs.clear_buffers.Z) {
  295. clear_mask |= GL_DEPTH_BUFFER_BIT;
  296. use_depth_fb = true;
  297. }
  298. if (clear_mask == 0)
  299. return;
  300. auto [dirty_color_surface, dirty_depth_surface] =
  301. ConfigureFramebuffers(use_color_fb, use_depth_fb);
  302. // TODO(Subv): Support clearing only partial colors.
  303. glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
  304. regs.clear_color[3]);
  305. glClearDepth(regs.clear_depth);
  306. glClear(clear_mask);
  307. // Mark framebuffer surfaces as dirty
  308. if (dirty_color_surface != nullptr) {
  309. res_cache.MarkSurfaceAsDirty(dirty_color_surface);
  310. }
  311. if (dirty_depth_surface != nullptr) {
  312. res_cache.MarkSurfaceAsDirty(dirty_depth_surface);
  313. }
  314. }
  315. void RasterizerOpenGL::DrawArrays() {
  316. if (accelerate_draw == AccelDraw::Disabled)
  317. return;
  318. MICROPROFILE_SCOPE(OpenGL_Drawing);
  319. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  320. auto [dirty_color_surface, dirty_depth_surface] =
  321. ConfigureFramebuffers(true, regs.zeta.Address() != 0);
  322. SyncBlendState();
  323. SyncCullMode();
  324. // TODO(bunnei): Sync framebuffer_scale uniform here
  325. // TODO(bunnei): Sync scissorbox uniform(s) here
  326. // Draw the vertex batch
  327. const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
  328. const u64 index_buffer_size{regs.index_array.count * regs.index_array.FormatSizeInBytes()};
  329. const unsigned vertex_num{is_indexed ? regs.index_array.count : regs.vertex_buffer.count};
  330. state.draw.vertex_buffer = stream_buffer->GetHandle();
  331. state.Apply();
  332. size_t buffer_size = CalculateVertexArraysSize();
  333. if (is_indexed) {
  334. buffer_size = Common::AlignUp<size_t>(buffer_size, 4) + index_buffer_size;
  335. }
  336. // Uniform space for the 5 shader stages
  337. buffer_size = Common::AlignUp<size_t>(buffer_size, 4) +
  338. sizeof(GLShader::MaxwellUniformData) * Maxwell::MaxShaderStage;
  339. u8* buffer_ptr;
  340. GLintptr buffer_offset;
  341. std::tie(buffer_ptr, buffer_offset) =
  342. stream_buffer->Map(static_cast<GLsizeiptr>(buffer_size), 4);
  343. u8* offseted_buffer;
  344. std::tie(offseted_buffer, buffer_offset) = SetupVertexArrays(buffer_ptr, buffer_offset);
  345. offseted_buffer =
  346. reinterpret_cast<u8*>(Common::AlignUp(reinterpret_cast<size_t>(offseted_buffer), 4));
  347. buffer_offset = Common::AlignUp<size_t>(buffer_offset, 4);
  348. // If indexed mode, copy the index buffer
  349. GLintptr index_buffer_offset = 0;
  350. if (is_indexed) {
  351. const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager;
  352. const boost::optional<VAddr> index_data_addr{
  353. memory_manager->GpuToCpuAddress(regs.index_array.StartAddress())};
  354. Memory::ReadBlock(*index_data_addr, offseted_buffer, index_buffer_size);
  355. index_buffer_offset = buffer_offset;
  356. offseted_buffer += index_buffer_size;
  357. buffer_offset += index_buffer_size;
  358. }
  359. offseted_buffer =
  360. reinterpret_cast<u8*>(Common::AlignUp(reinterpret_cast<size_t>(offseted_buffer), 4));
  361. buffer_offset = Common::AlignUp<size_t>(buffer_offset, 4);
  362. SetupShaders(offseted_buffer, buffer_offset);
  363. stream_buffer->Unmap();
  364. shader_program_manager->ApplyTo(state);
  365. state.Apply();
  366. const GLenum primitive_mode{MaxwellToGL::PrimitiveTopology(regs.draw.topology)};
  367. if (is_indexed) {
  368. const GLint base_vertex{static_cast<GLint>(regs.vb_element_base)};
  369. // Adjust the index buffer offset so it points to the first desired index.
  370. index_buffer_offset += regs.index_array.first * regs.index_array.FormatSizeInBytes();
  371. glDrawElementsBaseVertex(primitive_mode, regs.index_array.count,
  372. MaxwellToGL::IndexFormat(regs.index_array.format),
  373. reinterpret_cast<const void*>(index_buffer_offset), base_vertex);
  374. } else {
  375. glDrawArrays(primitive_mode, regs.vertex_buffer.first, regs.vertex_buffer.count);
  376. }
  377. // Disable scissor test
  378. state.scissor.enabled = false;
  379. accelerate_draw = AccelDraw::Disabled;
  380. // Unbind textures for potential future use as framebuffer attachments
  381. for (auto& texture_unit : state.texture_units) {
  382. texture_unit.Unbind();
  383. }
  384. state.Apply();
  385. // Mark framebuffer surfaces as dirty
  386. if (dirty_color_surface != nullptr) {
  387. res_cache.MarkSurfaceAsDirty(dirty_color_surface);
  388. }
  389. if (dirty_depth_surface != nullptr) {
  390. res_cache.MarkSurfaceAsDirty(dirty_depth_surface);
  391. }
  392. }
  393. void RasterizerOpenGL::NotifyMaxwellRegisterChanged(u32 method) {}
  394. void RasterizerOpenGL::FlushAll() {
  395. MICROPROFILE_SCOPE(OpenGL_CacheManagement);
  396. res_cache.FlushRegion(0, Kernel::VMManager::MAX_ADDRESS);
  397. }
  398. void RasterizerOpenGL::FlushRegion(Tegra::GPUVAddr addr, u64 size) {
  399. MICROPROFILE_SCOPE(OpenGL_CacheManagement);
  400. res_cache.FlushRegion(addr, size);
  401. }
  402. void RasterizerOpenGL::InvalidateRegion(Tegra::GPUVAddr addr, u64 size) {
  403. MICROPROFILE_SCOPE(OpenGL_CacheManagement);
  404. res_cache.InvalidateRegion(addr, size);
  405. }
  406. void RasterizerOpenGL::FlushAndInvalidateRegion(Tegra::GPUVAddr addr, u64 size) {
  407. MICROPROFILE_SCOPE(OpenGL_CacheManagement);
  408. res_cache.FlushRegion(addr, size);
  409. res_cache.InvalidateRegion(addr, size);
  410. }
  411. bool RasterizerOpenGL::AccelerateDisplayTransfer(const void* config) {
  412. MICROPROFILE_SCOPE(OpenGL_Blits);
  413. UNREACHABLE();
  414. return true;
  415. }
  416. bool RasterizerOpenGL::AccelerateTextureCopy(const void* config) {
  417. UNREACHABLE();
  418. return true;
  419. }
  420. bool RasterizerOpenGL::AccelerateFill(const void* config) {
  421. UNREACHABLE();
  422. return true;
  423. }
  424. bool RasterizerOpenGL::AccelerateDisplay(const Tegra::FramebufferConfig& config,
  425. VAddr framebuffer_addr, u32 pixel_stride,
  426. ScreenInfo& screen_info) {
  427. if (!framebuffer_addr) {
  428. return {};
  429. }
  430. MICROPROFILE_SCOPE(OpenGL_CacheManagement);
  431. const auto& surface{res_cache.TryFindFramebufferSurface(framebuffer_addr)};
  432. if (!surface) {
  433. return {};
  434. }
  435. // Verify that the cached surface is the same size and format as the requested framebuffer
  436. const auto& params{surface->GetSurfaceParams()};
  437. const auto& pixel_format{SurfaceParams::PixelFormatFromGPUPixelFormat(config.pixel_format)};
  438. ASSERT_MSG(params.width == config.width, "Framebuffer width is different");
  439. ASSERT_MSG(params.height == config.height, "Framebuffer height is different");
  440. ASSERT_MSG(params.pixel_format == pixel_format, "Framebuffer pixel_format is different");
  441. screen_info.display_texture = surface->Texture().handle;
  442. return true;
  443. }
  444. void RasterizerOpenGL::SamplerInfo::Create() {
  445. sampler.Create();
  446. mag_filter = min_filter = Tegra::Texture::TextureFilter::Linear;
  447. wrap_u = wrap_v = Tegra::Texture::WrapMode::Wrap;
  448. border_color_r = border_color_g = border_color_b = border_color_a = 0;
  449. // default is GL_LINEAR_MIPMAP_LINEAR
  450. glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  451. // Other attributes have correct defaults
  452. }
  453. void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntry& config) {
  454. GLuint s = sampler.handle;
  455. if (mag_filter != config.mag_filter) {
  456. mag_filter = config.mag_filter;
  457. glSamplerParameteri(s, GL_TEXTURE_MAG_FILTER, MaxwellToGL::TextureFilterMode(mag_filter));
  458. }
  459. if (min_filter != config.min_filter) {
  460. min_filter = config.min_filter;
  461. glSamplerParameteri(s, GL_TEXTURE_MIN_FILTER, MaxwellToGL::TextureFilterMode(min_filter));
  462. }
  463. if (wrap_u != config.wrap_u) {
  464. wrap_u = config.wrap_u;
  465. glSamplerParameteri(s, GL_TEXTURE_WRAP_S, MaxwellToGL::WrapMode(wrap_u));
  466. }
  467. if (wrap_v != config.wrap_v) {
  468. wrap_v = config.wrap_v;
  469. glSamplerParameteri(s, GL_TEXTURE_WRAP_T, MaxwellToGL::WrapMode(wrap_v));
  470. }
  471. if (wrap_u == Tegra::Texture::WrapMode::Border || wrap_v == Tegra::Texture::WrapMode::Border) {
  472. // TODO(Subv): Implement border color
  473. ASSERT(false);
  474. }
  475. }
  476. u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, GLuint program,
  477. u32 current_bindpoint,
  478. const std::vector<GLShader::ConstBufferEntry>& entries) {
  479. auto& gpu = Core::System::GetInstance().GPU();
  480. auto& maxwell3d = gpu.Get3DEngine();
  481. ASSERT_MSG(maxwell3d.IsShaderStageEnabled(stage),
  482. "Attempted to upload constbuffer of disabled shader stage");
  483. // Reset all buffer draw state for this stage.
  484. for (auto& buffer : state.draw.const_buffers[static_cast<size_t>(stage)]) {
  485. buffer.bindpoint = 0;
  486. buffer.enabled = false;
  487. }
  488. // Upload only the enabled buffers from the 16 constbuffers of each shader stage
  489. auto& shader_stage = maxwell3d.state.shader_stages[static_cast<size_t>(stage)];
  490. for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
  491. const auto& used_buffer = entries[bindpoint];
  492. const auto& buffer = shader_stage.const_buffers[used_buffer.GetIndex()];
  493. auto& buffer_draw_state =
  494. state.draw.const_buffers[static_cast<size_t>(stage)][used_buffer.GetIndex()];
  495. ASSERT_MSG(buffer.enabled, "Attempted to upload disabled constbuffer");
  496. buffer_draw_state.enabled = true;
  497. buffer_draw_state.bindpoint = current_bindpoint + bindpoint;
  498. boost::optional<VAddr> addr = gpu.memory_manager->GpuToCpuAddress(buffer.address);
  499. size_t size = 0;
  500. if (used_buffer.IsIndirect()) {
  501. // Buffer is accessed indirectly, so upload the entire thing
  502. size = buffer.size * sizeof(float);
  503. if (size > MaxConstbufferSize) {
  504. LOG_ERROR(HW_GPU, "indirect constbuffer size {} exceeds maximum {}", size,
  505. MaxConstbufferSize);
  506. size = MaxConstbufferSize;
  507. }
  508. } else {
  509. // Buffer is accessed directly, upload just what we use
  510. size = used_buffer.GetSize() * sizeof(float);
  511. }
  512. // Align the actual size so it ends up being a multiple of vec4 to meet the OpenGL std140
  513. // UBO alignment requirements.
  514. size = Common::AlignUp(size, sizeof(GLvec4));
  515. ASSERT_MSG(size <= MaxConstbufferSize, "Constbuffer too big");
  516. std::vector<u8> data(size);
  517. Memory::ReadBlock(*addr, data.data(), data.size());
  518. glBindBuffer(GL_UNIFORM_BUFFER, buffer_draw_state.ssbo);
  519. glBufferData(GL_UNIFORM_BUFFER, data.size(), data.data(), GL_DYNAMIC_DRAW);
  520. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  521. // Now configure the bindpoint of the buffer inside the shader
  522. std::string buffer_name = used_buffer.GetName();
  523. GLuint index = glGetProgramResourceIndex(program, GL_UNIFORM_BLOCK, buffer_name.c_str());
  524. if (index != -1)
  525. glUniformBlockBinding(program, index, buffer_draw_state.bindpoint);
  526. }
  527. state.Apply();
  528. return current_bindpoint + static_cast<u32>(entries.size());
  529. }
  530. u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, GLuint program, u32 current_unit,
  531. const std::vector<GLShader::SamplerEntry>& entries) {
  532. auto& gpu = Core::System::GetInstance().GPU();
  533. auto& maxwell3d = gpu.Get3DEngine();
  534. ASSERT_MSG(maxwell3d.IsShaderStageEnabled(stage),
  535. "Attempted to upload textures of disabled shader stage");
  536. ASSERT_MSG(current_unit + entries.size() <= std::size(state.texture_units),
  537. "Exceeded the number of active textures.");
  538. for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
  539. const auto& entry = entries[bindpoint];
  540. u32 current_bindpoint = current_unit + bindpoint;
  541. // Bind the uniform to the sampler.
  542. GLint uniform = glGetUniformLocation(program, entry.GetName().c_str());
  543. ASSERT(uniform != -1);
  544. glProgramUniform1i(program, uniform, current_bindpoint);
  545. const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset());
  546. if (!texture.enabled) {
  547. state.texture_units[current_bindpoint].texture_2d = 0;
  548. continue;
  549. }
  550. texture_samplers[current_bindpoint].SyncWithConfig(texture.tsc);
  551. Surface surface = res_cache.GetTextureSurface(texture);
  552. if (surface != nullptr) {
  553. state.texture_units[current_bindpoint].texture_2d = surface->Texture().handle;
  554. state.texture_units[current_bindpoint].swizzle.r =
  555. MaxwellToGL::SwizzleSource(texture.tic.x_source);
  556. state.texture_units[current_bindpoint].swizzle.g =
  557. MaxwellToGL::SwizzleSource(texture.tic.y_source);
  558. state.texture_units[current_bindpoint].swizzle.b =
  559. MaxwellToGL::SwizzleSource(texture.tic.z_source);
  560. state.texture_units[current_bindpoint].swizzle.a =
  561. MaxwellToGL::SwizzleSource(texture.tic.w_source);
  562. } else {
  563. // Can occur when texture addr is null or its memory is unmapped/invalid
  564. state.texture_units[current_bindpoint].texture_2d = 0;
  565. }
  566. }
  567. state.Apply();
  568. return current_unit + static_cast<u32>(entries.size());
  569. }
  570. void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
  571. const Surface& depth_surface, bool has_stencil) {
  572. state.draw.draw_framebuffer = framebuffer.handle;
  573. state.Apply();
  574. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
  575. color_surface != nullptr ? color_surface->Texture().handle : 0, 0);
  576. if (depth_surface != nullptr) {
  577. if (has_stencil) {
  578. // attach both depth and stencil
  579. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
  580. depth_surface->Texture().handle, 0);
  581. } else {
  582. // attach depth
  583. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
  584. depth_surface->Texture().handle, 0);
  585. // clear stencil attachment
  586. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
  587. }
  588. } else {
  589. // clear both depth and stencil attachment
  590. glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
  591. 0);
  592. }
  593. }
  594. void RasterizerOpenGL::SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect) {
  595. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  596. const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
  597. state.viewport.x = static_cast<GLint>(surfaces_rect.left) + viewport_rect.left;
  598. state.viewport.y = static_cast<GLint>(surfaces_rect.bottom) + viewport_rect.bottom;
  599. state.viewport.width = static_cast<GLsizei>(viewport_rect.GetWidth());
  600. state.viewport.height = static_cast<GLsizei>(viewport_rect.GetHeight());
  601. }
  602. void RasterizerOpenGL::SyncClipEnabled() {
  603. UNREACHABLE();
  604. }
  605. void RasterizerOpenGL::SyncClipCoef() {
  606. UNREACHABLE();
  607. }
  608. void RasterizerOpenGL::SyncCullMode() {
  609. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  610. state.cull.enabled = regs.cull.enabled != 0;
  611. if (state.cull.enabled) {
  612. state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face);
  613. state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face);
  614. // If the GPU is configured to flip the rasterized triangles, then we need to flip the
  615. // notion of front and back. Note: We flip the triangles when the value of the register is 0
  616. // because OpenGL already does it for us.
  617. if (regs.screen_y_control.triangle_rast_flip == 0) {
  618. if (state.cull.front_face == GL_CCW)
  619. state.cull.front_face = GL_CW;
  620. else if (state.cull.front_face == GL_CW)
  621. state.cull.front_face = GL_CCW;
  622. }
  623. }
  624. }
  625. void RasterizerOpenGL::SyncDepthScale() {
  626. UNREACHABLE();
  627. }
  628. void RasterizerOpenGL::SyncDepthOffset() {
  629. UNREACHABLE();
  630. }
  631. void RasterizerOpenGL::SyncDepthTestState() {
  632. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  633. state.depth.test_enabled = regs.depth_test_enable != 0;
  634. state.depth.write_mask = regs.depth_write_enabled ? GL_TRUE : GL_FALSE;
  635. if (!state.depth.test_enabled)
  636. return;
  637. state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func);
  638. }
  639. void RasterizerOpenGL::SyncBlendState() {
  640. const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
  641. // TODO(Subv): Support more than just render target 0.
  642. state.blend.enabled = regs.blend.enable[0] != 0;
  643. if (!state.blend.enabled)
  644. return;
  645. ASSERT_MSG(regs.independent_blend_enable == 1, "Only independent blending is implemented");
  646. ASSERT_MSG(!regs.independent_blend[0].separate_alpha, "Unimplemented");
  647. state.blend.rgb_equation = MaxwellToGL::BlendEquation(regs.independent_blend[0].equation_rgb);
  648. state.blend.src_rgb_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_source_rgb);
  649. state.blend.dst_rgb_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_dest_rgb);
  650. state.blend.a_equation = MaxwellToGL::BlendEquation(regs.independent_blend[0].equation_a);
  651. state.blend.src_a_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_source_a);
  652. state.blend.dst_a_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_dest_a);
  653. }