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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 <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_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));
- struct DrawParameters {
- GLenum primitive_mode;
- GLsizei count;
- GLint current_instance;
- bool use_indexed;
- GLint vertex_first;
- GLenum index_format;
- GLint base_vertex;
- GLintptr index_buffer_offset;
- void DispatchDraw() const {
- if (use_indexed) {
- const auto index_buffer_ptr = reinterpret_cast<const void*>(index_buffer_offset);
- if (current_instance > 0) {
- glDrawElementsInstancedBaseVertexBaseInstance(primitive_mode, count, index_format,
- index_buffer_ptr, 1, base_vertex,
- current_instance);
- } else {
- glDrawElementsBaseVertex(primitive_mode, count, index_format, index_buffer_ptr,
- base_vertex);
- }
- } else {
- if (current_instance > 0) {
- glDrawArraysInstancedBaseInstance(primitive_mode, vertex_first, count, 1,
- current_instance);
- } else {
- glDrawArrays(primitive_mode, vertex_first, count);
- }
- }
- }
- };
- RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window, ScreenInfo& info)
- : emu_window{window}, screen_info{info}, buffer_cache(STREAM_BUFFER_SIZE) {
- // Create sampler objects
- for (std::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_multi_bind") {
- has_ARB_multi_bind = 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;
- // Create render framebuffer
- framebuffer.Create();
- shader_program_manager = std::make_unique<GLShader::ProgramManager>();
- state.draw.shader_program = 0;
- state.Apply();
- glEnable(GL_BLEND);
- glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment);
- LOG_CRITICAL(Render_OpenGL, "Sync fixed function OpenGL state here!");
- }
- RasterizerOpenGL::~RasterizerOpenGL() {}
- void RasterizerOpenGL::SetupVertexArrays() {
- MICROPROFILE_SCOPE(OpenGL_VAO);
- const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
- const auto& regs = gpu.regs;
- auto [iter, is_cache_miss] = vertex_array_cache.try_emplace(regs.vertex_attrib_format);
- auto& VAO = iter->second;
- if (is_cache_miss) {
- VAO.Create();
- state.draw.vertex_array = VAO.handle;
- state.Apply();
- // The index buffer binding is stored within the VAO. Stupid OpenGL, but easy to work
- // around.
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer_cache.GetHandle());
- // 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) {
- 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(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);
- }
- }
- state.draw.vertex_array = VAO.handle;
- state.draw.vertex_buffer = buffer_cache.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();
- ASSERT(end > start);
- const u64 size = end - start + 1;
- const GLintptr vertex_buffer_offset = buffer_cache.UploadMemory(start, size);
- // Bind the vertex array to the buffer at the current offset.
- glBindVertexBuffer(index, buffer_cache.GetHandle(), vertex_buffer_offset,
- vertex_array.stride);
- if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) {
- // Enable vertex buffer instancing with the specified divisor.
- glVertexBindingDivisor(index, vertex_array.divisor);
- } else {
- // Disable the vertex buffer instancing.
- glVertexBindingDivisor(index, 0);
- }
- }
- }
- DrawParameters RasterizerOpenGL::SetupDraw() {
- const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
- const auto& regs = gpu.regs;
- const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
- DrawParameters params{};
- params.current_instance = gpu.state.current_instance;
- if (regs.draw.topology == Maxwell::PrimitiveTopology::Quads) {
- MICROPROFILE_SCOPE(OpenGL_PrimitiveAssembly);
- params.use_indexed = true;
- params.primitive_mode = GL_TRIANGLES;
- if (is_indexed) {
- params.index_format = MaxwellToGL::IndexFormat(regs.index_array.format);
- params.count = (regs.index_array.count / 4) * 6;
- params.index_buffer_offset = primitive_assembler.MakeQuadIndexed(
- regs.index_array.IndexStart(), regs.index_array.FormatSizeInBytes(),
- regs.index_array.count);
- params.base_vertex = static_cast<GLint>(regs.vb_element_base);
- } else {
- // MakeQuadArray always generates u32 indexes
- params.index_format = GL_UNSIGNED_INT;
- params.count = (regs.vertex_buffer.count / 4) * 6;
- params.index_buffer_offset =
- primitive_assembler.MakeQuadArray(regs.vertex_buffer.first, params.count);
- }
- return params;
- }
- params.use_indexed = is_indexed;
- params.primitive_mode = MaxwellToGL::PrimitiveTopology(regs.draw.topology);
- if (is_indexed) {
- MICROPROFILE_SCOPE(OpenGL_Index);
- params.index_format = MaxwellToGL::IndexFormat(regs.index_array.format);
- params.count = regs.index_array.count;
- params.index_buffer_offset =
- buffer_cache.UploadMemory(regs.index_array.IndexStart(), CalculateIndexBufferSize());
- params.base_vertex = static_cast<GLint>(regs.vb_element_base);
- } else {
- params.count = regs.vertex_buffer.count;
- params.vertex_first = regs.vertex_buffer.first;
- }
- return params;
- }
- void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
- MICROPROFILE_SCOPE(OpenGL_Shader);
- const 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 (std::size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
- const 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)) {
- switch (program) {
- case Maxwell::ShaderProgram::Geometry:
- shader_program_manager->UseTrivialGeometryShader();
- break;
- }
- continue;
- }
- const std::size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5
- GLShader::MaxwellUniformData ubo{};
- ubo.SetFromRegs(gpu.state.shader_stages[stage]);
- const GLintptr offset = buffer_cache.UploadHostMemory(
- &ubo, sizeof(ubo), static_cast<std::size_t>(uniform_buffer_alignment));
- // Bind the buffer
- glBindBufferRange(GL_UNIFORM_BUFFER, static_cast<GLuint>(stage), buffer_cache.GetHandle(),
- offset, static_cast<GLsizeiptr>(sizeof(ubo)));
- Shader shader{shader_cache.GetStageProgram(program)};
- switch (program) {
- case Maxwell::ShaderProgram::VertexA:
- case Maxwell::ShaderProgram::VertexB: {
- shader_program_manager->UseProgrammableVertexShader(
- shader->GetProgramHandle(primitive_mode));
- break;
- }
- case Maxwell::ShaderProgram::Geometry: {
- shader_program_manager->UseProgrammableGeometryShader(
- shader->GetProgramHandle(primitive_mode));
- break;
- }
- case Maxwell::ShaderProgram::Fragment: {
- shader_program_manager->UseProgrammableFragmentShader(
- shader->GetProgramHandle(primitive_mode));
- break;
- }
- default:
- LOG_CRITICAL(HW_GPU, "Unimplemented shader index={}, enable={}, offset=0x{:08X}", index,
- shader_config.enable.Value(), shader_config.offset);
- UNREACHABLE();
- }
- // Configure the const buffers for this shader stage.
- current_constbuffer_bindpoint =
- SetupConstBuffers(static_cast<Maxwell::ShaderStage>(stage), shader, primitive_mode,
- current_constbuffer_bindpoint);
- // Configure the textures for this shader stage.
- current_texture_bindpoint = SetupTextures(static_cast<Maxwell::ShaderStage>(stage), shader,
- primitive_mode, current_texture_bindpoint);
- // 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++;
- }
- }
- state.Apply();
- }
- std::size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- std::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;
- }
- std::size_t RasterizerOpenGL::CalculateIndexBufferSize() const {
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- return static_cast<std::size_t>(regs.index_array.count) *
- static_cast<std::size_t>(regs.index_array.FormatSizeInBytes());
- }
- bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
- accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
- DrawArrays();
- return true;
- }
- template <typename Map, typename Interval>
- static constexpr auto RangeFromInterval(Map& map, const Interval& interval) {
- return boost::make_iterator_range(map.equal_range(interval));
- }
- void RasterizerOpenGL::UpdatePagesCachedCount(VAddr addr, u64 size, int delta) {
- const u64 page_start{addr >> Memory::PAGE_BITS};
- const u64 page_end{(addr + size + Memory::PAGE_SIZE - 1) >> Memory::PAGE_BITS};
- // Interval maps will erase segments if count reaches 0, so if delta is negative we have to
- // subtract after iterating
- const auto pages_interval = CachedPageMap::interval_type::right_open(page_start, page_end);
- if (delta > 0)
- cached_pages.add({pages_interval, delta});
- for (const auto& pair : RangeFromInterval(cached_pages, pages_interval)) {
- const auto interval = pair.first & pages_interval;
- const int count = pair.second;
- const VAddr interval_start_addr = boost::icl::first(interval) << Memory::PAGE_BITS;
- const VAddr interval_end_addr = boost::icl::last_next(interval) << Memory::PAGE_BITS;
- const u64 interval_size = interval_end_addr - interval_start_addr;
- if (delta > 0 && count == delta)
- Memory::RasterizerMarkRegionCached(interval_start_addr, interval_size, true);
- else if (delta < 0 && count == -delta)
- Memory::RasterizerMarkRegionCached(interval_start_addr, interval_size, false);
- else
- ASSERT(count >= 0);
- }
- if (delta < 0)
- cached_pages.add({pages_interval, delta});
- }
- void RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, bool using_depth_fb,
- bool preserve_contents,
- boost::optional<std::size_t> single_color_target) {
- MICROPROFILE_SCOPE(OpenGL_Framebuffer);
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- Surface depth_surface;
- if (using_depth_fb) {
- depth_surface = res_cache.GetDepthBufferSurface(preserve_contents);
- }
- // TODO(bunnei): Figure out how the below register works. According to envytools, this should be
- // used to enable multiple render targets. However, it is left unset on all games that I have
- // tested.
- ASSERT_MSG(regs.rt_separate_frag_data == 0, "Unimplemented");
- // Bind the framebuffer surfaces
- state.draw.draw_framebuffer = framebuffer.handle;
- state.Apply();
- if (using_color_fb) {
- if (single_color_target) {
- // Used when just a single color attachment is enabled, e.g. for clearing a color buffer
- Surface color_surface =
- res_cache.GetColorBufferSurface(*single_color_target, preserve_contents);
- if (color_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.
- color_surface->MarkAsModified(true, res_cache);
- }
- glFramebufferTexture2D(
- GL_DRAW_FRAMEBUFFER,
- GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(*single_color_target), GL_TEXTURE_2D,
- color_surface != nullptr ? color_surface->Texture().handle : 0, 0);
- glDrawBuffer(GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(*single_color_target));
- } else {
- // Multiple color attachments are enabled
- std::array<GLenum, Maxwell::NumRenderTargets> buffers;
- for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
- Surface color_surface = res_cache.GetColorBufferSurface(index, preserve_contents);
- if (color_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.
- color_surface->MarkAsModified(true, res_cache);
- }
- buffers[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
- glFramebufferTexture2D(
- GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index),
- GL_TEXTURE_2D, color_surface != nullptr ? color_surface->Texture().handle : 0,
- 0);
- }
- glDrawBuffers(regs.rt_control.count, buffers.data());
- }
- } else {
- // No color attachments are enabled - zero out all of them
- for (std::size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
- GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index), GL_TEXTURE_2D,
- 0, 0);
- }
- glDrawBuffer(GL_NONE);
- }
- 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.
- depth_surface->MarkAsModified(true, res_cache);
- if (regs.stencil_enable) {
- // 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);
- }
- SyncViewport();
- state.Apply();
- }
- 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{};
- bool use_depth{};
- bool use_stencil{};
- OpenGLState clear_state;
- clear_state.draw.draw_framebuffer = framebuffer.handle;
- 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;
- if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
- regs.clear_buffers.A) {
- use_color = true;
- }
- 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;
- }
- 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 (!use_color && !use_depth && !use_stencil) {
- // No color surface nor depth/stencil surface are enabled
- return;
- }
- ScopeAcquireGLContext acquire_context{emu_window};
- ConfigureFramebuffers(use_color, use_depth || use_stencil, false,
- regs.clear_buffers.RT.Value());
- clear_state.Apply();
- if (use_color) {
- glClearBufferfv(GL_COLOR, regs.clear_buffers.RT, 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::DrawArrays() {
- if (accelerate_draw == AccelDraw::Disabled)
- return;
- MICROPROFILE_SCOPE(OpenGL_Drawing);
- const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
- const auto& regs = gpu.regs;
- ScopeAcquireGLContext acquire_context{emu_window};
- ConfigureFramebuffers();
- SyncDepthTestState();
- SyncStencilTestState();
- SyncBlendState();
- SyncLogicOpState();
- SyncCullMode();
- SyncPrimitiveRestart();
- SyncDepthRange();
- SyncScissorTest();
- // Alpha Testing is synced on shaders.
- SyncTransformFeedback();
- SyncPointState();
- CheckAlphaTests();
- // 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;
- state.draw.vertex_buffer = buffer_cache.GetHandle();
- state.Apply();
- std::size_t buffer_size = CalculateVertexArraysSize();
- // Add space for index buffer (keeping in mind non-core primitives)
- switch (regs.draw.topology) {
- case Maxwell::PrimitiveTopology::Quads:
- buffer_size = Common::AlignUp<std::size_t>(buffer_size, 4) +
- primitive_assembler.CalculateQuadSize(regs.vertex_buffer.count);
- break;
- default:
- if (is_indexed) {
- buffer_size = Common::AlignUp<std::size_t>(buffer_size, 4) + CalculateIndexBufferSize();
- }
- break;
- }
- // Uniform space for the 5 shader stages
- buffer_size =
- Common::AlignUp<std::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);
- buffer_cache.Map(buffer_size);
- SetupVertexArrays();
- DrawParameters params = SetupDraw();
- SetupShaders(params.primitive_mode);
- buffer_cache.Unmap();
- shader_program_manager->ApplyTo(state);
- state.Apply();
- // Execute draw call
- params.DispatchDraw();
- // 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();
- }
- void RasterizerOpenGL::FlushAll() {}
- void RasterizerOpenGL::FlushRegion(VAddr addr, u64 size) {
- MICROPROFILE_SCOPE(OpenGL_CacheManagement);
- if (Settings::values.use_accurate_gpu_emulation) {
- // Only flush if use_accurate_gpu_emulation is enabled, as it incurs a performance hit
- res_cache.FlushRegion(addr, size);
- }
- }
- void RasterizerOpenGL::InvalidateRegion(VAddr addr, u64 size) {
- MICROPROFILE_SCOPE(OpenGL_CacheManagement);
- res_cache.InvalidateRegion(addr, size);
- shader_cache.InvalidateRegion(addr, size);
- buffer_cache.InvalidateRegion(addr, size);
- }
- void RasterizerOpenGL::FlushAndInvalidateRegion(VAddr addr, u64 size) {
- FlushRegion(addr, size);
- InvalidateRegion(addr, size);
- }
- bool RasterizerOpenGL::AccelerateSurfaceCopy(const Tegra::Engines::Fermi2D::Regs::Surface& src,
- const Tegra::Engines::Fermi2D::Regs::Surface& dst) {
- MICROPROFILE_SCOPE(OpenGL_Blits);
- if (Settings::values.use_accurate_gpu_emulation) {
- // Skip the accelerated copy and perform a slow but more accurate copy
- return false;
- }
- res_cache.FermiCopySurface(src, dst);
- 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 = wrap_p = Tegra::Texture::WrapMode::Wrap;
- uses_depth_compare = false;
- depth_compare_func = Tegra::Texture::DepthCompareFunc::Never;
- // default is GL_LINEAR_MIPMAP_LINEAR
- glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- // Other attributes have correct defaults
- glSamplerParameteri(sampler.handle, GL_TEXTURE_COMPARE_FUNC, GL_NEVER);
- }
- void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntry& config) {
- const 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_p != config.wrap_p) {
- wrap_p = config.wrap_p;
- glSamplerParameteri(s, GL_TEXTURE_WRAP_R, MaxwellToGL::WrapMode(wrap_p));
- }
- if (uses_depth_compare != (config.depth_compare_enabled == 1)) {
- uses_depth_compare = (config.depth_compare_enabled == 1);
- if (uses_depth_compare) {
- glSamplerParameteri(s, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
- } else {
- glSamplerParameteri(s, GL_TEXTURE_COMPARE_MODE, GL_NONE);
- }
- }
- if (depth_compare_func != config.depth_compare_func) {
- depth_compare_func = config.depth_compare_func;
- glSamplerParameteri(s, GL_TEXTURE_COMPARE_FUNC,
- MaxwellToGL::DepthCompareFunc(depth_compare_func));
- }
- if (wrap_u == Tegra::Texture::WrapMode::Border || wrap_v == Tegra::Texture::WrapMode::Border ||
- wrap_p == 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());
- }
- }
- }
- u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, Shader& shader,
- GLenum primitive_mode, u32 current_bindpoint) {
- MICROPROFILE_SCOPE(OpenGL_UBO);
- const auto& gpu = Core::System::GetInstance().GPU();
- const auto& maxwell3d = gpu.Maxwell3D();
- const auto& shader_stage = maxwell3d.state.shader_stages[static_cast<std::size_t>(stage)];
- const auto& entries = shader->GetShaderEntries().const_buffer_entries;
- constexpr u64 max_binds = Tegra::Engines::Maxwell3D::Regs::MaxConstBuffers;
- std::array<GLuint, max_binds> bind_buffers;
- std::array<GLintptr, max_binds> bind_offsets;
- std::array<GLsizeiptr, max_binds> bind_sizes;
- ASSERT_MSG(entries.size() <= max_binds, "Exceeded expected number of binding points.");
- // Upload only the enabled buffers from the 16 constbuffers of each shader 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) {
- // With disabled buffers set values as zero to unbind them
- bind_buffers[bindpoint] = 0;
- bind_offsets[bindpoint] = 0;
- bind_sizes[bindpoint] = 0;
- continue;
- }
- std::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 = buffer_cache.UploadMemory(
- buffer.address, size, static_cast<std::size_t>(uniform_buffer_alignment));
- // Now configure the bindpoint of the buffer inside the shader
- glUniformBlockBinding(shader->GetProgramHandle(primitive_mode),
- shader->GetProgramResourceIndex(used_buffer),
- current_bindpoint + bindpoint);
- // Prepare values for multibind
- bind_buffers[bindpoint] = buffer_cache.GetHandle();
- bind_offsets[bindpoint] = const_buffer_offset;
- bind_sizes[bindpoint] = size;
- }
- glBindBuffersRange(GL_UNIFORM_BUFFER, current_bindpoint, static_cast<GLsizei>(entries.size()),
- bind_buffers.data(), bind_offsets.data(), bind_sizes.data());
- return current_bindpoint + static_cast<u32>(entries.size());
- }
- u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader,
- GLenum primitive_mode, u32 current_unit) {
- MICROPROFILE_SCOPE(OpenGL_Texture);
- const auto& gpu = Core::System::GetInstance().GPU();
- const auto& maxwell3d = gpu.Maxwell3D();
- const auto& entries = shader->GetShaderEntries().texture_samplers;
- 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];
- const u32 current_bindpoint = current_unit + bindpoint;
- // Bind the uniform to the sampler.
- glProgramUniform1i(shader->GetProgramHandle(primitive_mode),
- shader->GetUniformLocation(entry), current_bindpoint);
- const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset());
- if (!texture.enabled) {
- state.texture_units[current_bindpoint].texture = 0;
- continue;
- }
- texture_samplers[current_bindpoint].SyncWithConfig(texture.tsc);
- Surface surface = res_cache.GetTextureSurface(texture, entry);
- if (surface != nullptr) {
- state.texture_units[current_bindpoint].texture = surface->Texture().handle;
- state.texture_units[current_bindpoint].target = surface->Target();
- 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 = 0;
- }
- }
- return current_unit + static_cast<u32>(entries.size());
- }
- void RasterizerOpenGL::SyncViewport() {
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
- state.viewport.x = viewport_rect.left;
- state.viewport.y = 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::SyncPrimitiveRestart() {
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- state.primitive_restart.enabled = regs.primitive_restart.enabled;
- state.primitive_restart.index = regs.primitive_restart.index;
- }
- void RasterizerOpenGL::SyncDepthRange() {
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- state.depth.depth_range_near = regs.viewport->depth_range_near;
- state.depth.depth_range_far = regs.viewport->depth_range_far;
- }
- 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);
- }
- void RasterizerOpenGL::SyncScissorTest() {
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- state.scissor.enabled = (regs.scissor_test.enable != 0);
- // TODO(Blinkhawk): Figure if the hardware supports scissor testing per viewport and how it's
- // implemented.
- if (regs.scissor_test.enable != 0) {
- const u32 width = regs.scissor_test.max_x - regs.scissor_test.min_x;
- const u32 height = regs.scissor_test.max_y - regs.scissor_test.min_y;
- state.scissor.x = regs.scissor_test.min_x;
- state.scissor.y = regs.scissor_test.min_y;
- state.scissor.width = width;
- state.scissor.height = height;
- }
- }
- void RasterizerOpenGL::SyncTransformFeedback() {
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- if (regs.tfb_enabled != 0) {
- LOG_CRITICAL(Render_OpenGL, "Transform feedbacks are not implemented");
- UNREACHABLE();
- }
- }
- void RasterizerOpenGL::SyncPointState() {
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- // TODO(Rodrigo): Most games do not set a point size. I think this is a case of a
- // register carrying a default value. For now, if the point size is zero, assume it's
- // OpenGL's default (1).
- state.point.size = regs.point_size == 0 ? 1 : regs.point_size;
- }
- void RasterizerOpenGL::CheckAlphaTests() {
- const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
- if (regs.alpha_test_enabled != 0 && regs.rt_control.count > 1) {
- LOG_CRITICAL(
- Render_OpenGL,
- "Alpha Testing is enabled with Multiple Render Targets, this behavior is undefined.");
- UNREACHABLE();
- }
- }
- } // namespace OpenGL
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