Merge pull request #3741 from wwylele/glvtx-last

gl_rasterizer: implement AccelerateDrawBatch to emulate PICA shader on hardware
This commit is contained in:
James Rowe 2018-05-18 13:03:40 -06:00 committed by GitHub
commit 64a8c8ee07
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GPG key ID: 4AEE18F83AFDEB23
15 changed files with 492 additions and 44 deletions

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@ -95,6 +95,11 @@ void Config::ReadValues() {
// Renderer // Renderer
Settings::values.use_hw_renderer = sdl2_config->GetBoolean("Renderer", "use_hw_renderer", true); Settings::values.use_hw_renderer = sdl2_config->GetBoolean("Renderer", "use_hw_renderer", true);
Settings::values.use_hw_shader = sdl2_config->GetBoolean("Renderer", "use_hw_shader", true);
Settings::values.shaders_accurate_gs =
sdl2_config->GetBoolean("Renderer", "shaders_accurate_gs", true);
Settings::values.shaders_accurate_mul =
sdl2_config->GetBoolean("Renderer", "shaders_accurate_mul", false);
Settings::values.use_shader_jit = sdl2_config->GetBoolean("Renderer", "use_shader_jit", true); Settings::values.use_shader_jit = sdl2_config->GetBoolean("Renderer", "use_shader_jit", true);
Settings::values.resolution_factor = Settings::values.resolution_factor =
static_cast<u16>(sdl2_config->GetInteger("Renderer", "resolution_factor", 1)); static_cast<u16>(sdl2_config->GetInteger("Renderer", "resolution_factor", 1));

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@ -77,6 +77,18 @@ use_cpu_jit =
# 0: Software, 1 (default): Hardware # 0: Software, 1 (default): Hardware
use_hw_renderer = use_hw_renderer =
# Whether to use hardware shaders to emulate 3DS shaders
# 0: Software, 1 (default): Hardware
use_hw_shader =
# Whether to use accurate multiplication in hardware shaders
# 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct)
shaders_accurate_mul =
# Whether to fallback to software for geometry shaders
# 0: Off (Faster, but causes issues in some games) 1: On (Default. Slower, but correct)
shaders_accurate_gs =
# Whether to use the Just-In-Time (JIT) compiler for shader emulation # Whether to use the Just-In-Time (JIT) compiler for shader emulation
# 0: Interpreter (slow), 1 (default): JIT (fast) # 0: Interpreter (slow), 1 (default): JIT (fast)
use_shader_jit = use_shader_jit =

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@ -83,6 +83,10 @@ void Config::ReadValues() {
qt_config->beginGroup("Renderer"); qt_config->beginGroup("Renderer");
Settings::values.use_hw_renderer = qt_config->value("use_hw_renderer", true).toBool(); Settings::values.use_hw_renderer = qt_config->value("use_hw_renderer", true).toBool();
Settings::values.use_hw_shader = qt_config->value("use_hw_shader", true).toBool();
Settings::values.shaders_accurate_gs = qt_config->value("shaders_accurate_gs", true).toBool();
Settings::values.shaders_accurate_mul =
qt_config->value("shaders_accurate_mul", false).toBool();
Settings::values.use_shader_jit = qt_config->value("use_shader_jit", true).toBool(); Settings::values.use_shader_jit = qt_config->value("use_shader_jit", true).toBool();
Settings::values.resolution_factor = Settings::values.resolution_factor =
static_cast<u16>(qt_config->value("resolution_factor", 1).toInt()); static_cast<u16>(qt_config->value("resolution_factor", 1).toInt());
@ -272,6 +276,9 @@ void Config::SaveValues() {
qt_config->beginGroup("Renderer"); qt_config->beginGroup("Renderer");
qt_config->setValue("use_hw_renderer", Settings::values.use_hw_renderer); qt_config->setValue("use_hw_renderer", Settings::values.use_hw_renderer);
qt_config->setValue("use_hw_shader", Settings::values.use_hw_shader);
qt_config->setValue("shaders_accurate_gs", Settings::values.shaders_accurate_gs);
qt_config->setValue("shaders_accurate_mul", Settings::values.shaders_accurate_mul);
qt_config->setValue("use_shader_jit", Settings::values.use_shader_jit); qt_config->setValue("use_shader_jit", Settings::values.use_shader_jit);
qt_config->setValue("resolution_factor", Settings::values.resolution_factor); qt_config->setValue("resolution_factor", Settings::values.resolution_factor);
qt_config->setValue("use_vsync", Settings::values.use_vsync); qt_config->setValue("use_vsync", Settings::values.use_vsync);

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@ -22,6 +22,9 @@ void Apply() {
VideoCore::g_hw_renderer_enabled = values.use_hw_renderer; VideoCore::g_hw_renderer_enabled = values.use_hw_renderer;
VideoCore::g_shader_jit_enabled = values.use_shader_jit; VideoCore::g_shader_jit_enabled = values.use_shader_jit;
VideoCore::g_hw_shader_enabled = values.use_hw_shader;
VideoCore::g_hw_shader_accurate_gs = values.shaders_accurate_gs;
VideoCore::g_hw_shader_accurate_mul = values.shaders_accurate_mul;
if (VideoCore::g_emu_window) { if (VideoCore::g_emu_window) {
auto layout = VideoCore::g_emu_window->GetFramebufferLayout(); auto layout = VideoCore::g_emu_window->GetFramebufferLayout();

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@ -107,6 +107,9 @@ struct Values {
// Renderer // Renderer
bool use_hw_renderer; bool use_hw_renderer;
bool use_hw_shader;
bool shaders_accurate_gs;
bool shaders_accurate_mul;
bool use_shader_jit; bool use_shader_jit;
u16 resolution_factor; u16 resolution_factor;
bool use_vsync; bool use_vsync;

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@ -286,6 +286,38 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
if (g_debug_context) if (g_debug_context)
g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr); g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
PrimitiveAssembler<Shader::OutputVertex>& primitive_assembler = g_state.primitive_assembler;
bool accelerate_draw = VideoCore::g_hw_shader_enabled && primitive_assembler.IsEmpty();
if (regs.pipeline.use_gs == PipelineRegs::UseGS::No) {
auto topology = primitive_assembler.GetTopology();
if (topology == PipelineRegs::TriangleTopology::Shader ||
topology == PipelineRegs::TriangleTopology::List) {
accelerate_draw = accelerate_draw && (regs.pipeline.num_vertices % 3) == 0;
}
// TODO (wwylele): for Strip/Fan topology, if the primitive assember is not restarted
// after this draw call, the buffered vertex from this draw should "leak" to the next
// draw, in which case we should buffer the vertex into the software primitive assember,
// or disable accelerate draw completely. However, there is not game found yet that does
// this, so this is left unimplemented for now. Revisit this when an issue is found in
// games.
} else {
if (VideoCore::g_hw_shader_accurate_gs) {
accelerate_draw = false;
}
}
bool is_indexed = (id == PICA_REG_INDEX(pipeline.trigger_draw_indexed));
if (accelerate_draw &&
VideoCore::g_renderer->Rasterizer()->AccelerateDrawBatch(is_indexed)) {
if (g_debug_context) {
g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
}
break;
}
// Processes information about internal vertex attributes to figure out how a vertex is // Processes information about internal vertex attributes to figure out how a vertex is
// loaded. // loaded.
// Later, these can be compiled and cached. // Later, these can be compiled and cached.
@ -294,15 +326,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
Shader::OutputVertex::ValidateSemantics(regs.rasterizer); Shader::OutputVertex::ValidateSemantics(regs.rasterizer);
// Load vertices // Load vertices
bool is_indexed = (id == PICA_REG_INDEX(pipeline.trigger_draw_indexed));
const auto& index_info = regs.pipeline.index_array; const auto& index_info = regs.pipeline.index_array;
const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + index_info.offset); const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + index_info.offset);
const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8); const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
bool index_u16 = index_info.format != 0; bool index_u16 = index_info.format != 0;
PrimitiveAssembler<Shader::OutputVertex>& primitive_assembler = g_state.primitive_assembler;
if (g_debug_context && g_debug_context->recorder) { if (g_debug_context && g_debug_context->recorder) {
for (int i = 0; i < 3; ++i) { for (int i = 0; i < 3; ++i) {
const auto texture = regs.texturing.GetTextures()[i]; const auto texture = regs.texturing.GetTextures()[i];

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@ -71,6 +71,16 @@ void PrimitiveAssembler<VertexType>::Reconfigure(PipelineRegs::TriangleTopology
this->topology = topology; this->topology = topology;
} }
template <typename VertexType>
bool PrimitiveAssembler<VertexType>::IsEmpty() const {
return buffer_index == 0 && strip_ready == false;
}
template <typename VertexType>
PipelineRegs::TriangleTopology PrimitiveAssembler<VertexType>::GetTopology() const {
return topology;
}
// explicitly instantiate use cases // explicitly instantiate use cases
template struct PrimitiveAssembler<Shader::OutputVertex>; template struct PrimitiveAssembler<Shader::OutputVertex>;

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@ -45,6 +45,16 @@ struct PrimitiveAssembler {
*/ */
void Reconfigure(PipelineRegs::TriangleTopology topology); void Reconfigure(PipelineRegs::TriangleTopology topology);
/**
* Returns whether the PrimitiveAssembler has an empty internal buffer.
*/
bool IsEmpty() const;
/**
* Returns the current topology.
*/
PipelineRegs::TriangleTopology GetTopology() const;
private: private:
PipelineRegs::TriangleTopology topology; PipelineRegs::TriangleTopology topology;

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@ -66,5 +66,10 @@ public:
ScreenInfo& screen_info) { ScreenInfo& screen_info) {
return false; return false;
} }
/// Attempt to draw using hardware shaders
virtual bool AccelerateDrawBatch(bool is_indexed) {
return false;
}
}; };
} // namespace VideoCore } // namespace VideoCore

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@ -12,6 +12,7 @@
#include "common/logging/log.h" #include "common/logging/log.h"
#include "common/math_util.h" #include "common/math_util.h"
#include "common/microprofile.h" #include "common/microprofile.h"
#include "common/scope_exit.h"
#include "common/vector_math.h" #include "common/vector_math.h"
#include "core/hw/gpu.h" #include "core/hw/gpu.h"
#include "video_core/pica_state.h" #include "video_core/pica_state.h"
@ -26,13 +27,17 @@
using PixelFormat = SurfaceParams::PixelFormat; using PixelFormat = SurfaceParams::PixelFormat;
using SurfaceType = SurfaceParams::SurfaceType; using SurfaceType = SurfaceParams::SurfaceType;
MICROPROFILE_DEFINE(OpenGL_VAO, "OpenGL", "Vertex Array Setup", MP_RGB(255, 128, 0));
MICROPROFILE_DEFINE(OpenGL_VS, "OpenGL", "Vertex Shader Setup", MP_RGB(192, 128, 128));
MICROPROFILE_DEFINE(OpenGL_GS, "OpenGL", "Geometry Shader Setup", MP_RGB(128, 192, 128));
MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192)); MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255)); MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100)); MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
RasterizerOpenGL::RasterizerOpenGL() RasterizerOpenGL::RasterizerOpenGL()
: shader_dirty(true), vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE), : shader_dirty(true), vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE),
uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE) { uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE),
index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE) {
// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0 // Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
state.clip_distance[0] = true; state.clip_distance[0] = true;
@ -46,13 +51,9 @@ RasterizerOpenGL::RasterizerOpenGL()
texture_cube_sampler.Create(); texture_cube_sampler.Create();
state.texture_cube_unit.sampler = texture_cube_sampler.sampler.handle; state.texture_cube_unit.sampler = texture_cube_sampler.sampler.handle;
// Generate VBO, VAO and UBO // Generate VAO
vertex_array.Create(); sw_vao.Create();
hw_vao.Create();
state.draw.vertex_array = vertex_array.handle;
state.draw.vertex_buffer = vertex_buffer.GetHandle();
state.draw.uniform_buffer = uniform_buffer.GetHandle();
state.Apply();
uniform_block_data.dirty = true; uniform_block_data.dirty = true;
@ -67,10 +68,18 @@ RasterizerOpenGL::RasterizerOpenGL()
uniform_block_data.proctex_diff_lut_dirty = true; uniform_block_data.proctex_diff_lut_dirty = true;
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment); glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment);
uniform_size_aligned_vs =
Common::AlignUp<size_t>(sizeof(VSUniformData), uniform_buffer_alignment);
uniform_size_aligned_gs =
Common::AlignUp<size_t>(sizeof(GSUniformData), uniform_buffer_alignment);
uniform_size_aligned_fs = uniform_size_aligned_fs =
Common::AlignUp<size_t>(sizeof(UniformData), uniform_buffer_alignment); Common::AlignUp<size_t>(sizeof(UniformData), uniform_buffer_alignment);
// Set vertex attributes // Set vertex attributes for software shader path
state.draw.vertex_array = sw_vao.handle;
state.draw.vertex_buffer = vertex_buffer.GetHandle();
state.Apply();
glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE,
sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position)); sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION); glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION);
@ -176,6 +185,11 @@ RasterizerOpenGL::RasterizerOpenGL()
glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum()); glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle); glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle);
// Bind index buffer for hardware shader path
state.draw.vertex_array = hw_vao.handle;
state.Apply();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer.GetHandle());
shader_program_manager = shader_program_manager =
std::make_unique<ShaderProgramManager>(GLAD_GL_ARB_separate_shader_objects); std::make_unique<ShaderProgramManager>(GLAD_GL_ARB_separate_shader_objects);
@ -258,10 +272,264 @@ void RasterizerOpenGL::AddTriangle(const Pica::Shader::OutputVertex& v0,
vertex_batch.emplace_back(v2, AreQuaternionsOpposite(v0.quat, v2.quat)); vertex_batch.emplace_back(v2, AreQuaternionsOpposite(v0.quat, v2.quat));
} }
static constexpr std::array<GLenum, 4> vs_attrib_types{
GL_BYTE, // VertexAttributeFormat::BYTE
GL_UNSIGNED_BYTE, // VertexAttributeFormat::UBYTE
GL_SHORT, // VertexAttributeFormat::SHORT
GL_FLOAT // VertexAttributeFormat::FLOAT
};
struct VertexArrayInfo {
u32 vs_input_index_min;
u32 vs_input_index_max;
u32 vs_input_size;
};
RasterizerOpenGL::VertexArrayInfo RasterizerOpenGL::AnalyzeVertexArray(bool is_indexed) {
const auto& regs = Pica::g_state.regs;
const auto& vertex_attributes = regs.pipeline.vertex_attributes;
u32 vertex_min;
u32 vertex_max;
if (is_indexed) {
const auto& index_info = regs.pipeline.index_array;
PAddr address = vertex_attributes.GetPhysicalBaseAddress() + index_info.offset;
const u8* index_address_8 = Memory::GetPhysicalPointer(address);
const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
bool index_u16 = index_info.format != 0;
vertex_min = 0xFFFF;
vertex_max = 0;
std::size_t size = regs.pipeline.num_vertices * (index_u16 ? 2 : 1);
res_cache.FlushRegion(address, size, nullptr);
for (u32 index = 0; index < regs.pipeline.num_vertices; ++index) {
u32 vertex = index_u16 ? index_address_16[index] : index_address_8[index];
vertex_min = std::min(vertex_min, vertex);
vertex_max = std::max(vertex_max, vertex);
}
} else {
vertex_min = regs.pipeline.vertex_offset;
vertex_max = regs.pipeline.vertex_offset + regs.pipeline.num_vertices - 1;
}
u32 vertex_num = vertex_max - vertex_min + 1;
u32 vs_input_size = 0;
for (auto& loader : vertex_attributes.attribute_loaders) {
if (loader.component_count != 0) {
vs_input_size += loader.byte_count * vertex_num;
}
}
return {vertex_min, vertex_max, vs_input_size};
}
void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset,
GLuint vs_input_index_min, GLuint vs_input_index_max) {
MICROPROFILE_SCOPE(OpenGL_VAO);
const auto& regs = Pica::g_state.regs;
const auto& vertex_attributes = regs.pipeline.vertex_attributes;
PAddr base_address = vertex_attributes.GetPhysicalBaseAddress();
state.draw.vertex_array = hw_vao.handle;
state.draw.vertex_buffer = vertex_buffer.GetHandle();
state.Apply();
std::array<bool, 16> enable_attributes{};
for (const auto& loader : vertex_attributes.attribute_loaders) {
if (loader.component_count == 0 || loader.byte_count == 0) {
continue;
}
u32 offset = 0;
for (u32 comp = 0; comp < loader.component_count && comp < 12; ++comp) {
u32 attribute_index = loader.GetComponent(comp);
if (attribute_index < 12) {
if (vertex_attributes.GetNumElements(attribute_index) != 0) {
offset = Common::AlignUp(
offset, vertex_attributes.GetElementSizeInBytes(attribute_index));
u32 input_reg = regs.vs.GetRegisterForAttribute(attribute_index);
GLint size = vertex_attributes.GetNumElements(attribute_index);
GLenum type = vs_attrib_types[static_cast<u32>(
vertex_attributes.GetFormat(attribute_index))];
GLsizei stride = loader.byte_count;
glVertexAttribPointer(input_reg, size, type, GL_FALSE, stride,
reinterpret_cast<GLvoid*>(buffer_offset + offset));
enable_attributes[input_reg] = true;
offset += vertex_attributes.GetStride(attribute_index);
}
} else {
// Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings,
// respectively
offset = Common::AlignUp(offset, 4);
offset += (attribute_index - 11) * 4;
}
}
PAddr data_addr =
base_address + loader.data_offset + (vs_input_index_min * loader.byte_count);
u32 vertex_num = vs_input_index_max - vs_input_index_min + 1;
u32 data_size = loader.byte_count * vertex_num;
res_cache.FlushRegion(data_addr, data_size, nullptr);
std::memcpy(array_ptr, Memory::GetPhysicalPointer(data_addr), data_size);
array_ptr += data_size;
buffer_offset += data_size;
}
for (std::size_t i = 0; i < enable_attributes.size(); ++i) {
if (enable_attributes[i] != hw_vao_enabled_attributes[i]) {
if (enable_attributes[i]) {
glEnableVertexAttribArray(i);
} else {
glDisableVertexAttribArray(i);
}
hw_vao_enabled_attributes[i] = enable_attributes[i];
}
if (vertex_attributes.IsDefaultAttribute(i)) {
u32 reg = regs.vs.GetRegisterForAttribute(i);
if (!enable_attributes[reg]) {
const auto& attr = Pica::g_state.input_default_attributes.attr[i];
glVertexAttrib4f(reg, attr.x.ToFloat32(), attr.y.ToFloat32(), attr.z.ToFloat32(),
attr.w.ToFloat32());
}
}
}
}
bool RasterizerOpenGL::SetupVertexShader() {
MICROPROFILE_SCOPE(OpenGL_VS);
GLShader::PicaVSConfig vs_config(Pica::g_state.regs, Pica::g_state.vs);
return shader_program_manager->UseProgrammableVertexShader(vs_config, Pica::g_state.vs);
}
bool RasterizerOpenGL::SetupGeometryShader() {
MICROPROFILE_SCOPE(OpenGL_GS);
const auto& regs = Pica::g_state.regs;
if (regs.pipeline.use_gs == Pica::PipelineRegs::UseGS::No) {
GLShader::PicaFixedGSConfig gs_config(regs);
shader_program_manager->UseFixedGeometryShader(gs_config);
return true;
} else {
GLShader::PicaGSConfig gs_config(regs, Pica::g_state.gs);
return shader_program_manager->UseProgrammableGeometryShader(gs_config, Pica::g_state.gs);
}
}
bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
const auto& regs = Pica::g_state.regs;
if (regs.pipeline.use_gs != Pica::PipelineRegs::UseGS::No) {
if (regs.pipeline.gs_config.mode != Pica::PipelineRegs::GSMode::Point) {
return false;
}
if (regs.pipeline.triangle_topology != Pica::PipelineRegs::TriangleTopology::Shader) {
return false;
}
}
if (!SetupVertexShader())
return false;
if (!SetupGeometryShader())
return false;
return Draw(true, is_indexed);
}
static GLenum GetCurrentPrimitiveMode(bool use_gs) {
const auto& regs = Pica::g_state.regs;
if (use_gs) {
switch ((regs.gs.max_input_attribute_index + 1) /
(regs.pipeline.vs_outmap_total_minus_1_a + 1)) {
case 1:
return GL_POINTS;
case 2:
return GL_LINES;
case 4:
return GL_LINES_ADJACENCY;
case 3:
return GL_TRIANGLES;
case 6:
return GL_TRIANGLES_ADJACENCY;
default:
UNREACHABLE();
}
} else {
switch (regs.pipeline.triangle_topology) {
case Pica::PipelineRegs::TriangleTopology::Shader:
case Pica::PipelineRegs::TriangleTopology::List:
return GL_TRIANGLES;
case Pica::PipelineRegs::TriangleTopology::Fan:
return GL_TRIANGLE_FAN;
case Pica::PipelineRegs::TriangleTopology::Strip:
return GL_TRIANGLE_STRIP;
default:
UNREACHABLE();
}
}
}
bool RasterizerOpenGL::AccelerateDrawBatchInternal(bool is_indexed, bool use_gs) {
const auto& regs = Pica::g_state.regs;
GLenum primitive_mode = GetCurrentPrimitiveMode(use_gs);
auto [vs_input_index_min, vs_input_index_max, vs_input_size] = AnalyzeVertexArray(is_indexed);
if (vs_input_size > VERTEX_BUFFER_SIZE) {
NGLOG_WARNING(Render_OpenGL, "Too large vertex input size {}", vs_input_size);
return false;
}
state.draw.vertex_buffer = vertex_buffer.GetHandle();
state.Apply();
u8* buffer_ptr;
GLintptr buffer_offset;
std::tie(buffer_ptr, buffer_offset, std::ignore) = vertex_buffer.Map(vs_input_size, 4);
SetupVertexArray(buffer_ptr, buffer_offset, vs_input_index_min, vs_input_index_max);
vertex_buffer.Unmap(vs_input_size);
shader_program_manager->ApplyTo(state);
state.Apply();
if (is_indexed) {
bool index_u16 = regs.pipeline.index_array.format != 0;
std::size_t index_buffer_size = regs.pipeline.num_vertices * (index_u16 ? 2 : 1);
if (index_buffer_size > INDEX_BUFFER_SIZE) {
NGLOG_WARNING(Render_OpenGL, "Too large index input size {}", index_buffer_size);
return false;
}
const u8* index_data =
Memory::GetPhysicalPointer(regs.pipeline.vertex_attributes.GetPhysicalBaseAddress() +
regs.pipeline.index_array.offset);
std::tie(buffer_ptr, buffer_offset, std::ignore) = index_buffer.Map(index_buffer_size, 4);
std::memcpy(buffer_ptr, index_data, index_buffer_size);
index_buffer.Unmap(index_buffer_size);
glDrawRangeElementsBaseVertex(
primitive_mode, vs_input_index_min, vs_input_index_max, regs.pipeline.num_vertices,
index_u16 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE,
reinterpret_cast<const void*>(buffer_offset), -static_cast<GLint>(vs_input_index_min));
} else {
glDrawArrays(primitive_mode, 0, regs.pipeline.num_vertices);
}
return true;
}
void RasterizerOpenGL::DrawTriangles() { void RasterizerOpenGL::DrawTriangles() {
if (vertex_batch.empty()) if (vertex_batch.empty())
return; return;
Draw(false, false);
}
bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
MICROPROFILE_SCOPE(OpenGL_Drawing); MICROPROFILE_SCOPE(OpenGL_Drawing);
const auto& regs = Pica::g_state.regs; const auto& regs = Pica::g_state.regs;
@ -474,7 +742,8 @@ void RasterizerOpenGL::DrawTriangles() {
} }
// Sync the uniform data // Sync the uniform data
UploadUniforms(); const bool use_gs = regs.pipeline.use_gs == Pica::PipelineRegs::UseGS::Yes;
UploadUniforms(accelerate, use_gs);
// Viewport can have negative offsets or larger // Viewport can have negative offsets or larger
// dimensions than our framebuffer sub-rect. // dimensions than our framebuffer sub-rect.
@ -487,22 +756,31 @@ void RasterizerOpenGL::DrawTriangles() {
state.scissor.height = draw_rect.GetHeight(); state.scissor.height = draw_rect.GetHeight();
state.Apply(); state.Apply();
shader_program_manager->UseTrivialVertexShader();
shader_program_manager->UseTrivialGeometryShader();
shader_program_manager->ApplyTo(state);
state.Apply();
// Draw the vertex batch // Draw the vertex batch
size_t max_vertices = 3 * (vertex_buffer.GetSize() / (3 * sizeof(HardwareVertex))); bool succeeded = true;
for (size_t base_vertex = 0; base_vertex < vertex_batch.size(); base_vertex += max_vertices) { if (accelerate) {
size_t vertices = std::min(max_vertices, vertex_batch.size() - base_vertex); succeeded = AccelerateDrawBatchInternal(is_indexed, use_gs);
size_t vertex_size = vertices * sizeof(HardwareVertex); } else {
u8* vbo; state.draw.vertex_array = sw_vao.handle;
GLintptr offset; state.draw.vertex_buffer = vertex_buffer.GetHandle();
std::tie(vbo, offset, std::ignore) = vertex_buffer.Map(vertex_size, sizeof(HardwareVertex)); shader_program_manager->UseTrivialVertexShader();
memcpy(vbo, vertex_batch.data() + base_vertex, vertex_size); shader_program_manager->UseTrivialGeometryShader();
vertex_buffer.Unmap(vertex_size); shader_program_manager->ApplyTo(state);
glDrawArrays(GL_TRIANGLES, offset / sizeof(HardwareVertex), (GLsizei)vertices); state.Apply();
std::size_t max_vertices = 3 * (VERTEX_BUFFER_SIZE / (3 * sizeof(HardwareVertex)));
for (std::size_t base_vertex = 0; base_vertex < vertex_batch.size();
base_vertex += max_vertices) {
std::size_t vertices = std::min(max_vertices, vertex_batch.size() - base_vertex);
std::size_t vertex_size = vertices * sizeof(HardwareVertex);
u8* vbo;
GLintptr offset;
std::tie(vbo, offset, std::ignore) =
vertex_buffer.Map(vertex_size, sizeof(HardwareVertex));
std::memcpy(vbo, vertex_batch.data() + base_vertex, vertex_size);
vertex_buffer.Unmap(vertex_size);
glDrawArrays(GL_TRIANGLES, offset / sizeof(HardwareVertex), (GLsizei)vertices);
}
} }
// Disable scissor test // Disable scissor test
@ -532,6 +810,8 @@ void RasterizerOpenGL::DrawTriangles() {
res_cache.InvalidateRegion(boost::icl::first(interval), boost::icl::length(interval), res_cache.InvalidateRegion(boost::icl::first(interval), boost::icl::length(interval),
depth_surface); depth_surface);
} }
return succeeded;
} }
void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
@ -1648,18 +1928,53 @@ void RasterizerOpenGL::SyncLightDistanceAttenuationScale(int light_index) {
} }
} }
void RasterizerOpenGL::UploadUniforms() { void RasterizerOpenGL::UploadUniforms(bool accelerate_draw, bool use_gs) {
if (!uniform_block_data.dirty) // glBindBufferRange below also changes the generic buffer binding point, so we sync the state
// first
state.draw.uniform_buffer = uniform_buffer.GetHandle();
state.Apply();
bool sync_vs = accelerate_draw;
bool sync_gs = accelerate_draw && use_gs;
bool sync_fs = uniform_block_data.dirty;
if (!sync_vs && !sync_gs && !sync_fs)
return; return;
size_t uniform_size = uniform_size_aligned_fs; size_t uniform_size =
uniform_size_aligned_vs + uniform_size_aligned_gs + uniform_size_aligned_fs;
size_t used_bytes = 0;
u8* uniforms; u8* uniforms;
GLintptr offset; GLintptr offset;
std::tie(uniforms, offset, std::ignore) = bool invalidate;
std::tie(uniforms, offset, invalidate) =
uniform_buffer.Map(uniform_size, uniform_buffer_alignment); uniform_buffer.Map(uniform_size, uniform_buffer_alignment);
std::memcpy(uniforms, &uniform_block_data.data, sizeof(UniformData));
uniform_buffer.Unmap(uniform_size); if (sync_vs) {
glBindBufferRange(GL_UNIFORM_BUFFER, 0, uniform_buffer.GetHandle(), offset, VSUniformData vs_uniforms;
sizeof(UniformData)); vs_uniforms.uniforms.SetFromRegs(Pica::g_state.regs.vs, Pica::g_state.vs);
uniform_block_data.dirty = false; std::memcpy(uniforms + used_bytes, &vs_uniforms, sizeof(vs_uniforms));
glBindBufferRange(GL_UNIFORM_BUFFER, static_cast<GLuint>(UniformBindings::VS),
uniform_buffer.GetHandle(), offset + used_bytes, sizeof(VSUniformData));
used_bytes += uniform_size_aligned_vs;
}
if (sync_gs) {
GSUniformData gs_uniforms;
gs_uniforms.uniforms.SetFromRegs(Pica::g_state.regs.gs, Pica::g_state.gs);
std::memcpy(uniforms + used_bytes, &gs_uniforms, sizeof(gs_uniforms));
glBindBufferRange(GL_UNIFORM_BUFFER, static_cast<GLuint>(UniformBindings::GS),
uniform_buffer.GetHandle(), offset + used_bytes, sizeof(GSUniformData));
used_bytes += uniform_size_aligned_gs;
}
if (sync_fs || invalidate) {
std::memcpy(uniforms + used_bytes, &uniform_block_data.data, sizeof(UniformData));
glBindBufferRange(GL_UNIFORM_BUFFER, static_cast<GLuint>(UniformBindings::Common),
uniform_buffer.GetHandle(), offset + used_bytes, sizeof(UniformData));
uniform_block_data.dirty = false;
used_bytes += uniform_size_aligned_fs;
}
uniform_buffer.Unmap(used_bytes);
} }

View file

@ -50,6 +50,7 @@ public:
bool AccelerateFill(const GPU::Regs::MemoryFillConfig& config) override; bool AccelerateFill(const GPU::Regs::MemoryFillConfig& config) override;
bool AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr, bool AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr,
u32 pixel_stride, ScreenInfo& screen_info) override; u32 pixel_stride, ScreenInfo& screen_info) override;
bool AccelerateDrawBatch(bool is_indexed) override;
private: private:
struct SamplerInfo { struct SamplerInfo {
@ -73,6 +74,7 @@ private:
/// Structure that the hardware rendered vertices are composed of /// Structure that the hardware rendered vertices are composed of
struct HardwareVertex { struct HardwareVertex {
HardwareVertex() = default;
HardwareVertex(const Pica::Shader::OutputVertex& v, bool flip_quaternion) { HardwareVertex(const Pica::Shader::OutputVertex& v, bool flip_quaternion) {
position[0] = v.pos.x.ToFloat32(); position[0] = v.pos.x.ToFloat32();
position[1] = v.pos.y.ToFloat32(); position[1] = v.pos.y.ToFloat32();
@ -216,7 +218,32 @@ private:
void SyncLightDistanceAttenuationScale(int light_index); void SyncLightDistanceAttenuationScale(int light_index);
/// Upload the uniform blocks to the uniform buffer object /// Upload the uniform blocks to the uniform buffer object
void UploadUniforms(); void UploadUniforms(bool accelerate_draw, bool use_gs);
/// Generic draw function for DrawTriangles and AccelerateDrawBatch
bool Draw(bool accelerate, bool is_indexed);
/// Internal implementation for AccelerateDrawBatch
bool AccelerateDrawBatchInternal(bool is_indexed, bool use_gs);
struct VertexArrayInfo {
u32 vs_input_index_min;
u32 vs_input_index_max;
u32 vs_input_size;
};
/// Retrieve the range and the size of the input vertex
VertexArrayInfo AnalyzeVertexArray(bool is_indexed);
/// Setup vertex array for AccelerateDrawBatch
void SetupVertexArray(u8* array_ptr, GLintptr buffer_offset, GLuint vs_input_index_min,
GLuint vs_input_index_max);
/// Setup vertex shader for AccelerateDrawBatch
bool SetupVertexShader();
/// Setup geometry shader for AccelerateDrawBatch
bool SetupGeometryShader();
OpenGLState state; OpenGLState state;
@ -242,14 +269,21 @@ private:
// They shall be big enough for about one frame. // They shall be big enough for about one frame.
static constexpr size_t VERTEX_BUFFER_SIZE = 32 * 1024 * 1024; static constexpr size_t VERTEX_BUFFER_SIZE = 32 * 1024 * 1024;
static constexpr size_t INDEX_BUFFER_SIZE = 1 * 1024 * 1024;
static constexpr size_t UNIFORM_BUFFER_SIZE = 2 * 1024 * 1024; static constexpr size_t UNIFORM_BUFFER_SIZE = 2 * 1024 * 1024;
OGLVertexArray sw_vao; // VAO for software shader draw
OGLVertexArray hw_vao; // VAO for hardware shader / accelerate draw
std::array<bool, 16> hw_vao_enabled_attributes{};
std::array<SamplerInfo, 3> texture_samplers; std::array<SamplerInfo, 3> texture_samplers;
OGLVertexArray vertex_array;
OGLStreamBuffer vertex_buffer; OGLStreamBuffer vertex_buffer;
OGLStreamBuffer uniform_buffer; OGLStreamBuffer uniform_buffer;
OGLStreamBuffer index_buffer;
OGLFramebuffer framebuffer; OGLFramebuffer framebuffer;
GLint uniform_buffer_alignment; GLint uniform_buffer_alignment;
size_t uniform_size_aligned_vs;
size_t uniform_size_aligned_gs;
size_t uniform_size_aligned_fs; size_t uniform_size_aligned_fs;
SamplerInfo texture_cube_sampler; SamplerInfo texture_cube_sampler;

View file

@ -18,6 +18,7 @@
#include "video_core/renderer_opengl/gl_shader_decompiler.h" #include "video_core/renderer_opengl/gl_shader_decompiler.h"
#include "video_core/renderer_opengl/gl_shader_gen.h" #include "video_core/renderer_opengl/gl_shader_gen.h"
#include "video_core/renderer_opengl/gl_shader_util.h" #include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/video_core.h"
using Pica::FramebufferRegs; using Pica::FramebufferRegs;
using Pica::LightingRegs; using Pica::LightingRegs;
@ -226,7 +227,7 @@ void PicaShaderConfigCommon::Init(const Pica::ShaderRegs& regs, Pica::Shader::Sh
program_hash = setup.GetProgramCodeHash(); program_hash = setup.GetProgramCodeHash();
swizzle_hash = setup.GetSwizzleDataHash(); swizzle_hash = setup.GetSwizzleDataHash();
main_offset = regs.main_offset; main_offset = regs.main_offset;
sanitize_mul = false; // TODO (wwylele): stubbed now. Should sync with user settings sanitize_mul = VideoCore::g_hw_shader_accurate_mul;
num_outputs = 0; num_outputs = 0;
output_map.fill(16); output_map.fill(16);

View file

@ -14,16 +14,26 @@ OGLStreamBuffer::OGLStreamBuffer(GLenum target, GLsizeiptr size, bool prefer_coh
gl_buffer.Create(); gl_buffer.Create();
glBindBuffer(gl_target, gl_buffer.handle); glBindBuffer(gl_target, gl_buffer.handle);
GLsizeiptr allocate_size = size;
if (target == GL_ARRAY_BUFFER) {
// On AMD GPU there is a strange crash in indexed drawing. The crash happens when the buffer
// read position is near the end and is an out-of-bound access to the vertex buffer. This is
// probably a bug in the driver and is related to the usage of vec3<byte> attributes in the
// vertex array. Doubling the allocation size for the vertex buffer seems to avoid the
// crash.
allocate_size *= 2;
}
if (GLAD_GL_ARB_buffer_storage) { if (GLAD_GL_ARB_buffer_storage) {
persistent = true; persistent = true;
coherent = prefer_coherent; coherent = prefer_coherent;
GLbitfield flags = GLbitfield flags =
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | (coherent ? GL_MAP_COHERENT_BIT : 0); GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | (coherent ? GL_MAP_COHERENT_BIT : 0);
glBufferStorage(gl_target, buffer_size, nullptr, flags); glBufferStorage(gl_target, allocate_size, nullptr, flags);
mapped_ptr = static_cast<u8*>(glMapBufferRange( mapped_ptr = static_cast<u8*>(glMapBufferRange(
gl_target, 0, buffer_size, flags | (coherent ? 0 : GL_MAP_FLUSH_EXPLICIT_BIT))); gl_target, 0, buffer_size, flags | (coherent ? 0 : GL_MAP_FLUSH_EXPLICIT_BIT)));
} else { } else {
glBufferData(gl_target, buffer_size, nullptr, GL_STREAM_DRAW); glBufferData(gl_target, allocate_size, nullptr, GL_STREAM_DRAW);
} }
} }

View file

@ -19,7 +19,9 @@ std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
std::atomic<bool> g_hw_renderer_enabled; std::atomic<bool> g_hw_renderer_enabled;
std::atomic<bool> g_shader_jit_enabled; std::atomic<bool> g_shader_jit_enabled;
std::atomic<bool> g_vsync_enabled; std::atomic<bool> g_hw_shader_enabled;
std::atomic<bool> g_hw_shader_accurate_gs;
std::atomic<bool> g_hw_shader_accurate_mul;
/// Initialize the video core /// Initialize the video core
bool Init(EmuWindow* emu_window) { bool Init(EmuWindow* emu_window) {

View file

@ -22,6 +22,9 @@ extern EmuWindow* g_emu_window; ///< Emu window
// qt ui) // qt ui)
extern std::atomic<bool> g_hw_renderer_enabled; extern std::atomic<bool> g_hw_renderer_enabled;
extern std::atomic<bool> g_shader_jit_enabled; extern std::atomic<bool> g_shader_jit_enabled;
extern std::atomic<bool> g_hw_shader_enabled;
extern std::atomic<bool> g_hw_shader_accurate_gs;
extern std::atomic<bool> g_hw_shader_accurate_mul;
/// Start the video core /// Start the video core
void Start(); void Start();