50f22d1f59
* video_core: Abstract shader generators. * shader: Extract common generator structures and move generators to specific namespaces. * shader: Minor fixes and clean-up.
163 lines
5.5 KiB
C++
163 lines
5.5 KiB
C++
// Copyright 2022 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "core/hw/gpu.h"
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#include "video_core/rasterizer_accelerated.h"
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#include "video_core/rasterizer_interface.h"
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#include "video_core/regs_texturing.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/gl_stream_buffer.h"
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#include "video_core/renderer_opengl/gl_texture_runtime.h"
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namespace VideoCore {
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class RendererBase;
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}
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namespace VideoCore {
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class CustomTexManager;
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}
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namespace OpenGL {
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struct ScreenInfo;
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class Driver;
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class ShaderProgramManager;
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class RasterizerOpenGL : public VideoCore::RasterizerAccelerated {
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public:
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explicit RasterizerOpenGL(Memory::MemorySystem& memory,
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VideoCore::CustomTexManager& custom_tex_manager,
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VideoCore::RendererBase& renderer, Driver& driver);
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~RasterizerOpenGL() override;
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void TickFrame();
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void LoadDiskResources(const std::atomic_bool& stop_loading,
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const VideoCore::DiskResourceLoadCallback& callback) override;
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void DrawTriangles() override;
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void FlushAll() override;
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void FlushRegion(PAddr addr, u32 size) override;
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void InvalidateRegion(PAddr addr, u32 size) override;
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void FlushAndInvalidateRegion(PAddr addr, u32 size) override;
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void ClearAll(bool flush) override;
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bool AccelerateDisplayTransfer(const GPU::Regs::DisplayTransferConfig& config) override;
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bool AccelerateTextureCopy(const GPU::Regs::DisplayTransferConfig& config) override;
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bool AccelerateFill(const GPU::Regs::MemoryFillConfig& config) override;
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bool AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr,
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u32 pixel_stride, ScreenInfo& screen_info);
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bool AccelerateDrawBatch(bool is_indexed) override;
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private:
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void SyncFixedState() override;
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void NotifyFixedFunctionPicaRegisterChanged(u32 id) override;
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/// Syncs the clip enabled status to match the PICA register
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void SyncClipEnabled();
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/// Syncs the cull mode to match the PICA register
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void SyncCullMode();
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/// Syncs the blend enabled status to match the PICA register
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void SyncBlendEnabled();
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/// Syncs the blend functions to match the PICA register
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void SyncBlendFuncs();
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/// Syncs the blend color to match the PICA register
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void SyncBlendColor();
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/// Syncs the logic op states to match the PICA register
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void SyncLogicOp();
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/// Syncs the color write mask to match the PICA register state
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void SyncColorWriteMask();
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/// Syncs the stencil write mask to match the PICA register state
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void SyncStencilWriteMask();
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/// Syncs the depth write mask to match the PICA register state
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void SyncDepthWriteMask();
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/// Syncs the stencil test states to match the PICA register
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void SyncStencilTest();
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/// Syncs the depth test states to match the PICA register
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void SyncDepthTest();
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/// Syncs and uploads the lighting, fog and proctex LUTs
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void SyncAndUploadLUTs();
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void SyncAndUploadLUTsLF();
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/// Syncs all enabled PICA texture units
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void SyncTextureUnits(const Framebuffer* framebuffer);
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/// Binds the PICA shadow cube required for shadow mapping
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void BindShadowCube(const Pica::TexturingRegs::FullTextureConfig& texture);
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/// Binds a texture cube to texture unit 0
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void BindTextureCube(const Pica::TexturingRegs::FullTextureConfig& texture);
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/// Makes a temporary copy of the framebuffer if a feedback loop is detected
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bool IsFeedbackLoop(u32 texture_index, const Framebuffer* framebuffer, Surface& surface);
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/// Unbinds all special texture unit 0 texture configurations
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void UnbindSpecial();
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/// Binds the custom material referenced by surface if it exists.
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void BindMaterial(u32 texture_index, Surface& surface);
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/// Upload the uniform blocks to the uniform buffer object
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void UploadUniforms(bool accelerate_draw);
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/// Generic draw function for DrawTriangles and AccelerateDrawBatch
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bool Draw(bool accelerate, bool is_indexed);
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/// Internal implementation for AccelerateDrawBatch
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bool AccelerateDrawBatchInternal(bool is_indexed);
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/// Setup vertex array for AccelerateDrawBatch
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void SetupVertexArray(u8* array_ptr, GLintptr buffer_offset, GLuint vs_input_index_min,
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GLuint vs_input_index_max);
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/// Setup vertex shader for AccelerateDrawBatch
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bool SetupVertexShader();
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/// Setup geometry shader for AccelerateDrawBatch
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bool SetupGeometryShader();
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private:
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Driver& driver;
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OpenGLState state;
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ShaderProgramManager shader_manager;
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TextureRuntime runtime;
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RasterizerCache res_cache;
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OGLVertexArray sw_vao; // VAO for software shader draw
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OGLVertexArray hw_vao; // VAO for hardware shader / accelerate draw
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std::array<bool, 16> hw_vao_enabled_attributes{};
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GLsizeiptr texture_buffer_size;
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OGLStreamBuffer vertex_buffer;
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OGLStreamBuffer uniform_buffer;
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OGLStreamBuffer index_buffer;
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OGLStreamBuffer texture_buffer;
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OGLStreamBuffer texture_lf_buffer;
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GLint uniform_buffer_alignment;
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std::size_t uniform_size_aligned_vs_pica;
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std::size_t uniform_size_aligned_vs;
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std::size_t uniform_size_aligned_fs;
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OGLTexture texture_buffer_lut_lf;
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OGLTexture texture_buffer_lut_rg;
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OGLTexture texture_buffer_lut_rgba;
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bool use_custom_normal{};
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bool emulate_minmax_blend{};
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};
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} // namespace OpenGL
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