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Merge pull request #328 from Subv/constbuffers
GPU: Upload the shader Constant Buffers as SSBOs to the GPU
This commit is contained in:
commit
bb0c3fc828
8 changed files with 104 additions and 16 deletions
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@ -301,5 +301,26 @@ u32 Maxwell3D::GetRegisterValue(u32 method) const {
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return regs.reg_array[method];
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}
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bool Maxwell3D::IsShaderStageEnabled(Regs::ShaderStage stage) const {
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// The Vertex stage is always enabled.
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if (stage == Regs::ShaderStage::Vertex)
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return true;
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switch (stage) {
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case Regs::ShaderStage::TesselationControl:
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return regs.shader_config[static_cast<size_t>(Regs::ShaderProgram::TesselationControl)]
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.enable != 0;
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case Regs::ShaderStage::TesselationEval:
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return regs.shader_config[static_cast<size_t>(Regs::ShaderProgram::TesselationEval)]
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.enable != 0;
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case Regs::ShaderStage::Geometry:
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return regs.shader_config[static_cast<size_t>(Regs::ShaderProgram::Geometry)].enable != 0;
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case Regs::ShaderStage::Fragment:
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return regs.shader_config[static_cast<size_t>(Regs::ShaderProgram::Fragment)].enable != 0;
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}
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UNREACHABLE();
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}
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} // namespace Engines
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} // namespace Tegra
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@ -518,6 +518,9 @@ public:
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/// Returns a list of enabled textures for the specified shader stage.
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std::vector<Texture::FullTextureInfo> GetStageTextures(Regs::ShaderStage stage) const;
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/// Returns whether the specified shader stage is enabled or not.
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bool IsShaderStageEnabled(Regs::ShaderStage stage) const;
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private:
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std::unordered_map<u32, std::vector<u32>> uploaded_macros;
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@ -46,6 +46,14 @@ RasterizerOpenGL::RasterizerOpenGL() {
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state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
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}
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// Create SSBOs
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for (size_t stage = 0; stage < ssbos.size(); ++stage) {
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for (size_t buffer = 0; buffer < ssbos[stage].size(); ++buffer) {
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ssbos[stage][buffer].Create();
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state.draw.const_buffers[stage][buffer].ssbo = ssbos[stage][buffer].handle;
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}
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}
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GLint ext_num;
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glGetIntegerv(GL_NUM_EXTENSIONS, &ext_num);
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for (GLint i = 0; i < ext_num; i++) {
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@ -191,8 +199,9 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size
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auto& shader_config = gpu.regs.shader_config[index];
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const Maxwell::ShaderProgram program{static_cast<Maxwell::ShaderProgram>(index)};
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// VertexB program is always enabled, despite bit setting
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const bool is_enabled{shader_config.enable || program == Maxwell::ShaderProgram::VertexB};
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const auto& stage = index - 1; // Stage indices are 0 - 5
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const bool is_enabled = gpu.IsShaderStageEnabled(static_cast<Maxwell::ShaderStage>(stage));
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// Skip stages that are not enabled
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if (!is_enabled) {
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@ -200,7 +209,6 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size
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}
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// Upload uniform data as one UBO per stage
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const auto& stage = index - 1; // Stage indices are 0 - 5
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const GLintptr ubo_offset = buffer_offset + static_cast<GLintptr>(ptr_pos);
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copy_buffer(uniform_buffers[stage].handle, ubo_offset,
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sizeof(GLShader::MaxwellUniformData));
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@ -298,6 +306,8 @@ void RasterizerOpenGL::DrawArrays() {
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// Sync and bind the texture surfaces
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BindTextures();
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// Configure the constant buffer objects
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SetupConstBuffers();
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// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
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// scissor test to prevent drawing outside of the framebuffer region
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@ -380,7 +390,7 @@ void RasterizerOpenGL::DrawArrays() {
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void RasterizerOpenGL::BindTextures() {
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using Regs = Tegra::Engines::Maxwell3D::Regs;
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auto maxwell3d = Core::System::GetInstance().GPU().Get3DEngine();
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auto& maxwell3d = Core::System::GetInstance().GPU().Get3DEngine();
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// Each Maxwell shader stage can have an arbitrary number of textures, but we're limited to a
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// certain number in OpenGL. We try to only use the minimum amount of host textures by not
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@ -527,6 +537,41 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
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}
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}
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void RasterizerOpenGL::SetupConstBuffers() {
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using Regs = Tegra::Engines::Maxwell3D::Regs;
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auto& gpu = Core::System::GetInstance().GPU();
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auto& maxwell3d = gpu.Get3DEngine();
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// Upload only the enabled buffers from the 16 constbuffers of each shader stage
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u32 current_bindpoint = 0;
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for (u32 stage = 0; stage < Regs::MaxShaderStage; ++stage) {
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auto& shader_stage = maxwell3d.state.shader_stages[stage];
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bool stage_enabled = maxwell3d.IsShaderStageEnabled(static_cast<Regs::ShaderStage>(stage));
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for (u32 buffer_id = 0; buffer_id < Regs::MaxConstBuffers; ++buffer_id) {
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const auto& buffer = shader_stage.const_buffers[buffer_id];
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state.draw.const_buffers[stage][buffer_id].enabled = buffer.enabled && stage_enabled;
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if (buffer.enabled && stage_enabled) {
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state.draw.const_buffers[stage][buffer_id].bindpoint = current_bindpoint;
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current_bindpoint++;
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VAddr addr = gpu.memory_manager->PhysicalToVirtualAddress(buffer.address);
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const u8* data = Memory::GetPointer(addr);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER,
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state.draw.const_buffers[stage][buffer_id].ssbo);
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glBufferData(GL_SHADER_STORAGE_BUFFER, buffer.size, data, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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} else {
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state.draw.const_buffers[stage][buffer_id].bindpoint = -1;
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}
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}
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}
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state.Apply();
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}
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void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
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const Surface& depth_surface, bool has_stencil) {
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state.draw.draw_framebuffer = framebuffer.handle;
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@ -87,6 +87,9 @@ private:
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/// Binds the required textures to OpenGL before drawing a batch.
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void BindTextures();
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/// Configures the current constbuffers to use for the draw command.
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void SetupConstBuffers();
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/// Syncs the viewport to match the guest state
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void SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect, u16 res_scale);
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@ -129,6 +132,10 @@ private:
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std::array<bool, 16> hw_vao_enabled_attributes;
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std::array<SamplerInfo, GLShader::NumTextureSamplers> texture_samplers;
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std::array<std::array<OGLBuffer, Tegra::Engines::Maxwell3D::Regs::MaxConstBuffers>,
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Tegra::Engines::Maxwell3D::Regs::MaxShaderStage>
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ssbos;
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static constexpr size_t VERTEX_BUFFER_SIZE = 128 * 1024 * 1024;
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std::unique_ptr<OGLStreamBuffer> vertex_buffer;
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OGLBuffer uniform_buffer;
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@ -53,13 +53,6 @@ void SetShaderSamplerBindings(GLuint shader) {
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} // namespace Impl
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void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) {
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const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager;
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for (unsigned index = 0; index < shader_stage.const_buffers.size(); ++index) {
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const auto& const_buffer = shader_stage.const_buffers[index];
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const VAddr vaddr = memory_manager->PhysicalToVirtualAddress(const_buffer.address);
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Memory::ReadBlock(vaddr, const_buffers[index].data(), sizeof(ConstBuffer));
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}
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}
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void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) {}
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} // namespace GLShader
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@ -30,11 +30,10 @@ void SetShaderSamplerBindings(GLuint shader);
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// Not following that rule will cause problems on some AMD drivers.
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struct MaxwellUniformData {
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void SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage);
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using ConstBuffer = std::array<GLvec4, 4>;
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alignas(16) std::array<ConstBuffer, Maxwell3D::Regs::MaxConstBuffers> const_buffers;
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// TODO(Subv): Use this for something.
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};
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static_assert(sizeof(MaxwellUniformData) == 1024, "MaxwellUniformData structure size is incorrect");
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// static_assert(sizeof(MaxwellUniformData) == 1024, "MaxwellUniformData structure size is
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// incorrect");
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static_assert(sizeof(MaxwellUniformData) < 16384,
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"MaxwellUniformData structure must be less than 16kb as per the OpenGL spec");
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@ -202,6 +202,20 @@ void OpenGLState::Apply() const {
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}
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}
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// Constbuffers
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for (u32 stage = 0; stage < draw.const_buffers.size(); ++stage) {
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for (u32 buffer_id = 0; buffer_id < draw.const_buffers[stage].size(); ++buffer_id) {
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auto& current = cur_state.draw.const_buffers[stage][buffer_id];
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auto& new_state = draw.const_buffers[stage][buffer_id];
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if (current.enabled != new_state.enabled || current.bindpoint != new_state.bindpoint ||
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current.ssbo != new_state.ssbo) {
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if (new_state.enabled) {
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, new_state.bindpoint, new_state.ssbo);
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}
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}
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}
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}
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// Lighting LUTs
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if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) {
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glActiveTexture(TextureUnits::LightingLUT.Enum());
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@ -123,6 +123,12 @@ public:
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GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING
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GLuint shader_program; // GL_CURRENT_PROGRAM
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GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
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struct ConstBufferConfig {
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bool enabled;
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GLuint bindpoint;
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GLuint ssbo;
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};
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std::array<std::array<ConstBufferConfig, 16>, 5> const_buffers{};
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} draw;
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struct {
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