Merge pull request #337 from Subv/used_buffers

GPU: Don't use explicit binding points when uploading the constbuffers to opengl
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bunnei 2018-04-15 16:30:57 -04:00 committed by GitHub
commit d6d7d0989c
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 59 additions and 12 deletions

View file

@ -193,6 +193,9 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size
auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
ASSERT_MSG(!gpu.regs.shader_config[0].enable, "VertexA is unsupported!");
// Next available bindpoint to use when uploading the const buffers to the GLSL shaders.
u32 current_constbuffer_bindpoint = 0;
for (unsigned index = 1; index < Maxwell::MaxShaderProgram; ++index) {
ptr_pos += sizeof(GLShader::MaxwellUniformData);
@ -244,9 +247,13 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size
UNREACHABLE();
}
GLuint gl_stage_program = shader_program_manager->GetCurrentProgramStage(
static_cast<Maxwell::ShaderStage>(stage));
// Configure the const buffers for this shader stage.
SetupConstBuffers(static_cast<Maxwell::ShaderStage>(stage),
shader_resources.const_buffer_entries);
current_constbuffer_bindpoint =
SetupConstBuffers(static_cast<Maxwell::ShaderStage>(stage), gl_stage_program,
current_constbuffer_bindpoint, shader_resources.const_buffer_entries);
}
shader_program_manager->UseTrivialGeometryShader();
@ -543,8 +550,9 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
}
}
void RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage,
const std::vector<GLShader::ConstBufferEntry>& entries) {
u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, GLuint program,
u32 current_bindpoint,
const std::vector<GLShader::ConstBufferEntry>& entries) {
auto& gpu = Core::System::GetInstance().GPU();
auto& maxwell3d = gpu.Get3DEngine();
@ -568,7 +576,7 @@ void RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage,
ASSERT_MSG(buffer.enabled, "Attempted to upload disabled constbuffer");
buffer_draw_state.enabled = true;
buffer_draw_state.bindpoint = bindpoint;
buffer_draw_state.bindpoint = current_bindpoint + bindpoint;
VAddr addr = gpu.memory_manager->PhysicalToVirtualAddress(buffer.address);
std::vector<u8> data(used_buffer.GetSize() * sizeof(float));
@ -577,9 +585,18 @@ void RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage,
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer_draw_state.ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, data.size(), data.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
// Now configure the bindpoint of the buffer inside the shader
std::string buffer_name = used_buffer.GetName();
GLuint index =
glGetProgramResourceIndex(program, GL_SHADER_STORAGE_BLOCK, buffer_name.c_str());
if (index != -1)
glShaderStorageBlockBinding(program, index, buffer_draw_state.bindpoint);
}
state.Apply();
return current_bindpoint + entries.size();
}
void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,

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@ -87,9 +87,17 @@ private:
/// Binds the required textures to OpenGL before drawing a batch.
void BindTextures();
/// Configures the current constbuffers to use for the draw command.
void SetupConstBuffers(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage,
const std::vector<GLShader::ConstBufferEntry>& entries);
/*
* Configures the current constbuffers to use for the draw command.
* @param stage The shader stage to configure buffers for.
* @param program The OpenGL program object that contains the specified stage.
* @param current_bindpoint The offset at which to start counting new buffer bindpoints.
* @param entries Vector describing the buffers that are actually used in the guest shader.
* @returns The next available bindpoint for use in the next shader stage.
*/
u32 SetupConstBuffers(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, GLuint program,
u32 current_bindpoint,
const std::vector<GLShader::ConstBufferEntry>& entries);
/// Syncs the viewport to match the guest state
void SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect, u16 res_scale);

View file

@ -192,7 +192,7 @@ private:
/// Generates code representing a uniform (C buffer) register.
std::string GetUniform(const Uniform& reg) {
declr_const_buffers[reg.index].MarkAsUsed(reg.index, reg.offset);
declr_const_buffers[reg.index].MarkAsUsed(reg.index, reg.offset, stage);
return 'c' + std::to_string(reg.index) + '[' + std::to_string(reg.offset) + ']';
}
@ -478,8 +478,7 @@ private:
unsigned const_buffer_layout = 0;
for (const auto& entry : GetConstBuffersDeclarations()) {
declarations.AddLine("layout(std430, binding = " + std::to_string(const_buffer_layout) +
") buffer c" + std::to_string(entry.GetIndex()) + "_buffer");
declarations.AddLine("layout(std430) buffer " + entry.GetName());
declarations.AddLine("{");
declarations.AddLine(" float c" + std::to_string(entry.GetIndex()) + "[];");
declarations.AddLine("};");

View file

@ -19,10 +19,13 @@ constexpr size_t MAX_PROGRAM_CODE_LENGTH{0x1000};
using ProgramCode = std::array<u64, MAX_PROGRAM_CODE_LENGTH>;
class ConstBufferEntry {
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
public:
void MarkAsUsed(unsigned index, unsigned offset) {
void MarkAsUsed(unsigned index, unsigned offset, Maxwell::ShaderStage stage) {
is_used = true;
this->index = index;
this->stage = stage;
max_offset = std::max(max_offset, offset);
}
@ -38,10 +41,19 @@ public:
return max_offset + 1;
}
std::string GetName() const {
return BufferBaseNames[static_cast<size_t>(stage)] + std::to_string(index);
}
private:
static constexpr std::array<const char*, Maxwell::MaxShaderStage> BufferBaseNames = {
"buffer_vs_c", "buffer_tessc_c", "buffer_tesse_c", "buffer_gs_c", "buffer_fs_c",
};
bool is_used{};
unsigned index{};
unsigned max_offset{};
Maxwell::ShaderStage stage;
};
struct ShaderEntries {

View file

@ -121,6 +121,17 @@ public:
return result;
}
GLuint GetCurrentProgramStage(Maxwell3D::Regs::ShaderStage stage) {
switch (stage) {
case Maxwell3D::Regs::ShaderStage::Vertex:
return current.vs;
case Maxwell3D::Regs::ShaderStage::Fragment:
return current.fs;
}
UNREACHABLE();
}
void UseTrivialGeometryShader() {
current.gs = 0;
}