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Merge pull request #3494 from ReinUsesLisp/fix-cs-pipeline
gl_shader_manager: Fix interaction between graphics and compute
This commit is contained in:
commit
fce33adcf1
4 changed files with 39 additions and 29 deletions
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@ -565,7 +565,7 @@ void RasterizerOpenGL::Draw(bool is_indexed, bool is_instanced) {
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bind_ubo_pushbuffer.Bind();
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bind_ssbo_pushbuffer.Bind();
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program_manager.Update();
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program_manager.BindGraphicsPipeline();
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if (texture_cache.TextureBarrier()) {
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glTextureBarrier();
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@ -627,8 +627,7 @@ void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {
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const ProgramVariant variant(launch_desc.block_dim_x, launch_desc.block_dim_y,
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launch_desc.block_dim_z, launch_desc.shared_alloc,
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launch_desc.local_pos_alloc);
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glUseProgramStages(program_manager.GetHandle(), GL_COMPUTE_SHADER_BIT,
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kernel->GetHandle(variant));
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program_manager.BindComputeShader(kernel->GetHandle(variant));
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const std::size_t buffer_size =
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Tegra::Engines::KeplerCompute::NumConstBuffers *
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@ -2,21 +2,29 @@
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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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#include <glad/glad.h>
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#include "common/common_types.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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namespace OpenGL::GLShader {
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using Tegra::Engines::Maxwell3D;
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ProgramManager::ProgramManager() = default;
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ProgramManager::~ProgramManager() = default;
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void ProgramManager::Create() {
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pipeline.Create();
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graphics_pipeline.Create();
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glBindProgramPipeline(graphics_pipeline.handle);
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}
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void ProgramManager::Update() {
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void ProgramManager::BindGraphicsPipeline() {
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if (!is_graphics_bound) {
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is_graphics_bound = true;
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glUseProgram(0);
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}
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// Avoid updating the pipeline when values have no changed
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if (old_state == current_state) {
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return;
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@ -25,16 +33,21 @@ void ProgramManager::Update() {
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// Workaround for AMD bug
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static constexpr GLenum all_used_stages{GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT |
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GL_FRAGMENT_SHADER_BIT};
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glUseProgramStages(pipeline.handle, all_used_stages, 0);
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glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current_state.vertex_shader);
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glUseProgramStages(pipeline.handle, GL_GEOMETRY_SHADER_BIT, current_state.geometry_shader);
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glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current_state.fragment_shader);
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const GLuint handle = graphics_pipeline.handle;
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glUseProgramStages(handle, all_used_stages, 0);
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glUseProgramStages(handle, GL_VERTEX_SHADER_BIT, current_state.vertex_shader);
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glUseProgramStages(handle, GL_GEOMETRY_SHADER_BIT, current_state.geometry_shader);
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glUseProgramStages(handle, GL_FRAGMENT_SHADER_BIT, current_state.fragment_shader);
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old_state = current_state;
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}
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void MaxwellUniformData::SetFromRegs(const Maxwell3D& maxwell) {
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void ProgramManager::BindComputeShader(GLuint program) {
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is_graphics_bound = false;
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glUseProgram(program);
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}
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void MaxwellUniformData::SetFromRegs(const Tegra::Engines::Maxwell3D& maxwell) {
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const auto& regs = maxwell.regs;
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// Y_NEGATE controls what value S2R returns for the Y_DIRECTION system value.
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@ -28,11 +28,16 @@ static_assert(sizeof(MaxwellUniformData) < 16384,
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class ProgramManager {
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public:
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explicit ProgramManager();
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~ProgramManager();
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void Create();
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void Update();
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/// Updates the graphics pipeline and binds it.
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void BindGraphicsPipeline();
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/// Binds a compute shader.
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void BindComputeShader(GLuint program);
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void UseVertexShader(GLuint program) {
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current_state.vertex_shader = program;
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@ -46,33 +51,27 @@ public:
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current_state.fragment_shader = program;
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}
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GLuint GetHandle() const {
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return pipeline.handle;
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}
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void UseTrivialFragmentShader() {
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current_state.fragment_shader = 0;
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}
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private:
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struct PipelineState {
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bool operator==(const PipelineState& rhs) const {
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bool operator==(const PipelineState& rhs) const noexcept {
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return vertex_shader == rhs.vertex_shader && fragment_shader == rhs.fragment_shader &&
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geometry_shader == rhs.geometry_shader;
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}
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bool operator!=(const PipelineState& rhs) const {
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bool operator!=(const PipelineState& rhs) const noexcept {
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return !operator==(rhs);
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}
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GLuint vertex_shader{};
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GLuint fragment_shader{};
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GLuint geometry_shader{};
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GLuint vertex_shader = 0;
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GLuint fragment_shader = 0;
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GLuint geometry_shader = 0;
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};
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OGLPipeline pipeline;
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OGLPipeline graphics_pipeline;
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OGLPipeline compute_pipeline;
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PipelineState current_state;
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PipelineState old_state;
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bool is_graphics_bound = true;
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};
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} // namespace OpenGL::GLShader
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@ -443,7 +443,6 @@ void RendererOpenGL::InitOpenGLObjects() {
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// Create program pipeline
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program_manager.Create();
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glBindProgramPipeline(program_manager.GetHandle());
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// Generate VBO handle for drawing
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vertex_buffer.Create();
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@ -596,7 +595,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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program_manager.UseVertexShader(vertex_program.handle);
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program_manager.UseGeometryShader(0);
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program_manager.UseFragmentShader(fragment_program.handle);
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program_manager.Update();
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program_manager.BindGraphicsPipeline();
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glEnable(GL_CULL_FACE);
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if (screen_info.display_srgb) {
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