yuzu/src/video_core/renderer_opengl/gl_rasterizer.cpp
Subv c5284efd4f Rasterizer: Implemented instanced rendering.
We keep track of the current instance and update an uniform in the shaders to let them know which instance they are.

Instanced vertex arrays are not yet implemented.
2018-08-14 22:25:07 -05:00

845 lines
34 KiB
C++

// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <memory>
#include <string>
#include <string_view>
#include <tuple>
#include <utility>
#include <glad/glad.h>
#include "common/alignment.h"
#include "common/assert.h"
#include "common/logging/log.h"
#include "common/math_util.h"
#include "common/microprofile.h"
#include "core/core.h"
#include "core/frontend/emu_window.h"
#include "core/hle/kernel/process.h"
#include "core/settings.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_gen.h"
#include "video_core/renderer_opengl/maxwell_to_gl.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
#include "video_core/video_core.h"
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
using PixelFormat = SurfaceParams::PixelFormat;
using SurfaceType = SurfaceParams::SurfaceType;
MICROPROFILE_DEFINE(OpenGL_VAO, "OpenGL", "Vertex Array Setup", MP_RGB(128, 128, 192));
MICROPROFILE_DEFINE(OpenGL_VS, "OpenGL", "Vertex Shader Setup", MP_RGB(128, 128, 192));
MICROPROFILE_DEFINE(OpenGL_FS, "OpenGL", "Fragment Shader Setup", 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_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
RasterizerOpenGL::RasterizerOpenGL(Core::Frontend::EmuWindow& window)
: emu_window{window}, stream_buffer(GL_ARRAY_BUFFER, STREAM_BUFFER_SIZE) {
// Create sampler objects
for (size_t i = 0; i < texture_samplers.size(); ++i) {
texture_samplers[i].Create();
state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
}
GLint ext_num;
glGetIntegerv(GL_NUM_EXTENSIONS, &ext_num);
for (GLint i = 0; i < ext_num; i++) {
const std::string_view extension{
reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, i))};
if (extension == "GL_ARB_direct_state_access") {
has_ARB_direct_state_access = true;
} else if (extension == "GL_ARB_separate_shader_objects") {
has_ARB_separate_shader_objects = true;
} else if (extension == "GL_ARB_vertex_attrib_binding") {
has_ARB_vertex_attrib_binding = true;
}
}
ASSERT_MSG(has_ARB_separate_shader_objects, "has_ARB_separate_shader_objects is unsupported");
// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
state.clip_distance[0] = true;
// Generate VAO and UBO
sw_vao.Create();
uniform_buffer.Create();
state.draw.vertex_array = sw_vao.handle;
state.draw.uniform_buffer = uniform_buffer.handle;
state.Apply();
// Create render framebuffer
framebuffer.Create();
hw_vao.Create();
state.draw.vertex_buffer = stream_buffer.GetHandle();
shader_program_manager = std::make_unique<GLShader::ProgramManager>();
state.draw.shader_program = 0;
state.draw.vertex_array = hw_vao.handle;
state.Apply();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, stream_buffer.GetHandle());
glEnable(GL_BLEND);
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment);
LOG_CRITICAL(Render_OpenGL, "Sync fixed function OpenGL state here!");
}
RasterizerOpenGL::~RasterizerOpenGL() {}
std::pair<u8*, GLintptr> RasterizerOpenGL::SetupVertexArrays(u8* array_ptr,
GLintptr buffer_offset) {
MICROPROFILE_SCOPE(OpenGL_VAO);
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
state.draw.vertex_array = hw_vao.handle;
state.draw.vertex_buffer = stream_buffer.GetHandle();
state.Apply();
// Upload all guest vertex arrays sequentially to our buffer
for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
const auto& vertex_array = regs.vertex_array[index];
if (!vertex_array.IsEnabled())
continue;
const Tegra::GPUVAddr start = vertex_array.StartAddress();
const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
ASSERT(end > start);
u64 size = end - start + 1;
GLintptr vertex_buffer_offset;
std::tie(array_ptr, buffer_offset, vertex_buffer_offset) =
UploadMemory(array_ptr, buffer_offset, start, size);
// Bind the vertex array to the buffer at the current offset.
glBindVertexBuffer(index, stream_buffer.GetHandle(), vertex_buffer_offset,
vertex_array.stride);
ASSERT_MSG(vertex_array.divisor == 0, "Instanced vertex arrays are not supported");
}
// Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
// Enables the first 16 vertex attributes always, as we don't know which ones are actually used
// until shader time. Note, Tegra technically supports 32, but we're capping this to 16 for now
// to avoid OpenGL errors.
// TODO(Subv): Analyze the shader to identify which attributes are actually used and don't
// assume every shader uses them all.
for (unsigned index = 0; index < 16; ++index) {
auto& attrib = regs.vertex_attrib_format[index];
// Ignore invalid attributes.
if (!attrib.IsValid())
continue;
auto& buffer = regs.vertex_array[attrib.buffer];
LOG_TRACE(HW_GPU, "vertex attrib {}, count={}, size={}, type={}, offset={}, normalize={}",
index, attrib.ComponentCount(), attrib.SizeString(), attrib.TypeString(),
attrib.offset.Value(), attrib.IsNormalized());
ASSERT(buffer.IsEnabled());
glEnableVertexAttribArray(index);
if (attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::SignedInt ||
attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::UnsignedInt) {
glVertexAttribIFormat(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
attrib.offset);
} else {
glVertexAttribFormat(index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
}
glVertexAttribBinding(index, attrib.buffer);
}
return {array_ptr, buffer_offset};
}
static GLShader::ProgramCode GetShaderProgramCode(Maxwell::ShaderProgram program) {
auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
// Fetch program code from memory
GLShader::ProgramCode program_code;
auto& shader_config = gpu.regs.shader_config[static_cast<size_t>(program)];
const u64 gpu_address{gpu.regs.code_address.CodeAddress() + shader_config.offset};
const boost::optional<VAddr> cpu_address{gpu.memory_manager.GpuToCpuAddress(gpu_address)};
Memory::ReadBlock(*cpu_address, program_code.data(), program_code.size() * sizeof(u64));
return program_code;
}
std::pair<u8*, GLintptr> RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
// Next available bindpoints to use when uploading the const buffers and textures to the GLSL
// shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
u32 current_constbuffer_bindpoint = Tegra::Engines::Maxwell3D::Regs::MaxShaderStage;
u32 current_texture_bindpoint = 0;
for (size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
auto& shader_config = gpu.regs.shader_config[index];
const Maxwell::ShaderProgram program{static_cast<Maxwell::ShaderProgram>(index)};
// Skip stages that are not enabled
if (!gpu.regs.IsShaderConfigEnabled(index)) {
continue;
}
std::tie(buffer_ptr, buffer_offset) =
AlignBuffer(buffer_ptr, buffer_offset, static_cast<size_t>(uniform_buffer_alignment));
const size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5
GLShader::MaxwellUniformData ubo{};
ubo.SetFromRegs(gpu.state.shader_stages[stage]);
std::memcpy(buffer_ptr, &ubo, sizeof(ubo));
// Bind the buffer
glBindBufferRange(GL_UNIFORM_BUFFER, stage, stream_buffer.GetHandle(), buffer_offset,
sizeof(ubo));
buffer_ptr += sizeof(ubo);
buffer_offset += sizeof(ubo);
GLShader::ShaderSetup setup{GetShaderProgramCode(program)};
GLShader::ShaderEntries shader_resources;
switch (program) {
case Maxwell::ShaderProgram::VertexA: {
// VertexB is always enabled, so when VertexA is enabled, we have two vertex shaders.
// Conventional HW does not support this, so we combine VertexA and VertexB into one
// stage here.
setup.SetProgramB(GetShaderProgramCode(Maxwell::ShaderProgram::VertexB));
GLShader::MaxwellVSConfig vs_config{setup};
shader_resources =
shader_program_manager->UseProgrammableVertexShader(vs_config, setup);
break;
}
case Maxwell::ShaderProgram::VertexB: {
GLShader::MaxwellVSConfig vs_config{setup};
shader_resources =
shader_program_manager->UseProgrammableVertexShader(vs_config, setup);
break;
}
case Maxwell::ShaderProgram::Fragment: {
GLShader::MaxwellFSConfig fs_config{setup};
shader_resources =
shader_program_manager->UseProgrammableFragmentShader(fs_config, setup);
break;
}
default:
LOG_CRITICAL(HW_GPU, "Unimplemented shader index={}, enable={}, offset=0x{:08X}", index,
shader_config.enable.Value(), shader_config.offset);
UNREACHABLE();
}
GLuint gl_stage_program = shader_program_manager->GetCurrentProgramStage(
static_cast<Maxwell::ShaderStage>(stage));
// Configure the const buffers for this shader stage.
std::tie(buffer_ptr, buffer_offset, current_constbuffer_bindpoint) = SetupConstBuffers(
buffer_ptr, buffer_offset, static_cast<Maxwell::ShaderStage>(stage), gl_stage_program,
current_constbuffer_bindpoint, shader_resources.const_buffer_entries);
// Configure the textures for this shader stage.
current_texture_bindpoint =
SetupTextures(static_cast<Maxwell::ShaderStage>(stage), gl_stage_program,
current_texture_bindpoint, shader_resources.texture_samplers);
// When VertexA is enabled, we have dual vertex shaders
if (program == Maxwell::ShaderProgram::VertexA) {
// VertexB was combined with VertexA, so we skip the VertexB iteration
index++;
}
}
shader_program_manager->UseTrivialGeometryShader();
return {buffer_ptr, buffer_offset};
}
size_t RasterizerOpenGL::CalculateVertexArraysSize() const {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
size_t size = 0;
for (u32 index = 0; index < Maxwell::NumVertexArrays; ++index) {
if (!regs.vertex_array[index].IsEnabled())
continue;
const Tegra::GPUVAddr start = regs.vertex_array[index].StartAddress();
const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
ASSERT(end > start);
size += end - start + 1;
}
return size;
}
bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
accelerate_draw = is_indexed ? AccelDraw::Indexed : AccelDraw::Arrays;
DrawArrays();
return true;
}
std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb,
bool using_depth_fb) {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
if (regs.rt[0].format == Tegra::RenderTargetFormat::NONE) {
LOG_ERROR(HW_GPU, "RenderTargetFormat is not configured");
using_color_fb = false;
}
// TODO(bunnei): Implement this
const bool has_stencil = false;
const bool write_color_fb =
state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
const bool write_depth_fb =
(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
(has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0);
Surface color_surface;
Surface depth_surface;
MathUtil::Rectangle<u32> surfaces_rect;
std::tie(color_surface, depth_surface, surfaces_rect) =
res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb);
const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
const MathUtil::Rectangle<u32> draw_rect{
static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.left,
surfaces_rect.left, surfaces_rect.right)), // Left
static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.top,
surfaces_rect.bottom, surfaces_rect.top)), // Top
static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.right,
surfaces_rect.left, surfaces_rect.right)), // Right
static_cast<u32>(
std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.bottom,
surfaces_rect.bottom, surfaces_rect.top))}; // Bottom
// Bind the framebuffer surfaces
BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
SyncViewport(surfaces_rect);
// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
// scissor test to prevent drawing outside of the framebuffer region
state.scissor.enabled = true;
state.scissor.x = draw_rect.left;
state.scissor.y = draw_rect.bottom;
state.scissor.width = draw_rect.GetWidth();
state.scissor.height = draw_rect.GetHeight();
state.Apply();
// Only return the surface to be marked as dirty if writing to it is enabled.
return std::make_pair(write_color_fb ? color_surface : nullptr,
write_depth_fb ? depth_surface : nullptr);
}
void RasterizerOpenGL::Clear() {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
bool use_color_fb = false;
bool use_depth_fb = false;
GLbitfield clear_mask = 0;
if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
regs.clear_buffers.A) {
clear_mask |= GL_COLOR_BUFFER_BIT;
use_color_fb = true;
}
if (regs.clear_buffers.Z) {
clear_mask |= GL_DEPTH_BUFFER_BIT;
use_depth_fb = regs.zeta_enable != 0;
// Always enable the depth write when clearing the depth buffer. The depth write mask is
// ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to true.
state.depth.test_enabled = true;
state.depth.write_mask = GL_TRUE;
state.depth.test_func = GL_ALWAYS;
state.Apply();
}
if (clear_mask == 0)
return;
ScopeAcquireGLContext acquire_context{emu_window};
auto [dirty_color_surface, dirty_depth_surface] =
ConfigureFramebuffers(use_color_fb, use_depth_fb);
// TODO(Subv): Support clearing only partial colors.
glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
regs.clear_color[3]);
glClearDepth(regs.clear_depth);
glClear(clear_mask);
// Mark framebuffer surfaces as dirty
if (Settings::values.use_accurate_framebuffers) {
if (dirty_color_surface != nullptr) {
res_cache.FlushSurface(dirty_color_surface);
}
if (dirty_depth_surface != nullptr) {
res_cache.FlushSurface(dirty_depth_surface);
}
}
}
std::pair<u8*, GLintptr> RasterizerOpenGL::AlignBuffer(u8* buffer_ptr, GLintptr buffer_offset,
size_t alignment) {
// Align the offset, not the mapped pointer
GLintptr offset_aligned =
static_cast<GLintptr>(Common::AlignUp(static_cast<size_t>(buffer_offset), alignment));
return {buffer_ptr + (offset_aligned - buffer_offset), offset_aligned};
}
std::tuple<u8*, GLintptr, GLintptr> RasterizerOpenGL::UploadMemory(u8* buffer_ptr,
GLintptr buffer_offset,
Tegra::GPUVAddr gpu_addr,
size_t size, size_t alignment) {
std::tie(buffer_ptr, buffer_offset) = AlignBuffer(buffer_ptr, buffer_offset, alignment);
GLintptr uploaded_offset = buffer_offset;
const auto& memory_manager = Core::System::GetInstance().GPU().memory_manager;
const boost::optional<VAddr> cpu_addr{memory_manager->GpuToCpuAddress(gpu_addr)};
Memory::ReadBlock(*cpu_addr, buffer_ptr, size);
buffer_ptr += size;
buffer_offset += size;
return {buffer_ptr, buffer_offset, uploaded_offset};
}
void RasterizerOpenGL::DrawArrays() {
if (accelerate_draw == AccelDraw::Disabled)
return;
MICROPROFILE_SCOPE(OpenGL_Drawing);
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
ScopeAcquireGLContext acquire_context{emu_window};
auto [dirty_color_surface, dirty_depth_surface] =
ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0);
SyncDepthTestState();
SyncBlendState();
SyncCullMode();
// TODO(bunnei): Sync framebuffer_scale uniform here
// TODO(bunnei): Sync scissorbox uniform(s) here
// Draw the vertex batch
const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
const u64 index_buffer_size{regs.index_array.count * regs.index_array.FormatSizeInBytes()};
const unsigned vertex_num{is_indexed ? regs.index_array.count : regs.vertex_buffer.count};
state.draw.vertex_buffer = stream_buffer.GetHandle();
state.Apply();
size_t buffer_size = CalculateVertexArraysSize();
if (is_indexed) {
buffer_size = Common::AlignUp<size_t>(buffer_size, 4) + index_buffer_size;
}
// Uniform space for the 5 shader stages
buffer_size =
Common::AlignUp<size_t>(buffer_size, 4) +
(sizeof(GLShader::MaxwellUniformData) + uniform_buffer_alignment) * Maxwell::MaxShaderStage;
// Add space for at least 18 constant buffers
buffer_size += Maxwell::MaxConstBuffers * (MaxConstbufferSize + uniform_buffer_alignment);
u8* buffer_ptr;
GLintptr buffer_offset;
std::tie(buffer_ptr, buffer_offset, std::ignore) =
stream_buffer.Map(static_cast<GLsizeiptr>(buffer_size), 4);
u8* buffer_ptr_base = buffer_ptr;
std::tie(buffer_ptr, buffer_offset) = SetupVertexArrays(buffer_ptr, buffer_offset);
// If indexed mode, copy the index buffer
GLintptr index_buffer_offset = 0;
if (is_indexed) {
std::tie(buffer_ptr, buffer_offset, index_buffer_offset) = UploadMemory(
buffer_ptr, buffer_offset, regs.index_array.StartAddress(), index_buffer_size);
}
std::tie(buffer_ptr, buffer_offset) = SetupShaders(buffer_ptr, buffer_offset);
stream_buffer.Unmap(buffer_ptr - buffer_ptr_base);
shader_program_manager->ApplyTo(state);
state.Apply();
const GLenum primitive_mode{MaxwellToGL::PrimitiveTopology(regs.draw.topology)};
if (is_indexed) {
const GLint base_vertex{static_cast<GLint>(regs.vb_element_base)};
// Adjust the index buffer offset so it points to the first desired index.
index_buffer_offset += regs.index_array.first * regs.index_array.FormatSizeInBytes();
glDrawElementsBaseVertex(primitive_mode, regs.index_array.count,
MaxwellToGL::IndexFormat(regs.index_array.format),
reinterpret_cast<const void*>(index_buffer_offset), base_vertex);
} else {
glDrawArrays(primitive_mode, regs.vertex_buffer.first, regs.vertex_buffer.count);
}
// Disable scissor test
state.scissor.enabled = false;
accelerate_draw = AccelDraw::Disabled;
// Unbind textures for potential future use as framebuffer attachments
for (auto& texture_unit : state.texture_units) {
texture_unit.Unbind();
}
state.Apply();
// Mark framebuffer surfaces as dirty
if (Settings::values.use_accurate_framebuffers) {
if (dirty_color_surface != nullptr) {
res_cache.FlushSurface(dirty_color_surface);
}
if (dirty_depth_surface != nullptr) {
res_cache.FlushSurface(dirty_depth_surface);
}
}
}
void RasterizerOpenGL::NotifyMaxwellRegisterChanged(u32 method) {}
void RasterizerOpenGL::FlushAll() {
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
res_cache.FlushRegion(0, Kernel::VMManager::MAX_ADDRESS);
}
void RasterizerOpenGL::FlushRegion(Tegra::GPUVAddr addr, u64 size) {
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
res_cache.FlushRegion(addr, size);
}
void RasterizerOpenGL::InvalidateRegion(Tegra::GPUVAddr addr, u64 size) {
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
res_cache.InvalidateRegion(addr, size);
}
void RasterizerOpenGL::FlushAndInvalidateRegion(Tegra::GPUVAddr addr, u64 size) {
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
res_cache.FlushRegion(addr, size);
res_cache.InvalidateRegion(addr, size);
}
bool RasterizerOpenGL::AccelerateDisplayTransfer(const void* config) {
MICROPROFILE_SCOPE(OpenGL_Blits);
UNREACHABLE();
return true;
}
bool RasterizerOpenGL::AccelerateTextureCopy(const void* config) {
UNREACHABLE();
return true;
}
bool RasterizerOpenGL::AccelerateFill(const void* config) {
UNREACHABLE();
return true;
}
bool RasterizerOpenGL::AccelerateDisplay(const Tegra::FramebufferConfig& config,
VAddr framebuffer_addr, u32 pixel_stride,
ScreenInfo& screen_info) {
if (!framebuffer_addr) {
return {};
}
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
const auto& surface{res_cache.TryFindFramebufferSurface(framebuffer_addr)};
if (!surface) {
return {};
}
// Verify that the cached surface is the same size and format as the requested framebuffer
const auto& params{surface->GetSurfaceParams()};
const auto& pixel_format{SurfaceParams::PixelFormatFromGPUPixelFormat(config.pixel_format)};
ASSERT_MSG(params.width == config.width, "Framebuffer width is different");
ASSERT_MSG(params.height == config.height, "Framebuffer height is different");
ASSERT_MSG(params.pixel_format == pixel_format, "Framebuffer pixel_format is different");
screen_info.display_texture = surface->Texture().handle;
return true;
}
void RasterizerOpenGL::SamplerInfo::Create() {
sampler.Create();
mag_filter = min_filter = Tegra::Texture::TextureFilter::Linear;
wrap_u = wrap_v = Tegra::Texture::WrapMode::Wrap;
// default is GL_LINEAR_MIPMAP_LINEAR
glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Other attributes have correct defaults
}
void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntry& config) {
GLuint s = sampler.handle;
if (mag_filter != config.mag_filter) {
mag_filter = config.mag_filter;
glSamplerParameteri(s, GL_TEXTURE_MAG_FILTER, MaxwellToGL::TextureFilterMode(mag_filter));
}
if (min_filter != config.min_filter) {
min_filter = config.min_filter;
glSamplerParameteri(s, GL_TEXTURE_MIN_FILTER, MaxwellToGL::TextureFilterMode(min_filter));
}
if (wrap_u != config.wrap_u) {
wrap_u = config.wrap_u;
glSamplerParameteri(s, GL_TEXTURE_WRAP_S, MaxwellToGL::WrapMode(wrap_u));
}
if (wrap_v != config.wrap_v) {
wrap_v = config.wrap_v;
glSamplerParameteri(s, GL_TEXTURE_WRAP_T, MaxwellToGL::WrapMode(wrap_v));
}
if (wrap_u == Tegra::Texture::WrapMode::Border || wrap_v == Tegra::Texture::WrapMode::Border) {
const GLvec4 new_border_color = {{config.border_color_r, config.border_color_g,
config.border_color_b, config.border_color_a}};
if (border_color != new_border_color) {
border_color = new_border_color;
glSamplerParameterfv(s, GL_TEXTURE_BORDER_COLOR, border_color.data());
}
}
}
std::tuple<u8*, GLintptr, u32> RasterizerOpenGL::SetupConstBuffers(
u8* buffer_ptr, GLintptr buffer_offset, Maxwell::ShaderStage stage, GLuint program,
u32 current_bindpoint, const std::vector<GLShader::ConstBufferEntry>& entries) {
const auto& gpu = Core::System::GetInstance().GPU();
const auto& maxwell3d = gpu.Maxwell3D();
// Upload only the enabled buffers from the 16 constbuffers of each shader stage
const auto& shader_stage = maxwell3d.state.shader_stages[static_cast<size_t>(stage)];
for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
const auto& used_buffer = entries[bindpoint];
const auto& buffer = shader_stage.const_buffers[used_buffer.GetIndex()];
if (!buffer.enabled) {
continue;
}
size_t size = 0;
if (used_buffer.IsIndirect()) {
// Buffer is accessed indirectly, so upload the entire thing
size = buffer.size;
if (size > MaxConstbufferSize) {
LOG_CRITICAL(HW_GPU, "indirect constbuffer size {} exceeds maximum {}", size,
MaxConstbufferSize);
size = MaxConstbufferSize;
}
} else {
// Buffer is accessed directly, upload just what we use
size = used_buffer.GetSize() * sizeof(float);
}
// Align the actual size so it ends up being a multiple of vec4 to meet the OpenGL std140
// UBO alignment requirements.
size = Common::AlignUp(size, sizeof(GLvec4));
ASSERT_MSG(size <= MaxConstbufferSize, "Constbuffer too big");
GLintptr const_buffer_offset;
std::tie(buffer_ptr, buffer_offset, const_buffer_offset) =
UploadMemory(buffer_ptr, buffer_offset, buffer.address, size,
static_cast<size_t>(uniform_buffer_alignment));
glBindBufferRange(GL_UNIFORM_BUFFER, current_bindpoint + bindpoint,
stream_buffer.GetHandle(), const_buffer_offset, size);
// Now configure the bindpoint of the buffer inside the shader
const std::string buffer_name = used_buffer.GetName();
const GLuint index =
glGetProgramResourceIndex(program, GL_UNIFORM_BLOCK, buffer_name.c_str());
if (index != GL_INVALID_INDEX) {
glUniformBlockBinding(program, index, current_bindpoint + bindpoint);
}
}
state.Apply();
return {buffer_ptr, buffer_offset, current_bindpoint + static_cast<u32>(entries.size())};
}
u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, GLuint program, u32 current_unit,
const std::vector<GLShader::SamplerEntry>& entries) {
const auto& gpu = Core::System::GetInstance().GPU();
const auto& maxwell3d = gpu.Maxwell3D();
ASSERT_MSG(current_unit + entries.size() <= std::size(state.texture_units),
"Exceeded the number of active textures.");
for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
const auto& entry = entries[bindpoint];
u32 current_bindpoint = current_unit + bindpoint;
// Bind the uniform to the sampler.
GLint uniform = glGetUniformLocation(program, entry.GetName().c_str());
if (uniform == -1) {
continue;
}
glProgramUniform1i(program, uniform, current_bindpoint);
const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset());
if (!texture.enabled) {
state.texture_units[current_bindpoint].texture_2d = 0;
continue;
}
texture_samplers[current_bindpoint].SyncWithConfig(texture.tsc);
Surface surface = res_cache.GetTextureSurface(texture);
if (surface != nullptr) {
state.texture_units[current_bindpoint].texture_2d = surface->Texture().handle;
state.texture_units[current_bindpoint].swizzle.r =
MaxwellToGL::SwizzleSource(texture.tic.x_source);
state.texture_units[current_bindpoint].swizzle.g =
MaxwellToGL::SwizzleSource(texture.tic.y_source);
state.texture_units[current_bindpoint].swizzle.b =
MaxwellToGL::SwizzleSource(texture.tic.z_source);
state.texture_units[current_bindpoint].swizzle.a =
MaxwellToGL::SwizzleSource(texture.tic.w_source);
} else {
// Can occur when texture addr is null or its memory is unmapped/invalid
state.texture_units[current_bindpoint].texture_2d = 0;
}
}
state.Apply();
return current_unit + static_cast<u32>(entries.size());
}
void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
const Surface& depth_surface, bool has_stencil) {
state.draw.draw_framebuffer = framebuffer.handle;
state.Apply();
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
color_surface != nullptr ? color_surface->Texture().handle : 0, 0);
if (depth_surface != nullptr) {
if (has_stencil) {
// attach both depth and stencil
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
depth_surface->Texture().handle, 0);
} else {
// attach depth
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
depth_surface->Texture().handle, 0);
// clear stencil attachment
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
}
} else {
// clear both depth and stencil attachment
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
0);
}
}
void RasterizerOpenGL::SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect) {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
state.viewport.x = static_cast<GLint>(surfaces_rect.left) + viewport_rect.left;
state.viewport.y = static_cast<GLint>(surfaces_rect.bottom) + viewport_rect.bottom;
state.viewport.width = static_cast<GLsizei>(viewport_rect.GetWidth());
state.viewport.height = static_cast<GLsizei>(viewport_rect.GetHeight());
}
void RasterizerOpenGL::SyncClipEnabled() {
UNREACHABLE();
}
void RasterizerOpenGL::SyncClipCoef() {
UNREACHABLE();
}
void RasterizerOpenGL::SyncCullMode() {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
state.cull.enabled = regs.cull.enabled != 0;
if (state.cull.enabled) {
state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face);
state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face);
const bool flip_triangles{regs.screen_y_control.triangle_rast_flip == 0 ||
regs.viewport_transform[0].scale_y < 0.0f};
// If the GPU is configured to flip the rasterized triangles, then we need to flip the
// notion of front and back. Note: We flip the triangles when the value of the register is 0
// because OpenGL already does it for us.
if (flip_triangles) {
if (state.cull.front_face == GL_CCW)
state.cull.front_face = GL_CW;
else if (state.cull.front_face == GL_CW)
state.cull.front_face = GL_CCW;
}
}
}
void RasterizerOpenGL::SyncDepthScale() {
UNREACHABLE();
}
void RasterizerOpenGL::SyncDepthOffset() {
UNREACHABLE();
}
void RasterizerOpenGL::SyncDepthTestState() {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
state.depth.test_enabled = regs.depth_test_enable != 0;
state.depth.write_mask = regs.depth_write_enabled ? GL_TRUE : GL_FALSE;
if (!state.depth.test_enabled)
return;
state.depth.test_func = MaxwellToGL::ComparisonOp(regs.depth_test_func);
}
void RasterizerOpenGL::SyncBlendState() {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
// TODO(Subv): Support more than just render target 0.
state.blend.enabled = regs.blend.enable[0] != 0;
if (!state.blend.enabled)
return;
ASSERT_MSG(regs.independent_blend_enable == 1, "Only independent blending is implemented");
ASSERT_MSG(!regs.independent_blend[0].separate_alpha, "Unimplemented");
state.blend.rgb_equation = MaxwellToGL::BlendEquation(regs.independent_blend[0].equation_rgb);
state.blend.src_rgb_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_source_rgb);
state.blend.dst_rgb_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_dest_rgb);
state.blend.a_equation = MaxwellToGL::BlendEquation(regs.independent_blend[0].equation_a);
state.blend.src_a_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_source_a);
state.blend.dst_a_func = MaxwellToGL::BlendFunc(regs.independent_blend[0].factor_dest_a);
}