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https://github.com/yuzu-emu/yuzu.git
synced 2024-11-24 03:45:40 +01:00
gl_state: Remove program tracking
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parent
5ccb07933a
commit
1c4bf9cbfa
@ -99,14 +99,11 @@ void oglEnablei(GLenum cap, bool state, GLuint index) {
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} // Anonymous namespace
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RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWindow& emu_window,
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ScreenInfo& info)
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ScreenInfo& info, GLShader::ProgramManager& program_manager)
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: RasterizerAccelerated{system.Memory()}, texture_cache{system, *this, device},
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shader_cache{*this, system, emu_window, device}, query_cache{system, *this}, system{system},
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screen_info{info}, buffer_cache{*this, system, device, STREAM_BUFFER_SIZE} {
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shader_program_manager = std::make_unique<GLShader::ProgramManager>();
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state.draw.shader_program = 0;
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state.Apply();
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screen_info{info}, program_manager{program_manager}, buffer_cache{*this, system, device,
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STREAM_BUFFER_SIZE} {
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CheckExtensions();
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}
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@ -228,10 +225,10 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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if (!gpu.regs.IsShaderConfigEnabled(index)) {
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switch (program) {
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case Maxwell::ShaderProgram::Geometry:
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shader_program_manager->UseTrivialGeometryShader();
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program_manager.UseGeometryShader(0);
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break;
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case Maxwell::ShaderProgram::Fragment:
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shader_program_manager->UseTrivialFragmentShader();
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program_manager.UseFragmentShader(0);
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break;
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default:
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break;
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@ -262,13 +259,13 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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switch (program) {
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case Maxwell::ShaderProgram::VertexA:
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case Maxwell::ShaderProgram::VertexB:
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shader_program_manager->UseProgrammableVertexShader(program_handle);
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program_manager.UseVertexShader(program_handle);
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break;
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case Maxwell::ShaderProgram::Geometry:
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shader_program_manager->UseProgrammableGeometryShader(program_handle);
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program_manager.UseGeometryShader(program_handle);
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break;
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case Maxwell::ShaderProgram::Fragment:
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shader_program_manager->UseProgrammableFragmentShader(program_handle);
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program_manager.UseFragmentShader(program_handle);
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break;
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default:
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UNIMPLEMENTED_MSG("Unimplemented shader index={}, enable={}, offset=0x{:08X}", index,
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@ -550,7 +547,7 @@ 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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shader_program_manager->ApplyTo(state);
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program_manager.Update();
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state.Apply();
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if (texture_cache.TextureBarrier()) {
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@ -613,8 +610,8 @@ 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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state.draw.shader_program = kernel->GetHandle(variant);
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state.draw.program_pipeline = 0;
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glUseProgramStages(program_manager.GetHandle(), GL_COMPUTE_SHADER_BIT,
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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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@ -632,9 +629,6 @@ void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {
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bind_ubo_pushbuffer.Bind();
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bind_ssbo_pushbuffer.Bind();
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state.ApplyShaderProgram();
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state.ApplyProgramPipeline();
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glDispatchCompute(launch_desc.grid_dim_x, launch_desc.grid_dim_y, launch_desc.grid_dim_z);
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++num_queued_commands;
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}
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@ -55,7 +55,7 @@ struct DrawParameters;
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class RasterizerOpenGL : public VideoCore::RasterizerAccelerated {
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public:
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explicit RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWindow& emu_window,
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ScreenInfo& info);
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ScreenInfo& info, GLShader::ProgramManager& program_manager);
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~RasterizerOpenGL() override;
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void Draw(bool is_indexed, bool is_instanced) override;
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@ -218,8 +218,7 @@ private:
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Core::System& system;
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ScreenInfo& screen_info;
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std::unique_ptr<GLShader::ProgramManager> shader_program_manager;
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GLShader::ProgramManager& program_manager;
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static constexpr std::size_t STREAM_BUFFER_SIZE = 128 * 1024 * 1024;
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OGLBufferCache buffer_cache;
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@ -123,7 +123,6 @@ void OGLProgram::Release() {
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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glDeleteProgram(handle);
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OpenGLState::GetCurState().ResetProgram(handle).Apply();
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handle = 0;
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}
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@ -141,7 +140,6 @@ void OGLPipeline::Release() {
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MICROPROFILE_SCOPE(OpenGL_ResourceDeletion);
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glDeleteProgramPipelines(1, &handle);
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OpenGLState::GetCurState().ResetPipeline(handle).Apply();
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handle = 0;
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}
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@ -10,27 +10,21 @@ namespace OpenGL::GLShader {
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using Tegra::Engines::Maxwell3D;
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ProgramManager::ProgramManager() {
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ProgramManager::~ProgramManager() = default;
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void ProgramManager::Create() {
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pipeline.Create();
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}
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ProgramManager::~ProgramManager() = default;
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void ProgramManager::ApplyTo(OpenGLState& state) {
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UpdatePipeline();
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state.draw.shader_program = 0;
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state.draw.program_pipeline = pipeline.handle;
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}
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void ProgramManager::UpdatePipeline() {
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void ProgramManager::Update() {
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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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}
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// Workaround for AMD bug
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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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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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@ -29,25 +29,26 @@ 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 ApplyTo(OpenGLState& state);
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void Create();
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void UseProgrammableVertexShader(GLuint program) {
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void Update();
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void UseVertexShader(GLuint program) {
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current_state.vertex_shader = program;
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}
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void UseProgrammableGeometryShader(GLuint program) {
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void UseGeometryShader(GLuint program) {
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current_state.geometry_shader = program;
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}
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void UseProgrammableFragmentShader(GLuint program) {
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void UseFragmentShader(GLuint program) {
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current_state.fragment_shader = program;
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}
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void UseTrivialGeometryShader() {
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current_state.geometry_shader = 0;
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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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@ -70,8 +71,6 @@ private:
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GLuint geometry_shader{};
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};
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void UpdatePipeline();
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OGLPipeline pipeline;
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PipelineState current_state;
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PipelineState old_state;
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@ -85,36 +85,6 @@ void Enable(GLenum cap, GLuint index, bool& current_value, bool new_value) {
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OpenGLState::OpenGLState() = default;
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void OpenGLState::ApplyShaderProgram() {
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if (UpdateValue(cur_state.draw.shader_program, draw.shader_program)) {
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glUseProgram(draw.shader_program);
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}
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}
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void OpenGLState::ApplyProgramPipeline() {
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if (UpdateValue(cur_state.draw.program_pipeline, draw.program_pipeline)) {
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glBindProgramPipeline(draw.program_pipeline);
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}
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}
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void OpenGLState::Apply() {
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MICROPROFILE_SCOPE(OpenGL_State);
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ApplyShaderProgram();
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ApplyProgramPipeline();
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}
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OpenGLState& OpenGLState::ResetProgram(GLuint handle) {
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if (draw.shader_program == handle) {
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draw.shader_program = 0;
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}
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return *this;
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}
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OpenGLState& OpenGLState::ResetPipeline(GLuint handle) {
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if (draw.program_pipeline == handle) {
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draw.program_pipeline = 0;
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}
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return *this;
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}
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void OpenGLState::Apply() {}
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} // namespace OpenGL
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@ -13,11 +13,6 @@ namespace OpenGL {
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class OpenGLState {
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public:
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struct {
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GLuint shader_program = 0; // GL_CURRENT_PROGRAM
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GLuint program_pipeline = 0; // GL_PROGRAM_PIPELINE_BINDING
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} draw;
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OpenGLState();
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/// Get the currently active OpenGL state
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@ -28,13 +23,6 @@ public:
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/// Apply this state as the current OpenGL state
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void Apply();
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void ApplyShaderProgram();
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void ApplyProgramPipeline();
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/// Resets any references to the given resource
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OpenGLState& ResetProgram(GLuint handle);
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OpenGLState& ResetPipeline(GLuint handle);
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private:
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static OpenGLState cur_state;
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};
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@ -20,6 +20,7 @@
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#include "core/telemetry_session.h"
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#include "video_core/morton.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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namespace OpenGL {
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@ -158,9 +159,13 @@ public:
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namespace {
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constexpr char vertex_shader[] = R"(
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constexpr char VERTEX_SHADER[] = R"(
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#version 430 core
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out gl_PerVertex {
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vec4 gl_Position;
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};
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layout (location = 0) in vec2 vert_position;
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layout (location = 1) in vec2 vert_tex_coord;
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layout (location = 0) out vec2 frag_tex_coord;
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@ -181,7 +186,7 @@ void main() {
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}
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)";
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constexpr char fragment_shader[] = R"(
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constexpr char FRAGMENT_SHADER[] = R"(
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#version 430 core
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layout (location = 0) in vec2 frag_tex_coord;
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@ -426,10 +431,19 @@ void RendererOpenGL::InitOpenGLObjects() {
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glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
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0.0f);
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// Link shaders and get variable locations
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shader.CreateFromSource(vertex_shader, nullptr, fragment_shader);
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state.draw.shader_program = shader.handle;
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state.Apply();
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// Create shader programs
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OGLShader vertex_shader;
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vertex_shader.Create(VERTEX_SHADER, GL_VERTEX_SHADER);
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OGLShader fragment_shader;
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fragment_shader.Create(FRAGMENT_SHADER, GL_FRAGMENT_SHADER);
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vertex_program.Create(true, false, vertex_shader.handle);
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fragment_program.Create(true, false, fragment_shader.handle);
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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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@ -468,7 +482,8 @@ void RendererOpenGL::CreateRasterizer() {
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if (rasterizer) {
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return;
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}
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rasterizer = std::make_unique<RasterizerOpenGL>(system, emu_window, screen_info);
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rasterizer =
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std::make_unique<RasterizerOpenGL>(system, emu_window, screen_info, program_manager);
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}
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void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
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@ -517,7 +532,8 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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// Set projection matrix
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const std::array ortho_matrix =
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MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
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glUniformMatrix3x2fv(ModelViewMatrixLocation, 1, GL_FALSE, ortho_matrix.data());
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glProgramUniformMatrix3x2fv(vertex_program.handle, ModelViewMatrixLocation, 1, GL_FALSE,
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std::data(ortho_matrix));
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const auto& texcoords = screen_info.display_texcoords;
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auto left = texcoords.left;
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@ -562,6 +578,11 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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state.Apply();
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// TODO: Signal state tracker about these changes
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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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glEnable(GL_CULL_FACE);
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if (screen_info.display_srgb) {
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glEnable(GL_FRAMEBUFFER_SRGB);
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@ -10,6 +10,7 @@
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#include "common/math_util.h"
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#include "video_core/renderer_base.h"
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#include "video_core/renderer_opengl/gl_resource_manager.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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namespace Core {
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@ -95,12 +96,16 @@ private:
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// OpenGL object IDs
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OGLBuffer vertex_buffer;
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OGLProgram shader;
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OGLProgram vertex_program;
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OGLProgram fragment_program;
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OGLFramebuffer screenshot_framebuffer;
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/// Display information for Switch screen
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ScreenInfo screen_info;
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/// Global dummy shader pipeline
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GLShader::ProgramManager program_manager;
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/// OpenGL framebuffer data
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std::vector<u8> gl_framebuffer_data;
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