Merge pull request #3645 from wwylele/shader-manager
renderer_opengl: refactor shader & program objects and add shader manager for rasterizer
This commit is contained in:
commit
cb36f9fad2
14 changed files with 533 additions and 235 deletions
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@ -32,6 +32,8 @@ add_library(video_core STATIC
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renderer_opengl/gl_shader_decompiler.h
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renderer_opengl/gl_shader_gen.cpp
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renderer_opengl/gl_shader_gen.h
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renderer_opengl/gl_shader_manager.cpp
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renderer_opengl/gl_shader_manager.h
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renderer_opengl/gl_shader_util.cpp
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renderer_opengl/gl_shader_util.h
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renderer_opengl/gl_state.cpp
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@ -177,6 +177,9 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle);
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shader_program_manager =
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std::make_unique<ShaderProgramManager>(GLAD_GL_ARB_separate_shader_objects);
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glEnable(GL_BLEND);
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SyncEntireState();
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@ -490,6 +493,11 @@ void RasterizerOpenGL::DrawTriangles() {
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state.scissor.height = draw_rect.GetHeight();
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state.Apply();
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shader_program_manager->UseTrivialVertexShader();
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shader_program_manager->UseTrivialGeometryShader();
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shader_program_manager->ApplyTo(state);
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state.Apply();
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// Draw the vertex batch
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size_t max_vertices = 3 * (VERTEX_BUFFER_SIZE / (3 * sizeof(HardwareVertex)));
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for (size_t base_vertex = 0; base_vertex < vertex_batch.size(); base_vertex += max_vertices) {
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@ -1258,95 +1266,7 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(
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void RasterizerOpenGL::SetShader() {
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auto config = GLShader::PicaShaderConfig::BuildFromRegs(Pica::g_state.regs);
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std::unique_ptr<PicaShader> shader = std::make_unique<PicaShader>();
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// Find (or generate) the GLSL shader for the current TEV state
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auto cached_shader = shader_cache.find(config);
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if (cached_shader != shader_cache.end()) {
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current_shader = cached_shader->second.get();
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state.draw.shader_program = current_shader->shader.handle;
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state.Apply();
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} else {
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LOG_DEBUG(Render_OpenGL, "Creating new shader");
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shader->shader.Create(GLShader::GenerateVertexShader().c_str(),
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GLShader::GenerateFragmentShader(config).c_str());
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state.draw.shader_program = shader->shader.handle;
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state.Apply();
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// Set the texture samplers to correspond to different texture units
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GLint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]");
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if (uniform_tex != -1) {
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glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id);
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}
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uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]");
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if (uniform_tex != -1) {
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glUniform1i(uniform_tex, TextureUnits::PicaTexture(1).id);
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}
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uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]");
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if (uniform_tex != -1) {
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glUniform1i(uniform_tex, TextureUnits::PicaTexture(2).id);
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}
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uniform_tex = glGetUniformLocation(shader->shader.handle, "tex_cube");
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if (uniform_tex != -1) {
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glUniform1i(uniform_tex, TextureUnits::TextureCube.id);
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}
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// Set the texture samplers to correspond to different lookup table texture units
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GLint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut");
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if (uniform_lut != -1) {
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glUniform1i(uniform_lut, TextureUnits::LightingLUT.id);
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}
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GLint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut");
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if (uniform_fog_lut != -1) {
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glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id);
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}
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GLint uniform_proctex_noise_lut =
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glGetUniformLocation(shader->shader.handle, "proctex_noise_lut");
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if (uniform_proctex_noise_lut != -1) {
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glUniform1i(uniform_proctex_noise_lut, TextureUnits::ProcTexNoiseLUT.id);
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}
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GLint uniform_proctex_color_map =
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glGetUniformLocation(shader->shader.handle, "proctex_color_map");
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if (uniform_proctex_color_map != -1) {
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glUniform1i(uniform_proctex_color_map, TextureUnits::ProcTexColorMap.id);
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}
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GLint uniform_proctex_alpha_map =
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glGetUniformLocation(shader->shader.handle, "proctex_alpha_map");
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if (uniform_proctex_alpha_map != -1) {
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glUniform1i(uniform_proctex_alpha_map, TextureUnits::ProcTexAlphaMap.id);
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}
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GLint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut");
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if (uniform_proctex_lut != -1) {
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glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id);
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}
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GLint uniform_proctex_diff_lut =
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glGetUniformLocation(shader->shader.handle, "proctex_diff_lut");
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if (uniform_proctex_diff_lut != -1) {
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glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id);
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}
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current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
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GLuint block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
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if (block_index != GL_INVALID_INDEX) {
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GLint block_size;
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glGetActiveUniformBlockiv(current_shader->shader.handle, block_index,
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GL_UNIFORM_BLOCK_DATA_SIZE, &block_size);
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ASSERT_MSG(block_size == sizeof(UniformData),
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"Uniform block size did not match! Got {}, expected {}",
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static_cast<int>(block_size), sizeof(UniformData));
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glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
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}
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}
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shader_program_manager->UseFragmentShader(config);
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}
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void RasterizerOpenGL::SyncClipEnabled() {
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@ -8,12 +8,10 @@
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#include <cstddef>
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#include <cstring>
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#include <memory>
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#include <unordered_map>
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#include <vector>
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#include <glad/glad.h>
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#include "common/bit_field.h"
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#include "common/common_types.h"
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#include "common/hash.h"
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#include "common/vector_math.h"
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#include "core/hw/gpu.h"
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#include "video_core/pica_state.h"
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@ -25,13 +23,14 @@
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#include "video_core/regs_texturing.h"
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#include "video_core/renderer_opengl/gl_rasterizer_cache.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_gen.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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#include "video_core/renderer_opengl/gl_stream_buffer.h"
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#include "video_core/renderer_opengl/pica_to_gl.h"
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#include "video_core/shader/shader.h"
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struct ScreenInfo;
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class ShaderProgramManager;
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class RasterizerOpenGL : public VideoCore::RasterizerInterface {
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public:
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@ -52,12 +51,6 @@ public:
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bool AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr,
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u32 pixel_stride, ScreenInfo& screen_info) override;
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/// OpenGL shader generated for a given Pica register state
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struct PicaShader {
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/// OpenGL shader resource
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OGLShader shader;
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};
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private:
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struct SamplerInfo {
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using TextureConfig = Pica::TexturingRegs::TextureConfig;
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@ -121,47 +114,6 @@ private:
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GLfloat view[3];
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};
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struct LightSrc {
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alignas(16) GLvec3 specular_0;
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alignas(16) GLvec3 specular_1;
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alignas(16) GLvec3 diffuse;
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alignas(16) GLvec3 ambient;
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alignas(16) GLvec3 position;
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alignas(16) GLvec3 spot_direction; // negated
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GLfloat dist_atten_bias;
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GLfloat dist_atten_scale;
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};
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/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
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// NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
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// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
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// Not following that rule will cause problems on some AMD drivers.
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struct UniformData {
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GLint framebuffer_scale;
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GLint alphatest_ref;
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GLfloat depth_scale;
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GLfloat depth_offset;
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GLint scissor_x1;
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GLint scissor_y1;
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GLint scissor_x2;
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GLint scissor_y2;
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alignas(16) GLvec3 fog_color;
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alignas(8) GLvec2 proctex_noise_f;
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alignas(8) GLvec2 proctex_noise_a;
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alignas(8) GLvec2 proctex_noise_p;
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alignas(16) GLvec3 lighting_global_ambient;
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LightSrc light_src[8];
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alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
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alignas(16) GLvec4 tev_combiner_buffer_color;
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alignas(16) GLvec4 clip_coef;
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};
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static_assert(
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sizeof(UniformData) == 0x460,
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"The size of the UniformData structure has changed, update the structure in the shader");
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static_assert(sizeof(UniformData) < 16384,
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"UniformData structure must be less than 16kb as per the OpenGL spec");
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/// Syncs entire status to match PICA registers
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void SyncEntireState();
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@ -269,8 +221,6 @@ private:
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std::vector<HardwareVertex> vertex_batch;
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std::unordered_map<GLShader::PicaShaderConfig, std::unique_ptr<PicaShader>> shader_cache;
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const PicaShader* current_shader = nullptr;
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bool shader_dirty;
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struct {
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@ -285,6 +235,8 @@ private:
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bool dirty;
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} uniform_block_data = {};
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std::unique_ptr<ShaderProgramManager> shader_program_manager;
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std::array<SamplerInfo, 3> texture_samplers;
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OGLVertexArray vertex_array;
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static constexpr size_t VERTEX_BUFFER_SIZE = 128 * 1024 * 1024;
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@ -377,7 +377,7 @@ private:
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OGLVertexArray attributeless_vao;
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OGLBuffer d24s8_abgr_buffer;
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GLsizeiptr d24s8_abgr_buffer_size;
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OGLShader d24s8_abgr_shader;
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OGLProgram d24s8_abgr_shader;
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GLint d24s8_abgr_tbo_size_u_id;
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GLint d24s8_abgr_viewport_u_id;
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};
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@ -5,6 +5,7 @@
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#pragma once
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#include <utility>
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#include <vector>
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#include <glad/glad.h>
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#include "common/common_types.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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@ -96,11 +97,53 @@ public:
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return *this;
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}
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/// Creates a new internal OpenGL resource and stores the handle
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void Create(const char* vert_shader, const char* frag_shader) {
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void Create(const char* source, GLenum type) {
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if (handle != 0)
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return;
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handle = GLShader::LoadProgram(vert_shader, frag_shader);
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if (source == nullptr)
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return;
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handle = GLShader::LoadShader(source, type);
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}
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void Release() {
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if (handle == 0)
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return;
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glDeleteShader(handle);
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handle = 0;
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}
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GLuint handle = 0;
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};
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class OGLProgram : private NonCopyable {
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public:
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OGLProgram() = default;
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OGLProgram(OGLProgram&& o) : handle(std::exchange(o.handle, 0)) {}
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~OGLProgram() {
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Release();
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}
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OGLProgram& operator=(OGLProgram&& o) {
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Release();
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handle = std::exchange(o.handle, 0);
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return *this;
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}
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/// Creates a new program from given shader objects
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void Create(bool separable_program, const std::vector<GLuint>& shaders) {
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if (handle != 0)
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return;
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handle = GLShader::LoadProgram(separable_program, shaders);
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}
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/// Creates a new program from given shader soruce code
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void Create(const char* vert_shader, const char* frag_shader) {
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OGLShader vert, frag;
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vert.Create(vert_shader, GL_VERTEX_SHADER);
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frag.Create(frag_shader, GL_FRAGMENT_SHADER);
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Create(false, {vert.handle, frag.handle});
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}
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/// Deletes the internal OpenGL resource
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@ -115,6 +158,38 @@ public:
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GLuint handle = 0;
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};
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class OGLPipeline : private NonCopyable {
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public:
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OGLPipeline() = default;
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OGLPipeline(OGLPipeline&& o) {
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handle = std::exchange<GLuint>(o.handle, 0);
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}
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~OGLPipeline() {
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Release();
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}
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OGLPipeline& operator=(OGLPipeline&& o) {
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Release();
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handle = std::exchange<GLuint>(o.handle, 0);
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return *this;
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}
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void Create() {
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if (handle != 0)
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return;
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glGenProgramPipelines(1, &handle);
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}
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void Release() {
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if (handle == 0)
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return;
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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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GLuint handle = 0;
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};
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class OGLBuffer : private NonCopyable {
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public:
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OGLBuffer() = default;
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@ -61,6 +61,37 @@ layout (std140) uniform shader_data {
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};
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)";
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static std::string GetVertexInterfaceDeclaration(bool is_output, bool separable_shader) {
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std::string out;
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auto append_variable = [&](const char* var, int location) {
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if (separable_shader) {
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out += "layout (location=" + std::to_string(location) + ") ";
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}
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out += std::string(is_output ? "out " : "in ") + var + ";\n";
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};
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append_variable("vec4 primary_color", ATTRIBUTE_COLOR);
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append_variable("vec2 texcoord0", ATTRIBUTE_TEXCOORD0);
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append_variable("vec2 texcoord1", ATTRIBUTE_TEXCOORD1);
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append_variable("vec2 texcoord2", ATTRIBUTE_TEXCOORD2);
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append_variable("float texcoord0_w", ATTRIBUTE_TEXCOORD0_W);
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append_variable("vec4 normquat", ATTRIBUTE_NORMQUAT);
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append_variable("vec3 view", ATTRIBUTE_VIEW);
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if (is_output && separable_shader) {
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// gl_PerVertex redeclaration is required for separate shader object
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out += R"(
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out gl_PerVertex {
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vec4 gl_Position;
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float gl_ClipDistance[2];
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};
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)";
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}
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return out;
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}
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PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
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PicaShaderConfig res;
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@ -206,11 +237,11 @@ static std::string SampleTexture(const PicaShaderConfig& config, unsigned textur
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// Only unit 0 respects the texturing type
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switch (state.texture0_type) {
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case TexturingRegs::TextureConfig::Texture2D:
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return "texture(tex[0], texcoord[0])";
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return "texture(tex0, texcoord0)";
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case TexturingRegs::TextureConfig::Projection2D:
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return "textureProj(tex[0], vec3(texcoord[0], texcoord0_w))";
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return "textureProj(tex0, vec3(texcoord0, texcoord0_w))";
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case TexturingRegs::TextureConfig::TextureCube:
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return "texture(tex_cube, vec3(texcoord[0], texcoord0_w))";
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return "texture(tex_cube, vec3(texcoord0, texcoord0_w))";
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case TexturingRegs::TextureConfig::Shadow2D:
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case TexturingRegs::TextureConfig::ShadowCube:
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NGLOG_CRITICAL(HW_GPU, "Unhandled shadow texture");
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@ -220,15 +251,15 @@ static std::string SampleTexture(const PicaShaderConfig& config, unsigned textur
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LOG_CRITICAL(HW_GPU, "Unhandled texture type %x",
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static_cast<int>(state.texture0_type));
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UNIMPLEMENTED();
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return "texture(tex[0], texcoord[0])";
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return "texture(tex0, texcoord0)";
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}
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case 1:
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return "texture(tex[1], texcoord[1])";
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return "texture(tex1, texcoord1)";
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case 2:
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if (state.texture2_use_coord1)
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return "texture(tex[2], texcoord[1])";
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return "texture(tex2, texcoord1)";
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else
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return "texture(tex[2], texcoord[2])";
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return "texture(tex2, texcoord2)";
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case 3:
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if (state.proctex.enable) {
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return "ProcTex()";
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@ -1020,7 +1051,12 @@ float ProcTexNoiseCoef(vec2 x) {
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}
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out += "vec4 ProcTex() {\n";
|
||||
out += "vec2 uv = abs(texcoord[" + std::to_string(config.state.proctex.coord) + "]);\n";
|
||||
if (config.state.proctex.coord < 3) {
|
||||
out += "vec2 uv = abs(texcoord" + std::to_string(config.state.proctex.coord) + ");\n";
|
||||
} else {
|
||||
NGLOG_CRITICAL(Render_OpenGL, "Unexpected proctex.coord >= 3");
|
||||
out += "vec2 uv = abs(texcoord0);\n";
|
||||
}
|
||||
|
||||
// Get shift offset before noise generation
|
||||
out += "float u_shift = ";
|
||||
|
@ -1085,23 +1121,24 @@ float ProcTexNoiseCoef(vec2 x) {
|
|||
}
|
||||
}
|
||||
|
||||
std::string GenerateFragmentShader(const PicaShaderConfig& config) {
|
||||
std::string GenerateFragmentShader(const PicaShaderConfig& config, bool separable_shader) {
|
||||
const auto& state = config.state;
|
||||
|
||||
std::string out = R"(
|
||||
#version 330 core
|
||||
std::string out = "#version 330 core\n";
|
||||
if (separable_shader) {
|
||||
out += "#extension GL_ARB_separate_shader_objects : enable\n";
|
||||
}
|
||||
|
||||
in vec4 primary_color;
|
||||
in vec2 texcoord[3];
|
||||
in float texcoord0_w;
|
||||
in vec4 normquat;
|
||||
in vec3 view;
|
||||
out += GetVertexInterfaceDeclaration(false, separable_shader);
|
||||
|
||||
out += R"(
|
||||
in vec4 gl_FragCoord;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D tex[3];
|
||||
uniform sampler2D tex0;
|
||||
uniform sampler2D tex1;
|
||||
uniform sampler2D tex2;
|
||||
uniform samplerCube tex_cube;
|
||||
uniform samplerBuffer lighting_lut;
|
||||
uniform samplerBuffer fog_lut;
|
||||
|
@ -1246,8 +1283,11 @@ vec4 secondary_fragment_color = vec4(0.0);
|
|||
return out;
|
||||
}
|
||||
|
||||
std::string GenerateVertexShader() {
|
||||
std::string GenerateTrivialVertexShader(bool separable_shader) {
|
||||
std::string out = "#version 330 core\n";
|
||||
if (separable_shader) {
|
||||
out += "#extension GL_ARB_separate_shader_objects : enable\n";
|
||||
}
|
||||
|
||||
out += "layout(location = " + std::to_string((int)ATTRIBUTE_POSITION) +
|
||||
") in vec4 vert_position;\n";
|
||||
|
@ -1264,14 +1304,7 @@ std::string GenerateVertexShader() {
|
|||
") in vec4 vert_normquat;\n";
|
||||
out += "layout(location = " + std::to_string((int)ATTRIBUTE_VIEW) + ") in vec3 vert_view;\n";
|
||||
|
||||
out += R"(
|
||||
out vec4 primary_color;
|
||||
out vec2 texcoord[3];
|
||||
out float texcoord0_w;
|
||||
out vec4 normquat;
|
||||
out vec3 view;
|
||||
|
||||
)";
|
||||
out += GetVertexInterfaceDeclaration(true, separable_shader);
|
||||
|
||||
out += UniformBlockDef;
|
||||
|
||||
|
@ -1279,9 +1312,9 @@ out vec3 view;
|
|||
|
||||
void main() {
|
||||
primary_color = vert_color;
|
||||
texcoord[0] = vert_texcoord0;
|
||||
texcoord[1] = vert_texcoord1;
|
||||
texcoord[2] = vert_texcoord2;
|
||||
texcoord0 = vert_texcoord0;
|
||||
texcoord1 = vert_texcoord1;
|
||||
texcoord2 = vert_texcoord2;
|
||||
texcoord0_w = vert_texcoord0_w;
|
||||
normquat = vert_normquat;
|
||||
view = vert_view;
|
||||
|
|
|
@ -9,7 +9,9 @@
|
|||
#include <functional>
|
||||
#include <string>
|
||||
#include <type_traits>
|
||||
#include "common/hash.h"
|
||||
#include "video_core/regs.h"
|
||||
#include "video_core/shader/shader.h"
|
||||
|
||||
namespace GLShader {
|
||||
|
||||
|
@ -132,18 +134,21 @@ struct PicaShaderConfig : Common::HashableStruct<PicaShaderConfigState> {
|
|||
};
|
||||
|
||||
/**
|
||||
* Generates the GLSL vertex shader program source code for the current Pica state
|
||||
* Generates the GLSL vertex shader program source code that accepts vertices from software shader
|
||||
* and directly passes them to the fragment shader.
|
||||
* @param separable_shader generates shader that can be used for separate shader object
|
||||
* @returns String of the shader source code
|
||||
*/
|
||||
std::string GenerateVertexShader();
|
||||
std::string GenerateTrivialVertexShader(bool separable_shader);
|
||||
|
||||
/**
|
||||
* Generates the GLSL fragment shader program source code for the current Pica state
|
||||
* @param config ShaderCacheKey object generated for the current Pica state, used for the shader
|
||||
* configuration (NOTE: Use state in this struct only, not the Pica registers!)
|
||||
* @param separable_shader generates shader that can be used for separate shader object
|
||||
* @returns String of the shader source code
|
||||
*/
|
||||
std::string GenerateFragmentShader(const PicaShaderConfig& config);
|
||||
std::string GenerateFragmentShader(const PicaShaderConfig& config, bool separable_shader);
|
||||
|
||||
} // namespace GLShader
|
||||
|
||||
|
|
216
src/video_core/renderer_opengl/gl_shader_manager.cpp
Normal file
216
src/video_core/renderer_opengl/gl_shader_manager.cpp
Normal file
|
@ -0,0 +1,216 @@
|
|||
// Copyright 2018 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <unordered_map>
|
||||
#include <boost/functional/hash.hpp>
|
||||
#include <boost/variant.hpp>
|
||||
#include "video_core/renderer_opengl/gl_shader_manager.h"
|
||||
|
||||
static void SetShaderUniformBlockBinding(GLuint shader, const char* name, UniformBindings binding,
|
||||
size_t expected_size) {
|
||||
GLuint ub_index = glGetUniformBlockIndex(shader, name);
|
||||
if (ub_index == GL_INVALID_INDEX) {
|
||||
return;
|
||||
}
|
||||
GLint ub_size = 0;
|
||||
glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size);
|
||||
ASSERT_MSG(ub_size == expected_size, "Uniform block size did not match! Got %d, expected %zu",
|
||||
static_cast<int>(ub_size), expected_size);
|
||||
glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding));
|
||||
}
|
||||
|
||||
static void SetShaderUniformBlockBindings(GLuint shader) {
|
||||
SetShaderUniformBlockBinding(shader, "shader_data", UniformBindings::Common,
|
||||
sizeof(UniformData));
|
||||
}
|
||||
|
||||
static void SetShaderSamplerBinding(GLuint shader, const char* name,
|
||||
TextureUnits::TextureUnit binding) {
|
||||
GLint uniform_tex = glGetUniformLocation(shader, name);
|
||||
if (uniform_tex != -1) {
|
||||
glUniform1i(uniform_tex, binding.id);
|
||||
}
|
||||
}
|
||||
|
||||
static void SetShaderSamplerBindings(GLuint shader) {
|
||||
OpenGLState cur_state = OpenGLState::GetCurState();
|
||||
GLuint old_program = std::exchange(cur_state.draw.shader_program, shader);
|
||||
cur_state.Apply();
|
||||
|
||||
// Set the texture samplers to correspond to different texture units
|
||||
SetShaderSamplerBinding(shader, "tex0", TextureUnits::PicaTexture(0));
|
||||
SetShaderSamplerBinding(shader, "tex1", TextureUnits::PicaTexture(1));
|
||||
SetShaderSamplerBinding(shader, "tex2", TextureUnits::PicaTexture(2));
|
||||
SetShaderSamplerBinding(shader, "tex_cube", TextureUnits::TextureCube);
|
||||
|
||||
// Set the texture samplers to correspond to different lookup table texture units
|
||||
SetShaderSamplerBinding(shader, "lighting_lut", TextureUnits::LightingLUT);
|
||||
SetShaderSamplerBinding(shader, "fog_lut", TextureUnits::FogLUT);
|
||||
SetShaderSamplerBinding(shader, "proctex_noise_lut", TextureUnits::ProcTexNoiseLUT);
|
||||
SetShaderSamplerBinding(shader, "proctex_color_map", TextureUnits::ProcTexColorMap);
|
||||
SetShaderSamplerBinding(shader, "proctex_alpha_map", TextureUnits::ProcTexAlphaMap);
|
||||
SetShaderSamplerBinding(shader, "proctex_lut", TextureUnits::ProcTexLUT);
|
||||
SetShaderSamplerBinding(shader, "proctex_diff_lut", TextureUnits::ProcTexDiffLUT);
|
||||
|
||||
cur_state.draw.shader_program = old_program;
|
||||
cur_state.Apply();
|
||||
}
|
||||
|
||||
/**
|
||||
* An object representing a shader program staging. It can be either a shader object or a program
|
||||
* object, depending on whether separable program is used.
|
||||
*/
|
||||
class OGLShaderStage {
|
||||
public:
|
||||
explicit OGLShaderStage(bool separable) {
|
||||
if (separable) {
|
||||
shader_or_program = OGLProgram();
|
||||
} else {
|
||||
shader_or_program = OGLShader();
|
||||
}
|
||||
}
|
||||
|
||||
void Create(const char* source, GLenum type) {
|
||||
if (shader_or_program.which() == 0) {
|
||||
boost::get<OGLShader>(shader_or_program).Create(source, type);
|
||||
} else {
|
||||
OGLShader shader;
|
||||
shader.Create(source, type);
|
||||
OGLProgram& program = boost::get<OGLProgram>(shader_or_program);
|
||||
program.Create(true, {shader.handle});
|
||||
SetShaderUniformBlockBindings(program.handle);
|
||||
SetShaderSamplerBindings(program.handle);
|
||||
}
|
||||
}
|
||||
|
||||
GLuint GetHandle() const {
|
||||
if (shader_or_program.which() == 0) {
|
||||
return boost::get<OGLShader>(shader_or_program).handle;
|
||||
} else {
|
||||
return boost::get<OGLProgram>(shader_or_program).handle;
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
boost::variant<OGLShader, OGLProgram> shader_or_program;
|
||||
};
|
||||
|
||||
class TrivialVertexShader {
|
||||
public:
|
||||
explicit TrivialVertexShader(bool separable) : program(separable) {
|
||||
program.Create(GLShader::GenerateTrivialVertexShader(separable).c_str(), GL_VERTEX_SHADER);
|
||||
}
|
||||
GLuint Get() const {
|
||||
return program.GetHandle();
|
||||
}
|
||||
|
||||
private:
|
||||
OGLShaderStage program;
|
||||
};
|
||||
|
||||
template <typename KeyConfigType, std::string (*CodeGenerator)(const KeyConfigType&, bool),
|
||||
GLenum ShaderType>
|
||||
class ShaderCache {
|
||||
public:
|
||||
explicit ShaderCache(bool separable) : separable(separable) {}
|
||||
GLuint Get(const KeyConfigType& config) {
|
||||
auto [iter, new_shader] = shaders.emplace(config, OGLShaderStage{separable});
|
||||
OGLShaderStage& cached_shader = iter->second;
|
||||
if (new_shader) {
|
||||
cached_shader.Create(CodeGenerator(config, separable).c_str(), ShaderType);
|
||||
}
|
||||
return cached_shader.GetHandle();
|
||||
}
|
||||
|
||||
private:
|
||||
bool separable;
|
||||
std::unordered_map<KeyConfigType, OGLShaderStage> shaders;
|
||||
};
|
||||
|
||||
using FragmentShaders =
|
||||
ShaderCache<GLShader::PicaShaderConfig, &GLShader::GenerateFragmentShader, GL_FRAGMENT_SHADER>;
|
||||
|
||||
class ShaderProgramManager::Impl {
|
||||
public:
|
||||
explicit Impl(bool separable)
|
||||
: separable(separable), trivial_vertex_shader(separable), fragment_shaders(separable) {
|
||||
if (separable)
|
||||
pipeline.Create();
|
||||
}
|
||||
|
||||
struct ShaderTuple {
|
||||
GLuint vs = 0;
|
||||
GLuint gs = 0;
|
||||
GLuint fs = 0;
|
||||
|
||||
bool operator==(const ShaderTuple& rhs) const {
|
||||
return std::tie(vs, gs, fs) == std::tie(rhs.vs, rhs.gs, rhs.fs);
|
||||
}
|
||||
|
||||
bool operator!=(const ShaderTuple& rhs) const {
|
||||
return std::tie(vs, gs, fs) != std::tie(rhs.vs, rhs.gs, rhs.fs);
|
||||
}
|
||||
|
||||
struct Hash {
|
||||
std::size_t operator()(const ShaderTuple& tuple) const {
|
||||
std::size_t hash = 0;
|
||||
boost::hash_combine(hash, tuple.vs);
|
||||
boost::hash_combine(hash, tuple.gs);
|
||||
boost::hash_combine(hash, tuple.fs);
|
||||
return hash;
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
ShaderTuple current;
|
||||
|
||||
TrivialVertexShader trivial_vertex_shader;
|
||||
|
||||
FragmentShaders fragment_shaders;
|
||||
|
||||
bool separable;
|
||||
std::unordered_map<ShaderTuple, OGLProgram, ShaderTuple::Hash> program_cache;
|
||||
OGLPipeline pipeline;
|
||||
};
|
||||
|
||||
ShaderProgramManager::ShaderProgramManager(bool separable)
|
||||
: impl(std::make_unique<Impl>(separable)) {}
|
||||
|
||||
ShaderProgramManager::~ShaderProgramManager() = default;
|
||||
|
||||
void ShaderProgramManager::UseTrivialVertexShader() {
|
||||
impl->current.vs = impl->trivial_vertex_shader.Get();
|
||||
}
|
||||
|
||||
void ShaderProgramManager::UseTrivialGeometryShader() {
|
||||
impl->current.gs = 0;
|
||||
}
|
||||
|
||||
void ShaderProgramManager::UseFragmentShader(const GLShader::PicaShaderConfig& config) {
|
||||
impl->current.fs = impl->fragment_shaders.Get(config);
|
||||
}
|
||||
|
||||
void ShaderProgramManager::ApplyTo(OpenGLState& state) {
|
||||
if (impl->separable) {
|
||||
// Without this reseting, AMD sometimes freezes when one stage is changed but not for the
|
||||
// others
|
||||
glUseProgramStages(impl->pipeline.handle,
|
||||
GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT,
|
||||
0);
|
||||
|
||||
glUseProgramStages(impl->pipeline.handle, GL_VERTEX_SHADER_BIT, impl->current.vs);
|
||||
glUseProgramStages(impl->pipeline.handle, GL_GEOMETRY_SHADER_BIT, impl->current.gs);
|
||||
glUseProgramStages(impl->pipeline.handle, GL_FRAGMENT_SHADER_BIT, impl->current.fs);
|
||||
state.draw.shader_program = 0;
|
||||
state.draw.program_pipeline = impl->pipeline.handle;
|
||||
} else {
|
||||
OGLProgram& cached_program = impl->program_cache[impl->current];
|
||||
if (cached_program.handle == 0) {
|
||||
cached_program.Create(false, {impl->current.vs, impl->current.gs, impl->current.fs});
|
||||
SetShaderUniformBlockBindings(cached_program.handle);
|
||||
SetShaderSamplerBindings(cached_program.handle);
|
||||
}
|
||||
state.draw.shader_program = cached_program.handle;
|
||||
}
|
||||
}
|
73
src/video_core/renderer_opengl/gl_shader_manager.h
Normal file
73
src/video_core/renderer_opengl/gl_shader_manager.h
Normal file
|
@ -0,0 +1,73 @@
|
|||
// Copyright 2018 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <glad/glad.h>
|
||||
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_gen.h"
|
||||
#include "video_core/renderer_opengl/pica_to_gl.h"
|
||||
|
||||
enum class UniformBindings : GLuint { Common };
|
||||
|
||||
struct LightSrc {
|
||||
alignas(16) GLvec3 specular_0;
|
||||
alignas(16) GLvec3 specular_1;
|
||||
alignas(16) GLvec3 diffuse;
|
||||
alignas(16) GLvec3 ambient;
|
||||
alignas(16) GLvec3 position;
|
||||
alignas(16) GLvec3 spot_direction; // negated
|
||||
GLfloat dist_atten_bias;
|
||||
GLfloat dist_atten_scale;
|
||||
};
|
||||
|
||||
/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
|
||||
// NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
|
||||
// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
|
||||
// Not following that rule will cause problems on some AMD drivers.
|
||||
struct UniformData {
|
||||
GLint framebuffer_scale;
|
||||
GLint alphatest_ref;
|
||||
GLfloat depth_scale;
|
||||
GLfloat depth_offset;
|
||||
GLint scissor_x1;
|
||||
GLint scissor_y1;
|
||||
GLint scissor_x2;
|
||||
GLint scissor_y2;
|
||||
alignas(16) GLvec3 fog_color;
|
||||
alignas(8) GLvec2 proctex_noise_f;
|
||||
alignas(8) GLvec2 proctex_noise_a;
|
||||
alignas(8) GLvec2 proctex_noise_p;
|
||||
alignas(16) GLvec3 lighting_global_ambient;
|
||||
LightSrc light_src[8];
|
||||
alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
|
||||
alignas(16) GLvec4 tev_combiner_buffer_color;
|
||||
alignas(16) GLvec4 clip_coef;
|
||||
};
|
||||
|
||||
static_assert(
|
||||
sizeof(UniformData) == 0x460,
|
||||
"The size of the UniformData structure has changed, update the structure in the shader");
|
||||
static_assert(sizeof(UniformData) < 16384,
|
||||
"UniformData structure must be less than 16kb as per the OpenGL spec");
|
||||
|
||||
/// A class that manage different shader stages and configures them with given config data.
|
||||
class ShaderProgramManager {
|
||||
public:
|
||||
explicit ShaderProgramManager(bool separable);
|
||||
~ShaderProgramManager();
|
||||
|
||||
void UseTrivialVertexShader();
|
||||
|
||||
void UseTrivialGeometryShader();
|
||||
|
||||
void UseFragmentShader(const GLShader::PicaShaderConfig& config);
|
||||
|
||||
void ApplyTo(OpenGLState& state);
|
||||
|
||||
private:
|
||||
class Impl;
|
||||
std::unique_ptr<Impl> impl;
|
||||
};
|
|
@ -10,66 +10,67 @@
|
|||
|
||||
namespace GLShader {
|
||||
|
||||
GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
|
||||
GLuint LoadShader(const char* source, GLenum type) {
|
||||
const char* debug_type;
|
||||
switch (type) {
|
||||
case GL_VERTEX_SHADER:
|
||||
debug_type = "vertex";
|
||||
break;
|
||||
case GL_GEOMETRY_SHADER:
|
||||
debug_type = "geometry";
|
||||
break;
|
||||
case GL_FRAGMENT_SHADER:
|
||||
debug_type = "fragment";
|
||||
break;
|
||||
default:
|
||||
UNREACHABLE();
|
||||
}
|
||||
|
||||
// Create the shaders
|
||||
GLuint vertex_shader_id = glCreateShader(GL_VERTEX_SHADER);
|
||||
GLuint fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
GLuint shader_id = glCreateShader(type);
|
||||
glShaderSource(shader_id, 1, &source, nullptr);
|
||||
NGLOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type);
|
||||
glCompileShader(shader_id);
|
||||
|
||||
GLint result = GL_FALSE;
|
||||
int info_log_length;
|
||||
|
||||
// Compile Vertex Shader
|
||||
LOG_DEBUG(Render_OpenGL, "Compiling vertex shader...");
|
||||
|
||||
glShaderSource(vertex_shader_id, 1, &vertex_shader, nullptr);
|
||||
glCompileShader(vertex_shader_id);
|
||||
|
||||
// Check Vertex Shader
|
||||
glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result);
|
||||
glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
|
||||
GLint info_log_length;
|
||||
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result);
|
||||
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
|
||||
|
||||
if (info_log_length > 1) {
|
||||
std::vector<char> vertex_shader_error(info_log_length);
|
||||
glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]);
|
||||
std::vector<char> shader_error(info_log_length);
|
||||
glGetShaderInfoLog(shader_id, info_log_length, nullptr, &shader_error[0]);
|
||||
if (result == GL_TRUE) {
|
||||
LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]);
|
||||
NGLOG_DEBUG(Render_OpenGL, "{}", &shader_error[0]);
|
||||
} else {
|
||||
LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", &vertex_shader_error[0]);
|
||||
}
|
||||
}
|
||||
|
||||
// Compile Fragment Shader
|
||||
LOG_DEBUG(Render_OpenGL, "Compiling fragment shader...");
|
||||
|
||||
glShaderSource(fragment_shader_id, 1, &fragment_shader, nullptr);
|
||||
glCompileShader(fragment_shader_id);
|
||||
|
||||
// Check Fragment Shader
|
||||
glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result);
|
||||
glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
|
||||
|
||||
if (info_log_length > 1) {
|
||||
std::vector<char> fragment_shader_error(info_log_length);
|
||||
glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, &fragment_shader_error[0]);
|
||||
if (result == GL_TRUE) {
|
||||
LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]);
|
||||
} else {
|
||||
LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s",
|
||||
&fragment_shader_error[0]);
|
||||
NGLOG_ERROR(Render_OpenGL, "Error compiling {} shader:\n{}", debug_type,
|
||||
&shader_error[0]);
|
||||
NGLOG_ERROR(Render_OpenGL, "Shader source code:\n{}", source);
|
||||
}
|
||||
}
|
||||
return shader_id;
|
||||
}
|
||||
|
||||
GLuint LoadProgram(bool separable_program, const std::vector<GLuint>& shaders) {
|
||||
// Link the program
|
||||
LOG_DEBUG(Render_OpenGL, "Linking program...");
|
||||
NGLOG_DEBUG(Render_OpenGL, "Linking program...");
|
||||
|
||||
GLuint program_id = glCreateProgram();
|
||||
glAttachShader(program_id, vertex_shader_id);
|
||||
glAttachShader(program_id, fragment_shader_id);
|
||||
|
||||
for (GLuint shader : shaders) {
|
||||
if (shader != 0) {
|
||||
glAttachShader(program_id, shader);
|
||||
}
|
||||
}
|
||||
|
||||
if (separable_program) {
|
||||
glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE);
|
||||
}
|
||||
|
||||
glLinkProgram(program_id);
|
||||
|
||||
// Check the program
|
||||
GLint result = GL_FALSE;
|
||||
GLint info_log_length;
|
||||
glGetProgramiv(program_id, GL_LINK_STATUS, &result);
|
||||
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length);
|
||||
|
||||
|
@ -77,21 +78,19 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
|
|||
std::vector<char> program_error(info_log_length);
|
||||
glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]);
|
||||
if (result == GL_TRUE) {
|
||||
LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]);
|
||||
NGLOG_DEBUG(Render_OpenGL, "{}", &program_error[0]);
|
||||
} else {
|
||||
LOG_ERROR(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]);
|
||||
NGLOG_ERROR(Render_OpenGL, "Error linking shader:\n{}", &program_error[0]);
|
||||
}
|
||||
}
|
||||
|
||||
// If the program linking failed at least one of the shaders was probably bad
|
||||
if (result == GL_FALSE) {
|
||||
LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader);
|
||||
LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader);
|
||||
}
|
||||
ASSERT_MSG(result == GL_TRUE, "Shader not linked");
|
||||
|
||||
glDeleteShader(vertex_shader_id);
|
||||
glDeleteShader(fragment_shader_id);
|
||||
for (GLuint shader : shaders) {
|
||||
if (shader != 0) {
|
||||
glDetachShader(program_id, shader);
|
||||
}
|
||||
}
|
||||
|
||||
return program_id;
|
||||
}
|
||||
|
|
|
@ -4,16 +4,24 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include <glad/glad.h>
|
||||
|
||||
namespace GLShader {
|
||||
|
||||
/**
|
||||
* Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader)
|
||||
* @param vertex_shader String of the GLSL vertex shader program
|
||||
* @param fragment_shader String of the GLSL fragment shader program
|
||||
* @returns Handle of the newly created OpenGL shader object
|
||||
* Utility function to create and compile an OpenGL GLSL shader
|
||||
* @param source String of the GLSL shader program
|
||||
* @param type Type of the shader (GL_VERTEX_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER)
|
||||
*/
|
||||
GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader);
|
||||
GLuint LoadShader(const char* source, GLenum type);
|
||||
|
||||
/**
|
||||
* Utility function to create and link an OpenGL GLSL shader program
|
||||
* @param separable_program whether to create a separable program
|
||||
* @param shaders ID of shaders to attach to the program
|
||||
* @returns Handle of the newly created OpenGL program object
|
||||
*/
|
||||
GLuint LoadProgram(bool separable_program, const std::vector<GLuint>& shaders);
|
||||
|
||||
} // namespace GLShader
|
||||
|
|
|
@ -71,6 +71,7 @@ OpenGLState::OpenGLState() {
|
|||
draw.vertex_buffer = 0;
|
||||
draw.uniform_buffer = 0;
|
||||
draw.shader_program = 0;
|
||||
draw.program_pipeline = 0;
|
||||
|
||||
scissor.enabled = false;
|
||||
scissor.x = 0;
|
||||
|
@ -282,6 +283,11 @@ void OpenGLState::Apply() const {
|
|||
glUseProgram(draw.shader_program);
|
||||
}
|
||||
|
||||
// Program pipeline
|
||||
if (draw.program_pipeline != cur_state.draw.program_pipeline) {
|
||||
glBindProgramPipeline(draw.program_pipeline);
|
||||
}
|
||||
|
||||
// Scissor test
|
||||
if (scissor.enabled != cur_state.scissor.enabled) {
|
||||
if (scissor.enabled) {
|
||||
|
@ -360,6 +366,13 @@ OpenGLState& OpenGLState::ResetProgram(GLuint handle) {
|
|||
return *this;
|
||||
}
|
||||
|
||||
OpenGLState& OpenGLState::ResetPipeline(GLuint handle) {
|
||||
if (draw.program_pipeline == handle) {
|
||||
draw.program_pipeline = 0;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
OpenGLState& OpenGLState::ResetBuffer(GLuint handle) {
|
||||
if (draw.vertex_buffer == handle) {
|
||||
draw.vertex_buffer = 0;
|
||||
|
|
|
@ -128,6 +128,7 @@ public:
|
|||
GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING
|
||||
GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING
|
||||
GLuint shader_program; // GL_CURRENT_PROGRAM
|
||||
GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
|
||||
} draw;
|
||||
|
||||
struct {
|
||||
|
@ -161,6 +162,7 @@ public:
|
|||
OpenGLState& ResetTexture(GLuint handle);
|
||||
OpenGLState& ResetSampler(GLuint handle);
|
||||
OpenGLState& ResetProgram(GLuint handle);
|
||||
OpenGLState& ResetPipeline(GLuint handle);
|
||||
OpenGLState& ResetBuffer(GLuint handle);
|
||||
OpenGLState& ResetVertexArray(GLuint handle);
|
||||
OpenGLState& ResetFramebuffer(GLuint handle);
|
||||
|
|
|
@ -73,7 +73,7 @@ private:
|
|||
// OpenGL object IDs
|
||||
OGLVertexArray vertex_array;
|
||||
OGLBuffer vertex_buffer;
|
||||
OGLShader shader;
|
||||
OGLProgram shader;
|
||||
|
||||
/// Display information for top and bottom screens respectively
|
||||
std::array<ScreenInfo, 2> screen_infos;
|
||||
|
|
Loading…
Reference in a new issue