gl_rasterizer: implement AccelerateDrawBatch to emulate PICA shader on hardware
This commit is contained in:
parent
15d14be3cc
commit
9b448a0739
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@ -66,5 +66,10 @@ public:
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ScreenInfo& screen_info) {
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return false;
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}
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/// Attempt to draw using hardware shaders
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virtual bool AccelerateDrawBatch(bool is_indexed) {
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return false;
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}
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};
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} // namespace VideoCore
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@ -12,6 +12,7 @@
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#include "common/logging/log.h"
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#include "common/math_util.h"
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#include "common/microprofile.h"
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#include "common/scope_exit.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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@ -26,13 +27,17 @@
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using PixelFormat = SurfaceParams::PixelFormat;
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using SurfaceType = SurfaceParams::SurfaceType;
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MICROPROFILE_DEFINE(OpenGL_VAO, "OpenGL", "Vertex Array Setup", MP_RGB(255, 128, 0));
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MICROPROFILE_DEFINE(OpenGL_VS, "OpenGL", "Vertex Shader Setup", MP_RGB(192, 128, 128));
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MICROPROFILE_DEFINE(OpenGL_GS, "OpenGL", "Geometry Shader Setup", MP_RGB(128, 192, 128));
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MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
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MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
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MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
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RasterizerOpenGL::RasterizerOpenGL()
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: shader_dirty(true), vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE),
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uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE) {
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uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE),
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index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE) {
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// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
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state.clip_distance[0] = true;
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@ -46,13 +51,9 @@ RasterizerOpenGL::RasterizerOpenGL()
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texture_cube_sampler.Create();
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state.texture_cube_unit.sampler = texture_cube_sampler.sampler.handle;
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// Generate VBO, VAO and UBO
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vertex_array.Create();
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state.draw.vertex_array = vertex_array.handle;
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state.draw.vertex_buffer = vertex_buffer.GetHandle();
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state.draw.uniform_buffer = uniform_buffer.GetHandle();
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state.Apply();
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// Generate VAO
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sw_vao.Create();
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hw_vao.Create();
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uniform_block_data.dirty = true;
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@ -67,10 +68,18 @@ RasterizerOpenGL::RasterizerOpenGL()
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uniform_block_data.proctex_diff_lut_dirty = true;
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment);
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uniform_size_aligned_vs =
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Common::AlignUp<size_t>(sizeof(VSUniformData), uniform_buffer_alignment);
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uniform_size_aligned_gs =
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Common::AlignUp<size_t>(sizeof(GSUniformData), uniform_buffer_alignment);
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uniform_size_aligned_fs =
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Common::AlignUp<size_t>(sizeof(UniformData), uniform_buffer_alignment);
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// Set vertex attributes
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// Set vertex attributes for software shader path
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state.draw.vertex_array = sw_vao.handle;
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state.draw.vertex_buffer = vertex_buffer.GetHandle();
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state.Apply();
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glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE,
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sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION);
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@ -176,6 +185,11 @@ RasterizerOpenGL::RasterizerOpenGL()
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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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// Bind index buffer for hardware shader path
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state.draw.vertex_array = hw_vao.handle;
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state.Apply();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer.GetHandle());
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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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@ -258,10 +272,253 @@ void RasterizerOpenGL::AddTriangle(const Pica::Shader::OutputVertex& v0,
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vertex_batch.emplace_back(v2, AreQuaternionsOpposite(v0.quat, v2.quat));
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}
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static constexpr std::array<GLenum, 4> vs_attrib_types{
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GL_BYTE, // VertexAttributeFormat::BYTE
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GL_UNSIGNED_BYTE, // VertexAttributeFormat::UBYTE
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GL_SHORT, // VertexAttributeFormat::SHORT
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GL_FLOAT // VertexAttributeFormat::FLOAT
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};
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struct VertexArrayInfo {
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u32 vs_input_index_min;
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u32 vs_input_index_max;
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u32 vs_input_size;
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};
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RasterizerOpenGL::VertexArrayInfo RasterizerOpenGL::AnalyzeVertexArray(bool is_indexed) {
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const auto& regs = Pica::g_state.regs;
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const auto& vertex_attributes = regs.pipeline.vertex_attributes;
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u32 vertex_min;
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u32 vertex_max;
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if (is_indexed) {
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const auto& index_info = regs.pipeline.index_array;
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PAddr address = vertex_attributes.GetPhysicalBaseAddress() + index_info.offset;
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const u8* index_address_8 = Memory::GetPhysicalPointer(address);
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const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
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bool index_u16 = index_info.format != 0;
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vertex_min = 0xFFFF;
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vertex_max = 0;
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std::size_t size = regs.pipeline.num_vertices * (index_u16 ? 2 : 1);
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res_cache.FlushRegion(address, size, nullptr);
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for (u32 index = 0; index < regs.pipeline.num_vertices; ++index) {
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u32 vertex = index_u16 ? index_address_16[index] : index_address_8[index];
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vertex_min = std::min(vertex_min, vertex);
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vertex_max = std::max(vertex_max, vertex);
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}
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} else {
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vertex_min = regs.pipeline.vertex_offset;
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vertex_max = regs.pipeline.vertex_offset + regs.pipeline.num_vertices - 1;
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}
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u32 vertex_num = vertex_max - vertex_min + 1;
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u32 vs_input_size = 0;
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for (auto& loader : vertex_attributes.attribute_loaders) {
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if (loader.component_count != 0) {
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vs_input_size += loader.byte_count * vertex_num;
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}
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}
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return {vertex_min, vertex_max, vs_input_size};
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}
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void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset,
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GLuint vs_input_index_min, GLuint vs_input_index_max) {
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MICROPROFILE_SCOPE(OpenGL_VAO);
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const auto& regs = Pica::g_state.regs;
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const auto& vertex_attributes = regs.pipeline.vertex_attributes;
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PAddr base_address = vertex_attributes.GetPhysicalBaseAddress();
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state.draw.vertex_array = hw_vao.handle;
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state.draw.vertex_buffer = vertex_buffer.GetHandle();
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state.Apply();
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std::array<bool, 16> enable_attributes{};
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for (const auto& loader : vertex_attributes.attribute_loaders) {
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if (loader.component_count == 0 || loader.byte_count == 0) {
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continue;
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}
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u32 offset = 0;
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for (u32 comp = 0; comp < loader.component_count && comp < 12; ++comp) {
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u32 attribute_index = loader.GetComponent(comp);
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if (attribute_index < 12) {
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if (vertex_attributes.GetNumElements(attribute_index) != 0) {
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offset = Common::AlignUp(
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offset, vertex_attributes.GetElementSizeInBytes(attribute_index));
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u32 input_reg = regs.vs.GetRegisterForAttribute(attribute_index);
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GLint size = vertex_attributes.GetNumElements(attribute_index);
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GLenum type = vs_attrib_types[static_cast<u32>(
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vertex_attributes.GetFormat(attribute_index))];
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GLsizei stride = loader.byte_count;
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glVertexAttribPointer(input_reg, size, type, GL_FALSE, stride,
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reinterpret_cast<GLvoid*>(buffer_offset + offset));
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enable_attributes[input_reg] = true;
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offset += vertex_attributes.GetStride(attribute_index);
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}
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} else {
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// Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings,
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// respectively
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offset = Common::AlignUp(offset, 4);
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offset += (attribute_index - 11) * 4;
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}
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}
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PAddr data_addr =
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base_address + loader.data_offset + (vs_input_index_min * loader.byte_count);
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u32 vertex_num = vs_input_index_max - vs_input_index_min + 1;
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u32 data_size = loader.byte_count * vertex_num;
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res_cache.FlushRegion(data_addr, data_size, nullptr);
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std::memcpy(array_ptr, Memory::GetPhysicalPointer(data_addr), data_size);
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array_ptr += data_size;
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buffer_offset += data_size;
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}
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for (std::size_t i = 0; i < enable_attributes.size(); ++i) {
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if (enable_attributes[i] != hw_vao_enabled_attributes[i]) {
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if (enable_attributes[i]) {
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glEnableVertexAttribArray(i);
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} else {
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glDisableVertexAttribArray(i);
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}
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hw_vao_enabled_attributes[i] = enable_attributes[i];
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}
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if (vertex_attributes.IsDefaultAttribute(i)) {
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u32 reg = regs.vs.GetRegisterForAttribute(i);
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if (!enable_attributes[reg]) {
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const auto& attr = Pica::g_state.input_default_attributes.attr[i];
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glVertexAttrib4f(reg, attr.x.ToFloat32(), attr.y.ToFloat32(), attr.z.ToFloat32(),
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attr.w.ToFloat32());
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}
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}
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}
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}
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bool RasterizerOpenGL::SetupVertexShader() {
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MICROPROFILE_SCOPE(OpenGL_VS);
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GLShader::PicaVSConfig vs_config(Pica::g_state.regs, Pica::g_state.vs);
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return shader_program_manager->UseProgrammableVertexShader(vs_config, Pica::g_state.vs);
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}
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bool RasterizerOpenGL::SetupGeometryShader() {
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MICROPROFILE_SCOPE(OpenGL_GS);
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const auto& regs = Pica::g_state.regs;
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if (regs.pipeline.use_gs == Pica::PipelineRegs::UseGS::No) {
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GLShader::PicaFixedGSConfig gs_config(regs);
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shader_program_manager->UseFixedGeometryShader(gs_config);
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return true;
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} else {
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GLShader::PicaGSConfig gs_config(regs, Pica::g_state.gs);
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return shader_program_manager->UseProgrammableGeometryShader(gs_config, Pica::g_state.gs);
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}
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}
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bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
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const auto& regs = Pica::g_state.regs;
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if (regs.pipeline.use_gs != Pica::PipelineRegs::UseGS::No) {
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if (regs.pipeline.gs_config.mode != Pica::PipelineRegs::GSMode::Point) {
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return false;
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}
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if (regs.pipeline.triangle_topology != Pica::PipelineRegs::TriangleTopology::Shader) {
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return false;
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}
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}
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if (!SetupVertexShader())
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return false;
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if (!SetupGeometryShader())
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return false;
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Draw(true, is_indexed);
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return true;
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}
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static GLenum GetCurrentPrimitiveMode(bool use_gs) {
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const auto& regs = Pica::g_state.regs;
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if (use_gs) {
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switch ((regs.gs.max_input_attribute_index + 1) /
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(regs.pipeline.vs_outmap_total_minus_1_a + 1)) {
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case 1:
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return GL_POINTS;
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case 2:
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return GL_LINES;
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case 4:
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return GL_LINES_ADJACENCY;
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case 3:
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return GL_TRIANGLES;
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case 6:
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return GL_TRIANGLES_ADJACENCY;
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default:
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UNREACHABLE();
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}
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} else {
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switch (regs.pipeline.triangle_topology) {
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case Pica::PipelineRegs::TriangleTopology::Shader:
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case Pica::PipelineRegs::TriangleTopology::List:
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return GL_TRIANGLES;
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case Pica::PipelineRegs::TriangleTopology::Fan:
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return GL_TRIANGLE_FAN;
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case Pica::PipelineRegs::TriangleTopology::Strip:
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return GL_TRIANGLE_STRIP;
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default:
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UNREACHABLE();
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}
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}
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}
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void RasterizerOpenGL::AccelerateDrawBatchInternal(bool is_indexed, bool use_gs) {
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const auto& regs = Pica::g_state.regs;
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GLenum primitive_mode = GetCurrentPrimitiveMode(use_gs);
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auto [vs_input_index_min, vs_input_index_max, vs_input_size] = AnalyzeVertexArray(is_indexed);
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state.draw.vertex_buffer = vertex_buffer.GetHandle();
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state.Apply();
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u8* buffer_ptr;
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GLintptr buffer_offset;
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std::tie(buffer_ptr, buffer_offset, std::ignore) = vertex_buffer.Map(vs_input_size, 4);
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SetupVertexArray(buffer_ptr, buffer_offset, vs_input_index_min, vs_input_index_max);
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vertex_buffer.Unmap(vs_input_size);
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shader_program_manager->ApplyTo(state);
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state.Apply();
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if (is_indexed) {
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bool index_u16 = regs.pipeline.index_array.format != 0;
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std::size_t index_buffer_size = regs.pipeline.num_vertices * (index_u16 ? 2 : 1);
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const u8* index_data =
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Memory::GetPhysicalPointer(regs.pipeline.vertex_attributes.GetPhysicalBaseAddress() +
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regs.pipeline.index_array.offset);
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std::tie(buffer_ptr, buffer_offset, std::ignore) = index_buffer.Map(index_buffer_size, 4);
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std::memcpy(buffer_ptr, index_data, index_buffer_size);
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index_buffer.Unmap(index_buffer_size);
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glDrawRangeElementsBaseVertex(
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primitive_mode, vs_input_index_min, vs_input_index_max, regs.pipeline.num_vertices,
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index_u16 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE,
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reinterpret_cast<const void*>(buffer_offset), -static_cast<GLint>(vs_input_index_min));
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} else {
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glDrawArrays(primitive_mode, 0, regs.pipeline.num_vertices);
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}
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}
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void RasterizerOpenGL::DrawTriangles() {
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if (vertex_batch.empty())
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return;
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Draw(false, false);
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}
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void RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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const auto& regs = Pica::g_state.regs;
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@ -474,7 +731,8 @@ void RasterizerOpenGL::DrawTriangles() {
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}
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// Sync the uniform data
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UploadUniforms();
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const bool use_gs = regs.pipeline.use_gs == Pica::PipelineRegs::UseGS::Yes;
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UploadUniforms(accelerate, use_gs);
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// Viewport can have negative offsets or larger
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// dimensions than our framebuffer sub-rect.
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@ -487,23 +745,31 @@ void RasterizerOpenGL::DrawTriangles() {
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state.scissor.height = draw_rect.GetHeight();
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state.Apply();
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// Draw the vertex batch
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if (accelerate) {
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AccelerateDrawBatchInternal(is_indexed, use_gs);
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} else {
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state.draw.vertex_array = sw_vao.handle;
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state.draw.vertex_buffer = vertex_buffer.GetHandle();
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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.GetSize() / (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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size_t vertices = std::min(max_vertices, vertex_batch.size() - base_vertex);
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size_t vertex_size = vertices * sizeof(HardwareVertex);
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std::size_t max_vertices = 3 * (VERTEX_BUFFER_SIZE / (3 * sizeof(HardwareVertex)));
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for (std::size_t base_vertex = 0; base_vertex < vertex_batch.size();
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base_vertex += max_vertices) {
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std::size_t vertices = std::min(max_vertices, vertex_batch.size() - base_vertex);
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std::size_t vertex_size = vertices * sizeof(HardwareVertex);
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u8* vbo;
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GLintptr offset;
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std::tie(vbo, offset, std::ignore) = vertex_buffer.Map(vertex_size, sizeof(HardwareVertex));
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memcpy(vbo, vertex_batch.data() + base_vertex, vertex_size);
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std::tie(vbo, offset, std::ignore) =
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vertex_buffer.Map(vertex_size, sizeof(HardwareVertex));
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std::memcpy(vbo, vertex_batch.data() + base_vertex, vertex_size);
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vertex_buffer.Unmap(vertex_size);
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glDrawArrays(GL_TRIANGLES, offset / sizeof(HardwareVertex), (GLsizei)vertices);
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}
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}
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// Disable scissor test
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state.scissor.enabled = false;
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@ -1648,18 +1914,53 @@ void RasterizerOpenGL::SyncLightDistanceAttenuationScale(int light_index) {
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}
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}
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void RasterizerOpenGL::UploadUniforms() {
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if (!uniform_block_data.dirty)
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void RasterizerOpenGL::UploadUniforms(bool accelerate_draw, bool use_gs) {
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// glBindBufferRange below also changes the generic buffer binding point, so we sync the state
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// first
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state.draw.uniform_buffer = uniform_buffer.GetHandle();
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state.Apply();
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bool sync_vs = accelerate_draw;
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bool sync_gs = accelerate_draw && use_gs;
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bool sync_fs = uniform_block_data.dirty;
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if (!sync_vs && !sync_gs && !sync_fs)
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return;
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size_t uniform_size = uniform_size_aligned_fs;
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size_t uniform_size =
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uniform_size_aligned_vs + uniform_size_aligned_gs + uniform_size_aligned_fs;
|
||||
size_t used_bytes = 0;
|
||||
u8* uniforms;
|
||||
GLintptr offset;
|
||||
std::tie(uniforms, offset, std::ignore) =
|
||||
bool invalidate;
|
||||
std::tie(uniforms, offset, invalidate) =
|
||||
uniform_buffer.Map(uniform_size, uniform_buffer_alignment);
|
||||
std::memcpy(uniforms, &uniform_block_data.data, sizeof(UniformData));
|
||||
uniform_buffer.Unmap(uniform_size);
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, 0, uniform_buffer.GetHandle(), offset,
|
||||
sizeof(UniformData));
|
||||
|
||||
if (sync_vs) {
|
||||
VSUniformData vs_uniforms;
|
||||
vs_uniforms.uniforms.SetFromRegs(Pica::g_state.regs.vs, Pica::g_state.vs);
|
||||
std::memcpy(uniforms + used_bytes, &vs_uniforms, sizeof(vs_uniforms));
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, static_cast<GLuint>(UniformBindings::VS),
|
||||
uniform_buffer.GetHandle(), offset + used_bytes, sizeof(VSUniformData));
|
||||
used_bytes += uniform_size_aligned_vs;
|
||||
}
|
||||
|
||||
if (sync_gs) {
|
||||
GSUniformData gs_uniforms;
|
||||
gs_uniforms.uniforms.SetFromRegs(Pica::g_state.regs.gs, Pica::g_state.gs);
|
||||
std::memcpy(uniforms + used_bytes, &gs_uniforms, sizeof(gs_uniforms));
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, static_cast<GLuint>(UniformBindings::GS),
|
||||
uniform_buffer.GetHandle(), offset + used_bytes, sizeof(GSUniformData));
|
||||
used_bytes += uniform_size_aligned_gs;
|
||||
}
|
||||
|
||||
if (sync_fs || invalidate) {
|
||||
std::memcpy(uniforms + used_bytes, &uniform_block_data.data, sizeof(UniformData));
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, static_cast<GLuint>(UniformBindings::Common),
|
||||
uniform_buffer.GetHandle(), offset + used_bytes, sizeof(UniformData));
|
||||
uniform_block_data.dirty = false;
|
||||
used_bytes += uniform_size_aligned_fs;
|
||||
}
|
||||
|
||||
uniform_buffer.Unmap(used_bytes);
|
||||
}
|
||||
|
|
|
@ -50,6 +50,7 @@ public:
|
|||
bool AccelerateFill(const GPU::Regs::MemoryFillConfig& config) override;
|
||||
bool AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr,
|
||||
u32 pixel_stride, ScreenInfo& screen_info) override;
|
||||
bool AccelerateDrawBatch(bool is_indexed) override;
|
||||
|
||||
private:
|
||||
struct SamplerInfo {
|
||||
|
@ -73,6 +74,7 @@ private:
|
|||
|
||||
/// Structure that the hardware rendered vertices are composed of
|
||||
struct HardwareVertex {
|
||||
HardwareVertex() = default;
|
||||
HardwareVertex(const Pica::Shader::OutputVertex& v, bool flip_quaternion) {
|
||||
position[0] = v.pos.x.ToFloat32();
|
||||
position[1] = v.pos.y.ToFloat32();
|
||||
|
@ -216,7 +218,32 @@ private:
|
|||
void SyncLightDistanceAttenuationScale(int light_index);
|
||||
|
||||
/// Upload the uniform blocks to the uniform buffer object
|
||||
void UploadUniforms();
|
||||
void UploadUniforms(bool accelerate_draw, bool use_gs);
|
||||
|
||||
/// Generic draw function for DrawTriangles and AccelerateDrawBatch
|
||||
void Draw(bool accelerate, bool is_indexed);
|
||||
|
||||
/// Internal implementation for AccelerateDrawBatch
|
||||
void AccelerateDrawBatchInternal(bool is_indexed, bool use_gs);
|
||||
|
||||
struct VertexArrayInfo {
|
||||
u32 vs_input_index_min;
|
||||
u32 vs_input_index_max;
|
||||
u32 vs_input_size;
|
||||
};
|
||||
|
||||
/// Retrieve the range and the size of the input vertex
|
||||
VertexArrayInfo AnalyzeVertexArray(bool is_indexed);
|
||||
|
||||
/// Setup vertex array for AccelerateDrawBatch
|
||||
void SetupVertexArray(u8* array_ptr, GLintptr buffer_offset, GLuint vs_input_index_min,
|
||||
GLuint vs_input_index_max);
|
||||
|
||||
/// Setup vertex shader for AccelerateDrawBatch
|
||||
bool SetupVertexShader();
|
||||
|
||||
/// Setup geometry shader for AccelerateDrawBatch
|
||||
bool SetupGeometryShader();
|
||||
|
||||
OpenGLState state;
|
||||
|
||||
|
@ -242,14 +269,21 @@ private:
|
|||
|
||||
// They shall be big enough for about one frame.
|
||||
static constexpr size_t VERTEX_BUFFER_SIZE = 32 * 1024 * 1024;
|
||||
static constexpr size_t INDEX_BUFFER_SIZE = 1 * 1024 * 1024;
|
||||
static constexpr size_t UNIFORM_BUFFER_SIZE = 2 * 1024 * 1024;
|
||||
|
||||
OGLVertexArray sw_vao; // VAO for software shader draw
|
||||
OGLVertexArray hw_vao; // VAO for hardware shader / accelerate draw
|
||||
std::array<bool, 16> hw_vao_enabled_attributes{};
|
||||
|
||||
std::array<SamplerInfo, 3> texture_samplers;
|
||||
OGLVertexArray vertex_array;
|
||||
OGLStreamBuffer vertex_buffer;
|
||||
OGLStreamBuffer uniform_buffer;
|
||||
OGLStreamBuffer index_buffer;
|
||||
OGLFramebuffer framebuffer;
|
||||
GLint uniform_buffer_alignment;
|
||||
size_t uniform_size_aligned_vs;
|
||||
size_t uniform_size_aligned_gs;
|
||||
size_t uniform_size_aligned_fs;
|
||||
|
||||
SamplerInfo texture_cube_sampler;
|
||||
|
|
Reference in New Issue