GPU: Don't use explicit binding points when uploading the constbuffers to opengl.
The bindpoints will now be dynamically calculated based on the number of buffers used by the previous shader stage.
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e128e90350
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14ac40436e
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@ -193,6 +193,9 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size
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auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
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auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
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ASSERT_MSG(!gpu.regs.shader_config[0].enable, "VertexA is unsupported!");
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ASSERT_MSG(!gpu.regs.shader_config[0].enable, "VertexA is unsupported!");
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// Next available bindpoint to use when uploading the const buffers to the GLSL shaders.
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u32 current_constbuffer_bindpoint = 0;
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for (unsigned index = 1; index < Maxwell::MaxShaderProgram; ++index) {
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for (unsigned index = 1; index < Maxwell::MaxShaderProgram; ++index) {
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ptr_pos += sizeof(GLShader::MaxwellUniformData);
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ptr_pos += sizeof(GLShader::MaxwellUniformData);
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@ -223,6 +226,10 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size
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Memory::ReadBlock(cpu_address, program_code.data(), program_code.size() * sizeof(u64));
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Memory::ReadBlock(cpu_address, program_code.data(), program_code.size() * sizeof(u64));
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GLShader::ShaderSetup setup{std::move(program_code)};
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GLShader::ShaderSetup setup{std::move(program_code)};
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static constexpr std::array<const char*, Maxwell::MaxShaderStage> base_names = {
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"buffer_vs_c", "buffer_tessc_c", "buffer_tesse_c", "buffer_gs_c", "buffer_fs_c",
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};
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GLShader::ShaderEntries shader_resources;
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GLShader::ShaderEntries shader_resources;
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switch (program) {
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switch (program) {
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@ -244,9 +251,13 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size
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UNREACHABLE();
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UNREACHABLE();
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}
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}
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GLuint gl_stage_program = shader_program_manager->GetCurrentProgramStage(
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static_cast<Maxwell::ShaderStage>(stage));
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// Configure the const buffers for this shader stage.
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// Configure the const buffers for this shader stage.
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SetupConstBuffers(static_cast<Maxwell::ShaderStage>(stage),
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current_constbuffer_bindpoint = SetupConstBuffers(
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shader_resources.const_buffer_entries);
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static_cast<Maxwell::ShaderStage>(stage), gl_stage_program, base_names[stage],
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current_constbuffer_bindpoint, shader_resources.const_buffer_entries);
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}
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}
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shader_program_manager->UseTrivialGeometryShader();
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shader_program_manager->UseTrivialGeometryShader();
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@ -543,7 +554,8 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
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}
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}
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}
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}
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void RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage,
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u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, GLuint program,
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const std::string& base_name, u32 current_bindpoint,
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const std::vector<GLShader::ConstBufferEntry>& entries) {
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const std::vector<GLShader::ConstBufferEntry>& entries) {
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auto& gpu = Core::System::GetInstance().GPU();
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auto& gpu = Core::System::GetInstance().GPU();
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auto& maxwell3d = gpu.Get3DEngine();
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auto& maxwell3d = gpu.Get3DEngine();
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@ -568,7 +580,7 @@ void RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage,
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ASSERT_MSG(buffer.enabled, "Attempted to upload disabled constbuffer");
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ASSERT_MSG(buffer.enabled, "Attempted to upload disabled constbuffer");
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buffer_draw_state.enabled = true;
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buffer_draw_state.enabled = true;
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buffer_draw_state.bindpoint = bindpoint;
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buffer_draw_state.bindpoint = current_bindpoint + bindpoint;
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VAddr addr = gpu.memory_manager->PhysicalToVirtualAddress(buffer.address);
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VAddr addr = gpu.memory_manager->PhysicalToVirtualAddress(buffer.address);
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std::vector<u8> data(used_buffer.GetSize() * sizeof(float));
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std::vector<u8> data(used_buffer.GetSize() * sizeof(float));
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@ -577,9 +589,17 @@ void RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage,
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer_draw_state.ssbo);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer_draw_state.ssbo);
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glBufferData(GL_SHADER_STORAGE_BUFFER, data.size(), data.data(), GL_DYNAMIC_DRAW);
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glBufferData(GL_SHADER_STORAGE_BUFFER, data.size(), data.data(), GL_DYNAMIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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// Now configure the bindpoint of the buffer inside the shader
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std::string buffer_name = base_name + std::to_string(used_buffer.GetIndex());
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GLuint index =
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glGetProgramResourceIndex(program, GL_SHADER_STORAGE_BLOCK, buffer_name.c_str());
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glShaderStorageBlockBinding(program, index, buffer_draw_state.bindpoint);
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}
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}
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state.Apply();
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state.Apply();
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return current_bindpoint + entries.size();
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}
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}
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void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
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void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
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@ -87,8 +87,17 @@ private:
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/// Binds the required textures to OpenGL before drawing a batch.
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/// Binds the required textures to OpenGL before drawing a batch.
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void BindTextures();
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void BindTextures();
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/// Configures the current constbuffers to use for the draw command.
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/*
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void SetupConstBuffers(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage,
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* Configures the current constbuffers to use for the draw command.
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* @param stage The shader stage to configure buffers for.
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* @param program The OpenGL program object that contains the specified stage.
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* @param base_name The name prefix of the buffer objects in the GLSL shaders.
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* @param current_bindpoint The offset at which to start counting new buffer bindpoints.
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* @param entries Vector describing the buffers that are actually used in the guest shader.
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* @returns The next available bindpoint for use in the next shader stage.
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*/
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u32 SetupConstBuffers(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, GLuint program,
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const std::string& base_name, u32 current_bindpoint,
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const std::vector<GLShader::ConstBufferEntry>& entries);
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const std::vector<GLShader::ConstBufferEntry>& entries);
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/// Syncs the viewport to match the guest state
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/// Syncs the viewport to match the guest state
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@ -121,6 +121,17 @@ public:
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return result;
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return result;
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}
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}
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GLuint GetCurrentProgramStage(Maxwell3D::Regs::ShaderStage stage) {
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switch (stage) {
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case Maxwell3D::Regs::ShaderStage::Vertex:
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return current.vs;
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case Maxwell3D::Regs::ShaderStage::Fragment:
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return current.fs;
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}
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UNREACHABLE();
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}
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void UseTrivialGeometryShader() {
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void UseTrivialGeometryShader() {
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current.gs = 0;
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current.gs = 0;
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}
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}
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