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renderer_opengl: Add gl_shader_manager class.

This commit is contained in:
bunnei 2018-04-07 05:12:38 -04:00
parent 8aa21a03b3
commit 459826a705
3 changed files with 209 additions and 0 deletions

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@ -28,6 +28,8 @@ add_library(video_core STATIC
renderer_opengl/gl_shader_decompiler.h
renderer_opengl/gl_shader_gen.cpp
renderer_opengl/gl_shader_gen.h
renderer_opengl/gl_shader_manager.cpp
renderer_opengl/gl_shader_manager.h
renderer_opengl/gl_shader_util.cpp
renderer_opengl/gl_shader_util.h
renderer_opengl/gl_state.cpp

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@ -0,0 +1,46 @@
// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "core/core.h"
#include "core/hle/kernel/process.h"
#include "video_core/engines/maxwell_3d.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
namespace GLShader {
namespace Impl {
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) {
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));
}
}
void SetShaderUniformBlockBindings(GLuint shader) {
SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS, sizeof(VSUniformData));
}
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
cur_state.draw.shader_program = old_program;
cur_state.Apply();
}
} // namespace Impl
void MaxwellUniformData::SetFromRegs() {
}
} // namespace GLShader

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@ -0,0 +1,161 @@
// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <tuple>
#include <unordered_map>
#include <boost/functional/hash.hpp>
#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/maxwell_to_gl.h"
namespace GLShader {
namespace Impl {
void SetShaderUniformBlockBindings(GLuint shader);
void SetShaderSamplerBindings(GLuint shader);
} // namespace Impl
enum class UniformBindings : GLuint { Common, VS, GS, FS };
/// 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 MaxwellUniformData {
void SetFromRegs();
using ConstBuffer = std::array<GLvec4, 4>;
using Regs = Tegra::Engines::Maxwell3D::Regs;
alignas(16) std::array<ConstBuffer, Regs::MaxConstBuffers> const_buffers;
};
static_assert(sizeof(MaxwellUniformData) < 16384,
"MaxwellUniformData structure must be less than 16kb as per the OpenGL spec");
struct VSUniformData {
MaxwellUniformData uniforms;
};
static_assert(sizeof(VSUniformData) < 16384,
"VSUniformData structure must be less than 16kb as per the OpenGL spec");
struct FSUniformData {
MaxwellUniformData uniforms;
};
static_assert(sizeof(FSUniformData) < 16384,
"VSUniformData structure must be less than 16kb as per the OpenGL spec");
class OGLShaderStage {
public:
OGLShaderStage() = default;
void Create(const char* source, GLenum type) {
OGLShader shader;
shader.Create(source, type);
program.Create(true, shader.handle);
Impl::SetShaderUniformBlockBindings(program.handle);
Impl::SetShaderSamplerBindings(program.handle);
}
GLuint GetHandle() const {
return program.handle;
}
private:
OGLProgram program;
};
// TODO(wwylele): beautify this doc
// This is a shader cache designed for translating PICA shader to GLSL shader.
// The double cache is needed because diffent KeyConfigType, which includes a hash of the code
// region (including its leftover unused code) can generate the same GLSL code.
template <typename KeyConfigType,
std::string (*CodeGenerator)(const ShaderSetup&, const KeyConfigType&), GLenum ShaderType>
class ShaderCache {
public:
ShaderCache() = default;
GLuint Get(const KeyConfigType& key, const ShaderSetup& setup) {
auto map_it = shader_map.find(key);
if (map_it == shader_map.end()) {
std::string program = CodeGenerator(setup, key);
auto [iter, new_shader] = shader_cache.emplace(program, OGLShaderStage{});
OGLShaderStage& cached_shader = iter->second;
if (new_shader) {
cached_shader.Create(program.c_str(), ShaderType);
}
shader_map[key] = &cached_shader;
return cached_shader.GetHandle();
} else {
return map_it->second->GetHandle();
}
}
private:
std::unordered_map<KeyConfigType, OGLShaderStage*> shader_map;
std::unordered_map<std::string, OGLShaderStage> shader_cache;
};
using VertexShaders = ShaderCache<MaxwellVSConfig, &GenerateVertexShader, GL_VERTEX_SHADER>;
using FragmentShaders = ShaderCache<MaxwellFSConfig, &GenerateFragmentShader, GL_FRAGMENT_SHADER>;
class ProgramManager {
public:
ProgramManager() {
pipeline.Create();
}
void UseProgrammableVertexShader(const MaxwellVSConfig& config, const ShaderSetup setup) {
current.vs = vertex_shaders.Get(config, setup);
}
void UseTrivialGeometryShader() {
current.gs = 0;
}
void UseProgrammableFragmentShader(const MaxwellFSConfig& config, const ShaderSetup setup) {
current.fs = fragment_shaders.Get(config, setup);
}
void ApplyTo(OpenGLState& state) {
// Workaround for AMD bug
glUseProgramStages(pipeline.handle,
GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT,
0);
glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current.vs);
glUseProgramStages(pipeline.handle, GL_GEOMETRY_SHADER_BIT, current.gs);
glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current.fs);
state.draw.shader_program = 0;
state.draw.program_pipeline = pipeline.handle;
}
private:
struct ShaderTuple {
GLuint vs = 0, gs = 0, fs = 0;
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;
VertexShaders vertex_shaders;
FragmentShaders fragment_shaders;
std::unordered_map<ShaderTuple, OGLProgram, ShaderTuple::Hash> program_cache;
OGLPipeline pipeline;
};
} // namespace GLShader