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@ -223,15 +223,19 @@ 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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GLShader::ShaderSetup setup{std::move(program_code)};
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GLShader::ShaderEntries shader_resources;
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switch (program) {
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case Maxwell::ShaderProgram::VertexB: {
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GLShader::MaxwellVSConfig vs_config{setup};
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shader_program_manager->UseProgrammableVertexShader(vs_config, setup);
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shader_resources =
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shader_program_manager->UseProgrammableVertexShader(vs_config, setup);
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break;
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}
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case Maxwell::ShaderProgram::Fragment: {
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GLShader::MaxwellFSConfig fs_config{setup};
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shader_program_manager->UseProgrammableFragmentShader(fs_config, setup);
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shader_resources =
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shader_program_manager->UseProgrammableFragmentShader(fs_config, setup);
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break;
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}
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default:
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@ -239,6 +243,10 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size
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shader_config.enable.Value(), shader_config.offset);
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UNREACHABLE();
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}
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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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shader_resources.const_buffer_entries);
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}
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shader_program_manager->UseTrivialGeometryShader();
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@ -306,8 +314,6 @@ void RasterizerOpenGL::DrawArrays() {
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// Sync and bind the texture surfaces
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BindTextures();
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// Configure the constant buffer objects
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SetupConstBuffers();
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// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
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// scissor test to prevent drawing outside of the framebuffer region
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@ -537,36 +543,39 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
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}
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}
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void RasterizerOpenGL::SetupConstBuffers() {
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using Regs = Tegra::Engines::Maxwell3D::Regs;
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void RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage,
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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& maxwell3d = gpu.Get3DEngine();
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ASSERT_MSG(maxwell3d.IsShaderStageEnabled(stage),
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"Attempted to upload constbuffer of disabled shader stage");
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// Reset all buffer draw state for this stage.
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for (auto& buffer : state.draw.const_buffers[static_cast<size_t>(stage)]) {
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buffer.bindpoint = 0;
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buffer.enabled = false;
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}
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// Upload only the enabled buffers from the 16 constbuffers of each shader stage
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u32 current_bindpoint = 0;
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for (u32 stage = 0; stage < Regs::MaxShaderStage; ++stage) {
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auto& shader_stage = maxwell3d.state.shader_stages[stage];
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bool stage_enabled = maxwell3d.IsShaderStageEnabled(static_cast<Regs::ShaderStage>(stage));
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auto& shader_stage = maxwell3d.state.shader_stages[static_cast<size_t>(stage)];
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for (u32 buffer_id = 0; buffer_id < Regs::MaxConstBuffers; ++buffer_id) {
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const auto& buffer = shader_stage.const_buffers[buffer_id];
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for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
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const auto& used_buffer = entries[bindpoint];
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const auto& buffer = shader_stage.const_buffers[used_buffer.GetIndex()];
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auto& buffer_draw_state =
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state.draw.const_buffers[static_cast<size_t>(stage)][used_buffer.GetIndex()];
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state.draw.const_buffers[stage][buffer_id].enabled = buffer.enabled && stage_enabled;
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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.bindpoint = bindpoint;
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if (buffer.enabled && stage_enabled) {
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state.draw.const_buffers[stage][buffer_id].bindpoint = current_bindpoint;
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current_bindpoint++;
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VAddr addr = gpu.memory_manager->PhysicalToVirtualAddress(buffer.address);
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const u8* data = Memory::GetPointer(addr);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER,
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state.draw.const_buffers[stage][buffer_id].ssbo);
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glBufferData(GL_SHADER_STORAGE_BUFFER, buffer.size, data, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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} else {
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state.draw.const_buffers[stage][buffer_id].bindpoint = -1;
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}
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}
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VAddr addr = gpu.memory_manager->PhysicalToVirtualAddress(buffer.address);
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const u8* data = Memory::GetPointer(addr);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer_draw_state.ssbo);
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glBufferData(GL_SHADER_STORAGE_BUFFER, used_buffer.GetSize() * sizeof(float), data,
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GL_DYNAMIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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}
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state.Apply();
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