mirror of https://git.suyu.dev/suyu/suyu
renderer_opengl: Implement a new shader cache.
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// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/assert.h"
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#include "core/core.h"
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#include "core/memory.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_opengl/gl_shader_cache.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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namespace OpenGL {
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/// Gets the address for the specified shader stage program
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static Tegra::GPUVAddr GetShaderAddress(Maxwell::ShaderProgram program) {
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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GLShader::ProgramCode program_code(GLShader::MAX_PROGRAM_CODE_LENGTH);
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auto& shader_config = gpu.regs.shader_config[static_cast<size_t>(program)];
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return gpu.regs.code_address.CodeAddress() + shader_config.offset;
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}
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/// Gets the shader program code from memory for the specified address
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static GLShader::ProgramCode GetShaderCode(Tegra::GPUVAddr addr) {
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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GLShader::ProgramCode program_code(GLShader::MAX_PROGRAM_CODE_LENGTH);
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const boost::optional<VAddr> cpu_address{gpu.memory_manager.GpuToCpuAddress(addr)};
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Memory::ReadBlock(*cpu_address, program_code.data(), program_code.size() * sizeof(u64));
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return program_code;
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}
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/// Helper function to set shader uniform block bindings for a single shader stage
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static void SetShaderUniformBlockBinding(GLuint shader, const char* name,
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Maxwell::ShaderStage binding, size_t expected_size) {
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const GLuint ub_index = glGetUniformBlockIndex(shader, name);
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if (ub_index == GL_INVALID_INDEX) {
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return;
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}
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GLint ub_size = 0;
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glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size);
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ASSERT_MSG(static_cast<size_t>(ub_size) == expected_size,
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"Uniform block size did not match! Got {}, expected {}", ub_size, expected_size);
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glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding));
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}
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/// Sets shader uniform block bindings for an entire shader program
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static void SetShaderUniformBlockBindings(GLuint shader) {
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SetShaderUniformBlockBinding(shader, "vs_config", Maxwell::ShaderStage::Vertex,
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sizeof(GLShader::MaxwellUniformData));
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SetShaderUniformBlockBinding(shader, "gs_config", Maxwell::ShaderStage::Geometry,
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sizeof(GLShader::MaxwellUniformData));
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SetShaderUniformBlockBinding(shader, "fs_config", Maxwell::ShaderStage::Fragment,
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sizeof(GLShader::MaxwellUniformData));
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}
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CachedShader::CachedShader(Tegra::GPUVAddr addr, Maxwell::ShaderProgram program_type)
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: addr{addr}, program_type{program_type}, setup{GetShaderCode(addr)} {
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GLShader::ProgramResult program_result;
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GLenum gl_type{};
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switch (program_type) {
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case Maxwell::ShaderProgram::VertexA:
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// VertexB is always enabled, so when VertexA is enabled, we have two vertex shaders.
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// Conventional HW does not support this, so we combine VertexA and VertexB into one
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// stage here.
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setup.SetProgramB(GetShaderCode(GetShaderAddress(Maxwell::ShaderProgram::VertexB)));
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case Maxwell::ShaderProgram::VertexB:
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program_result = GLShader::GenerateVertexShader(setup);
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gl_type = GL_VERTEX_SHADER;
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break;
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case Maxwell::ShaderProgram::Fragment:
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program_result = GLShader::GenerateFragmentShader(setup);
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gl_type = GL_FRAGMENT_SHADER;
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unimplemented program_type={}", static_cast<u32>(program_type));
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UNREACHABLE();
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return;
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}
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entries = program_result.second;
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OGLShader shader;
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shader.Create(program_result.first.c_str(), gl_type);
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program.Create(true, shader.handle);
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SetShaderUniformBlockBindings(program.handle);
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}
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GLuint CachedShader::GetProgramResourceIndex(const std::string& name) {
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auto search{resource_cache.find(name)};
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if (search == resource_cache.end()) {
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const GLuint index{
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glGetProgramResourceIndex(program.handle, GL_UNIFORM_BLOCK, name.c_str())};
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resource_cache[name] = index;
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return index;
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}
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return search->second;
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}
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GLint CachedShader::GetUniformLocation(const std::string& name) {
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auto search{uniform_cache.find(name)};
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if (search == uniform_cache.end()) {
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const GLint index{glGetUniformLocation(program.handle, name.c_str())};
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uniform_cache[name] = index;
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return index;
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}
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return search->second;
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}
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Shader ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
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const Tegra::GPUVAddr program_addr{GetShaderAddress(program)};
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// Look up shader in the cache based on address
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Shader shader{TryGet(program_addr)};
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if (!shader) {
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// No shader found - create a new one
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shader = std::make_shared<CachedShader>(program_addr, program);
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Register(shader);
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}
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return shader;
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}
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} // namespace OpenGL
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@ -0,0 +1,69 @@
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// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <unordered_map>
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#include "common/common_types.h"
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#include "video_core/memory_manager.h"
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#include "video_core/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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namespace OpenGL {
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class CachedShader;
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using Shader = std::shared_ptr<CachedShader>;
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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class CachedShader final {
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public:
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CachedShader(Tegra::GPUVAddr addr, Maxwell::ShaderProgram program_type);
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/// Gets the address of the shader in guest memory, required for cache management
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Tegra::GPUVAddr GetAddr() const {
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return addr;
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}
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/// Gets the size of the shader in guest memory, required for cache management
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size_t GetSizeInBytes() const {
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return sizeof(GLShader::ProgramCode);
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}
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/// Gets the shader entries for the shader
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const GLShader::ShaderEntries& GetShaderEntries() const {
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return entries;
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}
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/// Gets the GL program handle for the shader
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GLuint GetProgramHandle() const {
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return program.handle;
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}
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/// Gets the GL program resource location for the specified resource, caching as needed
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GLuint GetProgramResourceIndex(const std::string& name);
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/// Gets the GL uniform location for the specified resource, caching as needed
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GLint GetUniformLocation(const std::string& name);
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private:
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Tegra::GPUVAddr addr;
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Maxwell::ShaderProgram program_type;
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GLShader::ShaderSetup setup;
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GLShader::ShaderEntries entries;
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OGLProgram program;
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std::unordered_map<std::string, GLuint> resource_cache;
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std::unordered_map<std::string, GLint> uniform_cache;
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};
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class ShaderCacheOpenGL final : public RasterizerCache<Shader> {
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public:
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/// Gets the current specified shader stage program
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Shader GetStageProgram(Maxwell::ShaderProgram program);
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};
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} // namespace OpenGL
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