GL: Set up the textures used for each draw call.

Each Maxwell shader stage can have an arbitrary number of textures, but we're limited to a certain number in OpenGL. We try to only use the minimum amount of host textures by not keeping a 1:1 relation between guest texture ids and host texture ids, ie, guest texture id 8 can be host texture id 0 if it's the only texture used in the guest shader program.
This mapping will have to be passed to the shader decompiler so it can rewrite the texture accesses.
master
Subv 2018-03-26 21:54:16 +07:00 committed by James Rowe
parent cb3183212d
commit b0ca330e14
2 changed files with 39 additions and 2 deletions

@ -276,7 +276,9 @@ void RasterizerOpenGL::DrawArrays() {
// TODO(bunnei): Sync framebuffer_scale uniform here // TODO(bunnei): Sync framebuffer_scale uniform here
// TODO(bunnei): Sync scissorbox uniform(s) here // TODO(bunnei): Sync scissorbox uniform(s) here
// TODO(bunnei): Sync and bind the texture surfaces
// Sync and bind the texture surfaces
BindTextures();
// Sync and bind the shader // Sync and bind the shader
if (shader_dirty) { if (shader_dirty) {
@ -380,6 +382,39 @@ void RasterizerOpenGL::DrawArrays() {
} }
} }
void RasterizerOpenGL::BindTextures() {
using Regs = Tegra::Engines::Maxwell3D::Regs;
auto maxwell3d = Core::System::GetInstance().GPU().Get3DEngine();
// Each Maxwell shader stage can have an arbitrary number of textures, but we're limited to a
// certain number in OpenGL. We try to only use the minimum amount of host textures by not
// keeping a 1:1 relation between guest texture ids and host texture ids, ie, guest texture id 8
// can be host texture id 0 if it's the only texture used in the guest shader program.
u32 host_texture_index = 0;
for (u32 stage = 0; stage < Regs::MaxShaderStage; ++stage) {
ASSERT(host_texture_index < texture_samplers.size());
const auto textures = maxwell3d.GetStageTextures(static_cast<Regs::ShaderStage>(stage));
for (unsigned texture_index = 0; texture_index < textures.size(); ++texture_index) {
const auto& texture = textures[texture_index];
if (texture.enabled) {
texture_samplers[host_texture_index].SyncWithConfig(texture.tsc);
Surface surface = res_cache.GetTextureSurface(texture);
if (surface != nullptr) {
state.texture_units[host_texture_index].texture_2d = surface->texture.handle;
} else {
// Can occur when texture addr is null or its memory is unmapped/invalid
state.texture_units[texture_index].texture_2d = 0;
}
++host_texture_index;
} else {
state.texture_units[texture_index].texture_2d = 0;
}
}
}
}
void RasterizerOpenGL::NotifyMaxwellRegisterChanged(u32 id) {} void RasterizerOpenGL::NotifyMaxwellRegisterChanged(u32 id) {}
void RasterizerOpenGL::FlushAll() { void RasterizerOpenGL::FlushAll() {
@ -470,7 +505,6 @@ void RasterizerOpenGL::SamplerInfo::Create() {
} }
void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntry& config) { void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntry& config) {
GLuint s = sampler.handle; GLuint s = sampler.handle;
if (mag_filter != config.mag_filter) { if (mag_filter != config.mag_filter) {

@ -110,6 +110,9 @@ private:
void BindFramebufferSurfaces(const Surface& color_surface, const Surface& depth_surface, void BindFramebufferSurfaces(const Surface& color_surface, const Surface& depth_surface,
bool has_stencil); bool has_stencil);
/// Binds the required textures to OpenGL before drawing a batch.
void BindTextures();
/// Syncs the viewport to match the guest state /// Syncs the viewport to match the guest state
void SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect, u16 res_scale); void SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect, u16 res_scale);