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@ -46,6 +46,14 @@ RasterizerOpenGL::RasterizerOpenGL() {
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state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
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state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
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}
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}
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// Create SSBOs
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for (size_t stage = 0; stage < ssbos.size(); ++stage) {
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for (size_t buffer = 0; buffer < ssbos[stage].size(); ++buffer) {
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ssbos[stage][buffer].Create();
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state.draw.const_buffers[stage][buffer].ssbo = ssbos[stage][buffer].handle;
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}
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}
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GLint ext_num;
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GLint ext_num;
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glGetIntegerv(GL_NUM_EXTENSIONS, &ext_num);
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glGetIntegerv(GL_NUM_EXTENSIONS, &ext_num);
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for (GLint i = 0; i < ext_num; i++) {
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for (GLint i = 0; i < ext_num; i++) {
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@ -191,8 +199,9 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size
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auto& shader_config = gpu.regs.shader_config[index];
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auto& shader_config = gpu.regs.shader_config[index];
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const Maxwell::ShaderProgram program{static_cast<Maxwell::ShaderProgram>(index)};
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const Maxwell::ShaderProgram program{static_cast<Maxwell::ShaderProgram>(index)};
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// VertexB program is always enabled, despite bit setting
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const auto& stage = index - 1; // Stage indices are 0 - 5
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const bool is_enabled{shader_config.enable || program == Maxwell::ShaderProgram::VertexB};
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const bool is_enabled = gpu.IsShaderStageEnabled(static_cast<Maxwell::ShaderStage>(stage));
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// Skip stages that are not enabled
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// Skip stages that are not enabled
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if (!is_enabled) {
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if (!is_enabled) {
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@ -200,7 +209,6 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset, size
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}
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}
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// Upload uniform data as one UBO per stage
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// Upload uniform data as one UBO per stage
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const auto& stage = index - 1; // Stage indices are 0 - 5
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const GLintptr ubo_offset = buffer_offset + static_cast<GLintptr>(ptr_pos);
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const GLintptr ubo_offset = buffer_offset + static_cast<GLintptr>(ptr_pos);
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copy_buffer(uniform_buffers[stage].handle, ubo_offset,
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copy_buffer(uniform_buffers[stage].handle, ubo_offset,
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sizeof(GLShader::MaxwellUniformData));
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sizeof(GLShader::MaxwellUniformData));
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@ -298,6 +306,8 @@ void RasterizerOpenGL::DrawArrays() {
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// Sync and bind the texture surfaces
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// Sync and bind the texture surfaces
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BindTextures();
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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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// 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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// scissor test to prevent drawing outside of the framebuffer region
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@ -380,7 +390,7 @@ void RasterizerOpenGL::DrawArrays() {
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void RasterizerOpenGL::BindTextures() {
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void RasterizerOpenGL::BindTextures() {
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using Regs = Tegra::Engines::Maxwell3D::Regs;
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using Regs = Tegra::Engines::Maxwell3D::Regs;
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auto maxwell3d = Core::System::GetInstance().GPU().Get3DEngine();
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auto& maxwell3d = Core::System::GetInstance().GPU().Get3DEngine();
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// Each Maxwell shader stage can have an arbitrary number of textures, but we're limited to a
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// Each Maxwell shader stage can have an arbitrary number of textures, but we're limited to a
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// certain number in OpenGL. We try to only use the minimum amount of host textures by not
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// certain number in OpenGL. We try to only use the minimum amount of host textures by not
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@ -527,6 +537,41 @@ 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() {
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using Regs = Tegra::Engines::Maxwell3D::Regs;
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auto& gpu = Core::System::GetInstance().GPU();
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auto& maxwell3d = gpu.Get3DEngine();
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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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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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state.draw.const_buffers[stage][buffer_id].enabled = buffer.enabled && stage_enabled;
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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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}
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state.Apply();
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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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const Surface& depth_surface, bool has_stencil) {
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const Surface& depth_surface, bool has_stencil) {
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state.draw.draw_framebuffer = framebuffer.handle;
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state.draw.draw_framebuffer = framebuffer.handle;
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