gl_rasterizer: Add a simple passthrough shader in lieu of shader generation.
This commit is contained in:
parent
7c3a263839
commit
f707c2dac4
|
@ -54,6 +54,8 @@ static void SetShaderUniformBlockBindings(GLuint shader) {
|
||||||
}
|
}
|
||||||
|
|
||||||
RasterizerOpenGL::RasterizerOpenGL() {
|
RasterizerOpenGL::RasterizerOpenGL() {
|
||||||
|
shader_dirty = true;
|
||||||
|
|
||||||
has_ARB_buffer_storage = false;
|
has_ARB_buffer_storage = false;
|
||||||
has_ARB_direct_state_access = false;
|
has_ARB_direct_state_access = false;
|
||||||
has_ARB_separate_shader_objects = false;
|
has_ARB_separate_shader_objects = false;
|
||||||
|
@ -106,8 +108,6 @@ RasterizerOpenGL::RasterizerOpenGL() {
|
||||||
state.draw.vertex_buffer = stream_buffer->GetHandle();
|
state.draw.vertex_buffer = stream_buffer->GetHandle();
|
||||||
|
|
||||||
pipeline.Create();
|
pipeline.Create();
|
||||||
vs_input_index_min = 0;
|
|
||||||
vs_input_index_max = 0;
|
|
||||||
state.draw.program_pipeline = pipeline.handle;
|
state.draw.program_pipeline = pipeline.handle;
|
||||||
state.draw.shader_program = 0;
|
state.draw.shader_program = 0;
|
||||||
state.draw.vertex_array = hw_vao.handle;
|
state.draw.vertex_array = hw_vao.handle;
|
||||||
|
@ -233,7 +233,60 @@ bool RasterizerOpenGL::AccelerateDisplay(const void* config, PAddr framebuffer_a
|
||||||
}
|
}
|
||||||
|
|
||||||
void RasterizerOpenGL::SetShader() {
|
void RasterizerOpenGL::SetShader() {
|
||||||
UNIMPLEMENTED();
|
// TODO(bunnei): The below sets up a static test shader for passing untransformed vertices to
|
||||||
|
// OpenGL for rendering. This should be removed/replaced when we start emulating Maxwell
|
||||||
|
// shaders.
|
||||||
|
|
||||||
|
static constexpr char vertex_shader[] = R"(
|
||||||
|
#version 150 core
|
||||||
|
|
||||||
|
in vec2 vert_position;
|
||||||
|
in vec2 vert_tex_coord;
|
||||||
|
out vec2 frag_tex_coord;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
// Multiply input position by the rotscale part of the matrix and then manually translate by
|
||||||
|
// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
|
||||||
|
// to `vec3(vert_position.xy, 1.0)`
|
||||||
|
gl_Position = vec4(mat2(mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)) * vert_position + mat3x2(0.0015625f, 0.0, 0.0, -0.0027778, -1.0, 1.0)[2], 0.0, 1.0);
|
||||||
|
frag_tex_coord = vert_tex_coord;
|
||||||
|
}
|
||||||
|
)";
|
||||||
|
|
||||||
|
static constexpr char fragment_shader[] = R"(
|
||||||
|
#version 150 core
|
||||||
|
|
||||||
|
in vec2 frag_tex_coord;
|
||||||
|
out vec4 color;
|
||||||
|
|
||||||
|
uniform sampler2D color_texture;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
color = vec4(1.0, 0.0, 0.0, 1.0);
|
||||||
|
}
|
||||||
|
)";
|
||||||
|
|
||||||
|
if (current_shader) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
LOG_ERROR(HW_GPU, "Emulated shaders are not supported! Using a passthrough shader.");
|
||||||
|
|
||||||
|
current_shader = &test_shader;
|
||||||
|
if (has_ARB_separate_shader_objects) {
|
||||||
|
test_shader.shader.Create(vertex_shader, nullptr, fragment_shader, {}, true);
|
||||||
|
glActiveShaderProgram(pipeline.handle, test_shader.shader.handle);
|
||||||
|
} else {
|
||||||
|
ASSERT_MSG(false, "Unimplemented");
|
||||||
|
}
|
||||||
|
|
||||||
|
state.draw.shader_program = test_shader.shader.handle;
|
||||||
|
state.Apply();
|
||||||
|
|
||||||
|
if (has_ARB_separate_shader_objects) {
|
||||||
|
state.draw.shader_program = 0;
|
||||||
|
state.Apply();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void RasterizerOpenGL::SyncClipEnabled() {
|
void RasterizerOpenGL::SyncClipEnabled() {
|
||||||
|
|
|
@ -42,6 +42,12 @@ public:
|
||||||
ScreenInfo& screen_info) override;
|
ScreenInfo& screen_info) override;
|
||||||
bool AccelerateDrawBatch(bool is_indexed) override;
|
bool AccelerateDrawBatch(bool is_indexed) override;
|
||||||
|
|
||||||
|
/// OpenGL shader generated for a given Maxwell register state
|
||||||
|
struct MaxwellShader {
|
||||||
|
/// OpenGL shader resource
|
||||||
|
OGLShader shader;
|
||||||
|
};
|
||||||
|
|
||||||
struct VertexShader {
|
struct VertexShader {
|
||||||
OGLShader shader;
|
OGLShader shader;
|
||||||
};
|
};
|
||||||
|
@ -117,6 +123,12 @@ private:
|
||||||
|
|
||||||
RasterizerCacheOpenGL res_cache;
|
RasterizerCacheOpenGL res_cache;
|
||||||
|
|
||||||
|
/// Shader used for test renderering - to be removed once we have emulated shaders
|
||||||
|
MaxwellShader test_shader{};
|
||||||
|
|
||||||
|
const MaxwellShader* current_shader{};
|
||||||
|
bool shader_dirty{};
|
||||||
|
|
||||||
struct {
|
struct {
|
||||||
UniformData data;
|
UniformData data;
|
||||||
bool dirty;
|
bool dirty;
|
||||||
|
@ -136,8 +148,6 @@ private:
|
||||||
static constexpr size_t STREAM_BUFFER_SIZE = 4 * 1024 * 1024;
|
static constexpr size_t STREAM_BUFFER_SIZE = 4 * 1024 * 1024;
|
||||||
std::unique_ptr<OGLStreamBuffer> stream_buffer;
|
std::unique_ptr<OGLStreamBuffer> stream_buffer;
|
||||||
|
|
||||||
GLint vs_input_index_min;
|
|
||||||
GLint vs_input_index_max;
|
|
||||||
GLsizeiptr vs_input_size;
|
GLsizeiptr vs_input_size;
|
||||||
|
|
||||||
void AnalyzeVertexArray(bool is_indexed);
|
void AnalyzeVertexArray(bool is_indexed);
|
||||||
|
|
Loading…
Reference in New Issue