gl_shader_manager: Cleanup and consolidate uniform handling.
This commit is contained in:
parent
35aca0bf1f
commit
51f37f5061
|
@ -10,8 +10,8 @@
|
||||||
namespace GLShader {
|
namespace GLShader {
|
||||||
|
|
||||||
namespace Impl {
|
namespace Impl {
|
||||||
void SetShaderUniformBlockBinding(GLuint shader, const char* name, UniformBindings binding,
|
void SetShaderUniformBlockBinding(GLuint shader, const char* name,
|
||||||
size_t expected_size) {
|
Maxwell3D::Regs::ShaderStage binding, size_t expected_size) {
|
||||||
GLuint ub_index = glGetUniformBlockIndex(shader, name);
|
GLuint ub_index = glGetUniformBlockIndex(shader, name);
|
||||||
if (ub_index != GL_INVALID_INDEX) {
|
if (ub_index != GL_INVALID_INDEX) {
|
||||||
GLint ub_size = 0;
|
GLint ub_size = 0;
|
||||||
|
@ -24,7 +24,12 @@ void SetShaderUniformBlockBinding(GLuint shader, const char* name, UniformBindin
|
||||||
}
|
}
|
||||||
|
|
||||||
void SetShaderUniformBlockBindings(GLuint shader) {
|
void SetShaderUniformBlockBindings(GLuint shader) {
|
||||||
SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS, sizeof(VSUniformData));
|
SetShaderUniformBlockBinding(shader, "vs_config", Maxwell3D::Regs::ShaderStage::Vertex,
|
||||||
|
sizeof(MaxwellUniformData));
|
||||||
|
SetShaderUniformBlockBinding(shader, "gs_config", Maxwell3D::Regs::ShaderStage::Geometry,
|
||||||
|
sizeof(MaxwellUniformData));
|
||||||
|
SetShaderUniformBlockBinding(shader, "fs_config", Maxwell3D::Regs::ShaderStage::Fragment,
|
||||||
|
sizeof(MaxwellUniformData));
|
||||||
}
|
}
|
||||||
|
|
||||||
void SetShaderSamplerBindings(GLuint shader) {
|
void SetShaderSamplerBindings(GLuint shader) {
|
||||||
|
@ -40,7 +45,13 @@ void SetShaderSamplerBindings(GLuint shader) {
|
||||||
|
|
||||||
} // namespace Impl
|
} // namespace Impl
|
||||||
|
|
||||||
void MaxwellUniformData::SetFromRegs() {
|
void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) {
|
||||||
|
const auto& memory_manager = Core::System().GetInstance().GPU().memory_manager;
|
||||||
|
for (unsigned index = 0; index < shader_stage.const_buffers.size(); ++index) {
|
||||||
|
const auto& const_buffer = shader_stage.const_buffers[index];
|
||||||
|
const VAddr vaddr = memory_manager->PhysicalToVirtualAddress(const_buffer.address);
|
||||||
|
Memory::ReadBlock(vaddr, const_buffers[index].data(), sizeof(ConstBuffer));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace GLShader
|
} // namespace GLShader
|
||||||
|
|
|
@ -14,40 +14,27 @@
|
||||||
|
|
||||||
namespace GLShader {
|
namespace GLShader {
|
||||||
|
|
||||||
|
using Tegra::Engines::Maxwell3D;
|
||||||
|
|
||||||
namespace Impl {
|
namespace Impl {
|
||||||
void SetShaderUniformBlockBindings(GLuint shader);
|
void SetShaderUniformBlockBindings(GLuint shader);
|
||||||
void SetShaderSamplerBindings(GLuint shader);
|
void SetShaderSamplerBindings(GLuint shader);
|
||||||
} // namespace Impl
|
} // namespace Impl
|
||||||
|
|
||||||
enum class UniformBindings : GLuint { Common, VS, GS, FS };
|
|
||||||
|
|
||||||
/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
|
/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
|
||||||
// NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
|
// NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
|
||||||
// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
|
// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
|
||||||
// Not following that rule will cause problems on some AMD drivers.
|
// Not following that rule will cause problems on some AMD drivers.
|
||||||
struct MaxwellUniformData {
|
struct MaxwellUniformData {
|
||||||
void SetFromRegs();
|
void SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage);
|
||||||
|
|
||||||
using ConstBuffer = std::array<GLvec4, 4>;
|
using ConstBuffer = std::array<GLvec4, 4>;
|
||||||
using Regs = Tegra::Engines::Maxwell3D::Regs;
|
alignas(16) std::array<ConstBuffer, Maxwell3D::Regs::MaxConstBuffers> const_buffers;
|
||||||
|
|
||||||
alignas(16) std::array<ConstBuffer, Regs::MaxConstBuffers> const_buffers;
|
|
||||||
};
|
};
|
||||||
|
static_assert(sizeof(MaxwellUniformData) == 1024, "MaxwellUniformData structure size is incorrect");
|
||||||
static_assert(sizeof(MaxwellUniformData) < 16384,
|
static_assert(sizeof(MaxwellUniformData) < 16384,
|
||||||
"MaxwellUniformData structure must be less than 16kb as per the OpenGL spec");
|
"MaxwellUniformData structure must be less than 16kb as per the OpenGL spec");
|
||||||
|
|
||||||
struct VSUniformData {
|
|
||||||
MaxwellUniformData uniforms;
|
|
||||||
};
|
|
||||||
static_assert(sizeof(VSUniformData) < 16384,
|
|
||||||
"VSUniformData structure must be less than 16kb as per the OpenGL spec");
|
|
||||||
|
|
||||||
struct FSUniformData {
|
|
||||||
MaxwellUniformData uniforms;
|
|
||||||
};
|
|
||||||
static_assert(sizeof(FSUniformData) < 16384,
|
|
||||||
"VSUniformData structure must be less than 16kb as per the OpenGL spec");
|
|
||||||
|
|
||||||
class OGLShaderStage {
|
class OGLShaderStage {
|
||||||
public:
|
public:
|
||||||
OGLShaderStage() = default;
|
OGLShaderStage() = default;
|
||||||
|
@ -113,14 +100,14 @@ public:
|
||||||
current.vs = vertex_shaders.Get(config, setup);
|
current.vs = vertex_shaders.Get(config, setup);
|
||||||
}
|
}
|
||||||
|
|
||||||
void UseTrivialGeometryShader() {
|
|
||||||
current.gs = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
void UseProgrammableFragmentShader(const MaxwellFSConfig& config, const ShaderSetup setup) {
|
void UseProgrammableFragmentShader(const MaxwellFSConfig& config, const ShaderSetup setup) {
|
||||||
current.fs = fragment_shaders.Get(config, setup);
|
current.fs = fragment_shaders.Get(config, setup);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void UseTrivialGeometryShader() {
|
||||||
|
current.gs = 0;
|
||||||
|
}
|
||||||
|
|
||||||
void ApplyTo(OpenGLState& state) {
|
void ApplyTo(OpenGLState& state) {
|
||||||
// Workaround for AMD bug
|
// Workaround for AMD bug
|
||||||
glUseProgramStages(pipeline.handle,
|
glUseProgramStages(pipeline.handle,
|
||||||
|
|
Loading…
Reference in New Issue