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Merge pull request #2386 from ReinUsesLisp/shader-manager
gl_shader_manager: Move code to source file and minor clean up
This commit is contained in:
commit
ee2206a1b7
@ -2,12 +2,44 @@
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// Licensed under GPLv2 or any later version
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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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// Refer to the license.txt file included.
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#include "common/common_types.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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namespace OpenGL::GLShader {
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namespace OpenGL::GLShader {
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using Tegra::Engines::Maxwell3D;
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using Tegra::Engines::Maxwell3D;
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ProgramManager::ProgramManager() {
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pipeline.Create();
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}
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ProgramManager::~ProgramManager() = default;
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void ProgramManager::ApplyTo(OpenGLState& state) {
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UpdatePipeline();
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state.draw.shader_program = 0;
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state.draw.program_pipeline = pipeline.handle;
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}
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void ProgramManager::UpdatePipeline() {
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// Avoid updating the pipeline when values have no changed
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if (old_state == current_state) {
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return;
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}
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// Workaround for AMD bug
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constexpr GLenum all_used_stages{GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT |
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GL_FRAGMENT_SHADER_BIT};
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glUseProgramStages(pipeline.handle, all_used_stages, 0);
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glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current_state.vertex_shader);
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glUseProgramStages(pipeline.handle, GL_GEOMETRY_SHADER_BIT, current_state.geometry_shader);
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glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current_state.fragment_shader);
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old_state = current_state;
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}
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void MaxwellUniformData::SetFromRegs(const Maxwell3D& maxwell, std::size_t shader_stage) {
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void MaxwellUniformData::SetFromRegs(const Maxwell3D& maxwell, std::size_t shader_stage) {
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const auto& regs = maxwell.regs;
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const auto& regs = maxwell.regs;
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const auto& state = maxwell.state;
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const auto& state = maxwell.state;
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@ -16,7 +48,7 @@ void MaxwellUniformData::SetFromRegs(const Maxwell3D& maxwell, std::size_t shade
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viewport_flip[0] = regs.viewport_transform[0].scale_x < 0.0 ? -1.0f : 1.0f;
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viewport_flip[0] = regs.viewport_transform[0].scale_x < 0.0 ? -1.0f : 1.0f;
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viewport_flip[1] = regs.viewport_transform[0].scale_y < 0.0 ? -1.0f : 1.0f;
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viewport_flip[1] = regs.viewport_transform[0].scale_y < 0.0 ? -1.0f : 1.0f;
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u32 func = static_cast<u32>(regs.alpha_test_func);
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auto func{static_cast<u32>(regs.alpha_test_func)};
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// Normalize the gl variants of opCompare to be the same as the normal variants
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// Normalize the gl variants of opCompare to be the same as the normal variants
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const u32 op_gl_variant_base = static_cast<u32>(Maxwell3D::Regs::ComparisonOp::Never);
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const u32 op_gl_variant_base = static_cast<u32>(Maxwell3D::Regs::ComparisonOp::Never);
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if (func >= op_gl_variant_base) {
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if (func >= op_gl_variant_base) {
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@ -4,6 +4,8 @@
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#pragma once
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#pragma once
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#include <cstddef>
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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@ -38,55 +40,48 @@ static_assert(sizeof(MaxwellUniformData) < 16384,
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class ProgramManager {
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class ProgramManager {
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public:
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public:
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ProgramManager() {
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explicit ProgramManager();
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pipeline.Create();
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~ProgramManager();
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}
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void ApplyTo(OpenGLState& state);
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void UseProgrammableVertexShader(GLuint program) {
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void UseProgrammableVertexShader(GLuint program) {
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vs = program;
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current_state.vertex_shader = program;
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}
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}
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void UseProgrammableGeometryShader(GLuint program) {
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void UseProgrammableGeometryShader(GLuint program) {
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gs = program;
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current_state.geometry_shader = program;
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}
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}
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void UseProgrammableFragmentShader(GLuint program) {
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void UseProgrammableFragmentShader(GLuint program) {
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fs = program;
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current_state.fragment_shader = program;
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}
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}
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void UseTrivialGeometryShader() {
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void UseTrivialGeometryShader() {
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gs = 0;
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current_state.geometry_shader = 0;
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}
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void ApplyTo(OpenGLState& state) {
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UpdatePipeline();
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state.draw.shader_program = 0;
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state.draw.program_pipeline = pipeline.handle;
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}
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}
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private:
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private:
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void UpdatePipeline() {
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struct PipelineState {
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// Avoid updating the pipeline when values have no changed
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bool operator==(const PipelineState& rhs) const {
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if (old_vs == vs && old_fs == fs && old_gs == gs)
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return vertex_shader == rhs.vertex_shader && fragment_shader == rhs.fragment_shader &&
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return;
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geometry_shader == rhs.geometry_shader;
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// Workaround for AMD bug
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}
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glUseProgramStages(pipeline.handle,
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GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT,
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0);
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glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, vs);
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bool operator!=(const PipelineState& rhs) const {
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glUseProgramStages(pipeline.handle, GL_GEOMETRY_SHADER_BIT, gs);
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return !operator==(rhs);
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glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, fs);
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}
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// Update the old values
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GLuint vertex_shader{};
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old_vs = vs;
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GLuint fragment_shader{};
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old_fs = fs;
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GLuint geometry_shader{};
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old_gs = gs;
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};
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}
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void UpdatePipeline();
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OGLPipeline pipeline;
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OGLPipeline pipeline;
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GLuint vs{}, fs{}, gs{};
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PipelineState current_state;
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GLuint old_vs{}, old_fs{}, old_gs{};
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PipelineState old_state;
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};
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};
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} // namespace OpenGL::GLShader
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} // namespace OpenGL::GLShader
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