mirror of
https://github.com/yuzu-emu/yuzu-android
synced 2024-12-25 19:31:22 -08:00
gl_shader_decompiler: Use variable AOFFI on supported hardware
This commit is contained in:
parent
0032821864
commit
f15c59a164
@ -5,6 +5,7 @@
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#include <cstddef>
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#include <glad/glad.h>
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#include "common/logging/log.h"
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#include "video_core/renderer_opengl/gl_device.h"
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namespace OpenGL {
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@ -18,10 +19,27 @@ T GetInteger(GLenum pname) {
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}
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} // Anonymous namespace
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Device::Device() = default;
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void Device::Initialize() {
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Device::Device() {
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uniform_buffer_alignment = GetInteger<std::size_t>(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT);
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has_variable_aoffi = TestVariableAoffi();
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}
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bool Device::TestVariableAoffi() {
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const GLchar* AOFFI_TEST = R"(#version 430 core
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uniform sampler2D tex;
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uniform ivec2 variable_offset;
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void main() {
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gl_Position = textureOffset(tex, vec2(0), variable_offset);
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}
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)";
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const GLuint shader{glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &AOFFI_TEST)};
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GLint link_status{};
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glGetProgramiv(shader, GL_LINK_STATUS, &link_status);
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glDeleteProgram(shader);
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const bool supported{link_status == GL_TRUE};
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LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", supported);
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return supported;
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}
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} // namespace OpenGL
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@ -12,14 +12,19 @@ class Device {
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public:
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Device();
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void Initialize();
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std::size_t GetUniformBufferAlignment() const {
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return uniform_buffer_alignment;
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}
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bool HasVariableAoffi() const {
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return has_variable_aoffi;
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}
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private:
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static bool TestVariableAoffi();
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std::size_t uniform_buffer_alignment{};
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bool has_variable_aoffi{};
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};
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} // namespace OpenGL
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@ -99,7 +99,7 @@ struct FramebufferCacheKey {
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};
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RasterizerOpenGL::RasterizerOpenGL(Core::System& system, ScreenInfo& info)
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: res_cache{*this}, shader_cache{*this, system}, global_cache{*this}, system{system},
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: res_cache{*this}, shader_cache{*this, system, device}, global_cache{*this}, system{system},
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screen_info{info}, buffer_cache(*this, STREAM_BUFFER_SIZE) {
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// Create sampler objects
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for (std::size_t i = 0; i < texture_samplers.size(); ++i) {
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@ -107,8 +107,6 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, ScreenInfo& info)
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state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
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}
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device.Initialize();
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OpenGLState::ApplyDefaultState();
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shader_program_manager = std::make_unique<GLShader::ProgramManager>();
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@ -204,6 +204,7 @@ private:
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/// but are needed for correct emulation
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void CheckExtensions();
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const Device device;
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OpenGLState state;
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RasterizerCacheOpenGL res_cache;
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@ -211,11 +212,8 @@ private:
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GlobalRegionCacheOpenGL global_cache;
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Core::System& system;
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ScreenInfo& screen_info;
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Device device;
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std::unique_ptr<GLShader::ProgramManager> shader_program_manager;
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std::map<std::array<Tegra::Engines::Maxwell3D::Regs::VertexAttribute,
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Tegra::Engines::Maxwell3D::Regs::NumVertexAttributes>,
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@ -134,8 +134,8 @@ u64 GetUniqueIdentifier(Maxwell::ShaderProgram program_type, const ProgramCode&
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}
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/// Creates an unspecialized program from code streams
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GLShader::ProgramResult CreateProgram(Maxwell::ShaderProgram program_type, ProgramCode program_code,
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ProgramCode program_code_b) {
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GLShader::ProgramResult CreateProgram(const Device& device, Maxwell::ShaderProgram program_type,
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ProgramCode program_code, ProgramCode program_code_b) {
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GLShader::ShaderSetup setup(program_code);
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if (program_type == Maxwell::ShaderProgram::VertexA) {
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// VertexB is always enabled, so when VertexA is enabled, we have two vertex shaders.
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@ -149,11 +149,11 @@ GLShader::ProgramResult CreateProgram(Maxwell::ShaderProgram program_type, Progr
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switch (program_type) {
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case Maxwell::ShaderProgram::VertexA:
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case Maxwell::ShaderProgram::VertexB:
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return GLShader::GenerateVertexShader(setup);
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return GLShader::GenerateVertexShader(device, setup);
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case Maxwell::ShaderProgram::Geometry:
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return GLShader::GenerateGeometryShader(setup);
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return GLShader::GenerateGeometryShader(device, setup);
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case Maxwell::ShaderProgram::Fragment:
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return GLShader::GenerateFragmentShader(setup);
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return GLShader::GenerateFragmentShader(device, setup);
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default:
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LOG_CRITICAL(HW_GPU, "Unimplemented program_type={}", static_cast<u32>(program_type));
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UNREACHABLE();
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@ -212,22 +212,20 @@ std::set<GLenum> GetSupportedFormats() {
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return supported_formats;
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}
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} // namespace
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} // Anonymous namespace
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CachedShader::CachedShader(VAddr cpu_addr, u64 unique_identifier,
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CachedShader::CachedShader(const Device& device, VAddr cpu_addr, u64 unique_identifier,
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Maxwell::ShaderProgram program_type, ShaderDiskCacheOpenGL& disk_cache,
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const PrecompiledPrograms& precompiled_programs,
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ProgramCode&& program_code, ProgramCode&& program_code_b, u8* host_ptr)
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: RasterizerCacheObject{host_ptr}, host_ptr{host_ptr}, cpu_addr{cpu_addr},
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unique_identifier{unique_identifier}, program_type{program_type}, disk_cache{disk_cache},
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precompiled_programs{precompiled_programs} {
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const std::size_t code_size = CalculateProgramSize(program_code);
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const std::size_t code_size_b =
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program_code_b.empty() ? 0 : CalculateProgramSize(program_code_b);
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GLShader::ProgramResult program_result =
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CreateProgram(program_type, program_code, program_code_b);
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const std::size_t code_size{CalculateProgramSize(program_code)};
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const std::size_t code_size_b{program_code_b.empty() ? 0
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: CalculateProgramSize(program_code_b)};
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GLShader::ProgramResult program_result{
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CreateProgram(device, program_type, program_code, program_code_b)};
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if (program_result.first.empty()) {
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// TODO(Rodrigo): Unimplemented shader stages hit here, avoid using these for now
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return;
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@ -251,7 +249,6 @@ CachedShader::CachedShader(VAddr cpu_addr, u64 unique_identifier,
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: RasterizerCacheObject{host_ptr}, cpu_addr{cpu_addr}, unique_identifier{unique_identifier},
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program_type{program_type}, disk_cache{disk_cache}, precompiled_programs{
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precompiled_programs} {
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code = std::move(result.first);
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entries = result.second;
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shader_length = entries.shader_length;
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@ -344,8 +341,9 @@ ShaderDiskCacheUsage CachedShader::GetUsage(GLenum primitive_mode,
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return {unique_identifier, base_bindings, primitive_mode};
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}
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ShaderCacheOpenGL::ShaderCacheOpenGL(RasterizerOpenGL& rasterizer, Core::System& system)
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: RasterizerCache{rasterizer}, disk_cache{system} {}
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ShaderCacheOpenGL::ShaderCacheOpenGL(RasterizerOpenGL& rasterizer, Core::System& system,
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const Device& device)
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: RasterizerCache{rasterizer}, disk_cache{system}, device{device} {}
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void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
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const VideoCore::DiskResourceLoadCallback& callback) {
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@ -439,17 +437,18 @@ std::unordered_map<u64, UnspecializedShader> ShaderCacheOpenGL::GenerateUnspecia
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const std::unordered_map<u64, ShaderDiskCacheDecompiled>& decompiled) {
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std::unordered_map<u64, UnspecializedShader> unspecialized;
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if (callback)
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if (callback) {
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callback(VideoCore::LoadCallbackStage::Decompile, 0, raws.size());
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}
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for (std::size_t i = 0; i < raws.size(); ++i) {
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if (stop_loading)
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if (stop_loading) {
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return {};
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}
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const auto& raw{raws[i]};
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const u64 unique_identifier = raw.GetUniqueIdentifier();
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const u64 calculated_hash =
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GetUniqueIdentifier(raw.GetProgramType(), raw.GetProgramCode(), raw.GetProgramCodeB());
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const u64 unique_identifier{raw.GetUniqueIdentifier()};
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const u64 calculated_hash{
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GetUniqueIdentifier(raw.GetProgramType(), raw.GetProgramCode(), raw.GetProgramCodeB())};
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if (unique_identifier != calculated_hash) {
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LOG_ERROR(
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Render_OpenGL,
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@ -466,8 +465,8 @@ std::unordered_map<u64, UnspecializedShader> ShaderCacheOpenGL::GenerateUnspecia
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result = {stored_decompiled.code, stored_decompiled.entries};
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} else {
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// Otherwise decompile the shader at boot and save the result to the decompiled file
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result =
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CreateProgram(raw.GetProgramType(), raw.GetProgramCode(), raw.GetProgramCodeB());
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result = CreateProgram(device, raw.GetProgramType(), raw.GetProgramCode(),
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raw.GetProgramCodeB());
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disk_cache.SaveDecompiled(unique_identifier, result.first, result.second);
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}
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@ -477,8 +476,9 @@ std::unordered_map<u64, UnspecializedShader> ShaderCacheOpenGL::GenerateUnspecia
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{raw.GetUniqueIdentifier(),
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{std::move(result.first), std::move(result.second), raw.GetProgramType()}});
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if (callback)
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if (callback) {
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callback(VideoCore::LoadCallbackStage::Decompile, i, raws.size());
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}
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}
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return unspecialized;
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}
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@ -512,7 +512,7 @@ Shader ShaderCacheOpenGL::GetStageProgram(Maxwell::ShaderProgram program) {
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precompiled_programs, found->second, host_ptr);
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} else {
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shader = std::make_shared<CachedShader>(
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cpu_addr, unique_identifier, program, disk_cache, precompiled_programs,
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device, cpu_addr, unique_identifier, program, disk_cache, precompiled_programs,
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std::move(program_code), std::move(program_code_b), host_ptr);
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}
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Register(shader);
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@ -27,6 +27,7 @@ class System;
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namespace OpenGL {
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class CachedShader;
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class Device;
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class RasterizerOpenGL;
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struct UnspecializedShader;
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@ -38,7 +39,7 @@ using PrecompiledShaders = std::unordered_map<u64, GLShader::ProgramResult>;
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class CachedShader final : public RasterizerCacheObject {
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public:
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explicit CachedShader(VAddr cpu_addr, u64 unique_identifier,
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explicit CachedShader(const Device& device, VAddr cpu_addr, u64 unique_identifier,
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Maxwell::ShaderProgram program_type, ShaderDiskCacheOpenGL& disk_cache,
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const PrecompiledPrograms& precompiled_programs,
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ProgramCode&& program_code, ProgramCode&& program_code_b, u8* host_ptr);
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@ -112,7 +113,8 @@ private:
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class ShaderCacheOpenGL final : public RasterizerCache<Shader> {
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public:
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explicit ShaderCacheOpenGL(RasterizerOpenGL& rasterizer, Core::System& system);
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explicit ShaderCacheOpenGL(RasterizerOpenGL& rasterizer, Core::System& system,
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const Device& device);
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/// Loads disk cache for the current game
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void LoadDiskCache(const std::atomic_bool& stop_loading,
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@ -130,6 +132,8 @@ private:
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CachedProgram GeneratePrecompiledProgram(const ShaderDiskCacheDump& dump,
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const std::set<GLenum>& supported_formats);
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const Device& device;
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std::array<Shader, Maxwell::MaxShaderProgram> last_shaders;
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ShaderDiskCacheOpenGL disk_cache;
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@ -15,6 +15,7 @@
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#include "common/assert.h"
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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_device.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_shader_decompiler.h"
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#include "video_core/shader/shader_ir.h"
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@ -141,8 +142,9 @@ bool IsPrecise(Node node) {
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class GLSLDecompiler final {
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public:
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explicit GLSLDecompiler(const ShaderIR& ir, ShaderStage stage, std::string suffix)
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: ir{ir}, stage{stage}, suffix{suffix}, header{ir.GetHeader()} {}
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explicit GLSLDecompiler(const Device& device, const ShaderIR& ir, ShaderStage stage,
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std::string suffix)
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: device{device}, ir{ir}, stage{stage}, suffix{suffix}, header{ir.GetHeader()} {}
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void Decompile() {
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DeclareVertex();
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@ -819,8 +821,12 @@ private:
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// Inline the string as an immediate integer in GLSL (AOFFI arguments are required
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// to be constant by the standard).
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expr += std::to_string(static_cast<s32>(immediate->GetValue()));
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} else {
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} else if (device.HasVariableAoffi()) {
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// Avoid using variable AOFFI on unsupported devices.
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expr += "ftoi(" + Visit(operand) + ')';
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} else {
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// Insert 0 on devices not supporting variable AOFFI.
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expr += '0';
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}
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if (index + 1 < aoffi.size()) {
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expr += ", ";
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@ -1609,6 +1615,7 @@ private:
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return name + '_' + std::to_string(index) + '_' + suffix;
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}
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const Device& device;
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const ShaderIR& ir;
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const ShaderStage stage;
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const std::string suffix;
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@ -1636,8 +1643,9 @@ std::string GetCommonDeclarations() {
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"}\n";
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}
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ProgramResult Decompile(const ShaderIR& ir, Maxwell::ShaderStage stage, const std::string& suffix) {
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GLSLDecompiler decompiler(ir, stage, suffix);
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ProgramResult Decompile(const Device& device, const ShaderIR& ir, Maxwell::ShaderStage stage,
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const std::string& suffix) {
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GLSLDecompiler decompiler(device, ir, stage, suffix);
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decompiler.Decompile();
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return {decompiler.GetResult(), decompiler.GetShaderEntries()};
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}
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@ -12,6 +12,10 @@
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/shader/shader_ir.h"
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namespace OpenGL {
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class Device;
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}
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namespace VideoCommon::Shader {
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class ShaderIR;
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}
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@ -65,7 +69,7 @@ struct ShaderEntries {
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std::string GetCommonDeclarations();
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ProgramResult Decompile(const VideoCommon::Shader::ShaderIR& ir, Maxwell::ShaderStage stage,
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const std::string& suffix);
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ProgramResult Decompile(const Device& device, const VideoCommon::Shader::ShaderIR& ir,
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Maxwell::ShaderStage stage, const std::string& suffix);
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} // namespace OpenGL::GLShader
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@ -16,7 +16,7 @@ using VideoCommon::Shader::ShaderIR;
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static constexpr u32 PROGRAM_OFFSET{10};
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ProgramResult GenerateVertexShader(const ShaderSetup& setup) {
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ProgramResult GenerateVertexShader(const Device& device, const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
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@ -34,14 +34,15 @@ layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
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)";
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
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ProgramResult program = Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Vertex, "vertex");
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ProgramResult program =
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Decompile(device, program_ir, Maxwell3D::Regs::ShaderStage::Vertex, "vertex");
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out += program.first;
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if (setup.IsDualProgram()) {
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ShaderIR program_ir_b(setup.program.code_b, PROGRAM_OFFSET);
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ProgramResult program_b =
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Decompile(program_ir_b, Maxwell3D::Regs::ShaderStage::Vertex, "vertex_b");
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Decompile(device, program_ir_b, Maxwell3D::Regs::ShaderStage::Vertex, "vertex_b");
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out += program_b.first;
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}
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@ -75,7 +76,7 @@ void main() {
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return {out, program.second};
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}
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ProgramResult GenerateGeometryShader(const ShaderSetup& setup) {
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ProgramResult GenerateGeometryShader(const Device& device, const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
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@ -95,7 +96,7 @@ layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config {
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)";
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
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ProgramResult program =
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Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry");
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Decompile(device, program_ir, Maxwell3D::Regs::ShaderStage::Geometry, "geometry");
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out += program.first;
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out += R"(
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@ -106,7 +107,7 @@ void main() {
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return {out, program.second};
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}
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ProgramResult GenerateFragmentShader(const ShaderSetup& setup) {
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ProgramResult GenerateFragmentShader(const Device& device, const ShaderSetup& setup) {
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const std::string id = fmt::format("{:016x}", setup.program.unique_identifier);
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std::string out = "#extension GL_ARB_separate_shader_objects : enable\n\n";
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@ -158,7 +159,7 @@ bool AlphaFunc(in float value) {
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)";
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ShaderIR program_ir(setup.program.code, PROGRAM_OFFSET);
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ProgramResult program =
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Decompile(program_ir, Maxwell3D::Regs::ShaderStage::Fragment, "fragment");
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Decompile(device, program_ir, Maxwell3D::Regs::ShaderStage::Fragment, "fragment");
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out += program.first;
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@ -10,6 +10,10 @@
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#include "video_core/renderer_opengl/gl_shader_decompiler.h"
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#include "video_core/shader/shader_ir.h"
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namespace OpenGL {
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class Device;
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}
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namespace OpenGL::GLShader {
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using VideoCommon::Shader::ProgramCode;
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@ -39,22 +43,13 @@ private:
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bool has_program_b{};
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};
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/**
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* Generates the GLSL vertex shader program source code for the given VS program
|
||||
* @returns String of the shader source code
|
||||
*/
|
||||
ProgramResult GenerateVertexShader(const ShaderSetup& setup);
|
||||
/// Generates the GLSL vertex shader program source code for the given VS program
|
||||
ProgramResult GenerateVertexShader(const Device& device, const ShaderSetup& setup);
|
||||
|
||||
/**
|
||||
* Generates the GLSL geometry shader program source code for the given GS program
|
||||
* @returns String of the shader source code
|
||||
*/
|
||||
ProgramResult GenerateGeometryShader(const ShaderSetup& setup);
|
||||
/// Generates the GLSL geometry shader program source code for the given GS program
|
||||
ProgramResult GenerateGeometryShader(const Device& device, const ShaderSetup& setup);
|
||||
|
||||
/**
|
||||
* Generates the GLSL fragment shader program source code for the given FS program
|
||||
* @returns String of the shader source code
|
||||
*/
|
||||
ProgramResult GenerateFragmentShader(const ShaderSetup& setup);
|
||||
/// Generates the GLSL fragment shader program source code for the given FS program
|
||||
ProgramResult GenerateFragmentShader(const Device& device, const ShaderSetup& setup);
|
||||
|
||||
} // namespace OpenGL::GLShader
|
||||
|
Loading…
Reference in New Issue
Block a user