citra/src/video_core/renderer_opengl/gl_rasterizer.cpp

1211 lines
48 KiB
C++

// Copyright 2022 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "common/alignment.h"
#include "common/assert.h"
#include "common/logging/log.h"
#include "common/math_util.h"
#include "common/microprofile.h"
#include "video_core/pica_state.h"
#include "video_core/regs_framebuffer.h"
#include "video_core/regs_rasterizer.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_gen.h"
#include "video_core/renderer_opengl/gl_vars.h"
#include "video_core/renderer_opengl/pica_to_gl.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
#include "video_core/video_core.h"
namespace OpenGL {
namespace {
MICROPROFILE_DEFINE(OpenGL_VAO, "OpenGL", "Vertex Array Setup", MP_RGB(255, 128, 0));
MICROPROFILE_DEFINE(OpenGL_VS, "OpenGL", "Vertex Shader Setup", MP_RGB(192, 128, 128));
MICROPROFILE_DEFINE(OpenGL_GS, "OpenGL", "Geometry Shader Setup", MP_RGB(128, 192, 128));
MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
using VideoCore::SurfaceType;
constexpr std::size_t VERTEX_BUFFER_SIZE = 16 * 1024 * 1024;
constexpr std::size_t INDEX_BUFFER_SIZE = 2 * 1024 * 1024;
constexpr std::size_t UNIFORM_BUFFER_SIZE = 2 * 1024 * 1024;
constexpr std::size_t TEXTURE_BUFFER_SIZE = 2 * 1024 * 1024;
GLenum MakePrimitiveMode(Pica::PipelineRegs::TriangleTopology topology) {
switch (topology) {
case Pica::PipelineRegs::TriangleTopology::Shader:
case Pica::PipelineRegs::TriangleTopology::List:
return GL_TRIANGLES;
case Pica::PipelineRegs::TriangleTopology::Fan:
return GL_TRIANGLE_FAN;
case Pica::PipelineRegs::TriangleTopology::Strip:
return GL_TRIANGLE_STRIP;
default:
UNREACHABLE();
}
return GL_TRIANGLES;
}
GLenum MakeAttributeType(Pica::PipelineRegs::VertexAttributeFormat format) {
switch (format) {
case Pica::PipelineRegs::VertexAttributeFormat::BYTE:
return GL_BYTE;
case Pica::PipelineRegs::VertexAttributeFormat::UBYTE:
return GL_UNSIGNED_BYTE;
case Pica::PipelineRegs::VertexAttributeFormat::SHORT:
return GL_SHORT;
case Pica::PipelineRegs::VertexAttributeFormat::FLOAT:
return GL_FLOAT;
}
return GL_UNSIGNED_BYTE;
}
[[nodiscard]] GLsizeiptr TextureBufferSize() {
// Use the smallest texel size from the texel views
// which corresponds to GL_RG32F
GLint max_texel_buffer_size;
glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &max_texel_buffer_size);
return std::min<GLsizeiptr>(max_texel_buffer_size * 8ULL, TEXTURE_BUFFER_SIZE);
}
} // Anonymous namespace
RasterizerOpenGL::RasterizerOpenGL(Memory::MemorySystem& memory,
VideoCore::CustomTexManager& custom_tex_manager,
VideoCore::RendererBase& renderer, Driver& driver_)
: VideoCore::RasterizerAccelerated{memory}, driver{driver_}, runtime{driver, renderer},
res_cache{memory, custom_tex_manager, runtime, regs, renderer},
texture_buffer_size{TextureBufferSize()}, vertex_buffer{driver, GL_ARRAY_BUFFER,
VERTEX_BUFFER_SIZE},
uniform_buffer{driver, GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE},
index_buffer{driver, GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE},
texture_buffer{driver, GL_TEXTURE_BUFFER, texture_buffer_size}, texture_lf_buffer{
driver, GL_TEXTURE_BUFFER,
texture_buffer_size} {
// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
state.clip_distance[0] = true;
// Create a 1x1 clear texture to use in the NULL case,
// instead of OpenGL's default of solid black
glGenTextures(1, &default_texture);
glBindTexture(GL_TEXTURE_2D, default_texture);
// For some reason alpha 0 wraps around to 1.0, so use 1/255 instead
u8 framebuffer_data[4] = {0, 0, 0, 1};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data);
// Create sampler objects
for (std::size_t i = 0; i < texture_samplers.size(); ++i) {
texture_samplers[i].Create();
state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
}
// Create cubemap texture and sampler objects
texture_cube_sampler.Create();
state.texture_cube_unit.sampler = texture_cube_sampler.sampler.handle;
// Generate VAO
sw_vao.Create();
hw_vao.Create();
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment);
uniform_size_aligned_vs =
Common::AlignUp<std::size_t>(sizeof(Pica::Shader::VSUniformData), uniform_buffer_alignment);
uniform_size_aligned_fs =
Common::AlignUp<std::size_t>(sizeof(Pica::Shader::UniformData), uniform_buffer_alignment);
// Set vertex attributes for software shader path
state.draw.vertex_array = sw_vao.handle;
state.draw.vertex_buffer = vertex_buffer.GetHandle();
state.Apply();
glVertexAttribPointer(ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex),
(GLvoid*)offsetof(HardwareVertex, position));
glEnableVertexAttribArray(ATTRIBUTE_POSITION);
glVertexAttribPointer(ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex),
(GLvoid*)offsetof(HardwareVertex, color));
glEnableVertexAttribArray(ATTRIBUTE_COLOR);
glVertexAttribPointer(ATTRIBUTE_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex),
(GLvoid*)offsetof(HardwareVertex, tex_coord0));
glVertexAttribPointer(ATTRIBUTE_TEXCOORD1, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex),
(GLvoid*)offsetof(HardwareVertex, tex_coord1));
glVertexAttribPointer(ATTRIBUTE_TEXCOORD2, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex),
(GLvoid*)offsetof(HardwareVertex, tex_coord2));
glEnableVertexAttribArray(ATTRIBUTE_TEXCOORD0);
glEnableVertexAttribArray(ATTRIBUTE_TEXCOORD1);
glEnableVertexAttribArray(ATTRIBUTE_TEXCOORD2);
glVertexAttribPointer(ATTRIBUTE_TEXCOORD0_W, 1, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex),
(GLvoid*)offsetof(HardwareVertex, tex_coord0_w));
glEnableVertexAttribArray(ATTRIBUTE_TEXCOORD0_W);
glVertexAttribPointer(ATTRIBUTE_NORMQUAT, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex),
(GLvoid*)offsetof(HardwareVertex, normquat));
glEnableVertexAttribArray(ATTRIBUTE_NORMQUAT);
glVertexAttribPointer(ATTRIBUTE_VIEW, 3, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex),
(GLvoid*)offsetof(HardwareVertex, view));
glEnableVertexAttribArray(ATTRIBUTE_VIEW);
// Create render framebuffer
framebuffer.Create();
// Allocate and bind texture buffer lut textures
texture_buffer_lut_lf.Create();
texture_buffer_lut_rg.Create();
texture_buffer_lut_rgba.Create();
state.texture_buffer_lut_lf.texture_buffer = texture_buffer_lut_lf.handle;
state.texture_buffer_lut_rg.texture_buffer = texture_buffer_lut_rg.handle;
state.texture_buffer_lut_rgba.texture_buffer = texture_buffer_lut_rgba.handle;
state.Apply();
glActiveTexture(TextureUnits::TextureBufferLUT_LF.Enum());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, texture_lf_buffer.GetHandle());
glActiveTexture(TextureUnits::TextureBufferLUT_RG.Enum());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, texture_buffer.GetHandle());
glActiveTexture(TextureUnits::TextureBufferLUT_RGBA.Enum());
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, texture_buffer.GetHandle());
// Bind index buffer for hardware shader path
state.draw.vertex_array = hw_vao.handle;
state.Apply();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer.GetHandle());
shader_program_manager =
std::make_unique<ShaderProgramManager>(renderer.GetRenderWindow(), driver, !GLES);
glEnable(GL_BLEND);
SyncEntireState();
}
RasterizerOpenGL::~RasterizerOpenGL() = default;
void RasterizerOpenGL::TickFrame() {
res_cache.TickFrame();
}
void RasterizerOpenGL::LoadDiskResources(const std::atomic_bool& stop_loading,
const VideoCore::DiskResourceLoadCallback& callback) {
shader_program_manager->LoadDiskCache(stop_loading, callback);
}
void RasterizerOpenGL::SyncFixedState() {
SyncClipEnabled();
SyncCullMode();
SyncBlendEnabled();
SyncBlendFuncs();
SyncBlendColor();
SyncLogicOp();
SyncStencilTest();
SyncDepthTest();
SyncColorWriteMask();
SyncStencilWriteMask();
SyncDepthWriteMask();
}
void RasterizerOpenGL::SetupVertexArray(u8* array_ptr, GLintptr buffer_offset,
GLuint vs_input_index_min, GLuint vs_input_index_max) {
MICROPROFILE_SCOPE(OpenGL_VAO);
const auto& vertex_attributes = regs.pipeline.vertex_attributes;
PAddr base_address = vertex_attributes.GetPhysicalBaseAddress();
state.draw.vertex_array = hw_vao.handle;
state.draw.vertex_buffer = vertex_buffer.GetHandle();
state.Apply();
std::array<bool, 16> enable_attributes{};
for (const auto& loader : vertex_attributes.attribute_loaders) {
if (loader.component_count == 0 || loader.byte_count == 0) {
continue;
}
u32 offset = 0;
for (u32 comp = 0; comp < loader.component_count && comp < 12; ++comp) {
u32 attribute_index = loader.GetComponent(comp);
if (attribute_index < 12) {
if (vertex_attributes.GetNumElements(attribute_index) != 0) {
offset = Common::AlignUp(
offset, vertex_attributes.GetElementSizeInBytes(attribute_index));
u32 input_reg = regs.vs.GetRegisterForAttribute(attribute_index);
GLint size = vertex_attributes.GetNumElements(attribute_index);
GLenum type = MakeAttributeType(vertex_attributes.GetFormat(attribute_index));
GLsizei stride = loader.byte_count;
glVertexAttribPointer(input_reg, size, type, GL_FALSE, stride,
reinterpret_cast<GLvoid*>(buffer_offset + offset));
enable_attributes[input_reg] = true;
offset += vertex_attributes.GetStride(attribute_index);
}
} else {
// Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings,
// respectively
offset = Common::AlignUp(offset, 4);
offset += (attribute_index - 11) * 4;
}
}
PAddr data_addr =
base_address + loader.data_offset + (vs_input_index_min * loader.byte_count);
u32 vertex_num = vs_input_index_max - vs_input_index_min + 1;
u32 data_size = loader.byte_count * vertex_num;
res_cache.FlushRegion(data_addr, data_size, nullptr);
std::memcpy(array_ptr, VideoCore::g_memory->GetPhysicalPointer(data_addr), data_size);
array_ptr += data_size;
buffer_offset += data_size;
}
for (std::size_t i = 0; i < enable_attributes.size(); ++i) {
if (enable_attributes[i] != hw_vao_enabled_attributes[i]) {
if (enable_attributes[i]) {
glEnableVertexAttribArray(static_cast<GLuint>(i));
} else {
glDisableVertexAttribArray(static_cast<GLuint>(i));
}
hw_vao_enabled_attributes[i] = enable_attributes[i];
}
if (vertex_attributes.IsDefaultAttribute(i)) {
const u32 reg = regs.vs.GetRegisterForAttribute(i);
if (!enable_attributes[reg]) {
const auto& attr = Pica::g_state.input_default_attributes.attr[i];
glVertexAttrib4f(reg, attr.x.ToFloat32(), attr.y.ToFloat32(), attr.z.ToFloat32(),
attr.w.ToFloat32());
}
}
}
}
bool RasterizerOpenGL::SetupVertexShader() {
MICROPROFILE_SCOPE(OpenGL_VS);
return shader_program_manager->UseProgrammableVertexShader(Pica::g_state.regs,
Pica::g_state.vs);
}
bool RasterizerOpenGL::SetupGeometryShader() {
MICROPROFILE_SCOPE(OpenGL_GS);
if (regs.pipeline.use_gs != Pica::PipelineRegs::UseGS::No) {
LOG_ERROR(Render_OpenGL, "Accelerate draw doesn't support geometry shader");
return false;
}
shader_program_manager->UseFixedGeometryShader(regs);
return true;
}
bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
if (regs.pipeline.use_gs != Pica::PipelineRegs::UseGS::No) {
if (regs.pipeline.gs_config.mode != Pica::PipelineRegs::GSMode::Point) {
return false;
}
if (regs.pipeline.triangle_topology != Pica::PipelineRegs::TriangleTopology::Shader) {
return false;
}
}
if (!SetupVertexShader())
return false;
if (!SetupGeometryShader())
return false;
return Draw(true, is_indexed);
}
bool RasterizerOpenGL::AccelerateDrawBatchInternal(bool is_indexed) {
const GLenum primitive_mode = MakePrimitiveMode(regs.pipeline.triangle_topology);
auto [vs_input_index_min, vs_input_index_max, vs_input_size] = AnalyzeVertexArray(is_indexed);
if (vs_input_size > VERTEX_BUFFER_SIZE) {
LOG_WARNING(Render_OpenGL, "Too large vertex input size {}", vs_input_size);
return false;
}
state.draw.vertex_buffer = vertex_buffer.GetHandle();
state.Apply();
u8* buffer_ptr;
GLintptr buffer_offset;
std::tie(buffer_ptr, buffer_offset, std::ignore) = vertex_buffer.Map(vs_input_size, 4);
SetupVertexArray(buffer_ptr, buffer_offset, vs_input_index_min, vs_input_index_max);
vertex_buffer.Unmap(vs_input_size);
shader_program_manager->ApplyTo(state);
state.Apply();
if (is_indexed) {
bool index_u16 = regs.pipeline.index_array.format != 0;
std::size_t index_buffer_size = regs.pipeline.num_vertices * (index_u16 ? 2 : 1);
if (index_buffer_size > INDEX_BUFFER_SIZE) {
LOG_WARNING(Render_OpenGL, "Too large index input size {}", index_buffer_size);
return false;
}
const u8* index_data = VideoCore::g_memory->GetPhysicalPointer(
regs.pipeline.vertex_attributes.GetPhysicalBaseAddress() +
regs.pipeline.index_array.offset);
std::tie(buffer_ptr, buffer_offset, std::ignore) = index_buffer.Map(index_buffer_size, 4);
std::memcpy(buffer_ptr, index_data, index_buffer_size);
index_buffer.Unmap(index_buffer_size);
glDrawRangeElementsBaseVertex(
primitive_mode, vs_input_index_min, vs_input_index_max, regs.pipeline.num_vertices,
index_u16 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE,
reinterpret_cast<const void*>(buffer_offset), -static_cast<GLint>(vs_input_index_min));
} else {
glDrawArrays(primitive_mode, 0, regs.pipeline.num_vertices);
}
return true;
}
void RasterizerOpenGL::DrawTriangles() {
if (vertex_batch.empty())
return;
Draw(false, false);
}
bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
MICROPROFILE_SCOPE(OpenGL_Drawing);
const bool shadow_rendering = regs.framebuffer.IsShadowRendering();
const bool has_stencil = regs.framebuffer.HasStencil();
const bool write_color_fb = shadow_rendering || state.color_mask.red_enabled == GL_TRUE ||
state.color_mask.green_enabled == GL_TRUE ||
state.color_mask.blue_enabled == GL_TRUE ||
state.color_mask.alpha_enabled == GL_TRUE;
const bool write_depth_fb =
(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
(has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0);
const bool using_color_fb =
regs.framebuffer.framebuffer.GetColorBufferPhysicalAddress() != 0 && write_color_fb;
const bool using_depth_fb =
!shadow_rendering && regs.framebuffer.framebuffer.GetDepthBufferPhysicalAddress() != 0 &&
(write_depth_fb || regs.framebuffer.output_merger.depth_test_enable != 0 ||
(has_stencil && state.stencil.test_enabled));
const Framebuffer framebuffer =
res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb);
const bool has_color = framebuffer.HasAttachment(SurfaceType::Color);
const bool has_depth_stencil = framebuffer.HasAttachment(SurfaceType::DepthStencil);
if (!has_color && (shadow_rendering || !has_depth_stencil)) {
return true;
}
// Bind the framebuffer surfaces
if (shadow_rendering) {
state.image_shadow_buffer = framebuffer.Attachment(SurfaceType::Color);
}
state.draw.draw_framebuffer = framebuffer.Handle();
// Sync the viewport
const auto viewport = framebuffer.Viewport();
state.viewport.x = viewport.x;
state.viewport.y = viewport.y;
state.viewport.width = viewport.width;
state.viewport.height = viewport.height;
// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect.
// Enable scissor test to prevent drawing outside of the framebuffer region
const auto draw_rect = framebuffer.DrawRect();
state.scissor.enabled = true;
state.scissor.x = draw_rect.left;
state.scissor.y = draw_rect.bottom;
state.scissor.width = draw_rect.GetWidth();
state.scissor.height = draw_rect.GetHeight();
const u32 res_scale = framebuffer.ResolutionScale();
if (uniform_block_data.data.framebuffer_scale != res_scale) {
uniform_block_data.data.framebuffer_scale = res_scale;
uniform_block_data.dirty = true;
}
// Update scissor uniforms
const auto [scissor_x1, scissor_y2, scissor_x2, scissor_y1] = framebuffer.Scissor();
if (uniform_block_data.data.scissor_x1 != scissor_x1 ||
uniform_block_data.data.scissor_x2 != scissor_x2 ||
uniform_block_data.data.scissor_y1 != scissor_y1 ||
uniform_block_data.data.scissor_y2 != scissor_y2) {
uniform_block_data.data.scissor_x1 = scissor_x1;
uniform_block_data.data.scissor_x2 = scissor_x2;
uniform_block_data.data.scissor_y1 = scissor_y1;
uniform_block_data.data.scissor_y2 = scissor_y2;
uniform_block_data.dirty = true;
}
// Sync and bind the texture surfaces
SyncTextureUnits(framebuffer);
state.Apply();
// Sync and bind the shader
if (shader_dirty) {
shader_program_manager->UseFragmentShader(regs, use_custom_normal);
shader_dirty = false;
}
// Sync the LUTs within the texture buffer
SyncAndUploadLUTs();
SyncAndUploadLUTsLF();
// Sync the uniform data
UploadUniforms(accelerate);
// Draw the vertex batch
bool succeeded = true;
if (accelerate) {
succeeded = AccelerateDrawBatchInternal(is_indexed);
} else {
state.draw.vertex_array = sw_vao.handle;
state.draw.vertex_buffer = vertex_buffer.GetHandle();
shader_program_manager->UseTrivialVertexShader();
shader_program_manager->UseTrivialGeometryShader();
shader_program_manager->ApplyTo(state);
state.Apply();
std::size_t max_vertices = 3 * (VERTEX_BUFFER_SIZE / (3 * sizeof(HardwareVertex)));
for (std::size_t base_vertex = 0; base_vertex < vertex_batch.size();
base_vertex += max_vertices) {
const std::size_t vertices = std::min(max_vertices, vertex_batch.size() - base_vertex);
const std::size_t vertex_size = vertices * sizeof(HardwareVertex);
const auto [vbo, offset, _] = vertex_buffer.Map(vertex_size, sizeof(HardwareVertex));
std::memcpy(vbo, vertex_batch.data() + base_vertex, vertex_size);
vertex_buffer.Unmap(vertex_size);
glDrawArrays(GL_TRIANGLES, static_cast<GLint>(offset / sizeof(HardwareVertex)),
static_cast<GLsizei>(vertices));
}
}
vertex_batch.clear();
if (shadow_rendering) {
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT |
GL_TEXTURE_UPDATE_BARRIER_BIT | GL_FRAMEBUFFER_BARRIER_BIT);
}
res_cache.InvalidateFramebuffer(framebuffer);
return succeeded;
}
void RasterizerOpenGL::SyncTextureUnits(const Framebuffer& framebuffer) {
using TextureType = Pica::TexturingRegs::TextureConfig::TextureType;
const auto pica_textures = regs.texturing.GetTextures();
for (u32 texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
const auto& texture = pica_textures[texture_index];
// If the texture unit is disabled unbind the corresponding gl unit
if (!texture.enabled) {
state.texture_units[texture_index].texture_2d = 0;
continue;
}
// Handle special tex0 configurations
if (texture_index == 0) {
switch (texture.config.type.Value()) {
case TextureType::Shadow2D: {
auto surface = res_cache.GetTextureSurface(texture);
state.image_shadow_texture_px = surface->Handle();
continue;
}
case TextureType::ShadowCube: {
BindShadowCube(texture);
continue;
}
case TextureType::TextureCube: {
BindTextureCube(texture);
continue;
}
default:
UnbindSpecial();
}
}
// Sync texture unit sampler
texture_samplers[texture_index].SyncWithConfig(texture.config);
// Bind the texture provided by the rasterizer cache
auto surface = res_cache.GetTextureSurface(texture);
if (!surface) {
// Can occur when texture addr is null or its memory is unmapped/invalid
// HACK: In this case, the correct behaviour for the PICA is to use the last
// rendered colour. But because this would be impractical to implement, the
// next best alternative is to use a clear texture, essentially skipping
// the geometry in question.
// For example: a bug in Pokemon X/Y causes NULL-texture squares to be drawn
// on the male character's face, which in the OpenGL default appear black.
state.texture_units[texture_index].texture_2d = default_texture;
} else if (!IsFeedbackLoop(texture_index, framebuffer, *surface)) {
BindMaterial(texture_index, *surface);
state.texture_units[texture_index].texture_2d = surface->Handle();
}
}
}
void RasterizerOpenGL::BindShadowCube(const Pica::TexturingRegs::FullTextureConfig& texture) {
using CubeFace = Pica::TexturingRegs::CubeFace;
auto info = Pica::Texture::TextureInfo::FromPicaRegister(texture.config, texture.format);
constexpr std::array faces = {
CubeFace::PositiveX, CubeFace::NegativeX, CubeFace::PositiveY,
CubeFace::NegativeY, CubeFace::PositiveZ, CubeFace::NegativeZ,
};
for (CubeFace face : faces) {
const u32 binding = static_cast<u32>(face);
info.physical_address = regs.texturing.GetCubePhysicalAddress(face);
auto surface = res_cache.GetTextureSurface(info);
state.image_shadow_texture[binding] = surface->Handle();
}
}
void RasterizerOpenGL::BindTextureCube(const Pica::TexturingRegs::FullTextureConfig& texture) {
using CubeFace = Pica::TexturingRegs::CubeFace;
const VideoCore::TextureCubeConfig config = {
.px = regs.texturing.GetCubePhysicalAddress(CubeFace::PositiveX),
.nx = regs.texturing.GetCubePhysicalAddress(CubeFace::NegativeX),
.py = regs.texturing.GetCubePhysicalAddress(CubeFace::PositiveY),
.ny = regs.texturing.GetCubePhysicalAddress(CubeFace::NegativeY),
.pz = regs.texturing.GetCubePhysicalAddress(CubeFace::PositiveZ),
.nz = regs.texturing.GetCubePhysicalAddress(CubeFace::NegativeZ),
.width = texture.config.width,
.levels = texture.config.lod.max_level + 1,
.format = texture.format,
};
auto surface = res_cache.GetTextureCube(config);
texture_cube_sampler.SyncWithConfig(texture.config);
state.texture_cube_unit.texture_cube = surface->Handle();
state.texture_units[0].texture_2d = 0;
}
void RasterizerOpenGL::BindMaterial(u32 texture_index, Surface& surface) {
if (!surface.IsCustom() || texture_index != 0) {
return;
}
const auto bind_texture = [&](const TextureUnits::TextureUnit& unit, GLuint texture,
GLuint sampler) {
glActiveTexture(unit.Enum());
glBindTexture(GL_TEXTURE_2D, texture);
glBindSampler(unit.id, sampler);
};
const GLuint sampler = texture_samplers[texture_index].sampler.handle;
if (surface.HasNormalMap()) {
if (regs.lighting.disable) {
LOG_WARNING(Render_OpenGL, "Custom normal map used but scene has no light enabled");
}
bind_texture(TextureUnits::TextureNormalMap, surface.Handle(2), sampler);
use_custom_normal = true;
} else {
if (use_custom_normal) {
bind_texture(TextureUnits::TextureNormalMap, 0, 0);
}
use_custom_normal = false;
}
}
bool RasterizerOpenGL::IsFeedbackLoop(u32 texture_index, const Framebuffer& framebuffer,
Surface& surface) {
const GLuint color_attachment = framebuffer.Attachment(SurfaceType::Color);
const bool is_feedback_loop = color_attachment == surface.Handle();
if (!is_feedback_loop) {
return false;
}
// Make a temporary copy of the framebuffer to sample from
Surface temp_surface{runtime, framebuffer.ColorParams()};
const VideoCore::TextureCopy copy = {
.src_level = 0,
.dst_level = 0,
.src_layer = 0,
.dst_layer = 0,
.src_offset = {0, 0},
.dst_offset = {0, 0},
.extent = {temp_surface.GetScaledWidth(), temp_surface.GetScaledHeight()},
};
runtime.CopyTextures(surface, temp_surface, copy);
state.texture_units[texture_index].texture_2d = temp_surface.Handle();
return true;
}
void RasterizerOpenGL::UnbindSpecial() {
state.texture_cube_unit.texture_cube = 0;
state.image_shadow_texture_px = 0;
state.image_shadow_texture_nx = 0;
state.image_shadow_texture_py = 0;
state.image_shadow_texture_ny = 0;
state.image_shadow_texture_pz = 0;
state.image_shadow_texture_nz = 0;
state.image_shadow_buffer = 0;
}
void RasterizerOpenGL::NotifyFixedFunctionPicaRegisterChanged(u32 id) {
switch (id) {
// Clipping plane
case PICA_REG_INDEX(rasterizer.clip_enable):
SyncClipEnabled();
break;
// Culling
case PICA_REG_INDEX(rasterizer.cull_mode):
SyncCullMode();
break;
// Blending
case PICA_REG_INDEX(framebuffer.output_merger.alphablend_enable):
SyncBlendEnabled();
// Update since logic op emulation depends on alpha blend enable.
SyncLogicOp();
SyncColorWriteMask();
break;
case PICA_REG_INDEX(framebuffer.output_merger.alpha_blending):
SyncBlendFuncs();
break;
case PICA_REG_INDEX(framebuffer.output_merger.blend_const):
SyncBlendColor();
break;
// Sync GL stencil test + stencil write mask
// (Pica stencil test function register also contains a stencil write mask)
case PICA_REG_INDEX(framebuffer.output_merger.stencil_test.raw_func):
SyncStencilTest();
SyncStencilWriteMask();
break;
case PICA_REG_INDEX(framebuffer.output_merger.stencil_test.raw_op):
case PICA_REG_INDEX(framebuffer.framebuffer.depth_format):
SyncStencilTest();
break;
// Sync GL depth test + depth and color write mask
// (Pica depth test function register also contains a depth and color write mask)
case PICA_REG_INDEX(framebuffer.output_merger.depth_test_enable):
SyncDepthTest();
SyncDepthWriteMask();
SyncColorWriteMask();
break;
// Sync GL depth and stencil write mask
// (This is a dedicated combined depth / stencil write-enable register)
case PICA_REG_INDEX(framebuffer.framebuffer.allow_depth_stencil_write):
SyncDepthWriteMask();
SyncStencilWriteMask();
break;
// Sync GL color write mask
// (This is a dedicated color write-enable register)
case PICA_REG_INDEX(framebuffer.framebuffer.allow_color_write):
SyncColorWriteMask();
break;
// Logic op
case PICA_REG_INDEX(framebuffer.output_merger.logic_op):
SyncLogicOp();
// Update since color write mask is used to emulate no-op.
SyncColorWriteMask();
break;
}
}
void RasterizerOpenGL::FlushAll() {
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
res_cache.FlushAll();
}
void RasterizerOpenGL::FlushRegion(PAddr addr, u32 size) {
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
res_cache.FlushRegion(addr, size);
}
void RasterizerOpenGL::InvalidateRegion(PAddr addr, u32 size) {
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
res_cache.InvalidateRegion(addr, size, nullptr);
}
void RasterizerOpenGL::FlushAndInvalidateRegion(PAddr addr, u32 size) {
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
res_cache.FlushRegion(addr, size);
res_cache.InvalidateRegion(addr, size, nullptr);
}
void RasterizerOpenGL::ClearAll(bool flush) {
res_cache.ClearAll(flush);
}
bool RasterizerOpenGL::AccelerateDisplayTransfer(const GPU::Regs::DisplayTransferConfig& config) {
return res_cache.AccelerateDisplayTransfer(config);
}
bool RasterizerOpenGL::AccelerateTextureCopy(const GPU::Regs::DisplayTransferConfig& config) {
return res_cache.AccelerateTextureCopy(config);
}
bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config) {
return res_cache.AccelerateFill(config);
}
bool RasterizerOpenGL::AccelerateDisplay(const GPU::Regs::FramebufferConfig& config,
PAddr framebuffer_addr, u32 pixel_stride,
ScreenInfo& screen_info) {
if (framebuffer_addr == 0) {
return false;
}
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
VideoCore::SurfaceParams src_params;
src_params.addr = framebuffer_addr;
src_params.width = std::min(config.width.Value(), pixel_stride);
src_params.height = config.height;
src_params.stride = pixel_stride;
src_params.is_tiled = false;
src_params.pixel_format = VideoCore::PixelFormatFromGPUPixelFormat(config.color_format);
src_params.UpdateParams();
auto [src_surface, src_rect] =
res_cache.GetSurfaceSubRect(src_params, VideoCore::ScaleMatch::Ignore, true);
if (src_surface == nullptr) {
return false;
}
const u32 scaled_width = src_surface->GetScaledWidth();
const u32 scaled_height = src_surface->GetScaledHeight();
screen_info.display_texcoords = Common::Rectangle<float>(
(float)src_rect.bottom / (float)scaled_height, (float)src_rect.left / (float)scaled_width,
(float)src_rect.top / (float)scaled_height, (float)src_rect.right / (float)scaled_width);
screen_info.display_texture = src_surface->Handle();
return true;
}
void RasterizerOpenGL::SamplerInfo::Create() {
sampler.Create();
mag_filter = min_filter = mip_filter = TextureConfig::Linear;
wrap_s = wrap_t = TextureConfig::Repeat;
border_color = 0;
lod_min = lod_max = 0;
// default is 1000 and -1000
// Other attributes have correct defaults
glSamplerParameterf(sampler.handle, GL_TEXTURE_MAX_LOD, static_cast<float>(lod_max));
glSamplerParameterf(sampler.handle, GL_TEXTURE_MIN_LOD, static_cast<float>(lod_min));
}
void RasterizerOpenGL::SamplerInfo::SyncWithConfig(
const Pica::TexturingRegs::TextureConfig& config) {
GLuint s = sampler.handle;
if (mag_filter != config.mag_filter) {
mag_filter = config.mag_filter;
glSamplerParameteri(s, GL_TEXTURE_MAG_FILTER, PicaToGL::TextureMagFilterMode(mag_filter));
}
if (min_filter != config.min_filter || mip_filter != config.mip_filter) {
min_filter = config.min_filter;
mip_filter = config.mip_filter;
glSamplerParameteri(s, GL_TEXTURE_MIN_FILTER,
PicaToGL::TextureMinFilterMode(min_filter, mip_filter));
}
if (wrap_s != config.wrap_s) {
wrap_s = config.wrap_s;
glSamplerParameteri(s, GL_TEXTURE_WRAP_S, PicaToGL::WrapMode(wrap_s));
}
if (wrap_t != config.wrap_t) {
wrap_t = config.wrap_t;
glSamplerParameteri(s, GL_TEXTURE_WRAP_T, PicaToGL::WrapMode(wrap_t));
}
if (wrap_s == TextureConfig::ClampToBorder || wrap_t == TextureConfig::ClampToBorder) {
if (border_color != config.border_color.raw) {
border_color = config.border_color.raw;
auto gl_color = PicaToGL::ColorRGBA8(border_color);
glSamplerParameterfv(s, GL_TEXTURE_BORDER_COLOR, gl_color.AsArray());
}
}
if (lod_min != config.lod.min_level) {
lod_min = config.lod.min_level;
glSamplerParameterf(s, GL_TEXTURE_MIN_LOD, static_cast<float>(lod_min));
}
if (lod_max != config.lod.max_level) {
lod_max = config.lod.max_level;
glSamplerParameterf(s, GL_TEXTURE_MAX_LOD, static_cast<float>(lod_max));
}
}
void RasterizerOpenGL::SyncClipEnabled() {
state.clip_distance[1] = Pica::g_state.regs.rasterizer.clip_enable != 0;
}
void RasterizerOpenGL::SyncCullMode() {
switch (regs.rasterizer.cull_mode) {
case Pica::RasterizerRegs::CullMode::KeepAll:
state.cull.enabled = false;
break;
case Pica::RasterizerRegs::CullMode::KeepClockWise:
state.cull.enabled = true;
state.cull.front_face = GL_CW;
break;
case Pica::RasterizerRegs::CullMode::KeepCounterClockWise:
state.cull.enabled = true;
state.cull.front_face = GL_CCW;
break;
default:
LOG_CRITICAL(Render_OpenGL, "Unknown cull mode {}",
static_cast<u32>(regs.rasterizer.cull_mode.Value()));
UNIMPLEMENTED();
break;
}
}
void RasterizerOpenGL::SyncBlendEnabled() {
state.blend.enabled = (Pica::g_state.regs.framebuffer.output_merger.alphablend_enable == 1);
}
void RasterizerOpenGL::SyncBlendFuncs() {
state.blend.rgb_equation =
PicaToGL::BlendEquation(regs.framebuffer.output_merger.alpha_blending.blend_equation_rgb);
state.blend.a_equation =
PicaToGL::BlendEquation(regs.framebuffer.output_merger.alpha_blending.blend_equation_a);
state.blend.src_rgb_func =
PicaToGL::BlendFunc(regs.framebuffer.output_merger.alpha_blending.factor_source_rgb);
state.blend.dst_rgb_func =
PicaToGL::BlendFunc(regs.framebuffer.output_merger.alpha_blending.factor_dest_rgb);
state.blend.src_a_func =
PicaToGL::BlendFunc(regs.framebuffer.output_merger.alpha_blending.factor_source_a);
state.blend.dst_a_func =
PicaToGL::BlendFunc(regs.framebuffer.output_merger.alpha_blending.factor_dest_a);
}
void RasterizerOpenGL::SyncBlendColor() {
auto blend_color =
PicaToGL::ColorRGBA8(Pica::g_state.regs.framebuffer.output_merger.blend_const.raw);
state.blend.color.red = blend_color[0];
state.blend.color.green = blend_color[1];
state.blend.color.blue = blend_color[2];
state.blend.color.alpha = blend_color[3];
}
void RasterizerOpenGL::SyncLogicOp() {
state.logic_op = PicaToGL::LogicOp(regs.framebuffer.output_merger.logic_op);
if (GLES) {
if (!regs.framebuffer.output_merger.alphablend_enable) {
if (regs.framebuffer.output_merger.logic_op == Pica::FramebufferRegs::LogicOp::NoOp) {
// Color output is disabled by logic operation. We use color write mask to skip
// color but allow depth write.
state.color_mask = {};
}
}
}
}
void RasterizerOpenGL::SyncColorWriteMask() {
if (GLES) {
if (!regs.framebuffer.output_merger.alphablend_enable) {
if (regs.framebuffer.output_merger.logic_op == Pica::FramebufferRegs::LogicOp::NoOp) {
// Color output is disabled by logic operation. We use color write mask to skip
// color but allow depth write. Return early to avoid overwriting this.
return;
}
}
}
auto IsColorWriteEnabled = [&](u32 value) {
return (regs.framebuffer.framebuffer.allow_color_write != 0 && value != 0) ? GL_TRUE
: GL_FALSE;
};
state.color_mask.red_enabled = IsColorWriteEnabled(regs.framebuffer.output_merger.red_enable);
state.color_mask.green_enabled =
IsColorWriteEnabled(regs.framebuffer.output_merger.green_enable);
state.color_mask.blue_enabled = IsColorWriteEnabled(regs.framebuffer.output_merger.blue_enable);
state.color_mask.alpha_enabled =
IsColorWriteEnabled(regs.framebuffer.output_merger.alpha_enable);
}
void RasterizerOpenGL::SyncStencilWriteMask() {
state.stencil.write_mask =
(regs.framebuffer.framebuffer.allow_depth_stencil_write != 0)
? static_cast<GLuint>(regs.framebuffer.output_merger.stencil_test.write_mask)
: 0;
}
void RasterizerOpenGL::SyncDepthWriteMask() {
state.depth.write_mask = (regs.framebuffer.framebuffer.allow_depth_stencil_write != 0 &&
regs.framebuffer.output_merger.depth_write_enable)
? GL_TRUE
: GL_FALSE;
}
void RasterizerOpenGL::SyncStencilTest() {
state.stencil.test_enabled =
regs.framebuffer.output_merger.stencil_test.enable &&
regs.framebuffer.framebuffer.depth_format == Pica::FramebufferRegs::DepthFormat::D24S8;
state.stencil.test_func =
PicaToGL::CompareFunc(regs.framebuffer.output_merger.stencil_test.func);
state.stencil.test_ref = regs.framebuffer.output_merger.stencil_test.reference_value;
state.stencil.test_mask = regs.framebuffer.output_merger.stencil_test.input_mask;
state.stencil.action_stencil_fail =
PicaToGL::StencilOp(regs.framebuffer.output_merger.stencil_test.action_stencil_fail);
state.stencil.action_depth_fail =
PicaToGL::StencilOp(regs.framebuffer.output_merger.stencil_test.action_depth_fail);
state.stencil.action_depth_pass =
PicaToGL::StencilOp(regs.framebuffer.output_merger.stencil_test.action_depth_pass);
}
void RasterizerOpenGL::SyncDepthTest() {
state.depth.test_enabled = regs.framebuffer.output_merger.depth_test_enable == 1 ||
regs.framebuffer.output_merger.depth_write_enable == 1;
state.depth.test_func =
regs.framebuffer.output_merger.depth_test_enable == 1
? PicaToGL::CompareFunc(regs.framebuffer.output_merger.depth_test_func)
: GL_ALWAYS;
}
void RasterizerOpenGL::SyncAndUploadLUTsLF() {
constexpr std::size_t max_size =
sizeof(Common::Vec2f) * 256 * Pica::LightingRegs::NumLightingSampler +
sizeof(Common::Vec2f) * 128; // fog
if (!uniform_block_data.lighting_lut_dirty_any && !uniform_block_data.fog_lut_dirty) {
return;
}
u8* buffer;
GLintptr offset;
bool invalidate;
std::size_t bytes_used = 0;
glBindBuffer(GL_TEXTURE_BUFFER, texture_lf_buffer.GetHandle());
std::tie(buffer, offset, invalidate) = texture_lf_buffer.Map(max_size, sizeof(Common::Vec4f));
// Sync the lighting luts
if (uniform_block_data.lighting_lut_dirty_any || invalidate) {
for (unsigned index = 0; index < uniform_block_data.lighting_lut_dirty.size(); index++) {
if (uniform_block_data.lighting_lut_dirty[index] || invalidate) {
std::array<Common::Vec2f, 256> new_data;
const auto& source_lut = Pica::g_state.lighting.luts[index];
std::transform(source_lut.begin(), source_lut.end(), new_data.begin(),
[](const auto& entry) {
return Common::Vec2f{entry.ToFloat(), entry.DiffToFloat()};
});
if (new_data != lighting_lut_data[index] || invalidate) {
lighting_lut_data[index] = new_data;
std::memcpy(buffer + bytes_used, new_data.data(),
new_data.size() * sizeof(Common::Vec2f));
uniform_block_data.data.lighting_lut_offset[index / 4][index % 4] =
static_cast<GLint>((offset + bytes_used) / sizeof(Common::Vec2f));
uniform_block_data.dirty = true;
bytes_used += new_data.size() * sizeof(Common::Vec2f);
}
uniform_block_data.lighting_lut_dirty[index] = false;
}
}
uniform_block_data.lighting_lut_dirty_any = false;
}
// Sync the fog lut
if (uniform_block_data.fog_lut_dirty || invalidate) {
std::array<Common::Vec2f, 128> new_data;
std::transform(Pica::g_state.fog.lut.begin(), Pica::g_state.fog.lut.end(), new_data.begin(),
[](const auto& entry) {
return Common::Vec2f{entry.ToFloat(), entry.DiffToFloat()};
});
if (new_data != fog_lut_data || invalidate) {
fog_lut_data = new_data;
std::memcpy(buffer + bytes_used, new_data.data(),
new_data.size() * sizeof(Common::Vec2f));
uniform_block_data.data.fog_lut_offset =
static_cast<int>((offset + bytes_used) / sizeof(Common::Vec2f));
uniform_block_data.dirty = true;
bytes_used += new_data.size() * sizeof(Common::Vec2f);
}
uniform_block_data.fog_lut_dirty = false;
}
texture_lf_buffer.Unmap(bytes_used);
}
void RasterizerOpenGL::SyncAndUploadLUTs() {
constexpr std::size_t max_size =
sizeof(Common::Vec2f) * 128 * 3 + // proctex: noise + color + alpha
sizeof(Common::Vec4f) * 256 + // proctex
sizeof(Common::Vec4f) * 256; // proctex diff
if (!uniform_block_data.proctex_noise_lut_dirty &&
!uniform_block_data.proctex_color_map_dirty &&
!uniform_block_data.proctex_alpha_map_dirty && !uniform_block_data.proctex_lut_dirty &&
!uniform_block_data.proctex_diff_lut_dirty) {
return;
}
u8* buffer;
GLintptr offset;
bool invalidate;
std::size_t bytes_used = 0;
glBindBuffer(GL_TEXTURE_BUFFER, texture_buffer.GetHandle());
std::tie(buffer, offset, invalidate) = texture_buffer.Map(max_size, sizeof(Common::Vec4f));
// helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
auto SyncProcTexValueLUT = [this, buffer, offset, invalidate, &bytes_used](
const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
std::array<Common::Vec2f, 128>& lut_data, GLint& lut_offset) {
std::array<Common::Vec2f, 128> new_data;
std::transform(lut.begin(), lut.end(), new_data.begin(), [](const auto& entry) {
return Common::Vec2f{entry.ToFloat(), entry.DiffToFloat()};
});
if (new_data != lut_data || invalidate) {
lut_data = new_data;
std::memcpy(buffer + bytes_used, new_data.data(),
new_data.size() * sizeof(Common::Vec2f));
lut_offset = static_cast<GLint>((offset + bytes_used) / sizeof(Common::Vec2f));
uniform_block_data.dirty = true;
bytes_used += new_data.size() * sizeof(Common::Vec2f);
}
};
// Sync the proctex noise lut
if (uniform_block_data.proctex_noise_lut_dirty || invalidate) {
SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data,
uniform_block_data.data.proctex_noise_lut_offset);
uniform_block_data.proctex_noise_lut_dirty = false;
}
// Sync the proctex color map
if (uniform_block_data.proctex_color_map_dirty || invalidate) {
SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data,
uniform_block_data.data.proctex_color_map_offset);
uniform_block_data.proctex_color_map_dirty = false;
}
// Sync the proctex alpha map
if (uniform_block_data.proctex_alpha_map_dirty || invalidate) {
SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data,
uniform_block_data.data.proctex_alpha_map_offset);
uniform_block_data.proctex_alpha_map_dirty = false;
}
// Sync the proctex lut
if (uniform_block_data.proctex_lut_dirty || invalidate) {
std::array<Common::Vec4f, 256> new_data;
std::transform(Pica::g_state.proctex.color_table.begin(),
Pica::g_state.proctex.color_table.end(), new_data.begin(),
[](const auto& entry) {
auto rgba = entry.ToVector() / 255.0f;
return Common::Vec4f{rgba.r(), rgba.g(), rgba.b(), rgba.a()};
});
if (new_data != proctex_lut_data || invalidate) {
proctex_lut_data = new_data;
std::memcpy(buffer + bytes_used, new_data.data(),
new_data.size() * sizeof(Common::Vec4f));
uniform_block_data.data.proctex_lut_offset =
static_cast<GLint>((offset + bytes_used) / sizeof(Common::Vec4f));
uniform_block_data.dirty = true;
bytes_used += new_data.size() * sizeof(Common::Vec4f);
}
uniform_block_data.proctex_lut_dirty = false;
}
// Sync the proctex difference lut
if (uniform_block_data.proctex_diff_lut_dirty || invalidate) {
std::array<Common::Vec4f, 256> new_data;
std::transform(Pica::g_state.proctex.color_diff_table.begin(),
Pica::g_state.proctex.color_diff_table.end(), new_data.begin(),
[](const auto& entry) {
auto rgba = entry.ToVector() / 255.0f;
return Common::Vec4f{rgba.r(), rgba.g(), rgba.b(), rgba.a()};
});
if (new_data != proctex_diff_lut_data || invalidate) {
proctex_diff_lut_data = new_data;
std::memcpy(buffer + bytes_used, new_data.data(),
new_data.size() * sizeof(Common::Vec4f));
uniform_block_data.data.proctex_diff_lut_offset =
static_cast<GLint>((offset + bytes_used) / sizeof(Common::Vec4f));
uniform_block_data.dirty = true;
bytes_used += new_data.size() * sizeof(Common::Vec4f);
}
uniform_block_data.proctex_diff_lut_dirty = false;
}
texture_buffer.Unmap(bytes_used);
}
void RasterizerOpenGL::UploadUniforms(bool accelerate_draw) {
// glBindBufferRange below also changes the generic buffer binding point, so we sync the state
// first
state.draw.uniform_buffer = uniform_buffer.GetHandle();
state.Apply();
bool sync_vs = accelerate_draw;
bool sync_fs = uniform_block_data.dirty;
if (!sync_vs && !sync_fs)
return;
std::size_t uniform_size = uniform_size_aligned_vs + uniform_size_aligned_fs;
std::size_t used_bytes = 0;
u8* uniforms;
GLintptr offset;
bool invalidate;
std::tie(uniforms, offset, invalidate) =
uniform_buffer.Map(uniform_size, uniform_buffer_alignment);
if (sync_vs) {
Pica::Shader::VSUniformData vs_uniforms;
vs_uniforms.uniforms.SetFromRegs(Pica::g_state.regs.vs, Pica::g_state.vs);
std::memcpy(uniforms + used_bytes, &vs_uniforms, sizeof(vs_uniforms));
glBindBufferRange(GL_UNIFORM_BUFFER, static_cast<GLuint>(Pica::Shader::UniformBindings::VS),
uniform_buffer.GetHandle(), offset + used_bytes,
sizeof(Pica::Shader::VSUniformData));
used_bytes += uniform_size_aligned_vs;
}
if (sync_fs || invalidate) {
std::memcpy(uniforms + used_bytes, &uniform_block_data.data,
sizeof(Pica::Shader::UniformData));
glBindBufferRange(
GL_UNIFORM_BUFFER, static_cast<GLuint>(Pica::Shader::UniformBindings::Common),
uniform_buffer.GetHandle(), offset + used_bytes, sizeof(Pica::Shader::UniformData));
uniform_block_data.dirty = false;
used_bytes += uniform_size_aligned_fs;
}
uniform_buffer.Unmap(used_bytes);
}
} // namespace OpenGL