citra/src/video_core/renderer_opengl/gl_rasterizer.h
GPUCode 06f3c90cfb
Custom textures rewrite (#6452)
* common: Add thread pool from yuzu

* Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs

* core: Improve ImageInterface

* Provide a default implementation so frontends don't have to duplicate code registering the lodepng version

* Add a dds version too which we will use in the next commit

* rasterizer_cache: Rewrite custom textures

* There's just too much to talk about here, look at the PR description for more details

* rasterizer_cache: Implement basic pack configuration file

* custom_tex_manager: Flip dumped textures

* custom_tex_manager: Optimize custom texture hashing

* If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode

* custom_tex_manager: Implement asynchronous texture loading

* The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts

* Address review comments

* custom_tex_manager: Introduce custom material support

* video_core: Move custom textures to separate directory

* Also split the files to make the code cleaner

* gl_texture_runtime: Generate mipmaps for material

* custom_tex_manager: Prevent memory overflow when preloading

* externals: Add dds-ktx as submodule

* string_util: Return vector from SplitString

* No code benefits from passing it as an argument

* custom_textures: Use json config file

* gl_rasterizer: Only bind material for unit 0

* Address review comments
2023-04-27 07:38:28 +03:00

187 lines
6.4 KiB
C++

// Copyright 2022 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "core/hw/gpu.h"
#include "video_core/rasterizer_accelerated.h"
#include "video_core/rasterizer_cache/rasterizer_cache.h"
#include "video_core/rasterizer_interface.h"
#include "video_core/regs_texturing.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/gl_stream_buffer.h"
#include "video_core/renderer_opengl/gl_texture_runtime.h"
namespace VideoCore {
class RendererBase;
}
namespace VideoCore {
class CustomTexManager;
}
namespace OpenGL {
class Driver;
class ShaderProgramManager;
class RasterizerOpenGL : public VideoCore::RasterizerAccelerated {
public:
explicit RasterizerOpenGL(Memory::MemorySystem& memory,
VideoCore::CustomTexManager& custom_tex_manager,
VideoCore::RendererBase& renderer, Driver& driver);
~RasterizerOpenGL() override;
void TickFrame();
void LoadDiskResources(const std::atomic_bool& stop_loading,
const VideoCore::DiskResourceLoadCallback& callback) override;
void DrawTriangles() override;
void FlushAll() override;
void FlushRegion(PAddr addr, u32 size) override;
void InvalidateRegion(PAddr addr, u32 size) override;
void FlushAndInvalidateRegion(PAddr addr, u32 size) override;
void ClearAll(bool flush) override;
bool AccelerateDisplayTransfer(const GPU::Regs::DisplayTransferConfig& config) override;
bool AccelerateTextureCopy(const GPU::Regs::DisplayTransferConfig& config) override;
bool AccelerateFill(const GPU::Regs::MemoryFillConfig& config) override;
bool AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr,
u32 pixel_stride, ScreenInfo& screen_info) override;
bool AccelerateDrawBatch(bool is_indexed) override;
private:
void SyncFixedState() override;
void NotifyFixedFunctionPicaRegisterChanged(u32 id) override;
struct SamplerInfo {
using TextureConfig = Pica::TexturingRegs::TextureConfig;
OGLSampler sampler;
/// Creates the sampler object, initializing its state so that it's in sync with the
/// SamplerInfo struct.
void Create();
/// Syncs the sampler object with the config, updating any necessary state.
void SyncWithConfig(const TextureConfig& config);
private:
TextureConfig::TextureFilter mag_filter;
TextureConfig::TextureFilter min_filter;
TextureConfig::TextureFilter mip_filter;
TextureConfig::WrapMode wrap_s;
TextureConfig::WrapMode wrap_t;
u32 border_color;
u32 lod_min;
u32 lod_max;
};
/// Syncs the clip enabled status to match the PICA register
void SyncClipEnabled();
/// Syncs the cull mode to match the PICA register
void SyncCullMode();
/// Syncs the blend enabled status to match the PICA register
void SyncBlendEnabled();
/// Syncs the blend functions to match the PICA register
void SyncBlendFuncs();
/// Syncs the blend color to match the PICA register
void SyncBlendColor();
/// Syncs the logic op states to match the PICA register
void SyncLogicOp();
/// Syncs the color write mask to match the PICA register state
void SyncColorWriteMask();
/// Syncs the stencil write mask to match the PICA register state
void SyncStencilWriteMask();
/// Syncs the depth write mask to match the PICA register state
void SyncDepthWriteMask();
/// Syncs the stencil test states to match the PICA register
void SyncStencilTest();
/// Syncs the depth test states to match the PICA register
void SyncDepthTest();
/// Syncs and uploads the lighting, fog and proctex LUTs
void SyncAndUploadLUTs();
void SyncAndUploadLUTsLF();
/// Syncs all enabled PICA texture units
void SyncTextureUnits(const Framebuffer& framebuffer);
/// Binds the PICA shadow cube required for shadow mapping
void BindShadowCube(const Pica::TexturingRegs::FullTextureConfig& texture);
/// Binds a texture cube to texture unit 0
void BindTextureCube(const Pica::TexturingRegs::FullTextureConfig& texture);
/// Makes a temporary copy of the framebuffer if a feedback loop is detected
bool IsFeedbackLoop(u32 texture_index, const Framebuffer& framebuffer, Surface& surface);
/// Unbinds all special texture unit 0 texture configurations
void UnbindSpecial();
/// Binds the custom material referenced by surface if it exists.
void BindMaterial(u32 texture_index, Surface& surface);
/// Upload the uniform blocks to the uniform buffer object
void UploadUniforms(bool accelerate_draw);
/// Generic draw function for DrawTriangles and AccelerateDrawBatch
bool Draw(bool accelerate, bool is_indexed);
/// Internal implementation for AccelerateDrawBatch
bool AccelerateDrawBatchInternal(bool is_indexed);
/// Setup vertex array for AccelerateDrawBatch
void SetupVertexArray(u8* array_ptr, GLintptr buffer_offset, GLuint vs_input_index_min,
GLuint vs_input_index_max);
/// Setup vertex shader for AccelerateDrawBatch
bool SetupVertexShader();
/// Setup geometry shader for AccelerateDrawBatch
bool SetupGeometryShader();
private:
Driver& driver;
OpenGLState state;
GLuint default_texture;
TextureRuntime runtime;
VideoCore::RasterizerCache res_cache;
std::unique_ptr<ShaderProgramManager> shader_program_manager;
OGLVertexArray sw_vao; // VAO for software shader draw
OGLVertexArray hw_vao; // VAO for hardware shader / accelerate draw
std::array<bool, 16> hw_vao_enabled_attributes{};
std::array<SamplerInfo, 3> texture_samplers;
GLsizeiptr texture_buffer_size;
OGLStreamBuffer vertex_buffer;
OGLStreamBuffer uniform_buffer;
OGLStreamBuffer index_buffer;
OGLStreamBuffer texture_buffer;
OGLStreamBuffer texture_lf_buffer;
OGLFramebuffer framebuffer;
GLint uniform_buffer_alignment;
std::size_t uniform_size_aligned_vs;
std::size_t uniform_size_aligned_fs;
SamplerInfo texture_cube_sampler;
OGLTexture texture_buffer_lut_lf;
OGLTexture texture_buffer_lut_rg;
OGLTexture texture_buffer_lut_rgba;
bool use_custom_normal{};
};
} // namespace OpenGL