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https://git.h3cjp.net/H3cJP/yuzu.git
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Merge pull request #534 from Subv/multitexturing
GPU: Implement sampling multiple textures in the generated glsl shaders.
This commit is contained in:
commit
0ff2929644
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@ -354,6 +354,40 @@ std::vector<Texture::FullTextureInfo> Maxwell3D::GetStageTextures(Regs::ShaderSt
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return textures;
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}
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Texture::FullTextureInfo Maxwell3D::GetStageTexture(Regs::ShaderStage stage, size_t offset) const {
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auto& shader = state.shader_stages[static_cast<size_t>(stage)];
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auto& tex_info_buffer = shader.const_buffers[regs.tex_cb_index];
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ASSERT(tex_info_buffer.enabled && tex_info_buffer.address != 0);
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GPUVAddr tex_info_address = tex_info_buffer.address + offset * sizeof(Texture::TextureHandle);
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ASSERT(tex_info_address < tex_info_buffer.address + tex_info_buffer.size);
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boost::optional<VAddr> tex_address_cpu = memory_manager.GpuToCpuAddress(tex_info_address);
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Texture::TextureHandle tex_handle{Memory::Read32(*tex_address_cpu)};
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Texture::FullTextureInfo tex_info{};
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tex_info.index = static_cast<u32>(offset);
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// Load the TIC data.
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if (tex_handle.tic_id != 0) {
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tex_info.enabled = true;
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auto tic_entry = GetTICEntry(tex_handle.tic_id);
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// TODO(Subv): Workaround for BitField's move constructor being deleted.
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std::memcpy(&tex_info.tic, &tic_entry, sizeof(tic_entry));
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}
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// Load the TSC data
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if (tex_handle.tsc_id != 0) {
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auto tsc_entry = GetTSCEntry(tex_handle.tsc_id);
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// TODO(Subv): Workaround for BitField's move constructor being deleted.
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std::memcpy(&tex_info.tsc, &tsc_entry, sizeof(tsc_entry));
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}
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return tex_info;
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}
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u32 Maxwell3D::GetRegisterValue(u32 method) const {
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ASSERT_MSG(method < Regs::NUM_REGS, "Invalid Maxwell3D register");
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return regs.reg_array[method];
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@ -664,6 +664,9 @@ public:
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/// Returns a list of enabled textures for the specified shader stage.
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std::vector<Texture::FullTextureInfo> GetStageTextures(Regs::ShaderStage stage) const;
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/// Returns the texture information for a specific texture in a specific shader stage.
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Texture::FullTextureInfo GetStageTexture(Regs::ShaderStage stage, size_t offset) const;
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/// Returns whether the specified shader stage is enabled or not.
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bool IsShaderStageEnabled(Regs::ShaderStage stage) const;
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@ -196,8 +196,10 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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auto& gpu = Core::System().GetInstance().GPU().Maxwell3D();
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ASSERT_MSG(!gpu.regs.shader_config[0].enable, "VertexA is unsupported!");
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// Next available bindpoint to use when uploading the const buffers to the GLSL shaders.
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// Next available bindpoints to use when uploading the const buffers and textures to the GLSL
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// shaders.
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u32 current_constbuffer_bindpoint = 0;
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u32 current_texture_bindpoint = 0;
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for (unsigned index = 1; index < Maxwell::MaxShaderProgram; ++index) {
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auto& shader_config = gpu.regs.shader_config[index];
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@ -258,6 +260,11 @@ void RasterizerOpenGL::SetupShaders(u8* buffer_ptr, GLintptr buffer_offset) {
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current_constbuffer_bindpoint =
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SetupConstBuffers(static_cast<Maxwell::ShaderStage>(stage), gl_stage_program,
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current_constbuffer_bindpoint, shader_resources.const_buffer_entries);
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// Configure the textures for this shader stage.
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current_texture_bindpoint =
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SetupTextures(static_cast<Maxwell::ShaderStage>(stage), gl_stage_program,
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current_texture_bindpoint, shader_resources.texture_samplers);
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}
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shader_program_manager->UseTrivialGeometryShader();
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@ -341,9 +348,6 @@ void RasterizerOpenGL::DrawArrays() {
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// TODO(bunnei): Sync framebuffer_scale uniform here
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// TODO(bunnei): Sync scissorbox uniform(s) here
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// Sync and bind the texture surfaces
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BindTextures();
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// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
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// scissor test to prevent drawing outside of the framebuffer region
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state.scissor.enabled = true;
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@ -447,39 +451,6 @@ void RasterizerOpenGL::DrawArrays() {
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}
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}
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void RasterizerOpenGL::BindTextures() {
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using Regs = Tegra::Engines::Maxwell3D::Regs;
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auto& maxwell3d = Core::System::GetInstance().GPU().Get3DEngine();
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// Each Maxwell shader stage can have an arbitrary number of textures, but we're limited to a
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// certain number in OpenGL. We try to only use the minimum amount of host textures by not
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// keeping a 1:1 relation between guest texture ids and host texture ids, ie, guest texture id 8
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// can be host texture id 0 if it's the only texture used in the guest shader program.
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u32 host_texture_index = 0;
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for (u32 stage = 0; stage < Regs::MaxShaderStage; ++stage) {
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ASSERT(host_texture_index < texture_samplers.size());
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const auto textures = maxwell3d.GetStageTextures(static_cast<Regs::ShaderStage>(stage));
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for (unsigned texture_index = 0; texture_index < textures.size(); ++texture_index) {
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const auto& texture = textures[texture_index];
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if (texture.enabled) {
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texture_samplers[host_texture_index].SyncWithConfig(texture.tsc);
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Surface surface = res_cache.GetTextureSurface(texture);
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if (surface != nullptr) {
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state.texture_units[host_texture_index].texture_2d = surface->texture.handle;
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} else {
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// Can occur when texture addr is null or its memory is unmapped/invalid
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state.texture_units[texture_index].texture_2d = 0;
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}
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++host_texture_index;
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} else {
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state.texture_units[texture_index].texture_2d = 0;
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}
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}
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}
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}
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void RasterizerOpenGL::NotifyMaxwellRegisterChanged(u32 method) {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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switch (method) {
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@ -683,6 +654,44 @@ u32 RasterizerOpenGL::SetupConstBuffers(Maxwell::ShaderStage stage, GLuint progr
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return current_bindpoint + entries.size();
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}
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u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, GLuint program, u32 current_unit,
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const std::vector<GLShader::SamplerEntry>& entries) {
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auto& gpu = Core::System::GetInstance().GPU();
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auto& maxwell3d = gpu.Get3DEngine();
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ASSERT_MSG(maxwell3d.IsShaderStageEnabled(stage),
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"Attempted to upload textures of disabled shader stage");
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ASSERT_MSG(current_unit + entries.size() <= std::size(state.texture_units),
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"Exceeded the number of active textures.");
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for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
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const auto& entry = entries[bindpoint];
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u32 current_bindpoint = current_unit + bindpoint;
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// Bind the uniform to the sampler.
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GLint uniform = glGetUniformLocation(program, entry.GetName().c_str());
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ASSERT(uniform != -1);
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glProgramUniform1i(program, uniform, current_bindpoint);
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const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset());
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ASSERT(texture.enabled);
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texture_samplers[current_bindpoint].SyncWithConfig(texture.tsc);
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Surface surface = res_cache.GetTextureSurface(texture);
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if (surface != nullptr) {
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state.texture_units[current_bindpoint].texture_2d = surface->texture.handle;
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} else {
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// Can occur when texture addr is null or its memory is unmapped/invalid
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state.texture_units[current_bindpoint].texture_2d = 0;
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}
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}
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state.Apply();
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return current_unit + entries.size();
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}
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void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
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const Surface& depth_surface, bool has_stencil) {
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state.draw.draw_framebuffer = framebuffer.handle;
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@ -80,9 +80,6 @@ private:
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void BindFramebufferSurfaces(const Surface& color_surface, const Surface& depth_surface,
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bool has_stencil);
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/// Binds the required textures to OpenGL before drawing a batch.
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void BindTextures();
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/*
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* Configures the current constbuffers to use for the draw command.
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* @param stage The shader stage to configure buffers for.
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@ -95,6 +92,17 @@ private:
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u32 current_bindpoint,
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const std::vector<GLShader::ConstBufferEntry>& entries);
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/*
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* Configures the current textures to use for the draw command.
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* @param stage The shader stage to configure textures for.
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* @param program The OpenGL program object that contains the specified stage.
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* @param current_unit The offset at which to start counting unused texture units.
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* @param entries Vector describing the textures that are actually used in the guest shader.
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* @returns The next available bindpoint for use in the next shader stage.
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*/
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u32 SetupTextures(Tegra::Engines::Maxwell3D::Regs::ShaderStage stage, GLuint program,
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u32 current_unit, const std::vector<GLShader::SamplerEntry>& entries);
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/// Syncs the viewport to match the guest state
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void SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect, u16 res_scale);
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@ -431,6 +431,14 @@ public:
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++const_buffer_layout;
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}
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declarations.AddNewLine();
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// Append the sampler2D array for the used textures.
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size_t num_samplers = GetSamplers().size();
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if (num_samplers > 0) {
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declarations.AddLine("uniform sampler2D " + SamplerEntry::GetArrayName(stage) + '[' +
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std::to_string(num_samplers) + "];");
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declarations.AddNewLine();
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}
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}
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/// Returns a list of constant buffer declarations
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@ -441,6 +449,32 @@ public:
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return result;
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}
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/// Returns a list of samplers used in the shader
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std::vector<SamplerEntry> GetSamplers() const {
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return used_samplers;
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}
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/// Returns the GLSL sampler used for the input shader sampler, and creates a new one if
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/// necessary.
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std::string AccessSampler(const Sampler& sampler) {
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size_t offset = static_cast<size_t>(sampler.index.Value());
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// If this sampler has already been used, return the existing mapping.
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auto itr =
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std::find_if(used_samplers.begin(), used_samplers.end(),
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[&](const SamplerEntry& entry) { return entry.GetOffset() == offset; });
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if (itr != used_samplers.end()) {
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return itr->GetName();
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}
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// Otherwise create a new mapping for this sampler
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size_t next_index = used_samplers.size();
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SamplerEntry entry{stage, offset, next_index};
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used_samplers.emplace_back(entry);
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return entry.GetName();
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}
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private:
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/// Build GLSL conversion function, e.g. floatBitsToInt, intBitsToFloat, etc.
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const std::string GetGLSLConversionFunc(GLSLRegister::Type src, GLSLRegister::Type dest) const {
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@ -550,6 +584,7 @@ private:
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std::set<Attribute::Index> declr_input_attribute;
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std::set<Attribute::Index> declr_output_attribute;
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std::array<ConstBufferEntry, Maxwell3D::Regs::MaxConstBuffers> declr_const_buffers;
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std::vector<SamplerEntry> used_samplers;
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const Maxwell3D::Regs::ShaderStage& stage;
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};
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@ -569,7 +604,7 @@ public:
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/// Returns entries in the shader that are useful for external functions
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ShaderEntries GetEntries() const {
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return {regs.GetConstBuffersDeclarations()};
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return {regs.GetConstBuffersDeclarations(), regs.GetSamplers()};
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}
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private:
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@ -591,12 +626,8 @@ private:
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}
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/// Generates code representing a texture sampler.
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std::string GetSampler(const Sampler& sampler) const {
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// TODO(Subv): Support more than just texture sampler 0
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ASSERT_MSG(sampler.index == Sampler::Index::Sampler_0, "unsupported");
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const unsigned index{static_cast<unsigned>(sampler.index.Value()) -
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static_cast<unsigned>(Sampler::Index::Sampler_0)};
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return "tex[" + std::to_string(index) + ']';
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std::string GetSampler(const Sampler& sampler) {
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return regs.AccessSampler(sampler);
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}
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/**
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@ -62,8 +62,6 @@ layout (std140) uniform fs_config {
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vec4 viewport_flip;
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};
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uniform sampler2D tex[32];
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void main() {
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exec_shader();
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}
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@ -68,8 +68,48 @@ private:
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Maxwell::ShaderStage stage;
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};
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class SamplerEntry {
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using Maxwell = Tegra::Engines::Maxwell3D::Regs;
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public:
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SamplerEntry(Maxwell::ShaderStage stage, size_t offset, size_t index)
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: offset(offset), stage(stage), sampler_index(index) {}
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size_t GetOffset() const {
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return offset;
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}
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size_t GetIndex() const {
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return sampler_index;
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}
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Maxwell::ShaderStage GetStage() const {
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return stage;
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}
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std::string GetName() const {
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return std::string(TextureSamplerNames[static_cast<size_t>(stage)]) + '[' +
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std::to_string(sampler_index) + ']';
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}
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static std::string GetArrayName(Maxwell::ShaderStage stage) {
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return TextureSamplerNames[static_cast<size_t>(stage)];
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}
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private:
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static constexpr std::array<const char*, Maxwell::MaxShaderStage> TextureSamplerNames = {
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"tex_vs", "tex_tessc", "tex_tesse", "tex_gs", "tex_fs",
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};
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/// Offset in TSC memory from which to read the sampler object, as specified by the sampling
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/// instruction.
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size_t offset;
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Maxwell::ShaderStage stage; ///< Shader stage where this sampler was used.
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size_t sampler_index; ///< Value used to index into the generated GLSL sampler array.
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};
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struct ShaderEntries {
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std::vector<ConstBufferEntry> const_buffer_entries;
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std::vector<SamplerEntry> texture_samplers;
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};
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using ProgramResult = std::pair<std::string, ShaderEntries>;
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@ -32,25 +32,6 @@ void SetShaderUniformBlockBindings(GLuint shader) {
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sizeof(MaxwellUniformData));
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}
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void SetShaderSamplerBindings(GLuint shader) {
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OpenGLState cur_state = OpenGLState::GetCurState();
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GLuint old_program = std::exchange(cur_state.draw.shader_program, shader);
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cur_state.Apply();
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// Set the texture samplers to correspond to different texture units
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for (u32 texture = 0; texture < NumTextureSamplers; ++texture) {
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// Set the texture samplers to correspond to different texture units
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std::string uniform_name = "tex[" + std::to_string(texture) + "]";
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GLint uniform_tex = glGetUniformLocation(shader, uniform_name.c_str());
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if (uniform_tex != -1) {
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glUniform1i(uniform_tex, TextureUnits::MaxwellTexture(texture).id);
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}
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}
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cur_state.draw.shader_program = old_program;
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cur_state.Apply();
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}
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} // namespace Impl
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void MaxwellUniformData::SetFromRegs(const Maxwell3D::State::ShaderStageInfo& shader_stage) {
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@ -45,7 +45,6 @@ public:
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shader.Create(program_result.first.c_str(), type);
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program.Create(true, shader.handle);
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Impl::SetShaderUniformBlockBindings(program.handle);
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Impl::SetShaderSamplerBindings(program.handle);
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entries = program_result.second;
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}
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GLuint GetHandle() const {
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