gl_shader_manager: Move code to source file and minor clean up
This commit is contained in:
parent
97648f4841
commit
93af663683
|
@ -2,12 +2,44 @@
|
|||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "common/common_types.h"
|
||||
#include "video_core/engines/maxwell_3d.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_manager.h"
|
||||
|
||||
namespace OpenGL::GLShader {
|
||||
|
||||
using Tegra::Engines::Maxwell3D;
|
||||
|
||||
ProgramManager::ProgramManager() {
|
||||
pipeline.Create();
|
||||
}
|
||||
|
||||
ProgramManager::~ProgramManager() = default;
|
||||
|
||||
void ProgramManager::ApplyTo(OpenGLState& state) {
|
||||
UpdatePipeline();
|
||||
state.draw.shader_program = 0;
|
||||
state.draw.program_pipeline = pipeline.handle;
|
||||
}
|
||||
|
||||
void ProgramManager::UpdatePipeline() {
|
||||
// Avoid updating the pipeline when values have no changed
|
||||
if (old_state == current_state) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Workaround for AMD bug
|
||||
constexpr GLenum all_used_stages{GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT |
|
||||
GL_FRAGMENT_SHADER_BIT};
|
||||
glUseProgramStages(pipeline.handle, all_used_stages, 0);
|
||||
|
||||
glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, current_state.vertex_shader);
|
||||
glUseProgramStages(pipeline.handle, GL_GEOMETRY_SHADER_BIT, current_state.geometry_shader);
|
||||
glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, current_state.fragment_shader);
|
||||
|
||||
old_state = current_state;
|
||||
}
|
||||
|
||||
void MaxwellUniformData::SetFromRegs(const Maxwell3D& maxwell, std::size_t shader_stage) {
|
||||
const auto& regs = maxwell.regs;
|
||||
const auto& state = maxwell.state;
|
||||
|
@ -16,7 +48,7 @@ void MaxwellUniformData::SetFromRegs(const Maxwell3D& maxwell, std::size_t shade
|
|||
viewport_flip[0] = regs.viewport_transform[0].scale_x < 0.0 ? -1.0f : 1.0f;
|
||||
viewport_flip[1] = regs.viewport_transform[0].scale_y < 0.0 ? -1.0f : 1.0f;
|
||||
|
||||
u32 func = static_cast<u32>(regs.alpha_test_func);
|
||||
auto func{static_cast<u32>(regs.alpha_test_func)};
|
||||
// Normalize the gl variants of opCompare to be the same as the normal variants
|
||||
const u32 op_gl_variant_base = static_cast<u32>(Maxwell3D::Regs::ComparisonOp::Never);
|
||||
if (func >= op_gl_variant_base) {
|
||||
|
|
|
@ -4,6 +4,8 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include <cstddef>
|
||||
|
||||
#include <glad/glad.h>
|
||||
|
||||
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
||||
|
@ -38,55 +40,48 @@ static_assert(sizeof(MaxwellUniformData) < 16384,
|
|||
|
||||
class ProgramManager {
|
||||
public:
|
||||
ProgramManager() {
|
||||
pipeline.Create();
|
||||
}
|
||||
explicit ProgramManager();
|
||||
~ProgramManager();
|
||||
|
||||
void ApplyTo(OpenGLState& state);
|
||||
|
||||
void UseProgrammableVertexShader(GLuint program) {
|
||||
vs = program;
|
||||
current_state.vertex_shader = program;
|
||||
}
|
||||
|
||||
void UseProgrammableGeometryShader(GLuint program) {
|
||||
gs = program;
|
||||
current_state.geometry_shader = program;
|
||||
}
|
||||
|
||||
void UseProgrammableFragmentShader(GLuint program) {
|
||||
fs = program;
|
||||
current_state.fragment_shader = program;
|
||||
}
|
||||
|
||||
void UseTrivialGeometryShader() {
|
||||
gs = 0;
|
||||
}
|
||||
|
||||
void ApplyTo(OpenGLState& state) {
|
||||
UpdatePipeline();
|
||||
state.draw.shader_program = 0;
|
||||
state.draw.program_pipeline = pipeline.handle;
|
||||
current_state.geometry_shader = 0;
|
||||
}
|
||||
|
||||
private:
|
||||
void UpdatePipeline() {
|
||||
// Avoid updating the pipeline when values have no changed
|
||||
if (old_vs == vs && old_fs == fs && old_gs == gs)
|
||||
return;
|
||||
// Workaround for AMD bug
|
||||
glUseProgramStages(pipeline.handle,
|
||||
GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT,
|
||||
0);
|
||||
struct PipelineState {
|
||||
bool operator==(const PipelineState& rhs) const {
|
||||
return vertex_shader == rhs.vertex_shader && fragment_shader == rhs.fragment_shader &&
|
||||
geometry_shader == rhs.geometry_shader;
|
||||
}
|
||||
|
||||
glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, vs);
|
||||
glUseProgramStages(pipeline.handle, GL_GEOMETRY_SHADER_BIT, gs);
|
||||
glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, fs);
|
||||
bool operator!=(const PipelineState& rhs) const {
|
||||
return !operator==(rhs);
|
||||
}
|
||||
|
||||
// Update the old values
|
||||
old_vs = vs;
|
||||
old_fs = fs;
|
||||
old_gs = gs;
|
||||
}
|
||||
GLuint vertex_shader{};
|
||||
GLuint fragment_shader{};
|
||||
GLuint geometry_shader{};
|
||||
};
|
||||
|
||||
void UpdatePipeline();
|
||||
|
||||
OGLPipeline pipeline;
|
||||
GLuint vs{}, fs{}, gs{};
|
||||
GLuint old_vs{}, old_fs{}, old_gs{};
|
||||
PipelineState current_state;
|
||||
PipelineState old_state;
|
||||
};
|
||||
|
||||
} // namespace OpenGL::GLShader
|
||||
|
|
Loading…
Reference in New Issue