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// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later

#include <glad/glad.h>

#include "video_core/host_shaders/opengl_lmem_warmup_comp.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_shader_util.h"

namespace OpenGL {

static constexpr std::array ASSEMBLY_PROGRAM_ENUMS{
    GL_VERTEX_PROGRAM_NV,   GL_TESS_CONTROL_PROGRAM_NV, GL_TESS_EVALUATION_PROGRAM_NV,
    GL_GEOMETRY_PROGRAM_NV, GL_FRAGMENT_PROGRAM_NV,
};

ProgramManager::ProgramManager(const Device& device) {
    glCreateProgramPipelines(1, &pipeline.handle);
    if (device.UseAssemblyShaders()) {
        glEnable(GL_COMPUTE_PROGRAM_NV);
    }
    if (device.HasLmemPerfBug()) {
        lmem_warmup_program =
            CreateProgram(HostShaders::OPENGL_LMEM_WARMUP_COMP, GL_COMPUTE_SHADER);
    }
}

void ProgramManager::BindComputeProgram(GLuint program) {
    glUseProgram(program);
    is_compute_bound = true;
}

void ProgramManager::BindComputeAssemblyProgram(GLuint program) {
    if (current_assembly_compute_program != program) {
        current_assembly_compute_program = program;
        glBindProgramARB(GL_COMPUTE_PROGRAM_NV, program);
    }
    UnbindPipeline();
}

void ProgramManager::BindSourcePrograms(std::span<const OGLProgram, NUM_STAGES> programs) {
    static constexpr std::array<GLenum, 5> stage_enums{
        GL_VERTEX_SHADER_BIT,   GL_TESS_CONTROL_SHADER_BIT, GL_TESS_EVALUATION_SHADER_BIT,
        GL_GEOMETRY_SHADER_BIT, GL_FRAGMENT_SHADER_BIT,
    };
    for (size_t stage = 0; stage < NUM_STAGES; ++stage) {
        if (current_programs[stage] != programs[stage].handle) {
            current_programs[stage] = programs[stage].handle;
            glUseProgramStages(pipeline.handle, stage_enums[stage], programs[stage].handle);
        }
    }
    BindPipeline();
}

void ProgramManager::BindPresentPrograms(GLuint vertex, GLuint fragment) {
    if (current_programs[0] != vertex) {
        current_programs[0] = vertex;
        glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, vertex);
    }
    if (current_programs[4] != fragment) {
        current_programs[4] = fragment;
        glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, fragment);
    }
    glUseProgramStages(
        pipeline.handle,
        GL_TESS_CONTROL_SHADER_BIT | GL_TESS_EVALUATION_SHADER_BIT | GL_GEOMETRY_SHADER_BIT, 0);
    current_programs[1] = 0;
    current_programs[2] = 0;
    current_programs[3] = 0;

    if (current_stage_mask != 0) {
        current_stage_mask = 0;
        for (const GLenum program_type : ASSEMBLY_PROGRAM_ENUMS) {
            glDisable(program_type);
        }
    }
    BindPipeline();
}

void ProgramManager::BindAssemblyPrograms(std::span<const OGLAssemblyProgram, NUM_STAGES> programs,
                                          u32 stage_mask) {
    const u32 changed_mask = current_stage_mask ^ stage_mask;
    current_stage_mask = stage_mask;

    if (changed_mask != 0) {
        for (size_t stage = 0; stage < NUM_STAGES; ++stage) {
            if (((changed_mask >> stage) & 1) != 0) {
                if (((stage_mask >> stage) & 1) != 0) {
                    glEnable(ASSEMBLY_PROGRAM_ENUMS[stage]);
                } else {
                    glDisable(ASSEMBLY_PROGRAM_ENUMS[stage]);
                }
            }
        }
    }
    for (size_t stage = 0; stage < NUM_STAGES; ++stage) {
        if (current_programs[stage] != programs[stage].handle) {
            current_programs[stage] = programs[stage].handle;
            glBindProgramARB(ASSEMBLY_PROGRAM_ENUMS[stage], programs[stage].handle);
        }
    }
    UnbindPipeline();
}

void ProgramManager::RestoreGuestCompute() {}

void ProgramManager::LocalMemoryWarmup() {
    if (lmem_warmup_program.handle != 0) {
        BindComputeProgram(lmem_warmup_program.handle);
        glDispatchCompute(1, 1, 1);
    }
}

void ProgramManager::BindPipeline() {
    if (!is_pipeline_bound) {
        is_pipeline_bound = true;
        glBindProgramPipeline(pipeline.handle);
    }
    UnbindCompute();
}

void ProgramManager::UnbindPipeline() {
    if (is_pipeline_bound) {
        is_pipeline_bound = false;
        glBindProgramPipeline(0);
    }
    UnbindCompute();
}

void ProgramManager::UnbindCompute() {
    if (is_compute_bound) {
        is_compute_bound = false;
        glUseProgram(0);
    }
}
} // namespace OpenGL