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| author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-05-17 22:32:49 -0300 |
|---|---|---|
| committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-05-19 18:00:04 -0300 |
| commit | 420cc13248350ef5c2d19e0b961cb4185cd16a8a (patch) | |
| tree | 7c20805090bbdfd42de380644bb719122fbc85a8 /src/video_core/renderer_opengl/renderer_opengl.cpp | |
| parent | 47a7c4f4fed12d30c2c724df8c320cf34b654433 (diff) | |
renderer_opengl: Add assembly program code paths
Add code required to use OpenGL assembly programs based on
NV_gpu_program5. Decompilation for ARB programs is intended to be added
in a follow up commit. This does **not** include ARB decompilation and
it's not in an usable state.
The intention behind assembly programs is to reduce shader stutter
significantly on drivers supporting NV_gpu_program5 (and other required
extensions). Currently only Nvidia's proprietary driver supports these
extensions.
Add a UI option hidden for now to avoid people enabling this option
accidentally.
This code path has some limitations that OpenGL compatibility doesn't
have:
- NV_shader_storage_buffer_object is limited to 16 entries for a single
OpenGL context state (I don't know if this is an intended limitation, an
specification issue or I am missing something). Currently causes issues
on The Legend of Zelda: Link's Awakening.
- NV_parameter_buffer_object can't bind buffers using an offset
different to zero. The used workaround is to copy to a temporary buffer
(this doesn't happen often so it's not an issue).
On the other hand, it has the following advantages:
- Shaders build a lot faster.
- We have control over how floating point rounding is done over
individual instructions (SPIR-V on Vulkan can't do this).
- Operations on shared memory can be unsigned and signed.
- Transform feedbacks are dynamic state (not yet implemented).
- Parameter buffers (uniform buffers) are per stage, matching NVN and
hardware's behavior.
- The API to bind and create assembly programs makes sense, unlike
ARB_separate_shader_objects.
Diffstat (limited to 'src/video_core/renderer_opengl/renderer_opengl.cpp')
| -rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index b2a179746..6b489e6db 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -316,7 +316,7 @@ public: RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system, Core::Frontend::GraphicsContext& context) : RendererBase{emu_window}, emu_window{emu_window}, system{system}, context{context}, - has_debug_tool{HasDebugTool()} {} + program_manager{device}, has_debug_tool{HasDebugTool()} {} RendererOpenGL::~RendererOpenGL() = default; @@ -468,8 +468,9 @@ void RendererOpenGL::InitOpenGLObjects() { vertex_program.Create(true, false, vertex_shader.handle); fragment_program.Create(true, false, fragment_shader.handle); - // Create program pipeline - program_manager.Create(); + pipeline.Create(); + glUseProgramStages(pipeline.handle, GL_VERTEX_SHADER_BIT, vertex_program.handle); + glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, fragment_program.handle); // Generate VBO handle for drawing vertex_buffer.Create(); @@ -508,7 +509,7 @@ void RendererOpenGL::CreateRasterizer() { if (rasterizer) { return; } - rasterizer = std::make_unique<RasterizerOpenGL>(system, emu_window, screen_info, + rasterizer = std::make_unique<RasterizerOpenGL>(system, emu_window, device, screen_info, program_manager, state_tracker); } @@ -620,10 +621,7 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { state_tracker.NotifyClipControl(); state_tracker.NotifyAlphaTest(); - program_manager.UseVertexShader(vertex_program.handle); - program_manager.UseGeometryShader(0); - program_manager.UseFragmentShader(fragment_program.handle); - program_manager.BindGraphicsPipeline(); + program_manager.BindHostPipeline(pipeline.handle); glEnable(GL_CULL_FACE); if (screen_info.display_srgb) { @@ -665,6 +663,8 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + program_manager.RestoreGuestPipeline(); } bool RendererOpenGL::TryPresent(int timeout_ms) { |
