[GL4] Farewell, GL4 backend
This commit is contained in:
@@ -1,535 +0,0 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/gpu/gl4/draw_batcher.h"
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#include <cstring>
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/gpu/gl4/gl4_gpu_flags.h"
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#include "xenia/gpu/gpu_flags.h"
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namespace xe {
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namespace gpu {
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namespace gl4 {
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using namespace xe::gpu::xenos;
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const size_t kCommandBufferCapacity = 16 * (1024 * 1024);
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const size_t kCommandBufferAlignment = 4;
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const size_t kStateBufferCapacity = 64 * (1024 * 1024);
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const size_t kStateBufferAlignment = 256;
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DrawBatcher::DrawBatcher(RegisterFile* register_file)
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: register_file_(register_file),
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command_buffer_(kCommandBufferCapacity, kCommandBufferAlignment),
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state_buffer_(kStateBufferCapacity, kStateBufferAlignment),
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array_data_buffer_(nullptr),
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draw_open_(false) {
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std::memset(&batch_state_, 0, sizeof(batch_state_));
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batch_state_.needs_reconfigure = true;
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batch_state_.command_range_start = batch_state_.state_range_start =
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UINTPTR_MAX;
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std::memset(&active_draw_, 0, sizeof(active_draw_));
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}
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bool DrawBatcher::Initialize(CircularBuffer* array_data_buffer) {
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array_data_buffer_ = array_data_buffer;
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if (!command_buffer_.Initialize()) {
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return false;
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}
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if (!state_buffer_.Initialize()) {
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return false;
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}
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if (!InitializeTFB()) {
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return false;
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}
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glBindBuffer(GL_DRAW_INDIRECT_BUFFER, command_buffer_.handle());
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return true;
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}
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// Initializes a transform feedback object
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// We use this to capture vertex data straight from the vertex/geometry shader.
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bool DrawBatcher::InitializeTFB() {
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glCreateBuffers(1, &tfvbo_);
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if (!tfvbo_) {
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return false;
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}
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glCreateTransformFeedbacks(1, &tfbo_);
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if (!tfbo_) {
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return false;
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}
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glCreateQueries(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, 1, &tfqo_);
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if (!tfqo_) {
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return false;
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}
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// TODO(DrChat): Calculate this based on the number of primitives drawn.
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glNamedBufferData(tfvbo_, 16384 * 4, nullptr, GL_STATIC_READ);
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return true;
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}
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void DrawBatcher::ShutdownTFB() {
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glDeleteBuffers(1, &tfvbo_);
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glDeleteTransformFeedbacks(1, &tfbo_);
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glDeleteQueries(1, &tfqo_);
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tfvbo_ = 0;
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tfbo_ = 0;
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tfqo_ = 0;
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}
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size_t DrawBatcher::QueryTFBSize() {
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if (!tfb_enabled_) {
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return 0;
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}
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size_t size = 0;
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switch (tfb_prim_type_gl_) {
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case GL_POINTS:
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size = tfb_prim_count_ * 1 * 4 * 4;
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break;
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case GL_LINES:
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size = tfb_prim_count_ * 2 * 4 * 4;
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break;
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case GL_TRIANGLES:
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size = tfb_prim_count_ * 3 * 4 * 4;
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break;
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}
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return size;
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}
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bool DrawBatcher::ReadbackTFB(void* buffer, size_t size) {
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if (!tfb_enabled_) {
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XELOGW("DrawBatcher::ReadbackTFB called when TFB was disabled!");
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return false;
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}
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void* data = glMapNamedBufferRange(tfvbo_, 0, size, GL_MAP_READ_BIT);
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std::memcpy(buffer, data, size);
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glUnmapNamedBuffer(tfvbo_);
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return true;
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}
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void DrawBatcher::Shutdown() {
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command_buffer_.Shutdown();
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state_buffer_.Shutdown();
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ShutdownTFB();
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}
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bool DrawBatcher::ReconfigurePipeline(GL4Shader* vertex_shader,
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GL4Shader* pixel_shader,
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GLuint pipeline) {
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if (batch_state_.pipeline == pipeline) {
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// No-op.
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return true;
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}
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if (!Flush(FlushMode::kReconfigure)) {
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return false;
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}
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batch_state_.vertex_shader = vertex_shader;
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batch_state_.pixel_shader = pixel_shader;
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batch_state_.pipeline = pipeline;
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return true;
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}
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bool DrawBatcher::BeginDrawArrays(PrimitiveType prim_type,
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uint32_t index_count) {
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assert_false(draw_open_);
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if (batch_state_.prim_type != prim_type || batch_state_.indexed) {
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if (!Flush(FlushMode::kReconfigure)) {
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return false;
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}
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}
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batch_state_.prim_type = prim_type;
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batch_state_.indexed = false;
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if (!BeginDraw()) {
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return false;
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}
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auto cmd = active_draw_.draw_arrays_cmd;
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cmd->base_instance = 0;
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cmd->instance_count = 1;
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cmd->count = index_count;
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cmd->first_index = 0;
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return true;
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}
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bool DrawBatcher::BeginDrawElements(PrimitiveType prim_type,
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uint32_t index_count,
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IndexFormat index_format) {
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assert_false(draw_open_);
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GLenum index_type =
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index_format == IndexFormat::kInt32 ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT;
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if (batch_state_.prim_type != prim_type || !batch_state_.indexed ||
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batch_state_.index_type != index_type) {
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if (!Flush(FlushMode::kReconfigure)) {
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return false;
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}
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}
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batch_state_.prim_type = prim_type;
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batch_state_.indexed = true;
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batch_state_.index_type = index_type;
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if (!BeginDraw()) {
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return false;
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}
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uint32_t start_index = register_file_->values[XE_GPU_REG_VGT_INDX_OFFSET].u32;
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assert_zero(start_index);
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auto cmd = active_draw_.draw_elements_cmd;
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cmd->base_instance = 0;
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cmd->instance_count = 1;
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cmd->count = index_count;
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cmd->first_index = start_index;
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cmd->base_vertex = 0;
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return true;
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}
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bool DrawBatcher::BeginDraw() {
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draw_open_ = true;
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if (batch_state_.needs_reconfigure) {
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batch_state_.needs_reconfigure = false;
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// Have been reconfigured since last draw - need to compute state size.
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// Layout:
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// [draw command]
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// [common header]
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// [consts]
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// Padded to max.
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GLsizei command_size = 0;
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if (batch_state_.indexed) {
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command_size = sizeof(DrawElementsIndirectCommand);
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} else {
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command_size = sizeof(DrawArraysIndirectCommand);
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}
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batch_state_.command_stride =
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xe::round_up(command_size, GLsizei(kCommandBufferAlignment));
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GLsizei header_size = sizeof(CommonHeader);
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// TODO(benvanik): consts sizing.
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// GLsizei float_consts_size = sizeof(float4) * 512;
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// GLsizei bool_consts_size = sizeof(uint32_t) * 8;
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// GLsizei loop_consts_size = sizeof(uint32_t) * 32;
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// GLsizei consts_size =
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// float_consts_size + bool_consts_size + loop_consts_size;
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// batch_state_.float_consts_offset = batch_state_.header_offset +
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// header_size;
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// batch_state_.bool_consts_offset =
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// batch_state_.float_consts_offset + float_consts_size;
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// batch_state_.loop_consts_offset =
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// batch_state_.bool_consts_offset + bool_consts_size;
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GLsizei consts_size = 0;
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batch_state_.state_stride = header_size + consts_size;
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}
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// Allocate a command data block.
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// We should treat it as write-only.
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if (!command_buffer_.CanAcquire(batch_state_.command_stride)) {
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Flush(FlushMode::kMakeCoherent);
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}
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active_draw_.command_allocation =
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command_buffer_.Acquire(batch_state_.command_stride);
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assert_not_null(active_draw_.command_allocation.host_ptr);
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// Allocate a state data block.
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// We should treat it as write-only.
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if (!state_buffer_.CanAcquire(batch_state_.state_stride)) {
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Flush(FlushMode::kMakeCoherent);
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}
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active_draw_.state_allocation =
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state_buffer_.Acquire(batch_state_.state_stride);
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assert_not_null(active_draw_.state_allocation.host_ptr);
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active_draw_.command_address =
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reinterpret_cast<uintptr_t>(active_draw_.command_allocation.host_ptr);
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auto state_host_ptr =
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reinterpret_cast<uintptr_t>(active_draw_.state_allocation.host_ptr);
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active_draw_.header = reinterpret_cast<CommonHeader*>(state_host_ptr);
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active_draw_.header->ps_param_gen = -1;
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// active_draw_.float_consts =
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// reinterpret_cast<float4*>(state_host_ptr +
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// batch_state_.float_consts_offset);
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// active_draw_.bool_consts =
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// reinterpret_cast<uint32_t*>(state_host_ptr +
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// batch_state_.bool_consts_offset);
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// active_draw_.loop_consts =
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// reinterpret_cast<uint32_t*>(state_host_ptr +
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// batch_state_.loop_consts_offset);
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return true;
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}
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void DrawBatcher::DiscardDraw() {
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if (!draw_open_) {
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// No-op.
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return;
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}
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draw_open_ = false;
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command_buffer_.Discard(std::move(active_draw_.command_allocation));
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state_buffer_.Discard(std::move(active_draw_.state_allocation));
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}
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bool DrawBatcher::CommitDraw() {
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assert_true(draw_open_);
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draw_open_ = false;
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// Copy over required constants.
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CopyConstants();
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if (batch_state_.state_range_start == UINTPTR_MAX) {
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batch_state_.command_range_start = active_draw_.command_allocation.offset;
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batch_state_.state_range_start = active_draw_.state_allocation.offset;
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}
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batch_state_.command_range_length +=
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active_draw_.command_allocation.aligned_length;
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batch_state_.state_range_length +=
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active_draw_.state_allocation.aligned_length;
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command_buffer_.Commit(std::move(active_draw_.command_allocation));
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state_buffer_.Commit(std::move(active_draw_.state_allocation));
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++batch_state_.draw_count;
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return true;
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}
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void DrawBatcher::TFBBegin(PrimitiveType prim_type) {
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if (!tfb_enabled_) {
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return;
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}
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// Translate the primitive typename to something compatible with TFB.
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GLenum gl_prim_type = 0;
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switch (prim_type) {
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case PrimitiveType::kLineList:
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gl_prim_type = GL_LINES;
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break;
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case PrimitiveType::kLineStrip:
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gl_prim_type = GL_LINES;
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break;
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case PrimitiveType::kLineLoop:
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gl_prim_type = GL_LINES;
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break;
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case PrimitiveType::kPointList:
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// The geometry shader associated with this writes out triangles.
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gl_prim_type = GL_TRIANGLES;
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break;
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case PrimitiveType::kTriangleList:
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gl_prim_type = GL_TRIANGLES;
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break;
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case PrimitiveType::kTriangleStrip:
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gl_prim_type = GL_TRIANGLES;
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break;
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case PrimitiveType::kRectangleList:
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gl_prim_type = GL_TRIANGLES;
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break;
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case PrimitiveType::kTriangleFan:
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gl_prim_type = GL_TRIANGLES;
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break;
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case PrimitiveType::kQuadList:
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// FIXME: In some cases the geometry shader will output lines.
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// See: GL4CommandProcessor::UpdateShaders
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gl_prim_type = GL_TRIANGLES;
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break;
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default:
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assert_unhandled_case(prim_type);
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break;
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}
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// TODO(DrChat): Resize the TFVBO here.
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// Could draw a 2nd time with the rasterizer disabled once we have a primitive
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// count.
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tfb_prim_type_ = prim_type;
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tfb_prim_type_gl_ = gl_prim_type;
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glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, tfbo_);
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// Bind the buffer to the TFB object.
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glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfvbo_);
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// Begin a query for # prims written
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glBeginQueryIndexed(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, 0, tfqo_);
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// Begin capturing.
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glBeginTransformFeedback(gl_prim_type);
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}
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void DrawBatcher::TFBEnd() {
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if (!tfb_enabled_) {
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return;
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}
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glEndTransformFeedback();
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glEndQueryIndexed(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, 0);
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glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
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glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
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// Cache the query size as query objects aren't shared.
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GLint prim_count = 0;
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glGetQueryObjectiv(tfqo_, GL_QUERY_RESULT, &prim_count);
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tfb_prim_count_ = prim_count;
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}
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bool DrawBatcher::Flush(FlushMode mode) {
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GLboolean cull_enabled = 0;
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if (batch_state_.draw_count) {
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#if FINE_GRAINED_DRAW_SCOPES
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SCOPE_profile_cpu_f("gpu");
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#endif // FINE_GRAINED_DRAW_SCOPES
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assert_not_zero(batch_state_.command_stride);
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assert_not_zero(batch_state_.state_stride);
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// Flush pending buffer changes.
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command_buffer_.Flush();
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state_buffer_.Flush();
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array_data_buffer_->Flush();
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// State data is indexed by draw ID.
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, state_buffer_.handle(),
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batch_state_.state_range_start,
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batch_state_.state_range_length);
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GLenum prim_type = 0;
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bool valid_prim = true;
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switch (batch_state_.prim_type) {
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case PrimitiveType::kPointList:
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prim_type = GL_POINTS;
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break;
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case PrimitiveType::kLineList:
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prim_type = GL_LINES;
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break;
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case PrimitiveType::kLineStrip:
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prim_type = GL_LINE_STRIP;
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break;
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case PrimitiveType::kLineLoop:
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prim_type = GL_LINE_LOOP;
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break;
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case PrimitiveType::kTriangleList:
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prim_type = GL_TRIANGLES;
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break;
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case PrimitiveType::kTriangleStrip:
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prim_type = GL_TRIANGLE_STRIP;
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break;
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case PrimitiveType::kTriangleFan:
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prim_type = GL_TRIANGLE_FAN;
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break;
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case PrimitiveType::kRectangleList:
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prim_type = GL_TRIANGLES;
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// Rect lists aren't culled. There may be other things they skip too.
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// assert_true(
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// (register_file_->values[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32
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// & 0x3) == 0);
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break;
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case PrimitiveType::kQuadList:
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prim_type = GL_LINES_ADJACENCY;
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break;
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default:
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case PrimitiveType::kTriangleWithWFlags:
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prim_type = GL_TRIANGLES;
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valid_prim = false;
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XELOGE("unsupported primitive type %d", batch_state_.prim_type);
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assert_unhandled_case(batch_state_.prim_type);
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break;
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}
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// Fast path for single draws.
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void* indirect_offset =
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reinterpret_cast<void*>(batch_state_.command_range_start);
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||||
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if (tfb_enabled_) {
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||||
TFBBegin(batch_state_.prim_type);
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}
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||||
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||||
if (valid_prim && batch_state_.draw_count == 1) {
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||||
// Fast path for one draw. Removes MDI overhead when not required.
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||||
if (batch_state_.indexed) {
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||||
auto& cmd = active_draw_.draw_elements_cmd;
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||||
glDrawElementsInstancedBaseVertexBaseInstance(
|
||||
prim_type, cmd->count, batch_state_.index_type,
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||||
reinterpret_cast<void*>(
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||||
uintptr_t(cmd->first_index) *
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||||
(batch_state_.index_type == GL_UNSIGNED_SHORT ? 2 : 4)),
|
||||
cmd->instance_count, cmd->base_vertex, cmd->base_instance);
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||||
} else {
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||||
auto& cmd = active_draw_.draw_arrays_cmd;
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||||
glDrawArraysInstancedBaseInstance(prim_type, cmd->first_index,
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||||
cmd->count, cmd->instance_count,
|
||||
cmd->base_instance);
|
||||
}
|
||||
} else if (valid_prim) {
|
||||
// Full multi-draw.
|
||||
if (batch_state_.indexed) {
|
||||
glMultiDrawElementsIndirect(prim_type, batch_state_.index_type,
|
||||
indirect_offset, batch_state_.draw_count,
|
||||
batch_state_.command_stride);
|
||||
} else {
|
||||
glMultiDrawArraysIndirect(prim_type, indirect_offset,
|
||||
batch_state_.draw_count,
|
||||
batch_state_.command_stride);
|
||||
}
|
||||
}
|
||||
|
||||
if (tfb_enabled_) {
|
||||
TFBEnd();
|
||||
}
|
||||
|
||||
batch_state_.command_range_start = UINTPTR_MAX;
|
||||
batch_state_.command_range_length = 0;
|
||||
batch_state_.state_range_start = UINTPTR_MAX;
|
||||
batch_state_.state_range_length = 0;
|
||||
batch_state_.draw_count = 0;
|
||||
}
|
||||
|
||||
if (mode == FlushMode::kReconfigure) {
|
||||
// Reset - we'll update it as soon as we have all the information.
|
||||
batch_state_.needs_reconfigure = true;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void DrawBatcher::CopyConstants() {
|
||||
// TODO(benvanik): partial updates, etc. We could use shader constant access
|
||||
// knowledge that we get at compile time to only upload those constants
|
||||
// required. If we did this as a variable length then we could really cut
|
||||
// down on state block sizes.
|
||||
|
||||
std::memcpy(active_draw_.header->float_consts,
|
||||
®ister_file_->values[XE_GPU_REG_SHADER_CONSTANT_000_X].f32,
|
||||
sizeof(active_draw_.header->float_consts));
|
||||
std::memcpy(
|
||||
active_draw_.header->bool_consts,
|
||||
®ister_file_->values[XE_GPU_REG_SHADER_CONSTANT_BOOL_000_031].f32,
|
||||
sizeof(active_draw_.header->bool_consts));
|
||||
std::memcpy(active_draw_.header->loop_consts,
|
||||
®ister_file_->values[XE_GPU_REG_SHADER_CONSTANT_LOOP_00].f32,
|
||||
sizeof(active_draw_.header->loop_consts));
|
||||
}
|
||||
|
||||
} // namespace gl4
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
@@ -1,191 +0,0 @@
|
||||
/**
|
||||
******************************************************************************
|
||||
* Xenia : Xbox 360 Emulator Research Project *
|
||||
******************************************************************************
|
||||
* Copyright 2014 Ben Vanik. All rights reserved. *
|
||||
* Released under the BSD license - see LICENSE in the root for more details. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef XENIA_GPU_GL4_DRAW_BATCHER_H_
|
||||
#define XENIA_GPU_GL4_DRAW_BATCHER_H_
|
||||
|
||||
#include "xenia/gpu/gl4/gl4_shader.h"
|
||||
#include "xenia/gpu/register_file.h"
|
||||
#include "xenia/gpu/xenos.h"
|
||||
#include "xenia/ui/gl/circular_buffer.h"
|
||||
#include "xenia/ui/gl/gl_context.h"
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace gl4 {
|
||||
|
||||
using xe::ui::gl::CircularBuffer;
|
||||
|
||||
union float4 {
|
||||
float v[4];
|
||||
struct {
|
||||
float x, y, z, w;
|
||||
};
|
||||
};
|
||||
|
||||
#pragma pack(push, 4)
|
||||
struct DrawArraysIndirectCommand {
|
||||
GLuint count;
|
||||
GLuint instance_count;
|
||||
GLuint first_index;
|
||||
GLuint base_instance;
|
||||
};
|
||||
struct DrawElementsIndirectCommand {
|
||||
GLuint count;
|
||||
GLuint instance_count;
|
||||
GLuint first_index;
|
||||
GLint base_vertex;
|
||||
GLuint base_instance;
|
||||
};
|
||||
#pragma pack(pop)
|
||||
|
||||
class DrawBatcher {
|
||||
public:
|
||||
enum class FlushMode {
|
||||
kMakeCoherent,
|
||||
kStateChange,
|
||||
kReconfigure,
|
||||
};
|
||||
|
||||
explicit DrawBatcher(RegisterFile* register_file);
|
||||
|
||||
bool Initialize(CircularBuffer* array_data_buffer);
|
||||
void Shutdown();
|
||||
|
||||
PrimitiveType prim_type() const { return batch_state_.prim_type; }
|
||||
|
||||
void set_window_scalar(float width_scalar, float height_scalar) {
|
||||
active_draw_.header->window_scale.x = width_scalar;
|
||||
active_draw_.header->window_scale.y = height_scalar;
|
||||
}
|
||||
void set_vtx_fmt(float xy, float z, float w) {
|
||||
active_draw_.header->vtx_fmt.x = xy;
|
||||
active_draw_.header->vtx_fmt.y = xy;
|
||||
active_draw_.header->vtx_fmt.z = z;
|
||||
active_draw_.header->vtx_fmt.w = w;
|
||||
}
|
||||
void set_alpha_test(bool enabled, uint32_t func, float ref) {
|
||||
active_draw_.header->alpha_test.x = enabled ? 1.0f : 0.0f;
|
||||
active_draw_.header->alpha_test.y = static_cast<float>(func);
|
||||
active_draw_.header->alpha_test.z = ref;
|
||||
}
|
||||
void set_ps_param_gen(int register_index) {
|
||||
active_draw_.header->ps_param_gen = register_index;
|
||||
}
|
||||
void set_texture_sampler(int index, GLuint64 handle, uint32_t swizzle) {
|
||||
active_draw_.header->texture_samplers[index] = handle;
|
||||
active_draw_.header->texture_swizzles[index] = swizzle;
|
||||
}
|
||||
void set_index_buffer(const CircularBuffer::Allocation& allocation) {
|
||||
// Offset is used in glDrawElements.
|
||||
auto& cmd = active_draw_.draw_elements_cmd;
|
||||
size_t index_size = batch_state_.index_type == GL_UNSIGNED_SHORT ? 2 : 4;
|
||||
cmd->first_index = GLuint(allocation.offset / index_size);
|
||||
}
|
||||
|
||||
bool ReconfigurePipeline(GL4Shader* vertex_shader, GL4Shader* pixel_shader,
|
||||
GLuint pipeline);
|
||||
|
||||
bool BeginDrawArrays(PrimitiveType prim_type, uint32_t index_count);
|
||||
bool BeginDrawElements(PrimitiveType prim_type, uint32_t index_count,
|
||||
IndexFormat index_format);
|
||||
void DiscardDraw();
|
||||
bool CommitDraw();
|
||||
bool Flush(FlushMode mode);
|
||||
|
||||
// TFB - Filled with vertex shader output from the last flush.
|
||||
size_t QueryTFBSize();
|
||||
bool ReadbackTFB(void* buffer, size_t size);
|
||||
|
||||
GLuint tfvbo() { return tfvbo_; }
|
||||
bool is_tfb_enabled() const { return tfb_enabled_; }
|
||||
void set_tfb_enabled(bool enabled) { tfb_enabled_ = enabled; }
|
||||
|
||||
private:
|
||||
bool InitializeTFB();
|
||||
void ShutdownTFB();
|
||||
|
||||
void TFBBegin(PrimitiveType prim_type);
|
||||
void TFBEnd();
|
||||
|
||||
bool BeginDraw();
|
||||
void CopyConstants();
|
||||
|
||||
RegisterFile* register_file_;
|
||||
CircularBuffer command_buffer_;
|
||||
CircularBuffer state_buffer_;
|
||||
CircularBuffer* array_data_buffer_;
|
||||
|
||||
GLuint tfbo_ = 0;
|
||||
GLuint tfvbo_ = 0;
|
||||
GLuint tfqo_ = 0;
|
||||
PrimitiveType tfb_prim_type_ = PrimitiveType::kNone;
|
||||
GLenum tfb_prim_type_gl_ = 0;
|
||||
GLint tfb_prim_count_ = 0;
|
||||
bool tfb_enabled_ = false;
|
||||
|
||||
struct BatchState {
|
||||
bool needs_reconfigure;
|
||||
PrimitiveType prim_type;
|
||||
bool indexed;
|
||||
GLenum index_type;
|
||||
|
||||
GL4Shader* vertex_shader;
|
||||
GL4Shader* pixel_shader;
|
||||
GLuint pipeline;
|
||||
|
||||
GLsizei command_stride;
|
||||
GLsizei state_stride;
|
||||
GLsizei float_consts_offset;
|
||||
GLsizei bool_consts_offset;
|
||||
GLsizei loop_consts_offset;
|
||||
|
||||
uintptr_t command_range_start;
|
||||
uintptr_t command_range_length;
|
||||
uintptr_t state_range_start;
|
||||
uintptr_t state_range_length;
|
||||
GLsizei draw_count;
|
||||
} batch_state_;
|
||||
|
||||
// This must match GL4Shader's header.
|
||||
struct CommonHeader {
|
||||
float4 window_scale; // sx,sy, ?, ?
|
||||
float4 vtx_fmt; //
|
||||
float4 alpha_test; // alpha test enable, func, ref, ?
|
||||
int ps_param_gen;
|
||||
int padding[3];
|
||||
|
||||
// TODO(benvanik): pack tightly
|
||||
GLuint64 texture_samplers[32];
|
||||
GLuint texture_swizzles[32];
|
||||
|
||||
float4 float_consts[512];
|
||||
uint32_t bool_consts[8];
|
||||
uint32_t loop_consts[32];
|
||||
};
|
||||
struct {
|
||||
CircularBuffer::Allocation command_allocation;
|
||||
CircularBuffer::Allocation state_allocation;
|
||||
|
||||
union {
|
||||
DrawArraysIndirectCommand* draw_arrays_cmd;
|
||||
DrawElementsIndirectCommand* draw_elements_cmd;
|
||||
uintptr_t command_address;
|
||||
};
|
||||
|
||||
CommonHeader* header;
|
||||
} active_draw_;
|
||||
bool draw_open_;
|
||||
};
|
||||
|
||||
} // namespace gl4
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
|
||||
#endif // XENIA_GPU_GL4_DRAW_BATCHER_H_
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,237 +0,0 @@
|
||||
/**
|
||||
******************************************************************************
|
||||
* Xenia : Xbox 360 Emulator Research Project *
|
||||
******************************************************************************
|
||||
* Copyright 2014 Ben Vanik. All rights reserved. *
|
||||
* Released under the BSD license - see LICENSE in the root for more details. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef XENIA_GPU_GL4_GL4_COMMAND_PROCESSOR_H_
|
||||
#define XENIA_GPU_GL4_GL4_COMMAND_PROCESSOR_H_
|
||||
|
||||
#include <atomic>
|
||||
#include <cstring>
|
||||
#include <functional>
|
||||
#include <memory>
|
||||
#include <mutex>
|
||||
#include <queue>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#include "xenia/base/threading.h"
|
||||
#include "xenia/gpu/command_processor.h"
|
||||
#include "xenia/gpu/gl4/draw_batcher.h"
|
||||
#include "xenia/gpu/gl4/gl4_shader.h"
|
||||
#include "xenia/gpu/gl4/gl4_shader_cache.h"
|
||||
#include "xenia/gpu/gl4/texture_cache.h"
|
||||
#include "xenia/gpu/glsl_shader_translator.h"
|
||||
#include "xenia/gpu/register_file.h"
|
||||
#include "xenia/gpu/xenos.h"
|
||||
#include "xenia/kernel/xthread.h"
|
||||
#include "xenia/memory.h"
|
||||
#include "xenia/ui/gl/circular_buffer.h"
|
||||
#include "xenia/ui/gl/gl_context.h"
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace gl4 {
|
||||
|
||||
class GL4GraphicsSystem;
|
||||
|
||||
class GL4CommandProcessor : public CommandProcessor {
|
||||
public:
|
||||
GL4CommandProcessor(GL4GraphicsSystem* graphics_system,
|
||||
kernel::KernelState* kernel_state);
|
||||
~GL4CommandProcessor() override;
|
||||
|
||||
void ClearCaches() override;
|
||||
|
||||
// HACK: for debugging; would be good to have this in a base type.
|
||||
TextureCache* texture_cache() { return &texture_cache_; }
|
||||
DrawBatcher* draw_batcher() { return &draw_batcher_; }
|
||||
|
||||
GLuint GetColorRenderTarget(uint32_t pitch, MsaaSamples samples,
|
||||
uint32_t base, ColorRenderTargetFormat format);
|
||||
GLuint GetDepthRenderTarget(uint32_t pitch, MsaaSamples samples,
|
||||
uint32_t base, DepthRenderTargetFormat format);
|
||||
|
||||
private:
|
||||
enum class UpdateStatus {
|
||||
kCompatible,
|
||||
kMismatch,
|
||||
kError,
|
||||
};
|
||||
|
||||
struct CachedFramebuffer {
|
||||
GLuint color_targets[4];
|
||||
GLuint depth_target;
|
||||
GLuint framebuffer;
|
||||
};
|
||||
struct CachedColorRenderTarget {
|
||||
uint32_t base;
|
||||
uint32_t width;
|
||||
uint32_t height;
|
||||
ColorRenderTargetFormat format;
|
||||
GLenum internal_format;
|
||||
GLuint texture;
|
||||
};
|
||||
struct CachedDepthRenderTarget {
|
||||
uint32_t base;
|
||||
uint32_t width;
|
||||
uint32_t height;
|
||||
DepthRenderTargetFormat format;
|
||||
GLenum internal_format;
|
||||
GLuint texture;
|
||||
};
|
||||
struct CachedPipeline {
|
||||
CachedPipeline();
|
||||
~CachedPipeline();
|
||||
GLuint vertex_program;
|
||||
GLuint fragment_program;
|
||||
struct {
|
||||
GLuint default_pipeline;
|
||||
GLuint point_list_pipeline;
|
||||
GLuint rect_list_pipeline;
|
||||
GLuint quad_list_pipeline;
|
||||
GLuint line_quad_list_pipeline;
|
||||
// TODO(benvanik): others with geometry shaders.
|
||||
} handles;
|
||||
};
|
||||
|
||||
bool SetupContext() override;
|
||||
void ShutdownContext() override;
|
||||
GLuint CreateGeometryProgram(const std::string& source);
|
||||
|
||||
void MakeCoherent() override;
|
||||
void PrepareForWait() override;
|
||||
void ReturnFromWait() override;
|
||||
|
||||
void PerformSwap(uint32_t frontbuffer_ptr, uint32_t frontbuffer_width,
|
||||
uint32_t frontbuffer_height) override;
|
||||
|
||||
Shader* LoadShader(ShaderType shader_type, uint32_t guest_address,
|
||||
const uint32_t* host_address,
|
||||
uint32_t dword_count) override;
|
||||
|
||||
bool IssueDraw(PrimitiveType prim_type, uint32_t index_count,
|
||||
IndexBufferInfo* index_buffer_info) override;
|
||||
UpdateStatus UpdateShaders(PrimitiveType prim_type);
|
||||
UpdateStatus UpdateRenderTargets();
|
||||
UpdateStatus UpdateState(PrimitiveType prim_type);
|
||||
UpdateStatus UpdateViewportState();
|
||||
UpdateStatus UpdateRasterizerState(PrimitiveType prim_type);
|
||||
UpdateStatus UpdateBlendState();
|
||||
UpdateStatus UpdateDepthStencilState();
|
||||
UpdateStatus PopulateIndexBuffer(IndexBufferInfo* index_buffer_info);
|
||||
UpdateStatus PopulateVertexBuffers();
|
||||
UpdateStatus PopulateSamplers();
|
||||
UpdateStatus PopulateSampler(const Shader::TextureBinding& texture_binding);
|
||||
bool IssueCopy() override;
|
||||
|
||||
CachedFramebuffer* GetFramebuffer(GLuint color_targets[4],
|
||||
GLuint depth_target);
|
||||
|
||||
GlslShaderTranslator shader_translator_;
|
||||
GL4ShaderCache shader_cache_;
|
||||
CachedFramebuffer* active_framebuffer_ = nullptr;
|
||||
GLuint last_framebuffer_texture_ = 0;
|
||||
|
||||
std::vector<CachedFramebuffer> cached_framebuffers_;
|
||||
std::vector<CachedColorRenderTarget> cached_color_render_targets_;
|
||||
std::vector<CachedDepthRenderTarget> cached_depth_render_targets_;
|
||||
std::vector<std::unique_ptr<CachedPipeline>> all_pipelines_;
|
||||
std::unordered_map<uint64_t, CachedPipeline*> cached_pipelines_;
|
||||
GLuint point_list_geometry_program_ = 0;
|
||||
GLuint rect_list_geometry_program_ = 0;
|
||||
GLuint quad_list_geometry_program_ = 0;
|
||||
GLuint line_quad_list_geometry_program_ = 0;
|
||||
|
||||
TextureCache texture_cache_;
|
||||
|
||||
DrawBatcher draw_batcher_;
|
||||
xe::ui::gl::CircularBuffer scratch_buffer_;
|
||||
|
||||
private:
|
||||
bool SetShadowRegister(uint32_t* dest, uint32_t register_name);
|
||||
bool SetShadowRegister(float* dest, uint32_t register_name);
|
||||
struct UpdateRenderTargetsRegisters {
|
||||
uint32_t rb_modecontrol;
|
||||
uint32_t rb_surface_info;
|
||||
uint32_t rb_color_info;
|
||||
uint32_t rb_color1_info;
|
||||
uint32_t rb_color2_info;
|
||||
uint32_t rb_color3_info;
|
||||
uint32_t rb_color_mask;
|
||||
uint32_t rb_depthcontrol;
|
||||
uint32_t rb_stencilrefmask;
|
||||
uint32_t rb_depth_info;
|
||||
|
||||
UpdateRenderTargetsRegisters() { Reset(); }
|
||||
void Reset() { std::memset(this, 0, sizeof(*this)); }
|
||||
} update_render_targets_regs_;
|
||||
struct UpdateViewportStateRegisters {
|
||||
// uint32_t pa_cl_clip_cntl;
|
||||
uint32_t rb_surface_info;
|
||||
uint32_t pa_cl_vte_cntl;
|
||||
uint32_t pa_su_sc_mode_cntl;
|
||||
uint32_t pa_sc_window_offset;
|
||||
uint32_t pa_sc_window_scissor_tl;
|
||||
uint32_t pa_sc_window_scissor_br;
|
||||
float pa_cl_vport_xoffset;
|
||||
float pa_cl_vport_yoffset;
|
||||
float pa_cl_vport_zoffset;
|
||||
float pa_cl_vport_xscale;
|
||||
float pa_cl_vport_yscale;
|
||||
float pa_cl_vport_zscale;
|
||||
|
||||
UpdateViewportStateRegisters() { Reset(); }
|
||||
void Reset() { std::memset(this, 0, sizeof(*this)); }
|
||||
} update_viewport_state_regs_;
|
||||
struct UpdateRasterizerStateRegisters {
|
||||
uint32_t pa_su_sc_mode_cntl;
|
||||
uint32_t pa_sc_screen_scissor_tl;
|
||||
uint32_t pa_sc_screen_scissor_br;
|
||||
uint32_t multi_prim_ib_reset_index;
|
||||
uint32_t pa_sc_viz_query;
|
||||
PrimitiveType prim_type;
|
||||
|
||||
UpdateRasterizerStateRegisters() { Reset(); }
|
||||
void Reset() { std::memset(this, 0, sizeof(*this)); }
|
||||
} update_rasterizer_state_regs_;
|
||||
struct UpdateBlendStateRegisters {
|
||||
uint32_t rb_blendcontrol[4];
|
||||
float rb_blend_rgba[4];
|
||||
|
||||
UpdateBlendStateRegisters() { Reset(); }
|
||||
void Reset() { std::memset(this, 0, sizeof(*this)); }
|
||||
} update_blend_state_regs_;
|
||||
struct UpdateDepthStencilStateRegisters {
|
||||
uint32_t rb_depthcontrol;
|
||||
uint32_t rb_stencilrefmask;
|
||||
|
||||
UpdateDepthStencilStateRegisters() { Reset(); }
|
||||
void Reset() { std::memset(this, 0, sizeof(*this)); }
|
||||
} update_depth_stencil_state_regs_;
|
||||
struct UpdateShadersRegisters {
|
||||
PrimitiveType prim_type;
|
||||
uint32_t pa_su_sc_mode_cntl;
|
||||
uint32_t sq_program_cntl;
|
||||
uint32_t sq_context_misc;
|
||||
GL4Shader* vertex_shader;
|
||||
GL4Shader* pixel_shader;
|
||||
|
||||
UpdateShadersRegisters() { Reset(); }
|
||||
void Reset() {
|
||||
sq_program_cntl = 0;
|
||||
vertex_shader = pixel_shader = nullptr;
|
||||
}
|
||||
} update_shaders_regs_;
|
||||
};
|
||||
|
||||
} // namespace gl4
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
|
||||
#endif // XENIA_GPU_GL4_GL4_COMMAND_PROCESSOR_H_
|
||||
@@ -1,17 +0,0 @@
|
||||
/**
|
||||
******************************************************************************
|
||||
* Xenia : Xbox 360 Emulator Research Project *
|
||||
******************************************************************************
|
||||
* Copyright 2014 Ben Vanik. All rights reserved. *
|
||||
* Released under the BSD license - see LICENSE in the root for more details. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#include "xenia/gpu/gl4/gl4_gpu_flags.h"
|
||||
|
||||
DEFINE_bool(disable_framebuffer_readback, false,
|
||||
"Disable framebuffer readback.");
|
||||
DEFINE_bool(disable_textures, false, "Disable textures and use colors only.");
|
||||
DEFINE_string(shader_cache_dir, "",
|
||||
"GL4 Shader cache directory (relative to Xenia). Specify an "
|
||||
"empty string to disable the cache.");
|
||||
@@ -1,21 +0,0 @@
|
||||
/**
|
||||
******************************************************************************
|
||||
* Xenia : Xbox 360 Emulator Research Project *
|
||||
******************************************************************************
|
||||
* Copyright 2013 Ben Vanik. All rights reserved. *
|
||||
* Released under the BSD license - see LICENSE in the root for more details. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef XENIA_GPU_GL4_GL4_GPU_FLAGS_H_
|
||||
#define XENIA_GPU_GL4_GL4_GPU_FLAGS_H_
|
||||
|
||||
#include <gflags/gflags.h>
|
||||
|
||||
DECLARE_bool(disable_framebuffer_readback);
|
||||
DECLARE_bool(disable_textures);
|
||||
DECLARE_string(shader_cache_dir);
|
||||
|
||||
#define FINE_GRAINED_DRAW_SCOPES 0
|
||||
|
||||
#endif // XENIA_GPU_GL4_GL4_GPU_FLAGS_H_
|
||||
@@ -1,86 +0,0 @@
|
||||
/**
|
||||
******************************************************************************
|
||||
* Xenia : Xbox 360 Emulator Research Project *
|
||||
******************************************************************************
|
||||
* Copyright 2014 Ben Vanik. All rights reserved. *
|
||||
* Released under the BSD license - see LICENSE in the root for more details. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#include "xenia/gpu/gl4/gl4_graphics_system.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstring>
|
||||
|
||||
#include "xenia/base/logging.h"
|
||||
#include "xenia/base/profiling.h"
|
||||
#include "xenia/cpu/processor.h"
|
||||
#include "xenia/gpu/gl4/gl4_command_processor.h"
|
||||
#include "xenia/gpu/gl4/gl4_gpu_flags.h"
|
||||
#include "xenia/gpu/gpu_flags.h"
|
||||
#include "xenia/ui/gl/gl_provider.h"
|
||||
#include "xenia/ui/window.h"
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace gl4 {
|
||||
|
||||
GL4GraphicsSystem::GL4GraphicsSystem() = default;
|
||||
|
||||
GL4GraphicsSystem::~GL4GraphicsSystem() = default;
|
||||
|
||||
X_STATUS GL4GraphicsSystem::Setup(cpu::Processor* processor,
|
||||
kernel::KernelState* kernel_state,
|
||||
ui::Window* target_window) {
|
||||
// Must create the provider so we can create contexts.
|
||||
provider_ = xe::ui::gl::GLProvider::Create(target_window);
|
||||
|
||||
auto result = GraphicsSystem::Setup(processor, kernel_state, target_window);
|
||||
if (result) {
|
||||
return result;
|
||||
}
|
||||
|
||||
display_context_ =
|
||||
reinterpret_cast<xe::ui::gl::GLContext*>(target_window->context());
|
||||
|
||||
return X_STATUS_SUCCESS;
|
||||
}
|
||||
|
||||
void GL4GraphicsSystem::Shutdown() { GraphicsSystem::Shutdown(); }
|
||||
|
||||
std::unique_ptr<CommandProcessor> GL4GraphicsSystem::CreateCommandProcessor() {
|
||||
return std::unique_ptr<CommandProcessor>(
|
||||
new GL4CommandProcessor(this, kernel_state_));
|
||||
}
|
||||
|
||||
void GL4GraphicsSystem::Swap(xe::ui::UIEvent* e) {
|
||||
if (!command_processor_) {
|
||||
return;
|
||||
}
|
||||
// Check for pending swap.
|
||||
auto& swap_state = command_processor_->swap_state();
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(swap_state.mutex);
|
||||
if (swap_state.pending) {
|
||||
swap_state.pending = false;
|
||||
std::swap(swap_state.front_buffer_texture,
|
||||
swap_state.back_buffer_texture);
|
||||
}
|
||||
}
|
||||
|
||||
if (!swap_state.front_buffer_texture) {
|
||||
// Not yet ready.
|
||||
return;
|
||||
}
|
||||
|
||||
// Blit the frontbuffer.
|
||||
display_context_->blitter()->BlitTexture2D(
|
||||
static_cast<GLuint>(swap_state.front_buffer_texture),
|
||||
Rect2D(0, 0, swap_state.width, swap_state.height),
|
||||
Rect2D(0, 0, target_window_->width(), target_window_->height()),
|
||||
GL_LINEAR, false);
|
||||
}
|
||||
|
||||
} // namespace gl4
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
@@ -1,45 +0,0 @@
|
||||
/**
|
||||
******************************************************************************
|
||||
* Xenia : Xbox 360 Emulator Research Project *
|
||||
******************************************************************************
|
||||
* Copyright 2014 Ben Vanik. All rights reserved. *
|
||||
* Released under the BSD license - see LICENSE in the root for more details. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef XENIA_GPU_GL4_GL4_GRAPHICS_SYSTEM_H_
|
||||
#define XENIA_GPU_GL4_GL4_GRAPHICS_SYSTEM_H_
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include "xenia/gpu/graphics_system.h"
|
||||
#include "xenia/ui/gl/gl_context.h"
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace gl4 {
|
||||
|
||||
class GL4GraphicsSystem : public GraphicsSystem {
|
||||
public:
|
||||
GL4GraphicsSystem();
|
||||
~GL4GraphicsSystem() override;
|
||||
|
||||
std::wstring name() const override { return L"GL4"; }
|
||||
|
||||
X_STATUS Setup(cpu::Processor* processor, kernel::KernelState* kernel_state,
|
||||
ui::Window* target_window) override;
|
||||
void Shutdown() override;
|
||||
|
||||
private:
|
||||
std::unique_ptr<CommandProcessor> CreateCommandProcessor() override;
|
||||
|
||||
void Swap(xe::ui::UIEvent* e) override;
|
||||
|
||||
xe::ui::gl::GLContext* display_context_ = nullptr;
|
||||
};
|
||||
|
||||
} // namespace gl4
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
|
||||
#endif // XENIA_GPU_GL4_GL4_GRAPHICS_SYSTEM_H_
|
||||
@@ -1,298 +0,0 @@
|
||||
/**
|
||||
******************************************************************************
|
||||
* Xenia : Xbox 360 Emulator Research Project *
|
||||
******************************************************************************
|
||||
* Copyright 2014 Ben Vanik. All rights reserved. *
|
||||
* Released under the BSD license - see LICENSE in the root for more details. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#include "xenia/gpu/gl4/gl4_shader.h"
|
||||
|
||||
#include "xenia/base/logging.h"
|
||||
#include "xenia/base/math.h"
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace gl4 {
|
||||
|
||||
GL4Shader::GL4Shader(ShaderType shader_type, uint64_t data_hash,
|
||||
const uint32_t* dword_ptr, uint32_t dword_count)
|
||||
: Shader(shader_type, data_hash, dword_ptr, dword_count) {}
|
||||
|
||||
GL4Shader::~GL4Shader() {
|
||||
glDeleteProgram(program_);
|
||||
glDeleteVertexArrays(1, &vao_);
|
||||
}
|
||||
|
||||
bool GL4Shader::Prepare() {
|
||||
// Build static vertex array descriptor.
|
||||
if (!PrepareVertexArrayObject()) {
|
||||
XELOGE("Unable to prepare vertex shader array object");
|
||||
return false;
|
||||
}
|
||||
|
||||
bool success = true;
|
||||
if (!CompileShader()) {
|
||||
host_error_log_ = GetShaderInfoLog();
|
||||
success = false;
|
||||
}
|
||||
if (success && !LinkProgram()) {
|
||||
host_error_log_ = GetProgramInfoLog();
|
||||
success = false;
|
||||
}
|
||||
|
||||
if (success) {
|
||||
host_binary_ = GetBinary();
|
||||
host_disassembly_ = GetHostDisasmNV(host_binary_);
|
||||
}
|
||||
is_valid_ = success;
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
bool GL4Shader::LoadFromBinary(const uint8_t* blob, GLenum binary_format,
|
||||
size_t length) {
|
||||
program_ = glCreateProgram();
|
||||
glProgramBinary(program_, binary_format, blob, GLsizei(length));
|
||||
|
||||
GLint link_status = 0;
|
||||
glGetProgramiv(program_, GL_LINK_STATUS, &link_status);
|
||||
if (!link_status) {
|
||||
// Failed to link. Not fatal - just clean up so we can get generated later.
|
||||
XELOGD("GL4Shader::LoadFromBinary failed. Log:\n%s",
|
||||
GetProgramInfoLog().c_str());
|
||||
glDeleteProgram(program_);
|
||||
program_ = 0;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Build static vertex array descriptor.
|
||||
if (!PrepareVertexArrayObject()) {
|
||||
XELOGE("Unable to prepare vertex shader array object");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Success!
|
||||
host_binary_ = GetBinary();
|
||||
host_disassembly_ = GetHostDisasmNV(host_binary_);
|
||||
|
||||
is_valid_ = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GL4Shader::PrepareVertexArrayObject() {
|
||||
glCreateVertexArrays(1, &vao_);
|
||||
|
||||
for (const auto& vertex_binding : vertex_bindings()) {
|
||||
for (const auto& attrib : vertex_binding.attributes) {
|
||||
auto comp_count = GetVertexFormatComponentCount(
|
||||
attrib.fetch_instr.attributes.data_format);
|
||||
GLenum comp_type = 0;
|
||||
bool is_signed = attrib.fetch_instr.attributes.is_signed;
|
||||
switch (attrib.fetch_instr.attributes.data_format) {
|
||||
case VertexFormat::k_8_8_8_8:
|
||||
comp_type = is_signed ? GL_BYTE : GL_UNSIGNED_BYTE;
|
||||
break;
|
||||
case VertexFormat::k_2_10_10_10:
|
||||
comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
|
||||
comp_count = 1;
|
||||
break;
|
||||
case VertexFormat::k_10_11_11:
|
||||
comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
|
||||
comp_count = 1;
|
||||
break;
|
||||
case VertexFormat::k_11_11_10:
|
||||
assert_true(is_signed);
|
||||
comp_type = is_signed ? GL_R11F_G11F_B10F : 0;
|
||||
break;
|
||||
case VertexFormat::k_16_16:
|
||||
comp_type = is_signed ? GL_SHORT : GL_UNSIGNED_SHORT;
|
||||
break;
|
||||
case VertexFormat::k_16_16_FLOAT:
|
||||
comp_type = GL_HALF_FLOAT;
|
||||
break;
|
||||
case VertexFormat::k_16_16_16_16:
|
||||
comp_type = is_signed ? GL_SHORT : GL_UNSIGNED_SHORT;
|
||||
break;
|
||||
case VertexFormat::k_16_16_16_16_FLOAT:
|
||||
comp_type = GL_HALF_FLOAT;
|
||||
break;
|
||||
case VertexFormat::k_32:
|
||||
comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
|
||||
break;
|
||||
case VertexFormat::k_32_32:
|
||||
comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
|
||||
break;
|
||||
case VertexFormat::k_32_32_32_32:
|
||||
comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
|
||||
break;
|
||||
case VertexFormat::k_32_FLOAT:
|
||||
comp_type = GL_FLOAT;
|
||||
break;
|
||||
case VertexFormat::k_32_32_FLOAT:
|
||||
comp_type = GL_FLOAT;
|
||||
break;
|
||||
case VertexFormat::k_32_32_32_FLOAT:
|
||||
comp_type = GL_FLOAT;
|
||||
break;
|
||||
case VertexFormat::k_32_32_32_32_FLOAT:
|
||||
comp_type = GL_FLOAT;
|
||||
break;
|
||||
default:
|
||||
assert_unhandled_case(attrib.fetch_instr.attributes.data_format);
|
||||
return false;
|
||||
}
|
||||
|
||||
glEnableVertexArrayAttrib(vao_, attrib.attrib_index);
|
||||
glVertexArrayAttribBinding(vao_, attrib.attrib_index,
|
||||
vertex_binding.binding_index);
|
||||
glVertexArrayAttribFormat(vao_, attrib.attrib_index, comp_count,
|
||||
comp_type,
|
||||
!attrib.fetch_instr.attributes.is_integer,
|
||||
attrib.fetch_instr.attributes.offset * 4);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GL4Shader::CompileShader() {
|
||||
assert_zero(program_);
|
||||
|
||||
shader_ =
|
||||
glCreateShader(shader_type_ == ShaderType::kVertex ? GL_VERTEX_SHADER
|
||||
: GL_FRAGMENT_SHADER);
|
||||
if (!shader_) {
|
||||
XELOGE("OpenGL could not create a shader object!");
|
||||
return false;
|
||||
}
|
||||
|
||||
auto source_str = GetTranslatedBinaryString();
|
||||
auto source_str_ptr = source_str.c_str();
|
||||
GLint source_length = GLint(source_str.length());
|
||||
glShaderSource(shader_, 1, &source_str_ptr, &source_length);
|
||||
glCompileShader(shader_);
|
||||
|
||||
GLint status = 0;
|
||||
glGetShaderiv(shader_, GL_COMPILE_STATUS, &status);
|
||||
|
||||
return status == GL_TRUE;
|
||||
}
|
||||
|
||||
bool GL4Shader::LinkProgram() {
|
||||
program_ = glCreateProgram();
|
||||
if (!program_) {
|
||||
XELOGE("OpenGL could not create a shader program!");
|
||||
return false;
|
||||
}
|
||||
|
||||
glAttachShader(program_, shader_);
|
||||
|
||||
// Enable TFB
|
||||
if (shader_type_ == ShaderType::kVertex) {
|
||||
const GLchar* feedbackVaryings = "gl_Position";
|
||||
glTransformFeedbackVaryings(program_, 1, &feedbackVaryings,
|
||||
GL_SEPARATE_ATTRIBS);
|
||||
}
|
||||
|
||||
glProgramParameteri(program_, GL_PROGRAM_SEPARABLE, GL_TRUE);
|
||||
glLinkProgram(program_);
|
||||
|
||||
GLint link_status = 0;
|
||||
glGetProgramiv(program_, GL_LINK_STATUS, &link_status);
|
||||
if (!link_status) {
|
||||
assert_always("Unable to link generated shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
std::string GL4Shader::GetShaderInfoLog() {
|
||||
if (!shader_) {
|
||||
return "GL4Shader::GetShaderInfoLog(): Program is NULL";
|
||||
}
|
||||
|
||||
std::string log;
|
||||
GLint log_length = 0;
|
||||
glGetShaderiv(shader_, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if (log_length > 0) {
|
||||
log.resize(log_length - 1);
|
||||
glGetShaderInfoLog(shader_, log_length, &log_length, &log[0]);
|
||||
}
|
||||
|
||||
return log;
|
||||
}
|
||||
|
||||
std::string GL4Shader::GetProgramInfoLog() {
|
||||
if (!program_) {
|
||||
return "GL4Shader::GetProgramInfoLog(): Program is NULL";
|
||||
}
|
||||
|
||||
std::string log;
|
||||
GLint log_length = 0;
|
||||
glGetProgramiv(program_, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if (log_length > 0) {
|
||||
log.resize(log_length - 1);
|
||||
glGetProgramInfoLog(program_, log_length, &log_length, &log[0]);
|
||||
}
|
||||
|
||||
return log;
|
||||
}
|
||||
|
||||
std::vector<uint8_t> GL4Shader::GetBinary(GLenum* binary_format) {
|
||||
std::vector<uint8_t> binary;
|
||||
|
||||
// Get program binary, if it's available.
|
||||
GLint binary_length = 0;
|
||||
glGetProgramiv(program_, GL_PROGRAM_BINARY_LENGTH, &binary_length);
|
||||
if (binary_length) {
|
||||
binary.resize(binary_length);
|
||||
GLenum binary_format_tmp = 0;
|
||||
glGetProgramBinary(program_, binary_length, &binary_length,
|
||||
&binary_format_tmp, binary.data());
|
||||
|
||||
if (binary_format) {
|
||||
*binary_format = binary_format_tmp;
|
||||
}
|
||||
}
|
||||
|
||||
return binary;
|
||||
}
|
||||
|
||||
std::string GL4Shader::GetHostDisasmNV(const std::vector<uint8_t>& binary) {
|
||||
// If we are on nvidia, we can find the disassembly string.
|
||||
// I haven't been able to figure out from the format how to do this
|
||||
// without a search like this.
|
||||
std::string disasm;
|
||||
|
||||
const char* disasm_start = nullptr;
|
||||
size_t search_offset = 0;
|
||||
const char* search_start = reinterpret_cast<const char*>(binary.data());
|
||||
while (true) {
|
||||
auto p = reinterpret_cast<const char*>(memchr(
|
||||
binary.data() + search_offset, '!', binary.size() - search_offset));
|
||||
if (!p) {
|
||||
break;
|
||||
}
|
||||
if (p[0] == '!' && p[1] == '!' && p[2] == 'N' && p[3] == 'V') {
|
||||
disasm_start = p;
|
||||
break;
|
||||
}
|
||||
search_offset = p - search_start;
|
||||
++search_offset;
|
||||
}
|
||||
if (disasm_start) {
|
||||
disasm = std::string(disasm_start);
|
||||
} else {
|
||||
disasm = std::string("Shader disassembly not available.");
|
||||
}
|
||||
|
||||
return disasm;
|
||||
}
|
||||
|
||||
} // namespace gl4
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
@@ -1,54 +0,0 @@
|
||||
/**
|
||||
******************************************************************************
|
||||
* Xenia : Xbox 360 Emulator Research Project *
|
||||
******************************************************************************
|
||||
* Copyright 2014 Ben Vanik. All rights reserved. *
|
||||
* Released under the BSD license - see LICENSE in the root for more details. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef XENIA_GPU_GL4_GL4_SHADER_H_
|
||||
#define XENIA_GPU_GL4_GL4_SHADER_H_
|
||||
|
||||
#include <string>
|
||||
|
||||
#include "xenia/gpu/shader.h"
|
||||
#include "xenia/ui/gl/gl_context.h"
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace gl4 {
|
||||
|
||||
class GL4Shader : public Shader {
|
||||
public:
|
||||
GL4Shader(ShaderType shader_type, uint64_t data_hash,
|
||||
const uint32_t* dword_ptr, uint32_t dword_count);
|
||||
~GL4Shader() override;
|
||||
|
||||
GLuint program() const { return program_; }
|
||||
GLuint shader() const { return shader_; }
|
||||
GLuint vao() const { return vao_; }
|
||||
|
||||
bool Prepare();
|
||||
bool LoadFromBinary(const uint8_t* blob, GLenum binary_format, size_t length);
|
||||
std::vector<uint8_t> GetBinary(GLenum* binary_format = nullptr);
|
||||
|
||||
protected:
|
||||
bool PrepareVertexArrayObject();
|
||||
bool CompileShader();
|
||||
bool LinkProgram();
|
||||
|
||||
std::string GetShaderInfoLog();
|
||||
std::string GetProgramInfoLog();
|
||||
static std::string GetHostDisasmNV(const std::vector<uint8_t>& binary);
|
||||
|
||||
GLuint program_ = 0;
|
||||
GLuint shader_ = 0;
|
||||
GLuint vao_ = 0;
|
||||
};
|
||||
|
||||
} // namespace gl4
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
|
||||
#endif // XENIA_GPU_GL4_GL4_SHADER_H_
|
||||
@@ -1,187 +0,0 @@
|
||||
/**
|
||||
******************************************************************************
|
||||
* Xenia : Xbox 360 Emulator Research Project *
|
||||
******************************************************************************
|
||||
* Copyright 2016 Ben Vanik. All rights reserved. *
|
||||
* Released under the BSD license - see LICENSE in the root for more details. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#include "xenia/gpu/gl4/gl4_shader_cache.h"
|
||||
|
||||
#include <cinttypes>
|
||||
|
||||
#include "xenia/base/filesystem.h"
|
||||
#include "xenia/base/logging.h"
|
||||
#include "xenia/base/mapped_memory.h"
|
||||
#include "xenia/gpu/gl4/gl4_gpu_flags.h"
|
||||
#include "xenia/gpu/gl4/gl4_shader.h"
|
||||
#include "xenia/gpu/glsl_shader_translator.h"
|
||||
#include "xenia/gpu/gpu_flags.h"
|
||||
|
||||
#include "third_party/xxhash/xxhash.h"
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace gl4 {
|
||||
|
||||
GL4ShaderCache::GL4ShaderCache(GlslShaderTranslator* shader_translator)
|
||||
: shader_translator_(shader_translator) {}
|
||||
|
||||
GL4ShaderCache::~GL4ShaderCache() {}
|
||||
|
||||
void GL4ShaderCache::Reset() {
|
||||
shader_map_.clear();
|
||||
all_shaders_.clear();
|
||||
}
|
||||
|
||||
GL4Shader* GL4ShaderCache::LookupOrInsertShader(ShaderType shader_type,
|
||||
const uint32_t* dwords,
|
||||
uint32_t dword_count) {
|
||||
// Hash the input memory and lookup the shader.
|
||||
GL4Shader* shader_ptr = nullptr;
|
||||
uint64_t hash = XXH64(dwords, dword_count * sizeof(uint32_t), 0);
|
||||
auto it = shader_map_.find(hash);
|
||||
if (it != shader_map_.end()) {
|
||||
// Shader has been previously loaded.
|
||||
// TODO(benvanik): compare bytes? Likelihood of collision is low.
|
||||
shader_ptr = it->second;
|
||||
} else {
|
||||
// Check filesystem cache.
|
||||
shader_ptr = FindCachedShader(shader_type, hash, dwords, dword_count);
|
||||
if (shader_ptr) {
|
||||
// Found!
|
||||
XELOGGPU("Loaded %s shader from cache (hash: %.16" PRIX64 ")",
|
||||
shader_type == ShaderType::kVertex ? "vertex" : "pixel", hash);
|
||||
return shader_ptr;
|
||||
}
|
||||
|
||||
// Not found in cache - load from scratch.
|
||||
auto shader =
|
||||
std::make_unique<GL4Shader>(shader_type, hash, dwords, dword_count);
|
||||
shader_ptr = shader.get();
|
||||
shader_map_.insert({hash, shader_ptr});
|
||||
all_shaders_.emplace_back(std::move(shader));
|
||||
|
||||
// Perform translation.
|
||||
// If this fails the shader will be marked as invalid and ignored later.
|
||||
if (shader_translator_->Translate(shader_ptr)) {
|
||||
shader_ptr->Prepare();
|
||||
if (shader_ptr->is_valid()) {
|
||||
CacheShader(shader_ptr);
|
||||
|
||||
XELOGGPU("Generated %s shader at 0x%.16" PRIX64 " (%db):\n%s",
|
||||
shader_type == ShaderType::kVertex ? "vertex" : "pixel",
|
||||
dwords, dword_count * 4,
|
||||
shader_ptr->ucode_disassembly().c_str());
|
||||
}
|
||||
|
||||
// Dump shader files if desired.
|
||||
if (!FLAGS_dump_shaders.empty()) {
|
||||
shader_ptr->Dump(FLAGS_dump_shaders, "gl4");
|
||||
}
|
||||
} else {
|
||||
XELOGE("Shader failed translation");
|
||||
}
|
||||
}
|
||||
|
||||
return shader_ptr;
|
||||
}
|
||||
|
||||
void GL4ShaderCache::CacheShader(GL4Shader* shader) {
|
||||
if (FLAGS_shader_cache_dir.empty()) {
|
||||
// Cache disabled.
|
||||
return;
|
||||
}
|
||||
|
||||
GLenum binary_format = 0;
|
||||
auto binary = shader->GetBinary(&binary_format);
|
||||
if (binary.size() == 0) {
|
||||
// No binary returned.
|
||||
return;
|
||||
}
|
||||
|
||||
auto cache_dir = xe::to_absolute_path(xe::to_wstring(FLAGS_shader_cache_dir));
|
||||
xe::filesystem::CreateFolder(cache_dir);
|
||||
auto filename =
|
||||
cache_dir + xe::format_string(
|
||||
L"%.16" PRIX64 ".%s", shader->ucode_data_hash(),
|
||||
shader->type() == ShaderType::kPixel ? L"frag" : L"vert");
|
||||
auto file = xe::filesystem::OpenFile(filename, "wb");
|
||||
if (!file) {
|
||||
// Not fatal, but not too good.
|
||||
return;
|
||||
}
|
||||
|
||||
std::vector<uint8_t> cached_shader_mem;
|
||||
// Resize this vector to the final filesize (- 1 to account for dummy array
|
||||
// in CachedShader)
|
||||
cached_shader_mem.resize(sizeof(CachedShader) + binary.size() - 1);
|
||||
auto cached_shader =
|
||||
reinterpret_cast<CachedShader*>(cached_shader_mem.data());
|
||||
cached_shader->magic = xe::byte_swap('XSHD');
|
||||
cached_shader->version = 0; // TODO
|
||||
cached_shader->shader_type = uint8_t(shader->type());
|
||||
cached_shader->binary_len = uint32_t(binary.size());
|
||||
cached_shader->binary_format = binary_format;
|
||||
std::memcpy(cached_shader->binary, binary.data(), binary.size());
|
||||
|
||||
fwrite(cached_shader_mem.data(), cached_shader_mem.size(), 1, file);
|
||||
fclose(file);
|
||||
}
|
||||
|
||||
GL4Shader* GL4ShaderCache::FindCachedShader(ShaderType shader_type,
|
||||
uint64_t hash,
|
||||
const uint32_t* dwords,
|
||||
uint32_t dword_count) {
|
||||
if (FLAGS_shader_cache_dir.empty()) {
|
||||
// Cache disabled.
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
auto cache_dir = xe::to_absolute_path(xe::to_wstring(FLAGS_shader_cache_dir));
|
||||
auto filename =
|
||||
cache_dir +
|
||||
xe::format_string(L"%.16" PRIX64 ".%s", hash,
|
||||
shader_type == ShaderType::kPixel ? L"frag" : L"vert");
|
||||
if (!xe::filesystem::PathExists(filename)) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Shader is cached. Open it up.
|
||||
auto map = xe::MappedMemory::Open(filename, MappedMemory::Mode::kRead);
|
||||
if (!map) {
|
||||
// Should not fail
|
||||
assert_always();
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
auto cached_shader = reinterpret_cast<CachedShader*>(map->data());
|
||||
// TODO: Compare versions
|
||||
if (cached_shader->magic != xe::byte_swap('XSHD')) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
auto shader =
|
||||
std::make_unique<GL4Shader>(shader_type, hash, dwords, dword_count);
|
||||
|
||||
// Gather the binding points.
|
||||
// TODO: Make Shader do this on construction.
|
||||
// TODO: Regenerate microcode disasm/etc on load.
|
||||
shader_translator_->GatherAllBindingInformation(shader.get());
|
||||
if (!shader->LoadFromBinary(cached_shader->binary,
|
||||
cached_shader->binary_format,
|
||||
cached_shader->binary_len)) {
|
||||
// Failed to load from binary.
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
auto shader_ptr = shader.get();
|
||||
shader_map_.insert({hash, shader_ptr});
|
||||
all_shaders_.emplace_back(std::move(shader));
|
||||
return shader_ptr;
|
||||
}
|
||||
|
||||
} // namespace gl4
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
@@ -1,62 +0,0 @@
|
||||
/**
|
||||
******************************************************************************
|
||||
* Xenia : Xbox 360 Emulator Research Project *
|
||||
******************************************************************************
|
||||
* Copyright 2016 Ben Vanik. All rights reserved. *
|
||||
* Released under the BSD license - see LICENSE in the root for more details. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef XENIA_GPU_GL4_SHADER_CACHE_H_
|
||||
#define XENIA_GPU_GL4_SHADER_CACHE_H_
|
||||
|
||||
#include <cstdint>
|
||||
#include <cstring>
|
||||
#include <memory>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#include "xenia/gpu/xenos.h"
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
class GlslShaderTranslator;
|
||||
|
||||
namespace gl4 {
|
||||
|
||||
class GL4Shader;
|
||||
|
||||
class GL4ShaderCache {
|
||||
public:
|
||||
GL4ShaderCache(GlslShaderTranslator* shader_translator);
|
||||
~GL4ShaderCache();
|
||||
|
||||
void Reset();
|
||||
GL4Shader* LookupOrInsertShader(ShaderType shader_type,
|
||||
const uint32_t* dwords, uint32_t dword_count);
|
||||
|
||||
private:
|
||||
// Cached shader file format.
|
||||
struct CachedShader {
|
||||
uint32_t magic;
|
||||
uint32_t version; // Version of the shader translator used.
|
||||
uint8_t shader_type; // ShaderType enum
|
||||
uint32_t binary_len; // Code length
|
||||
uint32_t binary_format; // Binary format (from OpenGL)
|
||||
uint8_t binary[1]; // Code
|
||||
};
|
||||
|
||||
void CacheShader(GL4Shader* shader);
|
||||
GL4Shader* FindCachedShader(ShaderType shader_type, uint64_t hash,
|
||||
const uint32_t* dwords, uint32_t dword_count);
|
||||
|
||||
GlslShaderTranslator* shader_translator_ = nullptr;
|
||||
std::vector<std::unique_ptr<GL4Shader>> all_shaders_;
|
||||
std::unordered_map<uint64_t, GL4Shader*> shader_map_;
|
||||
};
|
||||
|
||||
} // namespace gl4
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
|
||||
#endif // XENIA_GPU_GL4_SHADER_CACHE_H_
|
||||
@@ -1,109 +0,0 @@
|
||||
/**
|
||||
******************************************************************************
|
||||
* Xenia : Xbox 360 Emulator Research Project *
|
||||
******************************************************************************
|
||||
* Copyright 2015 Ben Vanik. All rights reserved. *
|
||||
* Released under the BSD license - see LICENSE in the root for more details. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#include "xenia/base/logging.h"
|
||||
#include "xenia/base/main.h"
|
||||
#include "xenia/gpu/gl4/gl4_command_processor.h"
|
||||
#include "xenia/gpu/gl4/gl4_graphics_system.h"
|
||||
#include "xenia/gpu/trace_viewer.h"
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace gl4 {
|
||||
|
||||
using namespace xe::gpu::xenos;
|
||||
|
||||
class GL4TraceViewer : public TraceViewer {
|
||||
public:
|
||||
std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem() override {
|
||||
return std::unique_ptr<gpu::GraphicsSystem>(new GL4GraphicsSystem());
|
||||
}
|
||||
|
||||
uintptr_t GetColorRenderTarget(uint32_t pitch, MsaaSamples samples,
|
||||
uint32_t base,
|
||||
ColorRenderTargetFormat format) override {
|
||||
auto command_processor = static_cast<GL4CommandProcessor*>(
|
||||
graphics_system_->command_processor());
|
||||
return command_processor->GetColorRenderTarget(pitch, samples, base,
|
||||
format);
|
||||
}
|
||||
|
||||
uintptr_t GetDepthRenderTarget(uint32_t pitch, MsaaSamples samples,
|
||||
uint32_t base,
|
||||
DepthRenderTargetFormat format) override {
|
||||
auto command_processor = static_cast<GL4CommandProcessor*>(
|
||||
graphics_system_->command_processor());
|
||||
return command_processor->GetDepthRenderTarget(pitch, samples, base,
|
||||
format);
|
||||
}
|
||||
|
||||
uintptr_t GetTextureEntry(const TextureInfo& texture_info,
|
||||
const SamplerInfo& sampler_info) override {
|
||||
auto command_processor = static_cast<GL4CommandProcessor*>(
|
||||
graphics_system_->command_processor());
|
||||
|
||||
auto entry_view =
|
||||
command_processor->texture_cache()->Demand(texture_info, sampler_info);
|
||||
if (!entry_view) {
|
||||
return 0;
|
||||
}
|
||||
auto texture = entry_view->texture;
|
||||
return static_cast<uintptr_t>(texture->handle);
|
||||
}
|
||||
|
||||
size_t QueryVSOutputSize() override {
|
||||
auto command_processor = static_cast<GL4CommandProcessor*>(
|
||||
graphics_system_->command_processor());
|
||||
auto draw_batcher = command_processor->draw_batcher();
|
||||
|
||||
return draw_batcher->QueryTFBSize();
|
||||
}
|
||||
|
||||
size_t QueryVSOutputElementSize() override {
|
||||
// vec4 always has 4 elements.
|
||||
return 4;
|
||||
}
|
||||
|
||||
bool QueryVSOutput(void* buffer, size_t size) override {
|
||||
auto command_processor = static_cast<GL4CommandProcessor*>(
|
||||
graphics_system_->command_processor());
|
||||
auto draw_batcher = command_processor->draw_batcher();
|
||||
|
||||
return draw_batcher->ReadbackTFB(buffer, size);
|
||||
}
|
||||
|
||||
bool Setup() override {
|
||||
if (!TraceViewer::Setup()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Enable TFB
|
||||
auto command_processor = static_cast<GL4CommandProcessor*>(
|
||||
graphics_system_->command_processor());
|
||||
auto draw_batcher = command_processor->draw_batcher();
|
||||
draw_batcher->set_tfb_enabled(true);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
int trace_viewer_main(const std::vector<std::wstring>& args) {
|
||||
GL4TraceViewer trace_viewer;
|
||||
return trace_viewer.Main(args);
|
||||
}
|
||||
|
||||
} // namespace gl4
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
|
||||
DEFINE_ENTRY_POINT(L"xenia-gpu-gl4-trace-viewer",
|
||||
L"xenia-gpu-gl4-trace-viewer some.trace",
|
||||
xe::gpu::gl4::trace_viewer_main);
|
||||
@@ -1,97 +0,0 @@
|
||||
project_root = "../../../.."
|
||||
include(project_root.."/tools/build")
|
||||
|
||||
group("src")
|
||||
project("xenia-gpu-gl4")
|
||||
uuid("da10149d-efb0-44aa-924c-a76a46e1f04d")
|
||||
kind("StaticLib")
|
||||
language("C++")
|
||||
links({
|
||||
"glew",
|
||||
"xenia-base",
|
||||
"xenia-gpu",
|
||||
"xenia-ui",
|
||||
"xenia-ui-gl",
|
||||
"xxhash",
|
||||
})
|
||||
defines({
|
||||
"GLEW_STATIC=1",
|
||||
"GLEW_MX=1",
|
||||
})
|
||||
includedirs({
|
||||
project_root.."/third_party/gflags/src",
|
||||
})
|
||||
local_platform_files()
|
||||
|
||||
-- TODO(benvanik): kill this and move to the debugger UI.
|
||||
group("src")
|
||||
project("xenia-gpu-gl4-trace-viewer")
|
||||
uuid("450f965b-a019-4ba5-bc6f-99901e5a4c8d")
|
||||
kind("WindowedApp")
|
||||
language("C++")
|
||||
links({
|
||||
"capstone",
|
||||
"gflags",
|
||||
"glew",
|
||||
"imgui",
|
||||
"libavcodec",
|
||||
"libavutil",
|
||||
"snappy",
|
||||
"xenia-apu",
|
||||
"xenia-apu-nop",
|
||||
"xenia-base",
|
||||
"xenia-core",
|
||||
"xenia-cpu",
|
||||
"xenia-cpu-backend-x64",
|
||||
"xenia-gpu",
|
||||
"xenia-gpu-gl4",
|
||||
"xenia-hid",
|
||||
"xenia-hid-nop",
|
||||
"xenia-kernel",
|
||||
"xenia-ui",
|
||||
"xenia-ui-gl",
|
||||
"xenia-vfs",
|
||||
"xxhash",
|
||||
})
|
||||
flags({
|
||||
"WinMain", -- Use WinMain instead of main.
|
||||
})
|
||||
defines({
|
||||
"GLEW_STATIC=1",
|
||||
"GLEW_MX=1",
|
||||
})
|
||||
includedirs({
|
||||
project_root.."/third_party/gflags/src",
|
||||
})
|
||||
files({
|
||||
"gl4_trace_viewer_main.cc",
|
||||
"../../base/main_"..platform_suffix..".cc",
|
||||
})
|
||||
|
||||
filter("platforms:Linux")
|
||||
links({
|
||||
"X11",
|
||||
"xcb",
|
||||
"X11-xcb",
|
||||
"GL",
|
||||
"vulkan",
|
||||
})
|
||||
|
||||
filter("platforms:Windows")
|
||||
links({
|
||||
"xenia-apu-xaudio2",
|
||||
"xenia-hid-winkey",
|
||||
"xenia-hid-xinput",
|
||||
})
|
||||
|
||||
-- Only create the .user file if it doesn't already exist.
|
||||
local user_file = project_root.."/build/xenia-gpu-gl4-trace-viewer.vcxproj.user"
|
||||
if not os.isfile(user_file) then
|
||||
debugdir(project_root)
|
||||
debugargs({
|
||||
"--flagfile=scratch/flags.txt",
|
||||
"2>&1",
|
||||
"1>scratch/stdout-trace-viewer.txt",
|
||||
})
|
||||
end
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,119 +0,0 @@
|
||||
/**
|
||||
******************************************************************************
|
||||
* Xenia : Xbox 360 Emulator Research Project *
|
||||
******************************************************************************
|
||||
* Copyright 2014 Ben Vanik. All rights reserved. *
|
||||
* Released under the BSD license - see LICENSE in the root for more details. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef XENIA_GPU_GL4_TEXTURE_CACHE_H_
|
||||
#define XENIA_GPU_GL4_TEXTURE_CACHE_H_
|
||||
|
||||
#include <mutex>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#include "xenia/gpu/sampler_info.h"
|
||||
#include "xenia/gpu/texture_info.h"
|
||||
#include "xenia/memory.h"
|
||||
#include "xenia/ui/gl/blitter.h"
|
||||
#include "xenia/ui/gl/circular_buffer.h"
|
||||
#include "xenia/ui/gl/gl_context.h"
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace gl4 {
|
||||
|
||||
using xe::ui::gl::Blitter;
|
||||
using xe::ui::gl::CircularBuffer;
|
||||
using xe::ui::gl::Rect2D;
|
||||
|
||||
class TextureCache {
|
||||
public:
|
||||
struct TextureEntry;
|
||||
struct SamplerEntry {
|
||||
SamplerInfo sampler_info;
|
||||
GLuint handle;
|
||||
};
|
||||
struct TextureEntryView {
|
||||
TextureEntry* texture;
|
||||
SamplerEntry* sampler;
|
||||
uint64_t sampler_hash;
|
||||
GLuint64 texture_sampler_handle;
|
||||
};
|
||||
struct TextureEntry {
|
||||
TextureInfo texture_info;
|
||||
uintptr_t access_watch_handle;
|
||||
GLuint handle;
|
||||
bool pending_invalidation;
|
||||
std::vector<std::unique_ptr<TextureEntryView>> views;
|
||||
};
|
||||
|
||||
TextureCache();
|
||||
~TextureCache();
|
||||
|
||||
bool Initialize(Memory* memory, CircularBuffer* scratch_buffer);
|
||||
void Shutdown();
|
||||
|
||||
void Scavenge();
|
||||
void Clear();
|
||||
void EvictAllTextures();
|
||||
|
||||
TextureEntryView* Demand(const TextureInfo& texture_info,
|
||||
const SamplerInfo& sampler_info);
|
||||
|
||||
GLuint CopyTexture(Blitter* blitter, uint32_t guest_address,
|
||||
uint32_t logical_width, uint32_t logical_height,
|
||||
uint32_t block_width, uint32_t block_height,
|
||||
TextureFormat format, bool swap_channels,
|
||||
GLuint src_texture, Rect2D src_rect, Rect2D dest_rect);
|
||||
GLuint ConvertTexture(Blitter* blitter, uint32_t guest_address,
|
||||
uint32_t logical_width, uint32_t logical_height,
|
||||
uint32_t block_width, uint32_t block_height,
|
||||
TextureFormat format, bool swap_channels,
|
||||
GLuint src_texture, Rect2D src_rect, Rect2D dest_rect);
|
||||
|
||||
TextureEntry* LookupAddress(uint32_t guest_address, uint32_t width,
|
||||
uint32_t height, TextureFormat format);
|
||||
|
||||
private:
|
||||
struct ReadBufferTexture {
|
||||
uintptr_t access_watch_handle;
|
||||
uint32_t guest_address;
|
||||
uint32_t logical_width;
|
||||
uint32_t logical_height;
|
||||
uint32_t block_width;
|
||||
uint32_t block_height;
|
||||
TextureFormat format;
|
||||
GLuint handle;
|
||||
};
|
||||
|
||||
SamplerEntry* LookupOrInsertSampler(const SamplerInfo& sampler_info,
|
||||
uint64_t opt_hash = 0);
|
||||
void EvictSampler(SamplerEntry* entry);
|
||||
TextureEntry* LookupOrInsertTexture(const TextureInfo& texture_info,
|
||||
uint64_t opt_hash = 0);
|
||||
void EvictTexture(TextureEntry* entry);
|
||||
|
||||
bool UploadTexture1D(GLuint texture, const TextureInfo& texture_info);
|
||||
bool UploadTexture2D(GLuint texture, const TextureInfo& texture_info);
|
||||
bool UploadTextureCube(GLuint texture, const TextureInfo& texture_info);
|
||||
|
||||
Memory* memory_;
|
||||
CircularBuffer* scratch_buffer_;
|
||||
std::unordered_map<uint64_t, SamplerEntry*> sampler_entries_;
|
||||
std::unordered_map<uint64_t, TextureEntry*> texture_entries_;
|
||||
|
||||
std::vector<ReadBufferTexture*> read_buffer_textures_;
|
||||
|
||||
std::mutex invalidated_textures_mutex_;
|
||||
std::vector<TextureEntry*>* invalidated_textures_;
|
||||
std::vector<TextureEntry*> invalidated_textures_sets_[2];
|
||||
};
|
||||
|
||||
} // namespace gl4
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
|
||||
#endif // XENIA_GPU_GL4_TEXTURE_CACHE_H_
|
||||
Reference in New Issue
Block a user