Merge pull request #4168 from ReinUsesLisp/global-memory
gl_arb_decompiler: Use NV_shader_buffer_{load,store} on assembly shaders
This commit is contained in:
commit
61e4c0f83d
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@ -185,10 +185,6 @@ std::string TextureType(const MetaTexture& meta) {
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return type;
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}
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std::string GlobalMemoryName(const GlobalMemoryBase& base) {
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return fmt::format("gmem{}_{}", base.cbuf_index, base.cbuf_offset);
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}
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class ARBDecompiler final {
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public:
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explicit ARBDecompiler(const Device& device, const ShaderIR& ir, const Registry& registry,
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@ -199,6 +195,8 @@ public:
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}
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private:
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void DefineGlobalMemory();
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void DeclareHeader();
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void DeclareVertex();
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void DeclareGeometry();
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@ -228,6 +226,7 @@ private:
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std::pair<std::string, std::size_t> BuildCoords(Operation);
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std::string BuildAoffi(Operation);
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std::string GlobalMemoryPointer(const GmemNode& gmem);
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void Exit();
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std::string Assign(Operation);
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@ -378,10 +377,8 @@ private:
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std::string address;
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std::string_view opname;
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if (const auto gmem = std::get_if<GmemNode>(&*operation[0])) {
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AddLine("SUB.U {}, {}, {};", temporary, Visit(gmem->GetRealAddress()),
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Visit(gmem->GetBaseAddress()));
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address = fmt::format("{}[{}]", GlobalMemoryName(gmem->GetDescriptor()), temporary);
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opname = "ATOMB";
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address = GlobalMemoryPointer(*gmem);
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opname = "ATOM";
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} else if (const auto smem = std::get_if<SmemNode>(&*operation[0])) {
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address = fmt::format("shared_mem[{}]", Visit(smem->GetAddress()));
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opname = "ATOMS";
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@ -456,9 +453,13 @@ private:
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shader_source += '\n';
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}
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std::string AllocTemporary() {
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max_temporaries = std::max(max_temporaries, num_temporaries + 1);
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return fmt::format("T{}.x", num_temporaries++);
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std::string AllocLongVectorTemporary() {
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max_long_temporaries = std::max(max_long_temporaries, num_long_temporaries + 1);
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return fmt::format("L{}", num_long_temporaries++);
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}
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std::string AllocLongTemporary() {
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return fmt::format("{}.x", AllocLongVectorTemporary());
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}
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std::string AllocVectorTemporary() {
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@ -466,8 +467,13 @@ private:
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return fmt::format("T{}", num_temporaries++);
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}
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std::string AllocTemporary() {
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return fmt::format("{}.x", AllocVectorTemporary());
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}
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void ResetTemporaries() noexcept {
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num_temporaries = 0;
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num_long_temporaries = 0;
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}
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const Device& device;
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@ -478,6 +484,11 @@ private:
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std::size_t num_temporaries = 0;
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std::size_t max_temporaries = 0;
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std::size_t num_long_temporaries = 0;
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std::size_t max_long_temporaries = 0;
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std::map<GlobalMemoryBase, u32> global_memory_names;
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std::string shader_source;
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static constexpr std::string_view ADD_F32 = "ADD.F32";
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@ -784,6 +795,8 @@ private:
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ARBDecompiler::ARBDecompiler(const Device& device, const ShaderIR& ir, const Registry& registry,
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ShaderType stage, std::string_view identifier)
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: device{device}, ir{ir}, registry{registry}, stage{stage} {
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DefineGlobalMemory();
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AddLine("TEMP RC;");
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AddLine("TEMP FSWZA[4];");
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AddLine("TEMP FSWZB[4];");
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@ -829,12 +842,20 @@ std::string_view HeaderStageName(ShaderType stage) {
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}
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}
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void ARBDecompiler::DefineGlobalMemory() {
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u32 binding = 0;
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for (const auto& pair : ir.GetGlobalMemory()) {
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const GlobalMemoryBase base = pair.first;
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global_memory_names.emplace(base, binding);
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++binding;
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}
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}
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void ARBDecompiler::DeclareHeader() {
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AddLine("!!NV{}5.0", HeaderStageName(stage));
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// Enabling this allows us to cheat on some instructions like TXL with SHADOWARRAY2D
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AddLine("OPTION NV_internal;");
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AddLine("OPTION NV_gpu_program_fp64;");
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AddLine("OPTION NV_shader_storage_buffer;");
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AddLine("OPTION NV_shader_thread_group;");
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if (ir.UsesWarps() && device.HasWarpIntrinsics()) {
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AddLine("OPTION NV_shader_thread_shuffle;");
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@ -951,11 +972,10 @@ void ARBDecompiler::DeclareLocalMemory() {
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}
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void ARBDecompiler::DeclareGlobalMemory() {
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u32 binding = 0; // device.GetBaseBindings(stage).shader_storage_buffer;
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for (const auto& pair : ir.GetGlobalMemory()) {
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const auto& base = pair.first;
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AddLine("STORAGE {}[] = {{ program.storage[{}] }};", GlobalMemoryName(base), binding);
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++binding;
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const std::size_t num_entries = ir.GetGlobalMemory().size();
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if (num_entries > 0) {
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const std::size_t num_vectors = Common::AlignUp(num_entries, 2) / 2;
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AddLine("PARAM c[{}] = {{ program.local[0..{}] }};", num_vectors, num_vectors - 1);
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}
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}
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@ -977,6 +997,9 @@ void ARBDecompiler::DeclareTemporaries() {
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for (std::size_t i = 0; i < max_temporaries; ++i) {
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AddLine("TEMP T{};", i);
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}
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for (std::size_t i = 0; i < max_long_temporaries; ++i) {
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AddLine("LONG TEMP L{};", i);
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}
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}
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void ARBDecompiler::DeclarePredicates() {
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@ -1339,10 +1362,7 @@ std::string ARBDecompiler::Visit(const Node& node) {
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if (const auto gmem = std::get_if<GmemNode>(&*node)) {
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std::string temporary = AllocTemporary();
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AddLine("SUB.U {}, {}, {};", temporary, Visit(gmem->GetRealAddress()),
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Visit(gmem->GetBaseAddress()));
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AddLine("LDB.U32 {}, {}[{}];", temporary, GlobalMemoryName(gmem->GetDescriptor()),
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temporary);
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AddLine("LOAD.U32 {}, {};", temporary, GlobalMemoryPointer(*gmem));
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return temporary;
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}
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@ -1419,6 +1439,22 @@ std::string ARBDecompiler::BuildAoffi(Operation operation) {
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return fmt::format(", offset({})", temporary);
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}
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std::string ARBDecompiler::GlobalMemoryPointer(const GmemNode& gmem) {
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const u32 binding = global_memory_names.at(gmem.GetDescriptor());
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const char result_swizzle = binding % 2 == 0 ? 'x' : 'y';
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const std::string pointer = AllocLongVectorTemporary();
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std::string temporary = AllocTemporary();
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const u32 local_index = binding / 2;
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AddLine("PK64.U {}, c[{}];", pointer, local_index);
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AddLine("SUB.U {}, {}, {};", temporary, Visit(gmem.GetRealAddress()),
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Visit(gmem.GetBaseAddress()));
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AddLine("CVT.U64.U32 {}.z, {};", pointer, temporary);
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AddLine("ADD.U64 {}.x, {}.{}, {}.z;", pointer, pointer, result_swizzle, pointer);
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return fmt::format("{}.x", pointer);
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}
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void ARBDecompiler::Exit() {
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if (stage != ShaderType::Fragment) {
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AddLine("RET;");
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@ -1515,11 +1551,7 @@ std::string ARBDecompiler::Assign(Operation operation) {
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ResetTemporaries();
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return {};
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} else if (const auto gmem = std::get_if<GmemNode>(&*dest)) {
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const std::string temporary = AllocTemporary();
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AddLine("SUB.U {}, {}, {};", temporary, Visit(gmem->GetRealAddress()),
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Visit(gmem->GetBaseAddress()));
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AddLine("STB.U32 {}, {}[{}];", Visit(src), GlobalMemoryName(gmem->GetDescriptor()),
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temporary);
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AddLine("STORE.U32 {}, {};", Visit(src), GlobalMemoryPointer(*gmem));
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ResetTemporaries();
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return {};
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} else {
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@ -26,7 +26,7 @@ Buffer::Buffer(const Device& device, VAddr cpu_addr, std::size_t size)
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: VideoCommon::BufferBlock{cpu_addr, size} {
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gl_buffer.Create();
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glNamedBufferData(gl_buffer.handle, static_cast<GLsizeiptr>(size), nullptr, GL_DYNAMIC_DRAW);
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if (device.HasVertexBufferUnifiedMemory()) {
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if (device.UseAssemblyShaders() || device.HasVertexBufferUnifiedMemory()) {
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glMakeNamedBufferResidentNV(gl_buffer.handle, GL_READ_WRITE);
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glGetNamedBufferParameterui64vNV(gl_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV, &gpu_address);
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}
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@ -139,6 +139,18 @@ void oglEnable(GLenum cap, bool state) {
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(state ? glEnable : glDisable)(cap);
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}
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void UpdateBindlessPointers(GLenum target, GLuint64EXT* pointers, std::size_t num_entries) {
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if (num_entries == 0) {
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return;
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}
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if (num_entries % 2 == 1) {
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pointers[num_entries] = 0;
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}
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const GLsizei num_vectors = static_cast<GLsizei>((num_entries + 1) / 2);
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glProgramLocalParametersI4uivNV(target, 0, num_vectors,
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reinterpret_cast<const GLuint*>(pointers));
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}
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} // Anonymous namespace
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RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWindow& emu_window,
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@ -324,7 +336,6 @@ GLintptr RasterizerOpenGL::SetupIndexBuffer() {
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void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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MICROPROFILE_SCOPE(OpenGL_Shader);
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auto& gpu = system.GPU().Maxwell3D();
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std::size_t num_ssbos = 0;
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u32 clip_distances = 0;
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for (std::size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
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@ -347,29 +358,13 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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}
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// Currently this stages are not supported in the OpenGL backend.
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// Todo(Blinkhawk): Port tesselation shaders from Vulkan to OpenGL
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if (program == Maxwell::ShaderProgram::TesselationControl) {
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continue;
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} else if (program == Maxwell::ShaderProgram::TesselationEval) {
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// TODO(Blinkhawk): Port tesselation shaders from Vulkan to OpenGL
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if (program == Maxwell::ShaderProgram::TesselationControl ||
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program == Maxwell::ShaderProgram::TesselationEval) {
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continue;
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}
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Shader* shader = shader_cache.GetStageProgram(program, async_shaders);
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if (device.UseAssemblyShaders()) {
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// Check for ARB limitation. We only have 16 SSBOs per context state. To workaround this
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// all stages share the same bindings.
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const std::size_t num_stage_ssbos = shader->GetEntries().global_memory_entries.size();
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ASSERT_MSG(num_stage_ssbos == 0 || num_ssbos == 0, "SSBOs on more than one stage");
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num_ssbos += num_stage_ssbos;
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}
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// Stage indices are 0 - 5
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const std::size_t stage = index == 0 ? 0 : index - 1;
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SetupDrawConstBuffers(stage, shader);
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SetupDrawGlobalMemory(stage, shader);
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SetupDrawTextures(stage, shader);
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SetupDrawImages(stage, shader);
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Shader* const shader = shader_cache.GetStageProgram(program, async_shaders);
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const GLuint program_handle = shader->IsBuilt() ? shader->GetHandle() : 0;
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switch (program) {
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@ -388,6 +383,13 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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shader_config.enable.Value(), shader_config.offset);
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}
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// Stage indices are 0 - 5
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const std::size_t stage = index == 0 ? 0 : index - 1;
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SetupDrawConstBuffers(stage, shader);
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SetupDrawGlobalMemory(stage, shader);
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SetupDrawTextures(stage, shader);
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SetupDrawImages(stage, shader);
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// Workaround for Intel drivers.
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// When a clip distance is enabled but not set in the shader it crops parts of the screen
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// (sometimes it's half the screen, sometimes three quarters). To avoid this, enable the
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@ -749,6 +751,8 @@ void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {
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current_cbuf = 0;
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auto kernel = shader_cache.GetComputeKernel(code_addr);
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program_manager.BindCompute(kernel->GetHandle());
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SetupComputeTextures(kernel);
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SetupComputeImages(kernel);
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@ -763,7 +767,6 @@ void RasterizerOpenGL::DispatchCompute(GPUVAddr code_addr) {
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buffer_cache.Unmap();
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const auto& launch_desc = system.GPU().KeplerCompute().launch_description;
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program_manager.BindCompute(kernel->GetHandle());
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glDispatchCompute(launch_desc.grid_dim_x, launch_desc.grid_dim_y, launch_desc.grid_dim_z);
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++num_queued_commands;
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}
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@ -1023,40 +1026,66 @@ void RasterizerOpenGL::SetupConstBuffer(GLenum stage, u32 binding,
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}
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void RasterizerOpenGL::SetupDrawGlobalMemory(std::size_t stage_index, Shader* shader) {
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static constexpr std::array TARGET_LUT = {
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GL_VERTEX_PROGRAM_NV, GL_TESS_CONTROL_PROGRAM_NV, GL_TESS_EVALUATION_PROGRAM_NV,
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GL_GEOMETRY_PROGRAM_NV, GL_FRAGMENT_PROGRAM_NV,
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};
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auto& gpu{system.GPU()};
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auto& memory_manager{gpu.MemoryManager()};
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const auto cbufs{gpu.Maxwell3D().state.shader_stages[stage_index]};
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const auto& cbufs{gpu.Maxwell3D().state.shader_stages[stage_index]};
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const auto& entries{shader->GetEntries().global_memory_entries};
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u32 binding =
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device.UseAssemblyShaders() ? 0 : device.GetBaseBindings(stage_index).shader_storage_buffer;
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for (const auto& entry : shader->GetEntries().global_memory_entries) {
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std::array<GLuint64EXT, 32> pointers;
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ASSERT(entries.size() < pointers.size());
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const bool assembly_shaders = device.UseAssemblyShaders();
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u32 binding = assembly_shaders ? 0 : device.GetBaseBindings(stage_index).shader_storage_buffer;
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for (const auto& entry : entries) {
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const GPUVAddr addr{cbufs.const_buffers[entry.cbuf_index].address + entry.cbuf_offset};
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const GPUVAddr gpu_addr{memory_manager.Read<u64>(addr)};
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const u32 size{memory_manager.Read<u32>(addr + 8)};
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SetupGlobalMemory(binding++, entry, gpu_addr, size);
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SetupGlobalMemory(binding, entry, gpu_addr, size, &pointers[binding]);
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++binding;
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}
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if (assembly_shaders) {
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UpdateBindlessPointers(TARGET_LUT[stage_index], pointers.data(), entries.size());
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}
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}
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void RasterizerOpenGL::SetupComputeGlobalMemory(Shader* kernel) {
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auto& gpu{system.GPU()};
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auto& memory_manager{gpu.MemoryManager()};
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const auto cbufs{gpu.KeplerCompute().launch_description.const_buffer_config};
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const auto& cbufs{gpu.KeplerCompute().launch_description.const_buffer_config};
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const auto& entries{kernel->GetEntries().global_memory_entries};
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std::array<GLuint64EXT, 32> pointers;
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ASSERT(entries.size() < pointers.size());
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u32 binding = 0;
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for (const auto& entry : kernel->GetEntries().global_memory_entries) {
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const auto addr{cbufs[entry.cbuf_index].Address() + entry.cbuf_offset};
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const auto gpu_addr{memory_manager.Read<u64>(addr)};
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const auto size{memory_manager.Read<u32>(addr + 8)};
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SetupGlobalMemory(binding++, entry, gpu_addr, size);
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for (const auto& entry : entries) {
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const GPUVAddr addr{cbufs[entry.cbuf_index].Address() + entry.cbuf_offset};
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const GPUVAddr gpu_addr{memory_manager.Read<u64>(addr)};
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const u32 size{memory_manager.Read<u32>(addr + 8)};
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SetupGlobalMemory(binding, entry, gpu_addr, size, &pointers[binding]);
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++binding;
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}
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if (device.UseAssemblyShaders()) {
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UpdateBindlessPointers(GL_COMPUTE_PROGRAM_NV, pointers.data(), entries.size());
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}
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}
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void RasterizerOpenGL::SetupGlobalMemory(u32 binding, const GlobalMemoryEntry& entry,
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GPUVAddr gpu_addr, std::size_t size) {
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const auto alignment{device.GetShaderStorageBufferAlignment()};
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GPUVAddr gpu_addr, std::size_t size,
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GLuint64EXT* pointer) {
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const std::size_t alignment{device.GetShaderStorageBufferAlignment()};
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const auto info = buffer_cache.UploadMemory(gpu_addr, size, alignment, entry.is_written);
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, binding, info.handle, info.offset,
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static_cast<GLsizeiptr>(size));
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if (device.UseAssemblyShaders()) {
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*pointer = info.address + info.offset;
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} else {
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, binding, info.handle, info.offset,
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static_cast<GLsizeiptr>(size));
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}
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}
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void RasterizerOpenGL::SetupDrawTextures(std::size_t stage_index, Shader* shader) {
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|
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@ -124,9 +124,9 @@ private:
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/// Configures the current global memory entries to use for the kernel invocation.
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void SetupComputeGlobalMemory(Shader* kernel);
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/// Configures a constant buffer.
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/// Configures a global memory buffer.
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void SetupGlobalMemory(u32 binding, const GlobalMemoryEntry& entry, GPUVAddr gpu_addr,
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std::size_t size);
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std::size_t size, GLuint64EXT* pointer);
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/// Configures the current textures to use for the draw command.
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void SetupDrawTextures(std::size_t stage_index, Shader* shader);
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@ -11,8 +11,30 @@
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namespace OpenGL {
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ProgramManager::ProgramManager(const Device& device) {
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use_assembly_programs = device.UseAssemblyShaders();
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namespace {
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void BindProgram(GLenum stage, GLuint current, GLuint old, bool& enabled) {
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if (current == old) {
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return;
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}
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if (current == 0) {
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if (enabled) {
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enabled = false;
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glDisable(stage);
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}
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return;
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}
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if (!enabled) {
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||||
enabled = true;
|
||||
glEnable(stage);
|
||||
}
|
||||
glBindProgramARB(stage, current);
|
||||
}
|
||||
|
||||
} // Anonymous namespace
|
||||
|
||||
ProgramManager::ProgramManager(const Device& device)
|
||||
: use_assembly_programs{device.UseAssemblyShaders()} {
|
||||
if (use_assembly_programs) {
|
||||
glEnable(GL_COMPUTE_PROGRAM_NV);
|
||||
} else {
|
||||
|
@ -33,9 +55,7 @@ void ProgramManager::BindCompute(GLuint program) {
|
|||
}
|
||||
|
||||
void ProgramManager::BindGraphicsPipeline() {
|
||||
if (use_assembly_programs) {
|
||||
UpdateAssemblyPrograms();
|
||||
} else {
|
||||
if (!use_assembly_programs) {
|
||||
UpdateSourcePrograms();
|
||||
}
|
||||
}
|
||||
|
@ -63,32 +83,25 @@ void ProgramManager::RestoreGuestPipeline() {
|
|||
}
|
||||
}
|
||||
|
||||
void ProgramManager::UpdateAssemblyPrograms() {
|
||||
const auto update_state = [](GLenum stage, bool& enabled, GLuint current, GLuint old) {
|
||||
if (current == old) {
|
||||
return;
|
||||
}
|
||||
if (current == 0) {
|
||||
if (enabled) {
|
||||
enabled = false;
|
||||
glDisable(stage);
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (!enabled) {
|
||||
enabled = true;
|
||||
glEnable(stage);
|
||||
}
|
||||
glBindProgramARB(stage, current);
|
||||
};
|
||||
void ProgramManager::UseVertexShader(GLuint program) {
|
||||
if (use_assembly_programs) {
|
||||
BindProgram(GL_VERTEX_PROGRAM_NV, program, current_state.vertex, vertex_enabled);
|
||||
}
|
||||
current_state.vertex = program;
|
||||
}
|
||||
|
||||
update_state(GL_VERTEX_PROGRAM_NV, vertex_enabled, current_state.vertex, old_state.vertex);
|
||||
update_state(GL_GEOMETRY_PROGRAM_NV, geometry_enabled, current_state.geometry,
|
||||
old_state.geometry);
|
||||
update_state(GL_FRAGMENT_PROGRAM_NV, fragment_enabled, current_state.fragment,
|
||||
old_state.fragment);
|
||||
void ProgramManager::UseGeometryShader(GLuint program) {
|
||||
if (use_assembly_programs) {
|
||||
BindProgram(GL_GEOMETRY_PROGRAM_NV, program, current_state.vertex, geometry_enabled);
|
||||
}
|
||||
current_state.geometry = program;
|
||||
}
|
||||
|
||||
old_state = current_state;
|
||||
void ProgramManager::UseFragmentShader(GLuint program) {
|
||||
if (use_assembly_programs) {
|
||||
BindProgram(GL_FRAGMENT_PROGRAM_NV, program, current_state.vertex, fragment_enabled);
|
||||
}
|
||||
current_state.fragment = program;
|
||||
}
|
||||
|
||||
void ProgramManager::UpdateSourcePrograms() {
|
||||
|
|
|
@ -45,17 +45,9 @@ public:
|
|||
/// Rewinds BindHostPipeline state changes.
|
||||
void RestoreGuestPipeline();
|
||||
|
||||
void UseVertexShader(GLuint program) {
|
||||
current_state.vertex = program;
|
||||
}
|
||||
|
||||
void UseGeometryShader(GLuint program) {
|
||||
current_state.geometry = program;
|
||||
}
|
||||
|
||||
void UseFragmentShader(GLuint program) {
|
||||
current_state.fragment = program;
|
||||
}
|
||||
void UseVertexShader(GLuint program);
|
||||
void UseGeometryShader(GLuint program);
|
||||
void UseFragmentShader(GLuint program);
|
||||
|
||||
private:
|
||||
struct PipelineState {
|
||||
|
@ -64,9 +56,6 @@ private:
|
|||
GLuint fragment = 0;
|
||||
};
|
||||
|
||||
/// Update NV_gpu_program5 programs.
|
||||
void UpdateAssemblyPrograms();
|
||||
|
||||
/// Update GLSL programs.
|
||||
void UpdateSourcePrograms();
|
||||
|
||||
|
|
|
@ -35,7 +35,7 @@ OGLStreamBuffer::OGLStreamBuffer(const Device& device, GLsizeiptr size, bool ver
|
|||
mapped_ptr = static_cast<u8*>(
|
||||
glMapNamedBufferRange(gl_buffer.handle, 0, buffer_size, flags | GL_MAP_FLUSH_EXPLICIT_BIT));
|
||||
|
||||
if (device.HasVertexBufferUnifiedMemory()) {
|
||||
if (device.UseAssemblyShaders() || device.HasVertexBufferUnifiedMemory()) {
|
||||
glMakeNamedBufferResidentNV(gl_buffer.handle, GL_READ_ONLY);
|
||||
glGetNamedBufferParameterui64vNV(gl_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV, &gpu_address);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue