forked from eden-emu/eden
		
	Merge pull request #1237 from Subv/ubos
Shaders: Use UBOs instead of individual uniforms in the generated frag shaders
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						9be370a2cf
					
				
					 6 changed files with 67 additions and 13 deletions
				
			
		|  | @ -46,14 +46,21 @@ void RasterizerOpenGL::InitObjects() { | |||
|         state.texture_units[i].sampler = texture_samplers[i].sampler.handle; | ||||
|     } | ||||
| 
 | ||||
|     // Generate VBO and VAO
 | ||||
|     // Generate VBO, VAO and UBO
 | ||||
|     vertex_buffer.Create(); | ||||
|     vertex_array.Create(); | ||||
|     uniform_buffer.Create(); | ||||
| 
 | ||||
|     state.draw.vertex_array = vertex_array.handle; | ||||
|     state.draw.vertex_buffer = vertex_buffer.handle; | ||||
|     state.draw.uniform_buffer = uniform_buffer.handle; | ||||
|     state.Apply(); | ||||
| 
 | ||||
|     // Bind the UBO to binding point 0
 | ||||
|     glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle); | ||||
| 
 | ||||
|     uniform_block_data.dirty = true; | ||||
| 
 | ||||
|     // Set vertex attributes
 | ||||
|     glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position)); | ||||
|     glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION); | ||||
|  | @ -148,6 +155,11 @@ void RasterizerOpenGL::DrawTriangles() { | |||
|         state.draw.shader_dirty = false; | ||||
|     } | ||||
| 
 | ||||
|     if (uniform_block_data.dirty) { | ||||
|         glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW); | ||||
|         uniform_block_data.dirty = false; | ||||
|     } | ||||
| 
 | ||||
|     glBufferData(GL_ARRAY_BUFFER, vertex_batch.size() * sizeof(HardwareVertex), vertex_batch.data(), GL_STREAM_DRAW); | ||||
|     glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertex_batch.size()); | ||||
| 
 | ||||
|  | @ -485,6 +497,9 @@ void RasterizerOpenGL::SetShader() { | |||
|         glUniform1i(PicaShader::Uniform::Texture2, 2); | ||||
| 
 | ||||
|         current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get(); | ||||
| 
 | ||||
|         unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data"); | ||||
|         glUniformBlockBinding(current_shader->shader.handle, block_index, 0); | ||||
|     } | ||||
| 
 | ||||
|     // Update uniforms
 | ||||
|  | @ -615,7 +630,10 @@ void RasterizerOpenGL::SyncBlendColor() { | |||
| 
 | ||||
| void RasterizerOpenGL::SyncAlphaTest() { | ||||
|     const auto& regs = Pica::g_state.regs; | ||||
|     glUniform1i(PicaShader::Uniform::AlphaTestRef, regs.output_merger.alpha_test.ref); | ||||
|     if (regs.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) { | ||||
|         uniform_block_data.data.alphatest_ref = regs.output_merger.alpha_test.ref; | ||||
|         uniform_block_data.dirty = true; | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncLogicOp() { | ||||
|  | @ -647,12 +665,18 @@ void RasterizerOpenGL::SyncDepthTest() { | |||
| 
 | ||||
| void RasterizerOpenGL::SyncCombinerColor() { | ||||
|     auto combiner_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.tev_combiner_buffer_color.raw); | ||||
|     glUniform4fv(PicaShader::Uniform::TevCombinerBufferColor, 1, combiner_color.data()); | ||||
|     if (combiner_color != uniform_block_data.data.tev_combiner_buffer_color) { | ||||
|         uniform_block_data.data.tev_combiner_buffer_color = combiner_color; | ||||
|         uniform_block_data.dirty = true; | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncTevConstColor(int stage_index, const Pica::Regs::TevStageConfig& tev_stage) { | ||||
|     auto const_color = PicaToGL::ColorRGBA8(tev_stage.const_color); | ||||
|     glUniform4fv(PicaShader::Uniform::TevConstColors + stage_index, 1, const_color.data()); | ||||
|     if (const_color != uniform_block_data.data.const_color[stage_index]) { | ||||
|         uniform_block_data.data.const_color[stage_index] = const_color; | ||||
|         uniform_block_data.dirty = true; | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncDrawState() { | ||||
|  | @ -683,6 +707,7 @@ void RasterizerOpenGL::SyncDrawState() { | |||
|         } | ||||
|     } | ||||
| 
 | ||||
|     state.draw.uniform_buffer = uniform_buffer.handle; | ||||
|     state.Apply(); | ||||
| } | ||||
| 
 | ||||
|  |  | |||
|  | @ -141,12 +141,9 @@ public: | |||
| 
 | ||||
|         /// Fragment shader uniforms
 | ||||
|         enum Uniform : GLuint { | ||||
|             AlphaTestRef = 0, | ||||
|             TevConstColors = 1, | ||||
|             Texture0 = 7, | ||||
|             Texture1 = 8, | ||||
|             Texture2 = 9, | ||||
|             TevCombinerBufferColor = 10, | ||||
|             Texture0 = 0, | ||||
|             Texture1 = 1, | ||||
|             Texture2 = 2, | ||||
|         }; | ||||
|     }; | ||||
| 
 | ||||
|  | @ -216,6 +213,18 @@ private: | |||
|         GLfloat tex_coord2[2]; | ||||
|     }; | ||||
| 
 | ||||
|     /// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned
 | ||||
|     struct UniformData { | ||||
|         // A vec4 color for each of the six tev stages
 | ||||
|         std::array<GLfloat, 4> const_color[6]; | ||||
|         std::array<GLfloat, 4> tev_combiner_buffer_color; | ||||
|         GLint alphatest_ref; | ||||
|         INSERT_PADDING_BYTES(12); | ||||
|     }; | ||||
| 
 | ||||
|     static_assert(sizeof(UniformData) == 0x80, "The size of the UniformData structure has changed, update the structure in the shader"); | ||||
|     static_assert(sizeof(UniformData) < 16000, "UniformData structure must be less than 16kb as per the OpenGL spec"); | ||||
| 
 | ||||
|     /// Reconfigure the OpenGL color texture to use the given format and dimensions
 | ||||
|     void ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height); | ||||
| 
 | ||||
|  | @ -298,7 +307,13 @@ private: | |||
|     std::unordered_map<PicaShaderConfig, std::unique_ptr<PicaShader>> shader_cache; | ||||
|     const PicaShader* current_shader = nullptr; | ||||
| 
 | ||||
|     struct { | ||||
|         UniformData data; | ||||
|         bool dirty; | ||||
|     } uniform_block_data; | ||||
| 
 | ||||
|     OGLVertexArray vertex_array; | ||||
|     OGLBuffer vertex_buffer; | ||||
|     OGLBuffer uniform_buffer; | ||||
|     OGLFramebuffer framebuffer; | ||||
| }; | ||||
|  |  | |||
|  | @ -329,13 +329,17 @@ in vec4 primary_color; | |||
| in vec2 texcoord[3]; | ||||
| 
 | ||||
| out vec4 color; | ||||
| 
 | ||||
| layout (std140) uniform shader_data { | ||||
|     vec4 const_color[NUM_TEV_STAGES]; | ||||
|     vec4 tev_combiner_buffer_color; | ||||
|     int alphatest_ref; | ||||
| }; | ||||
| 
 | ||||
| )"; | ||||
| 
 | ||||
|     using Uniform = RasterizerOpenGL::PicaShader::Uniform; | ||||
|     out += "layout(location = " + std::to_string((int)Uniform::AlphaTestRef) + ") uniform int alphatest_ref;\n"; | ||||
|     out += "layout(location = " + std::to_string((int)Uniform::TevConstColors) + ") uniform vec4 const_color[NUM_TEV_STAGES];\n"; | ||||
|     out += "layout(location = " + std::to_string((int)Uniform::Texture0) + ") uniform sampler2D tex[3];\n"; | ||||
|     out += "layout(location = " + std::to_string((int)Uniform::TevCombinerBufferColor) + ") uniform vec4 tev_combiner_buffer_color;\n"; | ||||
| 
 | ||||
|     out += "void main() {\n"; | ||||
|     out += "vec4 combiner_buffer = tev_combiner_buffer_color;\n"; | ||||
|  |  | |||
|  | @ -180,6 +180,11 @@ void OpenGLState::Apply() { | |||
|         glBindBuffer(GL_ARRAY_BUFFER, draw.vertex_buffer); | ||||
|     } | ||||
| 
 | ||||
|     // Uniform buffer
 | ||||
|     if (draw.uniform_buffer != cur_state.draw.uniform_buffer) { | ||||
|         glBindBuffer(GL_UNIFORM_BUFFER, draw.uniform_buffer); | ||||
|     } | ||||
| 
 | ||||
|     // Shader program
 | ||||
|     if (draw.shader_program != cur_state.draw.shader_program) { | ||||
|         glUseProgram(draw.shader_program); | ||||
|  | @ -214,6 +219,9 @@ void OpenGLState::ResetBuffer(GLuint id) { | |||
|     if (cur_state.draw.vertex_buffer == id) { | ||||
|         cur_state.draw.vertex_buffer = 0; | ||||
|     } | ||||
|     if (cur_state.draw.uniform_buffer == id) { | ||||
|         cur_state.draw.uniform_buffer = 0; | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| void OpenGLState::ResetVertexArray(GLuint id) { | ||||
|  |  | |||
|  | @ -64,6 +64,7 @@ public: | |||
|         GLuint framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
 | ||||
|         GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
 | ||||
|         GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING
 | ||||
|         GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING
 | ||||
|         GLuint shader_program; // GL_CURRENT_PROGRAM
 | ||||
|         bool shader_dirty; | ||||
|     } draw; | ||||
|  |  | |||
|  | @ -256,6 +256,7 @@ void RendererOpenGL::InitOpenGLObjects() { | |||
| 
 | ||||
|     state.draw.vertex_array = vertex_array_handle; | ||||
|     state.draw.vertex_buffer = vertex_buffer_handle; | ||||
|     state.draw.uniform_buffer = 0; | ||||
|     state.Apply(); | ||||
| 
 | ||||
|     // Attach vertex data to VAO
 | ||||
|  |  | |||
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