mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-10-01 12:30:00 +02:00
484eb645ae
* Initial implementation of Render Target Scaling Works with most games I have. No GUI option right now, it is hardcoded. Missing handling for texelFetch operation. * Realtime Configuration, refactoring. * texelFetch scaling on fragment shader (WIP) * Improve Shader-Side changes. * Fix potential crash when no color/depth bound * Workaround random uses of textures in compute. This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything. * Fix scales oscillating when changing between non-native scales. * Scaled textures on compute, cleanup, lazier uniform update. * Cleanup. * Fix stupidity * Address Thog Feedback. * Cover most of GDK's feedback (two comments remain) * Fix bad rename * Move IsDepthStencil to FormatExtensions, add docs. * Fix default config, square texture detection. * Three final fixes: - Nearest copy when texture is integer format. - Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error) - Discount small textures. * Remove scale threshold. Not needed right now - we'll see if we run into problems. * All CPU modification blacklists scale. * Fix comment.
223 lines
6.6 KiB
C#
223 lines
6.6 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.OpenGL
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{
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class Program : IProgram
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{
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private const int ShaderStages = 6;
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private const int UbStageShift = 5;
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private const int SbStageShift = 4;
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private const int TexStageShift = 5;
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private const int ImgStageShift = 3;
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private const int UbsPerStage = 1 << UbStageShift;
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private const int SbsPerStage = 1 << SbStageShift;
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private const int TexsPerStage = 1 << TexStageShift;
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private const int ImgsPerStage = 1 << ImgStageShift;
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public int Handle { get; private set; }
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public int FragmentRenderScaleUniform { get; }
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public int ComputeRenderScaleUniform { get; }
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public bool IsLinked { get; private set; }
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private int[] _ubBindingPoints;
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private int[] _sbBindingPoints;
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private int[] _textureUnits;
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private int[] _imageUnits;
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public Program(IShader[] shaders)
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{
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_ubBindingPoints = new int[UbsPerStage * ShaderStages];
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_sbBindingPoints = new int[SbsPerStage * ShaderStages];
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_textureUnits = new int[TexsPerStage * ShaderStages];
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_imageUnits = new int[ImgsPerStage * ShaderStages];
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for (int index = 0; index < _ubBindingPoints.Length; index++)
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{
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_ubBindingPoints[index] = -1;
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}
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for (int index = 0; index < _sbBindingPoints.Length; index++)
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{
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_sbBindingPoints[index] = -1;
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}
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for (int index = 0; index < _textureUnits.Length; index++)
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{
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_textureUnits[index] = -1;
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}
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for (int index = 0; index < _imageUnits.Length; index++)
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{
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_imageUnits[index] = -1;
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}
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Handle = GL.CreateProgram();
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for (int index = 0; index < shaders.Length; index++)
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{
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int shaderHandle = ((Shader)shaders[index]).Handle;
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GL.AttachShader(Handle, shaderHandle);
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}
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GL.LinkProgram(Handle);
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for (int index = 0; index < shaders.Length; index++)
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{
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int shaderHandle = ((Shader)shaders[index]).Handle;
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GL.DetachShader(Handle, shaderHandle);
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}
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CheckProgramLink();
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Bind();
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int ubBindingPoint = 0;
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int sbBindingPoint = 0;
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int textureUnit = 0;
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int imageUnit = 0;
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for (int index = 0; index < shaders.Length; index++)
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{
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Shader shader = (Shader)shaders[index];
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foreach (BufferDescriptor descriptor in shader.Info.CBuffers)
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{
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int location = GL.GetUniformBlockIndex(Handle, descriptor.Name);
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if (location < 0)
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{
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continue;
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}
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GL.UniformBlockBinding(Handle, location, ubBindingPoint);
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int bpIndex = (int)shader.Stage << UbStageShift | descriptor.Slot;
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_ubBindingPoints[bpIndex] = ubBindingPoint;
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ubBindingPoint++;
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}
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foreach (BufferDescriptor descriptor in shader.Info.SBuffers)
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{
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int location = GL.GetProgramResourceIndex(Handle, ProgramInterface.ShaderStorageBlock, descriptor.Name);
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if (location < 0)
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{
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continue;
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}
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GL.ShaderStorageBlockBinding(Handle, location, sbBindingPoint);
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int bpIndex = (int)shader.Stage << SbStageShift | descriptor.Slot;
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_sbBindingPoints[bpIndex] = sbBindingPoint;
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sbBindingPoint++;
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}
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int samplerIndex = 0;
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foreach (TextureDescriptor descriptor in shader.Info.Textures)
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{
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int location = GL.GetUniformLocation(Handle, descriptor.Name);
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if (location < 0)
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{
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continue;
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}
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GL.Uniform1(location, textureUnit);
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int uIndex = (int)shader.Stage << TexStageShift | samplerIndex++;
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_textureUnits[uIndex] = textureUnit;
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textureUnit++;
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}
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int imageIndex = 0;
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foreach (TextureDescriptor descriptor in shader.Info.Images)
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{
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int location = GL.GetUniformLocation(Handle, descriptor.Name);
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if (location < 0)
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{
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continue;
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}
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GL.Uniform1(location, imageUnit);
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int uIndex = (int)shader.Stage << ImgStageShift | imageIndex++;
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_imageUnits[uIndex] = imageUnit;
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imageUnit++;
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}
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}
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FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
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ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
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}
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public void Bind()
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{
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GL.UseProgram(Handle);
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}
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public int GetUniformBufferBindingPoint(ShaderStage stage, int index)
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{
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return _ubBindingPoints[(int)stage << UbStageShift | index];
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}
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public int GetStorageBufferBindingPoint(ShaderStage stage, int index)
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{
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return _sbBindingPoints[(int)stage << SbStageShift | index];
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}
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public int GetTextureUnit(ShaderStage stage, int index)
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{
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return _textureUnits[(int)stage << TexStageShift | index];
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}
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public int GetImageUnit(ShaderStage stage, int index)
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{
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return _imageUnits[(int)stage << ImgStageShift | index];
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}
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private void CheckProgramLink()
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{
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GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
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if (status == 0)
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{
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// Use GL.GetProgramInfoLog(Handle), it may be too long to print on the log.
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Logger.PrintDebug(LogClass.Gpu, "Shader linking failed.");
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}
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else
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{
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IsLinked = true;
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}
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}
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public void Dispose()
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{
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if (Handle != 0)
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{
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GL.DeleteProgram(Handle);
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Handle = 0;
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}
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}
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}
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}
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