mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-07 22:28:33 +00:00
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.
224 lines
6.6 KiB
C#
224 lines
6.6 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
using Ryujinx.Common.Logging;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Shader;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL
|
|
{
|
|
class Program : IProgram
|
|
{
|
|
private const int ShaderStages = 6;
|
|
|
|
private const int UbStageShift = 5;
|
|
private const int SbStageShift = 4;
|
|
private const int TexStageShift = 5;
|
|
private const int ImgStageShift = 3;
|
|
|
|
private const int UbsPerStage = 1 << UbStageShift;
|
|
private const int SbsPerStage = 1 << SbStageShift;
|
|
private const int TexsPerStage = 1 << TexStageShift;
|
|
private const int ImgsPerStage = 1 << ImgStageShift;
|
|
|
|
public int Handle { get; private set; }
|
|
|
|
public int FragmentRenderScaleUniform { get; }
|
|
public int ComputeRenderScaleUniform { get; }
|
|
|
|
public bool IsLinked { get; private set; }
|
|
|
|
private int[] _ubBindingPoints;
|
|
private int[] _sbBindingPoints;
|
|
private int[] _textureUnits;
|
|
private int[] _imageUnits;
|
|
|
|
public Program(IShader[] shaders)
|
|
{
|
|
_ubBindingPoints = new int[UbsPerStage * ShaderStages];
|
|
_sbBindingPoints = new int[SbsPerStage * ShaderStages];
|
|
_textureUnits = new int[TexsPerStage * ShaderStages];
|
|
_imageUnits = new int[ImgsPerStage * ShaderStages];
|
|
|
|
for (int index = 0; index < _ubBindingPoints.Length; index++)
|
|
{
|
|
_ubBindingPoints[index] = -1;
|
|
}
|
|
|
|
for (int index = 0; index < _sbBindingPoints.Length; index++)
|
|
{
|
|
_sbBindingPoints[index] = -1;
|
|
}
|
|
|
|
for (int index = 0; index < _textureUnits.Length; index++)
|
|
{
|
|
_textureUnits[index] = -1;
|
|
}
|
|
|
|
for (int index = 0; index < _imageUnits.Length; index++)
|
|
{
|
|
_imageUnits[index] = -1;
|
|
}
|
|
|
|
Handle = GL.CreateProgram();
|
|
|
|
for (int index = 0; index < shaders.Length; index++)
|
|
{
|
|
int shaderHandle = ((Shader)shaders[index]).Handle;
|
|
|
|
GL.AttachShader(Handle, shaderHandle);
|
|
}
|
|
|
|
GL.LinkProgram(Handle);
|
|
|
|
for (int index = 0; index < shaders.Length; index++)
|
|
{
|
|
int shaderHandle = ((Shader)shaders[index]).Handle;
|
|
|
|
GL.DetachShader(Handle, shaderHandle);
|
|
}
|
|
|
|
CheckProgramLink();
|
|
|
|
Bind();
|
|
|
|
int ubBindingPoint = 0;
|
|
int sbBindingPoint = 0;
|
|
int textureUnit = 0;
|
|
int imageUnit = 0;
|
|
|
|
for (int index = 0; index < shaders.Length; index++)
|
|
{
|
|
Shader shader = (Shader)shaders[index];
|
|
|
|
foreach (BufferDescriptor descriptor in shader.Info.CBuffers)
|
|
{
|
|
int location = GL.GetUniformBlockIndex(Handle, descriptor.Name);
|
|
|
|
if (location < 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
GL.UniformBlockBinding(Handle, location, ubBindingPoint);
|
|
|
|
int bpIndex = (int)shader.Stage << UbStageShift | descriptor.Slot;
|
|
|
|
_ubBindingPoints[bpIndex] = ubBindingPoint;
|
|
|
|
ubBindingPoint++;
|
|
}
|
|
|
|
foreach (BufferDescriptor descriptor in shader.Info.SBuffers)
|
|
{
|
|
int location = GL.GetProgramResourceIndex(Handle, ProgramInterface.ShaderStorageBlock, descriptor.Name);
|
|
|
|
if (location < 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
GL.ShaderStorageBlockBinding(Handle, location, sbBindingPoint);
|
|
|
|
int bpIndex = (int)shader.Stage << SbStageShift | descriptor.Slot;
|
|
|
|
_sbBindingPoints[bpIndex] = sbBindingPoint;
|
|
|
|
sbBindingPoint++;
|
|
}
|
|
|
|
int samplerIndex = 0;
|
|
|
|
foreach (TextureDescriptor descriptor in shader.Info.Textures)
|
|
{
|
|
int location = GL.GetUniformLocation(Handle, descriptor.Name);
|
|
|
|
if (location < 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
GL.Uniform1(location, textureUnit);
|
|
|
|
int uIndex = (int)shader.Stage << TexStageShift | samplerIndex++;
|
|
|
|
_textureUnits[uIndex] = textureUnit;
|
|
|
|
textureUnit++;
|
|
}
|
|
|
|
int imageIndex = 0;
|
|
|
|
foreach (TextureDescriptor descriptor in shader.Info.Images)
|
|
{
|
|
int location = GL.GetUniformLocation(Handle, descriptor.Name);
|
|
|
|
if (location < 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
GL.Uniform1(location, imageUnit);
|
|
|
|
int uIndex = (int)shader.Stage << ImgStageShift | imageIndex++;
|
|
|
|
_imageUnits[uIndex] = imageUnit;
|
|
|
|
imageUnit++;
|
|
}
|
|
}
|
|
|
|
FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
|
|
ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
|
|
}
|
|
|
|
public void Bind()
|
|
{
|
|
GL.UseProgram(Handle);
|
|
}
|
|
|
|
public int GetUniformBufferBindingPoint(ShaderStage stage, int index)
|
|
{
|
|
return _ubBindingPoints[(int)stage << UbStageShift | index];
|
|
}
|
|
|
|
public int GetStorageBufferBindingPoint(ShaderStage stage, int index)
|
|
{
|
|
return _sbBindingPoints[(int)stage << SbStageShift | index];
|
|
}
|
|
|
|
public int GetTextureUnit(ShaderStage stage, int index)
|
|
{
|
|
return _textureUnits[(int)stage << TexStageShift | index];
|
|
}
|
|
|
|
public int GetImageUnit(ShaderStage stage, int index)
|
|
{
|
|
return _imageUnits[(int)stage << ImgStageShift | index];
|
|
}
|
|
|
|
private void CheckProgramLink()
|
|
{
|
|
GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
|
|
|
|
if (status == 0)
|
|
{
|
|
// Use GL.GetProgramInfoLog(Handle), it may be too long to print on the log.
|
|
Logger.PrintDebug(LogClass.Gpu, "Shader linking failed.");
|
|
}
|
|
else
|
|
{
|
|
IsLinked = true;
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (Handle != 0)
|
|
{
|
|
GL.DeleteProgram(Handle);
|
|
|
|
Handle = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|