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https://github.com/yuzu-emu/yuzu.git
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FragShader: Use an UBO instead of several individual uniforms
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1463127fad
commit
823ce62f2f
@ -46,14 +46,21 @@ void RasterizerOpenGL::InitObjects() {
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state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
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}
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// Generate VBO and VAO
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// Generate VBO, VAO and UBO
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vertex_buffer.Create();
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vertex_array.Create();
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uniform_buffer.Create();
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state.draw.vertex_array = vertex_array.handle;
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state.draw.vertex_buffer = vertex_buffer.handle;
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state.draw.uniform_buffer = uniform_buffer.handle;
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state.Apply();
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// Bind the UBO to binding point 0
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle);
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uniform_block_data.dirty = true;
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// Set vertex attributes
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glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION);
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@ -148,6 +155,11 @@ void RasterizerOpenGL::DrawTriangles() {
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state.draw.shader_dirty = false;
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}
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if (uniform_block_data.dirty) {
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW);
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uniform_block_data.dirty = false;
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}
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glBufferData(GL_ARRAY_BUFFER, vertex_batch.size() * sizeof(HardwareVertex), vertex_batch.data(), GL_STREAM_DRAW);
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertex_batch.size());
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@ -485,6 +497,9 @@ void RasterizerOpenGL::SetShader() {
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glUniform1i(PicaShader::Uniform::Texture2, 2);
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current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
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unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
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glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
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}
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// Update uniforms
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@ -615,7 +630,10 @@ void RasterizerOpenGL::SyncBlendColor() {
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void RasterizerOpenGL::SyncAlphaTest() {
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const auto& regs = Pica::g_state.regs;
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glUniform1i(PicaShader::Uniform::AlphaTestRef, regs.output_merger.alpha_test.ref);
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if (regs.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) {
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uniform_block_data.data.alphatest_ref = regs.output_merger.alpha_test.ref;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncLogicOp() {
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@ -647,12 +665,18 @@ void RasterizerOpenGL::SyncDepthTest() {
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void RasterizerOpenGL::SyncCombinerColor() {
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auto combiner_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.tev_combiner_buffer_color.raw);
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glUniform4fv(PicaShader::Uniform::TevCombinerBufferColor, 1, combiner_color.data());
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if (combiner_color != uniform_block_data.data.tev_combiner_buffer_color) {
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uniform_block_data.data.tev_combiner_buffer_color = combiner_color;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncTevConstColor(int stage_index, const Pica::Regs::TevStageConfig& tev_stage) {
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auto const_color = PicaToGL::ColorRGBA8(tev_stage.const_color);
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glUniform4fv(PicaShader::Uniform::TevConstColors + stage_index, 1, const_color.data());
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if (const_color != uniform_block_data.data.const_color[stage_index]) {
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uniform_block_data.data.const_color[stage_index] = const_color;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncDrawState() {
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@ -683,6 +707,7 @@ void RasterizerOpenGL::SyncDrawState() {
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}
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}
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state.draw.uniform_buffer = uniform_buffer.handle;
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state.Apply();
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}
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@ -141,12 +141,9 @@ public:
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/// Fragment shader uniforms
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enum Uniform : GLuint {
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AlphaTestRef = 0,
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TevConstColors = 1,
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Texture0 = 7,
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Texture1 = 8,
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Texture2 = 9,
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TevCombinerBufferColor = 10,
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Texture0 = 0,
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Texture1 = 1,
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Texture2 = 2,
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};
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};
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@ -216,6 +213,18 @@ private:
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GLfloat tex_coord2[2];
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};
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/// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned
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struct UniformData {
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// A vec4 color for each of the six tev stages
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std::array<GLfloat, 4> const_color[6];
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std::array<GLfloat, 4> tev_combiner_buffer_color;
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GLint alphatest_ref;
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INSERT_PADDING_BYTES(12);
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};
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static_assert(sizeof(UniformData) == 0x80, "The size of the UniformData structure has changed, update the structure in the shader");
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static_assert(sizeof(UniformData) < 16000, "UniformData structure must be less than 16kb as per the OpenGL spec");
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/// Reconfigure the OpenGL color texture to use the given format and dimensions
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void ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height);
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@ -298,7 +307,13 @@ private:
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std::unordered_map<PicaShaderConfig, std::unique_ptr<PicaShader>> shader_cache;
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const PicaShader* current_shader = nullptr;
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struct {
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UniformData data;
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bool dirty;
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} uniform_block_data;
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OGLVertexArray vertex_array;
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OGLBuffer vertex_buffer;
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OGLBuffer uniform_buffer;
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OGLFramebuffer framebuffer;
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};
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@ -329,13 +329,17 @@ in vec4 primary_color;
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in vec2 texcoord[3];
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out vec4 color;
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layout (std140) uniform shader_data {
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vec4 const_color[NUM_TEV_STAGES];
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vec4 tev_combiner_buffer_color;
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int alphatest_ref;
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};
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)";
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using Uniform = RasterizerOpenGL::PicaShader::Uniform;
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out += "layout(location = " + std::to_string((int)Uniform::AlphaTestRef) + ") uniform int alphatest_ref;\n";
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out += "layout(location = " + std::to_string((int)Uniform::TevConstColors) + ") uniform vec4 const_color[NUM_TEV_STAGES];\n";
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out += "layout(location = " + std::to_string((int)Uniform::Texture0) + ") uniform sampler2D tex[3];\n";
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out += "layout(location = " + std::to_string((int)Uniform::TevCombinerBufferColor) + ") uniform vec4 tev_combiner_buffer_color;\n";
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out += "void main() {\n";
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out += "vec4 combiner_buffer = tev_combiner_buffer_color;\n";
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@ -180,6 +180,11 @@ void OpenGLState::Apply() {
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glBindBuffer(GL_ARRAY_BUFFER, draw.vertex_buffer);
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}
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// Uniform buffer
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if (draw.uniform_buffer != cur_state.draw.uniform_buffer) {
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glBindBuffer(GL_UNIFORM_BUFFER, draw.uniform_buffer);
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}
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// Shader program
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if (draw.shader_program != cur_state.draw.shader_program) {
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glUseProgram(draw.shader_program);
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@ -214,6 +219,9 @@ void OpenGLState::ResetBuffer(GLuint id) {
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if (cur_state.draw.vertex_buffer == id) {
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cur_state.draw.vertex_buffer = 0;
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}
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if (cur_state.draw.uniform_buffer == id) {
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cur_state.draw.uniform_buffer = 0;
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}
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}
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void OpenGLState::ResetVertexArray(GLuint id) {
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@ -64,6 +64,7 @@ public:
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GLuint framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
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GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
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GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING
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GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING
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GLuint shader_program; // GL_CURRENT_PROGRAM
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bool shader_dirty;
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} draw;
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@ -256,6 +256,7 @@ void RendererOpenGL::InitOpenGLObjects() {
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state.draw.vertex_array = vertex_array_handle;
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state.draw.vertex_buffer = vertex_buffer_handle;
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state.draw.uniform_buffer = 0;
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state.Apply();
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// Attach vertex data to VAO
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