// Copyright 2020 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include "common/alignment.h" #include "common/assert.h" #include "common/common_types.h" #include "common/div_ceil.h" #include "video_core/host_shaders/block_linear_unswizzle_2d_comp.h" #include "video_core/host_shaders/block_linear_unswizzle_3d_comp.h" #include "video_core/host_shaders/opengl_copy_bc4_comp.h" #include "video_core/host_shaders/pitch_unswizzle_comp.h" #include "video_core/renderer_opengl/gl_resource_manager.h" #include "video_core/renderer_opengl/gl_shader_manager.h" #include "video_core/renderer_opengl/gl_texture_cache.h" #include "video_core/renderer_opengl/util_shaders.h" #include "video_core/surface.h" #include "video_core/texture_cache/types.h" #include "video_core/texture_cache/util.h" #include "video_core/textures/decoders.h" namespace OpenGL { using namespace HostShaders; using Tegra::Texture::GOB_SIZE_SHIFT; using Tegra::Texture::GOB_SIZE_X; using Tegra::Texture::GOB_SIZE_X_SHIFT; using Tegra::Texture::GOB_SIZE_Y_SHIFT; using VideoCommon::Extent3D; using VideoCommon::ImageCopy; using VideoCommon::ImageType; using VideoCommon::SwizzleParameters; using VideoCore::Surface::BytesPerBlock; namespace { OGLProgram MakeProgram(std::string_view source) { OGLShader shader; shader.Create(source, GL_COMPUTE_SHADER); OGLProgram program; program.Create(true, false, shader.handle); return program; } } // Anonymous namespace UtilShaders::UtilShaders(ProgramManager& program_manager_) : program_manager{program_manager_}, block_linear_unswizzle_2d_program(MakeProgram(BLOCK_LINEAR_UNSWIZZLE_2D_COMP)), block_linear_unswizzle_3d_program(MakeProgram(BLOCK_LINEAR_UNSWIZZLE_3D_COMP)), pitch_unswizzle_program(MakeProgram(PITCH_UNSWIZZLE_COMP)), copy_bc4_program(MakeProgram(OPENGL_COPY_BC4_COMP)) { const auto swizzle_table = Tegra::Texture::MakeSwizzleTable(); swizzle_table_buffer.Create(); glNamedBufferStorage(swizzle_table_buffer.handle, sizeof(swizzle_table), &swizzle_table, 0); } UtilShaders::~UtilShaders() = default; void UtilShaders::BlockLinearUpload2D(Image& image, const ImageBufferMap& map, size_t buffer_offset, std::span swizzles) { static constexpr Extent3D WORKGROUP_SIZE{32, 32, 1}; static constexpr GLuint BINDING_SWIZZLE_BUFFER = 0; static constexpr GLuint BINDING_INPUT_BUFFER = 1; static constexpr GLuint BINDING_OUTPUT_IMAGE = 0; static constexpr GLuint LOC_ORIGIN = 0; static constexpr GLuint LOC_DESTINATION = 1; static constexpr GLuint LOC_BYTES_PER_BLOCK = 2; static constexpr GLuint LOC_LAYER_STRIDE = 3; static constexpr GLuint LOC_BLOCK_SIZE = 4; static constexpr GLuint LOC_X_SHIFT = 5; static constexpr GLuint LOC_BLOCK_HEIGHT = 6; static constexpr GLuint LOC_BLOCK_HEIGHT_MASK = 7; const u32 bytes_per_block = BytesPerBlock(image.info.format); const u32 bytes_per_block_log2 = std::countr_zero(bytes_per_block); program_manager.BindHostCompute(block_linear_unswizzle_2d_program.handle); glFlushMappedNamedBufferRange(map.Handle(), buffer_offset, image.guest_size_bytes); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, BINDING_SWIZZLE_BUFFER, swizzle_table_buffer.handle); glUniform3ui(LOC_ORIGIN, 0, 0, 0); // TODO glUniform3i(LOC_DESTINATION, 0, 0, 0); // TODO glUniform1ui(LOC_BYTES_PER_BLOCK, bytes_per_block_log2); glUniform1ui(LOC_LAYER_STRIDE, image.info.layer_stride); for (const SwizzleParameters& swizzle : swizzles) { const Extent3D block = swizzle.block; const Extent3D num_tiles = swizzle.num_tiles; const size_t offset = swizzle.buffer_offset + buffer_offset; const u32 num_dispatches_x = Common::DivCeil(num_tiles.width, WORKGROUP_SIZE.width); const u32 num_dispatches_y = Common::DivCeil(num_tiles.height, WORKGROUP_SIZE.height); const u32 stride_alignment = CalculateLevelStrideAlignment(image.info, swizzle.level); const u32 stride = Common::AlignBits(num_tiles.width, stride_alignment) * bytes_per_block; const u32 gobs_in_x = (stride + GOB_SIZE_X - 1) >> GOB_SIZE_X_SHIFT; const u32 block_size = gobs_in_x << (GOB_SIZE_SHIFT + block.height + block.depth); const u32 block_height_mask = (1U << block.height) - 1; const u32 x_shift = GOB_SIZE_SHIFT + block.height + block.depth; glUniform1ui(LOC_BLOCK_SIZE, block_size); glUniform1ui(LOC_X_SHIFT, x_shift); glUniform1ui(LOC_BLOCK_HEIGHT, block.height); glUniform1ui(LOC_BLOCK_HEIGHT_MASK, block_height_mask); glBindBufferRange(GL_SHADER_STORAGE_BUFFER, BINDING_INPUT_BUFFER, map.Handle(), offset, image.guest_size_bytes - swizzle.buffer_offset); glBindImageTexture(BINDING_OUTPUT_IMAGE, image.Handle(), swizzle.level, GL_TRUE, 0, GL_WRITE_ONLY, StoreFormat(bytes_per_block)); glDispatchCompute(num_dispatches_x, num_dispatches_y, image.info.resources.layers); } program_manager.RestoreGuestCompute(); } void UtilShaders::BlockLinearUpload3D(Image& image, const ImageBufferMap& map, size_t buffer_offset, std::span swizzles) { static constexpr Extent3D WORKGROUP_SIZE{16, 8, 8}; static constexpr GLuint BINDING_SWIZZLE_BUFFER = 0; static constexpr GLuint BINDING_INPUT_BUFFER = 1; static constexpr GLuint BINDING_OUTPUT_IMAGE = 0; static constexpr GLuint LOC_ORIGIN = 0; static constexpr GLuint LOC_DESTINATION = 1; static constexpr GLuint LOC_BYTES_PER_BLOCK = 2; static constexpr GLuint SLICE_SIZE_LOC = 3; static constexpr GLuint LOC_BLOCK_SIZE = 4; static constexpr GLuint LOC_X_SHIFT = 5; static constexpr GLuint LOC_BLOCK_HEIGHT = 6; static constexpr GLuint LOC_BLOCK_HEIGHT_MASK = 7; static constexpr GLuint BLOCK_DEPTH_LOC = 8; static constexpr GLuint BLOCK_DEPTH_MASK_LOC = 9; const u32 bytes_per_block = BytesPerBlock(image.info.format); const u32 bytes_per_block_log2 = std::countr_zero(bytes_per_block); glFlushMappedNamedBufferRange(map.Handle(), buffer_offset, image.guest_size_bytes); program_manager.BindHostCompute(block_linear_unswizzle_3d_program.handle); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, BINDING_SWIZZLE_BUFFER, swizzle_table_buffer.handle); glUniform3ui(LOC_ORIGIN, 0, 0, 0); // TODO glUniform3i(LOC_DESTINATION, 0, 0, 0); // TODO glUniform1ui(LOC_BYTES_PER_BLOCK, bytes_per_block_log2); for (const SwizzleParameters& swizzle : swizzles) { const Extent3D block = swizzle.block; const Extent3D num_tiles = swizzle.num_tiles; const size_t offset = swizzle.buffer_offset + buffer_offset; const u32 num_dispatches_x = Common::DivCeil(num_tiles.width, WORKGROUP_SIZE.width); const u32 num_dispatches_y = Common::DivCeil(num_tiles.height, WORKGROUP_SIZE.height); const u32 num_dispatches_z = Common::DivCeil(num_tiles.depth, WORKGROUP_SIZE.depth); const u32 stride_alignment = CalculateLevelStrideAlignment(image.info, swizzle.level); const u32 stride = Common::AlignBits(num_tiles.width, stride_alignment) * bytes_per_block; const u32 gobs_in_x = (stride + GOB_SIZE_X - 1) >> GOB_SIZE_X_SHIFT; const u32 block_size = gobs_in_x << (GOB_SIZE_SHIFT + block.height + block.depth); const u32 slice_size = Common::DivCeilLog2(num_tiles.height, block.height + GOB_SIZE_Y_SHIFT) * block_size; const u32 block_height_mask = (1U << block.height) - 1; const u32 block_depth_mask = (1U << block.depth) - 1; const u32 x_shift = GOB_SIZE_SHIFT + block.height + block.depth; glUniform1ui(SLICE_SIZE_LOC, slice_size); glUniform1ui(LOC_BLOCK_SIZE, block_size); glUniform1ui(LOC_X_SHIFT, x_shift); glUniform1ui(LOC_BLOCK_HEIGHT, block.height); glUniform1ui(LOC_BLOCK_HEIGHT_MASK, block_height_mask); glUniform1ui(BLOCK_DEPTH_LOC, block.depth); glUniform1ui(BLOCK_DEPTH_MASK_LOC, block_depth_mask); glBindBufferRange(GL_SHADER_STORAGE_BUFFER, BINDING_INPUT_BUFFER, map.Handle(), offset, image.guest_size_bytes - swizzle.buffer_offset); glBindImageTexture(BINDING_OUTPUT_IMAGE, image.Handle(), swizzle.level, GL_TRUE, 0, GL_WRITE_ONLY, StoreFormat(bytes_per_block)); glDispatchCompute(num_dispatches_x, num_dispatches_y, num_dispatches_z); } program_manager.RestoreGuestCompute(); } void UtilShaders::PitchUpload(Image& image, const ImageBufferMap& map, size_t buffer_offset, std::span swizzles) { static constexpr Extent3D WORKGROUP_SIZE{32, 32, 1}; static constexpr GLuint BINDING_INPUT_BUFFER = 0; static constexpr GLuint BINDING_OUTPUT_IMAGE = 0; static constexpr GLuint LOC_ORIGIN = 0; static constexpr GLuint LOC_DESTINATION = 1; static constexpr GLuint LOC_BYTES_PER_BLOCK = 2; static constexpr GLuint LOC_PITCH = 3; const u32 bytes_per_block = BytesPerBlock(image.info.format); const GLenum format = StoreFormat(bytes_per_block); const u32 pitch = image.info.pitch; UNIMPLEMENTED_IF_MSG(!std::has_single_bit(bytes_per_block), "Non-power of two images are not implemented"); program_manager.BindHostCompute(pitch_unswizzle_program.handle); glFlushMappedNamedBufferRange(map.Handle(), buffer_offset, image.guest_size_bytes); glUniform2ui(LOC_ORIGIN, 0, 0); // TODO glUniform2i(LOC_DESTINATION, 0, 0); // TODO glUniform1ui(LOC_BYTES_PER_BLOCK, bytes_per_block); glUniform1ui(LOC_PITCH, pitch); glBindImageTexture(BINDING_OUTPUT_IMAGE, image.Handle(), 0, GL_FALSE, 0, GL_WRITE_ONLY, format); for (const SwizzleParameters& swizzle : swizzles) { const Extent3D num_tiles = swizzle.num_tiles; const size_t offset = swizzle.buffer_offset + buffer_offset; const u32 aligned_width = Common::AlignUp(num_tiles.width, WORKGROUP_SIZE.width); const u32 aligned_height = Common::AlignUp(num_tiles.height, WORKGROUP_SIZE.height); const u32 num_dispatches_x = aligned_width / WORKGROUP_SIZE.width; const u32 num_dispatches_y = aligned_height / WORKGROUP_SIZE.height; glBindBufferRange(GL_SHADER_STORAGE_BUFFER, BINDING_INPUT_BUFFER, map.Handle(), offset, image.guest_size_bytes - swizzle.buffer_offset); glDispatchCompute(num_dispatches_x, num_dispatches_y, 1); } program_manager.RestoreGuestCompute(); } void UtilShaders::CopyBC4(Image& dst_image, Image& src_image, std::span copies) { static constexpr GLuint BINDING_INPUT_IMAGE = 0; static constexpr GLuint BINDING_OUTPUT_IMAGE = 1; static constexpr GLuint LOC_SRC_OFFSET = 0; static constexpr GLuint LOC_DST_OFFSET = 1; program_manager.BindHostCompute(copy_bc4_program.handle); for (const ImageCopy& copy : copies) { ASSERT(copy.src_subresource.base_layer == 0); ASSERT(copy.src_subresource.num_layers == 1); ASSERT(copy.dst_subresource.base_layer == 0); ASSERT(copy.dst_subresource.num_layers == 1); glUniform3ui(LOC_SRC_OFFSET, copy.src_offset.x, copy.src_offset.y, copy.src_offset.z); glUniform3ui(LOC_DST_OFFSET, copy.dst_offset.x, copy.dst_offset.y, copy.dst_offset.z); glBindImageTexture(BINDING_INPUT_IMAGE, src_image.Handle(), copy.src_subresource.base_level, GL_FALSE, 0, GL_READ_ONLY, GL_RG32UI); glBindImageTexture(BINDING_OUTPUT_IMAGE, dst_image.Handle(), copy.dst_subresource.base_level, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8UI); glDispatchCompute(copy.extent.width, copy.extent.height, copy.extent.depth); } program_manager.RestoreGuestCompute(); } GLenum StoreFormat(u32 bytes_per_block) { switch (bytes_per_block) { case 1: return GL_R8UI; case 2: return GL_R16UI; case 4: return GL_R32UI; case 8: return GL_RG32UI; case 16: return GL_RGBA32UI; } UNREACHABLE(); return GL_R8UI; } } // namespace OpenGL