yuzu/src/video_core/renderer_opengl/gl_shader_manager.h

83 lines
2.3 KiB
C++
Executable File

// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <cstddef>
#include <glad/glad.h>
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/maxwell_to_gl.h"
namespace OpenGL {
class Device;
/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
/// @note Always keep a vec4 at the end. The GL spec is not clear whether the alignment at
/// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
/// Not following that rule will cause problems on some AMD drivers.
struct alignas(16) MaxwellUniformData {
void SetFromRegs(const Tegra::Engines::Maxwell3D& maxwell);
GLfloat y_direction;
};
static_assert(sizeof(MaxwellUniformData) == 16, "MaxwellUniformData structure size is incorrect");
static_assert(sizeof(MaxwellUniformData) < 16384,
"MaxwellUniformData structure must be less than 16kb as per the OpenGL spec");
class ProgramManager {
public:
explicit ProgramManager(const Device& device);
~ProgramManager();
/// Binds a compute program
void BindCompute(GLuint program);
/// Updates bound programs.
void BindGraphicsPipeline();
/// Binds an OpenGL pipeline object unsynchronized with the guest state.
void BindHostPipeline(GLuint pipeline);
/// Rewinds BindHostPipeline state changes.
void RestoreGuestPipeline();
/// Binds an OpenGL GLSL program object unsynchronized with the guest state.
void BindHostCompute(GLuint program);
/// Rewinds BindHostCompute state changes.
void RestoreGuestCompute();
void UseVertexShader(GLuint program);
void UseGeometryShader(GLuint program);
void UseFragmentShader(GLuint program);
private:
struct PipelineState {
GLuint vertex = 0;
GLuint geometry = 0;
GLuint fragment = 0;
};
/// Update GLSL programs.
void UpdateSourcePrograms();
OGLPipeline graphics_pipeline;
PipelineState current_state;
PipelineState old_state;
bool use_assembly_programs = false;
bool is_graphics_bound = true;
bool vertex_enabled = false;
bool geometry_enabled = false;
bool fragment_enabled = false;
};
} // namespace OpenGL