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https://github.com/Lime3DS/Lime3DS
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Merge pull request #4894 from wwylele/remove-gs
opengl: remove hw geometry shader related stuff
This commit is contained in:
commit
8acd2b966d
8 changed files with 32 additions and 283 deletions
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@ -104,8 +104,6 @@ RasterizerOpenGL::RasterizerOpenGL(Frontend::EmuWindow& window)
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_alignment);
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uniform_size_aligned_vs =
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Common::AlignUp<std::size_t>(sizeof(VSUniformData), uniform_buffer_alignment);
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uniform_size_aligned_gs =
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Common::AlignUp<std::size_t>(sizeof(GSUniformData), uniform_buffer_alignment);
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uniform_size_aligned_fs =
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Common::AlignUp<std::size_t>(sizeof(UniformData), uniform_buffer_alignment);
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@ -392,8 +390,7 @@ bool RasterizerOpenGL::SetupGeometryShader() {
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shader_program_manager->UseFixedGeometryShader(gs_config);
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return true;
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} else {
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PicaGSConfig gs_config(regs, Pica::g_state.gs);
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return shader_program_manager->UseProgrammableGeometryShader(gs_config, Pica::g_state.gs);
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LOG_ERROR(Render_OpenGL, "Accelerate draw doesn't support geometry shader");
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}
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}
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@ -417,25 +414,8 @@ bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
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return Draw(true, is_indexed);
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}
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static GLenum GetCurrentPrimitiveMode(bool use_gs) {
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static GLenum GetCurrentPrimitiveMode() {
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const auto& regs = Pica::g_state.regs;
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if (use_gs) {
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switch ((regs.gs.max_input_attribute_index + 1) /
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(regs.pipeline.vs_outmap_total_minus_1_a + 1)) {
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case 1:
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return GL_POINTS;
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case 2:
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return GL_LINES;
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case 4:
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return GL_LINES_ADJACENCY;
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case 3:
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return GL_TRIANGLES;
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case 6:
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return GL_TRIANGLES_ADJACENCY;
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default:
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UNREACHABLE();
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}
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} else {
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switch (regs.pipeline.triangle_topology) {
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case Pica::PipelineRegs::TriangleTopology::Shader:
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case Pica::PipelineRegs::TriangleTopology::List:
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@ -448,11 +428,10 @@ static GLenum GetCurrentPrimitiveMode(bool use_gs) {
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UNREACHABLE();
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}
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}
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}
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bool RasterizerOpenGL::AccelerateDrawBatchInternal(bool is_indexed, bool use_gs) {
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bool RasterizerOpenGL::AccelerateDrawBatchInternal(bool is_indexed) {
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const auto& regs = Pica::g_state.regs;
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GLenum primitive_mode = GetCurrentPrimitiveMode(use_gs);
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GLenum primitive_mode = GetCurrentPrimitiveMode();
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auto [vs_input_index_min, vs_input_index_max, vs_input_size] = AnalyzeVertexArray(is_indexed);
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@ -787,8 +766,7 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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SyncAndUploadLUTs();
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// Sync the uniform data
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const bool use_gs = regs.pipeline.use_gs == Pica::PipelineRegs::UseGS::Yes;
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UploadUniforms(accelerate, use_gs);
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UploadUniforms(accelerate);
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// Viewport can have negative offsets or larger
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// dimensions than our framebuffer sub-rect.
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@ -804,7 +782,7 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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// Draw the vertex batch
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bool succeeded = true;
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if (accelerate) {
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succeeded = AccelerateDrawBatchInternal(is_indexed, use_gs);
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succeeded = AccelerateDrawBatchInternal(is_indexed);
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} else {
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state.draw.vertex_array = sw_vao.handle;
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state.draw.vertex_buffer = vertex_buffer.GetHandle();
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@ -2119,21 +2097,19 @@ void RasterizerOpenGL::SyncAndUploadLUTs() {
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texture_buffer.Unmap(bytes_used);
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}
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void RasterizerOpenGL::UploadUniforms(bool accelerate_draw, bool use_gs) {
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void RasterizerOpenGL::UploadUniforms(bool accelerate_draw) {
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// glBindBufferRange below also changes the generic buffer binding point, so we sync the state
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// first
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state.draw.uniform_buffer = uniform_buffer.GetHandle();
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state.Apply();
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bool sync_vs = accelerate_draw;
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bool sync_gs = accelerate_draw && use_gs;
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bool sync_fs = uniform_block_data.dirty;
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if (!sync_vs && !sync_gs && !sync_fs)
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if (!sync_vs && !sync_fs)
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return;
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std::size_t uniform_size =
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uniform_size_aligned_vs + uniform_size_aligned_gs + uniform_size_aligned_fs;
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std::size_t uniform_size = uniform_size_aligned_vs + uniform_size_aligned_fs;
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std::size_t used_bytes = 0;
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u8* uniforms;
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GLintptr offset;
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@ -2150,15 +2126,6 @@ void RasterizerOpenGL::UploadUniforms(bool accelerate_draw, bool use_gs) {
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used_bytes += uniform_size_aligned_vs;
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}
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if (sync_gs) {
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GSUniformData gs_uniforms;
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gs_uniforms.uniforms.SetFromRegs(Pica::g_state.regs.gs, Pica::g_state.gs);
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std::memcpy(uniforms + used_bytes, &gs_uniforms, sizeof(gs_uniforms));
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glBindBufferRange(GL_UNIFORM_BUFFER, static_cast<GLuint>(UniformBindings::GS),
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uniform_buffer.GetHandle(), offset + used_bytes, sizeof(GSUniformData));
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used_bytes += uniform_size_aligned_gs;
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}
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if (sync_fs || invalidate) {
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std::memcpy(uniforms + used_bytes, &uniform_block_data.data, sizeof(UniformData));
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glBindBufferRange(GL_UNIFORM_BUFFER, static_cast<GLuint>(UniformBindings::Common),
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@ -231,13 +231,13 @@ private:
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void SyncAndUploadLUTs();
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/// Upload the uniform blocks to the uniform buffer object
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void UploadUniforms(bool accelerate_draw, bool use_gs);
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void UploadUniforms(bool accelerate_draw);
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/// Generic draw function for DrawTriangles and AccelerateDrawBatch
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bool Draw(bool accelerate, bool is_indexed);
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/// Internal implementation for AccelerateDrawBatch
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bool AccelerateDrawBatchInternal(bool is_indexed, bool use_gs);
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bool AccelerateDrawBatchInternal(bool is_indexed);
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struct VertexArrayInfo {
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u32 vs_input_index_min;
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@ -304,7 +304,6 @@ private:
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OGLFramebuffer framebuffer;
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GLint uniform_buffer_alignment;
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std::size_t uniform_size_aligned_vs;
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std::size_t uniform_size_aligned_gs;
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std::size_t uniform_size_aligned_fs;
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SamplerInfo texture_cube_sampler;
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@ -249,10 +249,10 @@ public:
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GLSLGenerator(const std::set<Subroutine>& subroutines, const ProgramCode& program_code,
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const SwizzleData& swizzle_data, u32 main_offset,
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const RegGetter& inputreg_getter, const RegGetter& outputreg_getter,
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bool sanitize_mul, bool is_gs)
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bool sanitize_mul)
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: subroutines(subroutines), program_code(program_code), swizzle_data(swizzle_data),
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main_offset(main_offset), inputreg_getter(inputreg_getter),
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outputreg_getter(outputreg_getter), sanitize_mul(sanitize_mul), is_gs(is_gs) {
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outputreg_getter(outputreg_getter), sanitize_mul(sanitize_mul) {
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Generate();
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}
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@ -342,13 +342,6 @@ private:
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/// Generates code representing a bool uniform
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std::string GetUniformBool(u32 index) const {
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if (is_gs && index == 15) {
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// In PICA geometry shader, b15 is set to true after every geometry shader invocation.
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// Accessing b15 usually indicates that the program relies on register value
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// preservation across invocation (and therefore it uses b15 to determine whether to
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// initialize the registers), which cannot be implemented in GL shaders.
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throw DecompileFail("b15 access in geometry shader");
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}
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return "uniforms.b[" + std::to_string(index) + "]";
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}
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@ -751,22 +744,10 @@ private:
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break;
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}
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case OpCode::Id::EMIT: {
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if (is_gs) {
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shader.AddLine("emit();");
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}
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case OpCode::Id::EMIT:
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case OpCode::Id::SETEMIT:
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LOG_ERROR(HW_GPU, "Geometry shader operation detected in vertex shader");
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break;
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}
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case OpCode::Id::SETEMIT: {
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if (is_gs) {
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ASSERT(instr.setemit.vertex_id < 3);
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shader.AddLine("setemit(" + std::to_string(instr.setemit.vertex_id) + "u, " +
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((instr.setemit.prim_emit != 0) ? "true" : "false") + ", " +
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((instr.setemit.winding != 0) ? "true" : "false") + ");");
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}
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break;
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}
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default: {
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LOG_ERROR(HW_GPU, "Unhandled instruction: 0x{:02x} ({}): 0x{:08x}",
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@ -890,7 +871,6 @@ private:
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const RegGetter& inputreg_getter;
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const RegGetter& outputreg_getter;
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const bool sanitize_mul;
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const bool is_gs;
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ShaderWriter shader;
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};
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@ -911,13 +891,12 @@ bool exec_shader();
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std::optional<std::string> DecompileProgram(const ProgramCode& program_code,
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const SwizzleData& swizzle_data, u32 main_offset,
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const RegGetter& inputreg_getter,
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const RegGetter& outputreg_getter, bool sanitize_mul,
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bool is_gs) {
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const RegGetter& outputreg_getter, bool sanitize_mul) {
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try {
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auto subroutines = ControlFlowAnalyzer(program_code, main_offset).MoveSubroutines();
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GLSLGenerator generator(subroutines, program_code, swizzle_data, main_offset,
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inputreg_getter, outputreg_getter, sanitize_mul, is_gs);
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inputreg_getter, outputreg_getter, sanitize_mul);
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return generator.MoveShaderCode();
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} catch (const DecompileFail& exception) {
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LOG_INFO(HW_GPU, "Shader decompilation failed: {}", exception.what());
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@ -20,7 +20,6 @@ std::string GetCommonDeclarations();
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std::optional<std::string> DecompileProgram(const ProgramCode& program_code,
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const SwizzleData& swizzle_data, u32 main_offset,
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const RegGetter& inputreg_getter,
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const RegGetter& outputreg_getter, bool sanitize_mul,
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bool is_gs);
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const RegGetter& outputreg_getter, bool sanitize_mul);
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} // namespace OpenGL::ShaderDecompiler
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@ -283,22 +283,6 @@ void PicaGSConfigCommonRaw::Init(const Pica::Regs& regs) {
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}
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}
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void PicaGSConfigRaw::Init(const Pica::Regs& regs, Pica::Shader::ShaderSetup& setup) {
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PicaShaderConfigCommon::Init(regs.gs, setup);
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PicaGSConfigCommonRaw::Init(regs);
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num_inputs = regs.gs.max_input_attribute_index + 1;
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input_map.fill(16);
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for (u32 attr = 0; attr < num_inputs; ++attr) {
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input_map[regs.gs.GetRegisterForAttribute(attr)] = attr;
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}
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attributes_per_vertex = regs.pipeline.vs_outmap_total_minus_1_a + 1;
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gs_output_attributes = num_outputs;
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}
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/// Detects if a TEV stage is configured to be skipped (to avoid generating unnecessary code)
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static bool IsPassThroughTevStage(const TevStageConfig& stage) {
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return (stage.color_op == TevStageConfig::Operation::Replace &&
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@ -1675,7 +1659,7 @@ std::optional<std::string> GenerateVertexShader(const Pica::Shader::ShaderSetup&
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auto program_source_opt = ShaderDecompiler::DecompileProgram(
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setup.program_code, setup.swizzle_data, config.state.main_offset, get_input_reg,
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get_output_reg, config.state.sanitize_mul, false);
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get_output_reg, config.state.sanitize_mul);
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if (!program_source_opt)
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return {};
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@ -1727,11 +1711,6 @@ static std::string GetGSCommonSource(const PicaGSConfigCommonRaw& config, bool s
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}
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out += R"(
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#define uniforms gs_uniforms
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layout (std140) uniform gs_config {
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pica_uniforms uniforms;
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};
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struct Vertex {
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)";
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out += " vec4 attributes[" + std::to_string(config.gs_output_attributes) + "];\n";
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@ -1838,116 +1817,4 @@ void main() {
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return out;
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}
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std::optional<std::string> GenerateGeometryShader(const Pica::Shader::ShaderSetup& setup,
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const PicaGSConfig& config,
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bool separable_shader) {
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std::string out = "";
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if (separable_shader) {
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out += "#extension GL_ARB_separate_shader_objects : enable\n";
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}
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if (config.state.num_inputs % config.state.attributes_per_vertex != 0)
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return {};
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switch (config.state.num_inputs / config.state.attributes_per_vertex) {
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case 1:
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out += "layout(points) in;\n";
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break;
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case 2:
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out += "layout(lines) in;\n";
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break;
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case 4:
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out += "layout(lines_adjacency) in;\n";
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break;
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case 3:
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out += "layout(triangles) in;\n";
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break;
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case 6:
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out += "layout(triangles_adjacency) in;\n";
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break;
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default:
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return {};
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}
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out += "layout(triangle_strip, max_vertices = 30) out;\n\n";
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out += GetGSCommonSource(config.state, separable_shader);
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auto get_input_reg = [&](u32 reg) -> std::string {
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ASSERT(reg < 16);
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u32 attr = config.state.input_map[reg];
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if (attr < config.state.num_inputs) {
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return "vs_out_attr" + std::to_string(attr % config.state.attributes_per_vertex) + "[" +
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std::to_string(attr / config.state.attributes_per_vertex) + "]";
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}
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return "vec4(0.0, 0.0, 0.0, 1.0)";
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};
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auto get_output_reg = [&](u32 reg) -> std::string {
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ASSERT(reg < 16);
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if (config.state.output_map[reg] < config.state.num_outputs) {
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return "output_buffer.attributes[" + std::to_string(config.state.output_map[reg]) + "]";
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}
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return "";
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};
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auto program_source_opt = ShaderDecompiler::DecompileProgram(
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setup.program_code, setup.swizzle_data, config.state.main_offset, get_input_reg,
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get_output_reg, config.state.sanitize_mul, true);
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if (!program_source_opt)
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return {};
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std::string& program_source = *program_source_opt;
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out += R"(
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Vertex output_buffer;
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Vertex prim_buffer[3];
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uint vertex_id = 0u;
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bool prim_emit = false;
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bool winding = false;
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void setemit(uint vertex_id_, bool prim_emit_, bool winding_);
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void emit();
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void main() {
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)";
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for (u32 i = 0; i < config.state.num_outputs; ++i) {
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out +=
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" output_buffer.attributes[" + std::to_string(i) + "] = vec4(0.0, 0.0, 0.0, 1.0);\n";
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}
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// execute shader
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out += "\n exec_shader();\n\n";
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out += "}\n\n";
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// Put the definition of setemit and emit after main to avoid spurious warning about
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// uninitialized output_buffer in some drivers
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out += R"(
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void setemit(uint vertex_id_, bool prim_emit_, bool winding_) {
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vertex_id = vertex_id_;
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prim_emit = prim_emit_;
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winding = winding_;
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}
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void emit() {
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prim_buffer[vertex_id] = output_buffer;
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if (prim_emit) {
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if (winding) {
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EmitPrim(prim_buffer[1], prim_buffer[0], prim_buffer[2]);
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winding = false;
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} else {
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EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);
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}
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}
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}
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)";
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out += program_source;
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return out;
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}
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} // namespace OpenGL
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@ -195,26 +195,6 @@ struct PicaFixedGSConfig : Common::HashableStruct<PicaGSConfigCommonRaw> {
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}
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};
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struct PicaGSConfigRaw : PicaShaderConfigCommon, PicaGSConfigCommonRaw {
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void Init(const Pica::Regs& regs, Pica::Shader::ShaderSetup& setup);
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u32 num_inputs;
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u32 attributes_per_vertex;
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// input_map[input register index] -> input attribute index
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std::array<u32, 16> input_map;
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};
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/**
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* This struct contains information to identify a GL geometry shader generated from PICA geometry
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* shader.
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*/
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struct PicaGSConfig : Common::HashableStruct<PicaGSConfigRaw> {
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explicit PicaGSConfig(const Pica::Regs& regs, Pica::Shader::ShaderSetup& setups) {
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state.Init(regs, setups);
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}
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};
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/**
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* Generates the GLSL vertex shader program source code that accepts vertices from software shader
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* and directly passes them to the fragment shader.
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@ -236,15 +216,6 @@ std::optional<std::string> GenerateVertexShader(const Pica::Shader::ShaderSetup&
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*/
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std::string GenerateFixedGeometryShader(const PicaFixedGSConfig& config, bool separable_shader);
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/**
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* Generates the GLSL geometry shader program source code for the given GS program and its
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* configuration
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* @returns String of the shader source code; boost::none on failure
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*/
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std::optional<std::string> GenerateGeometryShader(const Pica::Shader::ShaderSetup& setup,
|
||||
const PicaGSConfig& config,
|
||||
bool separable_shader);
|
||||
|
||||
/**
|
||||
* Generates the GLSL fragment shader program source code for the current Pica state
|
||||
* @param config ShaderCacheKey object generated for the current Pica state, used for the shader
|
||||
|
@ -277,11 +248,4 @@ struct hash<OpenGL::PicaFixedGSConfig> {
|
|||
return k.Hash();
|
||||
}
|
||||
};
|
||||
|
||||
template <>
|
||||
struct hash<OpenGL::PicaGSConfig> {
|
||||
std::size_t operator()(const OpenGL::PicaGSConfig& k) const {
|
||||
return k.Hash();
|
||||
}
|
||||
};
|
||||
} // namespace std
|
||||
|
|
|
@ -27,7 +27,6 @@ static void SetShaderUniformBlockBindings(GLuint shader) {
|
|||
SetShaderUniformBlockBinding(shader, "shader_data", UniformBindings::Common,
|
||||
sizeof(UniformData));
|
||||
SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS, sizeof(VSUniformData));
|
||||
SetShaderUniformBlockBinding(shader, "gs_config", UniformBindings::GS, sizeof(GSUniformData));
|
||||
}
|
||||
|
||||
static void SetShaderSamplerBinding(GLuint shader, const char* name,
|
||||
|
@ -205,9 +204,6 @@ private:
|
|||
using ProgrammableVertexShaders =
|
||||
ShaderDoubleCache<PicaVSConfig, &GenerateVertexShader, GL_VERTEX_SHADER>;
|
||||
|
||||
using ProgrammableGeometryShaders =
|
||||
ShaderDoubleCache<PicaGSConfig, &GenerateGeometryShader, GL_GEOMETRY_SHADER>;
|
||||
|
||||
using FixedGeometryShaders =
|
||||
ShaderCache<PicaFixedGSConfig, &GenerateFixedGeometryShader, GL_GEOMETRY_SHADER>;
|
||||
|
||||
|
@ -217,8 +213,8 @@ class ShaderProgramManager::Impl {
|
|||
public:
|
||||
explicit Impl(bool separable, bool is_amd)
|
||||
: is_amd(is_amd), separable(separable), programmable_vertex_shaders(separable),
|
||||
trivial_vertex_shader(separable), programmable_geometry_shaders(separable),
|
||||
fixed_geometry_shaders(separable), fragment_shaders(separable) {
|
||||
trivial_vertex_shader(separable), fixed_geometry_shaders(separable),
|
||||
fragment_shaders(separable) {
|
||||
if (separable)
|
||||
pipeline.Create();
|
||||
}
|
||||
|
@ -254,7 +250,6 @@ public:
|
|||
ProgrammableVertexShaders programmable_vertex_shaders;
|
||||
TrivialVertexShader trivial_vertex_shader;
|
||||
|
||||
ProgrammableGeometryShaders programmable_geometry_shaders;
|
||||
FixedGeometryShaders fixed_geometry_shaders;
|
||||
|
||||
FragmentShaders fragment_shaders;
|
||||
|
@ -282,15 +277,6 @@ void ShaderProgramManager::UseTrivialVertexShader() {
|
|||
impl->current.vs = impl->trivial_vertex_shader.Get();
|
||||
}
|
||||
|
||||
bool ShaderProgramManager::UseProgrammableGeometryShader(const PicaGSConfig& config,
|
||||
const Pica::Shader::ShaderSetup setup) {
|
||||
GLuint handle = impl->programmable_geometry_shaders.Get(config, setup);
|
||||
if (handle == 0)
|
||||
return false;
|
||||
impl->current.gs = handle;
|
||||
return true;
|
||||
}
|
||||
|
||||
void ShaderProgramManager::UseFixedGeometryShader(const PicaFixedGSConfig& config) {
|
||||
impl->current.gs = impl->fixed_geometry_shaders.Get(config);
|
||||
}
|
||||
|
|
|
@ -91,15 +91,6 @@ static_assert(
|
|||
static_assert(sizeof(VSUniformData) < 16384,
|
||||
"VSUniformData structure must be less than 16kb as per the OpenGL spec");
|
||||
|
||||
struct GSUniformData {
|
||||
PicaUniformsData uniforms;
|
||||
};
|
||||
static_assert(
|
||||
sizeof(GSUniformData) == 1856,
|
||||
"The size of the GSUniformData structure has changed, update the structure in the shader");
|
||||
static_assert(sizeof(GSUniformData) < 16384,
|
||||
"GSUniformData structure must be less than 16kb as per the OpenGL spec");
|
||||
|
||||
/// A class that manage different shader stages and configures them with given config data.
|
||||
class ShaderProgramManager {
|
||||
public:
|
||||
|
@ -111,9 +102,6 @@ public:
|
|||
|
||||
void UseTrivialVertexShader();
|
||||
|
||||
bool UseProgrammableGeometryShader(const PicaGSConfig& config,
|
||||
const Pica::Shader::ShaderSetup setup);
|
||||
|
||||
void UseFixedGeometryShader(const PicaFixedGSConfig& config);
|
||||
|
||||
void UseTrivialGeometryShader();
|
||||
|
|
Loading…
Reference in a new issue