video_core: Merge tex0 and tex_cube (#7173)
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680e132318
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@ -14,7 +14,7 @@
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/pica_to_gl.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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#include "video_core/shader/generator/glsl_shader_gen.h"
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#include "video_core/shader/generator/shader_gen.h"
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#include "video_core/texture/texture_decode.h"
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#include "video_core/video_core.h"
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@ -576,10 +576,9 @@ void RasterizerOpenGL::BindTextureCube(const Pica::TexturingRegs::FullTextureCon
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Surface& surface = res_cache.GetTextureCube(config);
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Sampler& sampler = res_cache.GetSampler(texture.config);
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state.texture_cube_unit.texture_cube = surface.Handle();
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state.texture_cube_unit.sampler = sampler.Handle();
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state.texture_units[0].texture_2d = 0;
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state.texture_units[0].target = GL_TEXTURE_CUBE_MAP;
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state.texture_units[0].texture_2d = surface.Handle();
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state.texture_units[0].sampler = sampler.Handle();
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}
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void RasterizerOpenGL::BindMaterial(u32 texture_index, Surface& surface) {
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@ -612,7 +611,8 @@ bool RasterizerOpenGL::IsFeedbackLoop(u32 texture_index, const Framebuffer* fram
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}
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void RasterizerOpenGL::UnbindSpecial() {
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state.texture_cube_unit.texture_cube = 0;
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state.texture_units[0].texture_2d = 0;
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state.texture_units[0].target = GL_TEXTURE_2D;
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state.image_shadow_texture_px = 0;
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state.image_shadow_texture_nx = 0;
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state.image_shadow_texture_py = 0;
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@ -50,11 +50,11 @@ OpenGLState::OpenGLState() {
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for (auto& texture_unit : texture_units) {
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texture_unit.texture_2d = 0;
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texture_unit.target = GL_TEXTURE_2D;
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texture_unit.sampler = 0;
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}
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texture_cube_unit.texture_cube = 0;
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texture_cube_unit.sampler = 0;
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color_buffer.texture_2d = 0;
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texture_buffer_lut_lf.texture_buffer = 0;
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texture_buffer_lut_rg.texture_buffer = 0;
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@ -213,21 +213,13 @@ void OpenGLState::Apply() const {
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for (u32 i = 0; i < texture_units.size(); ++i) {
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if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) {
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glActiveTexture(TextureUnits::PicaTexture(i).Enum());
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glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d);
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glBindTexture(texture_units[i].target, texture_units[i].texture_2d);
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}
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if (texture_units[i].sampler != cur_state.texture_units[i].sampler) {
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glBindSampler(i, texture_units[i].sampler);
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}
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}
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if (texture_cube_unit.texture_cube != cur_state.texture_cube_unit.texture_cube) {
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glActiveTexture(TextureUnits::TextureCube.Enum());
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glBindTexture(GL_TEXTURE_CUBE_MAP, texture_cube_unit.texture_cube);
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}
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if (texture_cube_unit.sampler != cur_state.texture_cube_unit.sampler) {
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glBindSampler(TextureUnits::TextureCube.id, texture_cube_unit.sampler);
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}
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// Texture buffer LUTs
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if (texture_buffer_lut_lf.texture_buffer != cur_state.texture_buffer_lut_lf.texture_buffer) {
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glActiveTexture(TextureUnits::TextureBufferLUT_LF.Enum());
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@ -368,8 +360,6 @@ OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
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unit.texture_2d = 0;
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}
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}
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if (texture_cube_unit.texture_cube == handle)
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texture_cube_unit.texture_cube = 0;
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if (texture_buffer_lut_lf.texture_buffer == handle)
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texture_buffer_lut_lf.texture_buffer = 0;
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if (texture_buffer_lut_rg.texture_buffer == handle)
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@ -399,9 +389,6 @@ OpenGLState& OpenGLState::ResetSampler(GLuint handle) {
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unit.sampler = 0;
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}
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}
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if (texture_cube_unit.sampler == handle) {
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texture_cube_unit.sampler = 0;
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}
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return *this;
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}
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@ -22,12 +22,11 @@ constexpr TextureUnit PicaTexture(int unit) {
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return TextureUnit{unit};
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}
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constexpr TextureUnit TextureCube{6};
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constexpr TextureUnit TextureBufferLUT_LF{3};
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constexpr TextureUnit TextureBufferLUT_RG{4};
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constexpr TextureUnit TextureBufferLUT_RGBA{5};
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constexpr TextureUnit TextureNormalMap{7};
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constexpr TextureUnit TextureColorBuffer{10};
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constexpr TextureUnit TextureNormalMap{6};
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constexpr TextureUnit TextureColorBuffer{7};
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} // namespace TextureUnits
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@ -95,15 +94,11 @@ public:
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// 3 texture units - one for each that is used in PICA fragment shader emulation
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struct TextureUnit {
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GLuint texture_2d; // GL_TEXTURE_BINDING_2D
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GLenum target; // GL_TEXTURE_TARGET
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GLuint sampler; // GL_SAMPLER_BINDING
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};
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std::array<TextureUnit, 3> texture_units;
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struct {
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GLuint texture_cube; // GL_TEXTURE_BINDING_CUBE_MAP
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GLuint sampler; // GL_SAMPLER_BINDING
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} texture_cube_unit;
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struct {
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GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
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} texture_buffer_lut_lf;
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@ -61,11 +61,10 @@ constexpr std::array<vk::DescriptorSetLayoutBinding, 6> BUFFER_BINDINGS = {{
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{5, vk::DescriptorType::eUniformTexelBuffer, 1, vk::ShaderStageFlagBits::eFragment},
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}};
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constexpr std::array<vk::DescriptorSetLayoutBinding, 4> TEXTURE_BINDINGS = {{
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constexpr std::array<vk::DescriptorSetLayoutBinding, 3> TEXTURE_BINDINGS = {{
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{0, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment},
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{1, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment},
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{2, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment},
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{3, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment},
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}};
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// TODO: Use descriptor array for shadow cube
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@ -119,12 +119,10 @@ RasterizerVulkan::RasterizerVulkan(Memory::MemorySystem& memory,
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pipeline_cache.BindTexelBuffer(5, *texture_rgba_view);
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Surface& null_surface = res_cache.GetSurface(VideoCore::NULL_SURFACE_ID);
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Surface& null_cube_surface = res_cache.GetSurface(VideoCore::NULL_SURFACE_CUBE_ID);
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Sampler& null_sampler = res_cache.GetSampler(VideoCore::NULL_SAMPLER_ID);
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for (u32 i = 0; i < 3; i++) {
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pipeline_cache.BindTexture(i, null_surface.ImageView(), null_sampler.Handle());
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}
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pipeline_cache.BindTexture(3, null_cube_surface.ImageView(), null_sampler.Handle());
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for (u32 i = 0; i < 7; i++) {
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pipeline_cache.BindStorageImage(i, null_surface.StorageView());
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@ -637,7 +635,7 @@ void RasterizerVulkan::BindTextureCube(const Pica::TexturingRegs::FullTextureCon
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Surface& surface = res_cache.GetTextureCube(config);
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Sampler& sampler = res_cache.GetSampler(texture.config);
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pipeline_cache.BindTexture(3, surface.ImageView(), sampler.Handle());
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pipeline_cache.BindTexture(0, surface.ImageView(), sampler.Handle());
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}
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bool RasterizerVulkan::IsFeedbackLoop(u32 texture_index, const Framebuffer* framebuffer,
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@ -655,9 +653,6 @@ bool RasterizerVulkan::IsFeedbackLoop(u32 texture_index, const Framebuffer* fram
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void RasterizerVulkan::UnbindSpecial() {
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Surface& null_surface = res_cache.GetSurface(VideoCore::NULL_SURFACE_ID);
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const Surface& null_cube_surface = res_cache.GetSurface(VideoCore::NULL_SURFACE_CUBE_ID);
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const Sampler& null_sampler = res_cache.GetSampler(VideoCore::NULL_SAMPLER_ID);
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pipeline_cache.BindTexture(3, null_cube_surface.ImageView(), null_sampler.Handle());
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for (u32 i = 0; i < 6; i++) {
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pipeline_cache.BindStorageImage(i, null_surface.StorageView());
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}
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@ -10,6 +10,7 @@ using ProcTexClamp = TexturingRegs::ProcTexClamp;
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using ProcTexShift = TexturingRegs::ProcTexShift;
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using ProcTexCombiner = TexturingRegs::ProcTexCombiner;
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using ProcTexFilter = TexturingRegs::ProcTexFilter;
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using TextureType = Pica::TexturingRegs::TextureConfig::TextureType;
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constexpr static size_t RESERVE_SIZE = 8 * 1024 * 1024;
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@ -1265,7 +1266,7 @@ void FragmentModule::DefineExtensions() {
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out += "#extension GL_ARM_shader_framebuffer_fetch : enable\n";
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out += "#define destFactor gl_LastFragColorARM\n";
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} else {
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out += "#define destFactor texelFetch(color_buffer, ivec2(gl_FragCoord.xy), 0)\n";
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out += "#define destFactor texelFetch(tex_color, ivec2(gl_FragCoord.xy), 0)\n";
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use_blend_fallback = true;
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}
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}
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@ -1301,27 +1302,32 @@ void FragmentModule::DefineInterface() {
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}
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void FragmentModule::DefineBindings() {
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// Uniform and texture buffers
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out += FSUniformBlockDef;
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out += "layout(binding = 3) uniform samplerBuffer texture_buffer_lut_lf;\n";
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out += "layout(binding = 4) uniform samplerBuffer texture_buffer_lut_rg;\n";
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out += "layout(binding = 5) uniform samplerBuffer texture_buffer_lut_rgba;\n\n";
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const std::string_view texunit_set = profile.is_vulkan ? "set = 1, " : "";
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// Texture samplers
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const auto texunit_set = profile.is_vulkan ? "set = 1, " : "";
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const auto texture_type = config.texture.texture0_type.Value();
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for (u32 i = 0; i < 3; i++) {
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out += fmt::format("layout({0}binding = {1}) uniform sampler2D tex{1};\n", texunit_set, i);
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const auto sampler =
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i == 0 && texture_type == TextureType::TextureCube ? "samplerCube" : "sampler2D";
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out +=
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fmt::format("layout({0}binding = {1}) uniform {2} tex{1};\n", texunit_set, i, sampler);
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}
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out += fmt::format("layout({}binding = 3) uniform samplerCube tex_cube;\n\n", texunit_set);
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if (config.user.use_custom_normal && !profile.is_vulkan) {
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out += "layout(binding = 7) uniform sampler2D tex_normal;\n";
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out += "layout(binding = 6) uniform sampler2D tex_normal;\n";
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}
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if (use_blend_fallback && !profile.is_vulkan) {
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out += "layout(location = 10) uniform sampler2D color_buffer;\n";
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out += "layout(location = 7) uniform sampler2D tex_color;\n";
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}
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// Storage images
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static constexpr std::array postfixes = {"px", "nx", "py", "ny", "pz", "nz"};
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const std::string_view shadow_set = profile.is_vulkan ? "set = 2, " : "";
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const auto shadow_set = profile.is_vulkan ? "set = 2, " : "";
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for (u32 i = 0; i < postfixes.size(); i++) {
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out += fmt::format(
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"layout({}binding = {}, r32ui) uniform readonly uimage2D shadow_texture_{};\n",
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@ -1591,7 +1597,7 @@ void FragmentModule::DefineTexUnitSampler(u32 texture_unit) {
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out += "return textureProj(tex0, vec3(texcoord0, texcoord0_w));";
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break;
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case TexturingRegs::TextureConfig::TextureCube:
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out += "return texture(tex_cube, vec3(texcoord0, texcoord0_w));";
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out += "return texture(tex0, vec3(texcoord0, texcoord0_w));";
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break;
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case TexturingRegs::TextureConfig::Shadow2D:
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out += "return shadowTexture(texcoord0, texcoord0_w);";
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@ -12,6 +12,7 @@ using Pica::LightingRegs;
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using Pica::RasterizerRegs;
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using Pica::TexturingRegs;
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using TevStageConfig = TexturingRegs::TevStageConfig;
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using TextureType = TexturingRegs::TextureConfig::TextureType;
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constexpr u32 SPIRV_VERSION_1_3 = 0x00010300;
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@ -977,7 +978,7 @@ void FragmentModule::DefineTexSampler(u32 texture_unit) {
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};
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const auto sample_3d = [&](Id tex_id, bool projection) {
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const Id image_type = tex_id.value == tex_cube_id.value ? image_cube_id : image2d_id;
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const Id image_type = !projection ? image_cube_id : image2d_id;
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const Id sampled_image{OpLoad(TypeSampledImage(image_type), tex_id)};
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const Id texcoord0_w{OpLoad(f32_id, texcoord0_w_id)};
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const Id coord{OpCompositeConstruct(vec_ids.Get(3), OpCompositeExtract(f32_id, texcoord, 0),
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@ -1001,7 +1002,7 @@ void FragmentModule::DefineTexSampler(u32 texture_unit) {
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ret_val = sample_3d(tex0_id, true);
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break;
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case Pica::TexturingRegs::TextureConfig::TextureCube:
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ret_val = sample_3d(tex_cube_id, false);
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ret_val = sample_3d(tex0_id, false);
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break;
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case Pica::TexturingRegs::TextureConfig::Shadow2D:
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ret_val = SampleShadow();
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@ -1564,20 +1565,24 @@ void FragmentModule::DefineInterface() {
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view_id = DefineInput(vec_ids.Get(3), 7);
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color_id = DefineOutput(vec_ids.Get(4), 0);
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// Define the texture unit samplers/uniforms
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// Define the texture unit samplers types
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image_buffer_id = TypeImage(f32_id, spv::Dim::Buffer, 0, 0, 0, 1, spv::ImageFormat::Unknown);
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image2d_id = TypeImage(f32_id, spv::Dim::Dim2D, 0, 0, 0, 1, spv::ImageFormat::Unknown);
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image_cube_id = TypeImage(f32_id, spv::Dim::Cube, 0, 0, 0, 1, spv::ImageFormat::Unknown);
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image_r32_id = TypeImage(u32_id, spv::Dim::Dim2D, 0, 0, 0, 2, spv::ImageFormat::R32ui);
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sampler_id = TypeSampler();
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// Define lighting texture buffers
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texture_buffer_lut_lf_id = DefineUniformConst(image_buffer_id, 0, 3);
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texture_buffer_lut_rg_id = DefineUniformConst(image_buffer_id, 0, 4);
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texture_buffer_lut_rgba_id = DefineUniformConst(image_buffer_id, 0, 5);
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tex0_id = DefineUniformConst(TypeSampledImage(image2d_id), 1, 0);
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// Define texture unit samplers
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const auto texture_type = config.texture.texture0_type.Value();
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const auto tex0_type = texture_type == TextureType::TextureCube ? image_cube_id : image2d_id;
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tex0_id = DefineUniformConst(TypeSampledImage(tex0_type), 1, 0);
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tex1_id = DefineUniformConst(TypeSampledImage(image2d_id), 1, 1);
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tex2_id = DefineUniformConst(TypeSampledImage(image2d_id), 1, 2);
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tex_cube_id = DefineUniformConst(TypeSampledImage(image_cube_id), 1, 3);
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// Define shadow textures
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shadow_texture_px_id = DefineUniformConst(image_r32_id, 2, 0, true);
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@ -252,7 +252,6 @@ private:
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Id tex0_id{};
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Id tex1_id{};
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Id tex2_id{};
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Id tex_cube_id{};
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Id texture_buffer_lut_lf_id{};
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Id texture_buffer_lut_rg_id{};
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Id texture_buffer_lut_rgba_id{};
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