#include "stdafx.h" #include "../Overlays/overlay_shader_compile_notification.h" #include "../Overlays/Shaders/shader_loading_dialog_native.h" #include "GLGSRender.h" #include "GLCompute.h" #include "GLVertexProgram.h" #define DUMP_VERTEX_DATA 0 namespace { u32 get_max_depth_value(rsx::surface_depth_format format) { switch (format) { case rsx::surface_depth_format::z16: return 0xFFFF; case rsx::surface_depth_format::z24s8: return 0xFFFFFF; } fmt::throw_exception("Unknown depth format" HERE); } } u64 GLGSRender::get_cycles() { return thread_ctrl::get_cycles(static_cast&>(*this)); } GLGSRender::GLGSRender() : GSRender() { m_shaders_cache = std::make_unique(m_prog_buffer, "opengl", "v1.91"); if (g_cfg.video.disable_vertex_cache || g_cfg.video.multithreaded_rsx) m_vertex_cache = std::make_unique(); else m_vertex_cache = std::make_unique(); backend_config.supports_hw_a2c = false; backend_config.supports_hw_a2one = false; backend_config.supports_multidraw = true; } extern CellGcmContextData current_context; void GLGSRender::set_viewport() { // NOTE: scale offset matrix already contains the viewport transformation const auto clip_width = rsx::apply_resolution_scale(rsx::method_registers.surface_clip_width(), true); const auto clip_height = rsx::apply_resolution_scale(rsx::method_registers.surface_clip_height(), true); glViewport(0, 0, clip_width, clip_height); } void GLGSRender::set_scissor(bool clip_viewport) { areau scissor; if (get_scissor(scissor, clip_viewport)) { // NOTE: window origin does not affect scissor region (probably only affects viewport matrix; already applied) // See LIMBO [NPUB-30373] which uses shader window origin = top glScissor(scissor.x1, scissor.y1, scissor.width(), scissor.height()); gl_state.enable(GL_TRUE, GL_SCISSOR_TEST); } } void GLGSRender::on_init_thread() { verify(HERE), m_frame; // NOTES: All contexts have to be created before any is bound to a thread // This allows context sharing to work (both GLRCs passed to wglShareLists have to be idle or you get ERROR_BUSY) m_context = m_frame->make_context(); if (!g_cfg.video.disable_asynchronous_shader_compiler) { m_decompiler_context = m_frame->make_context(); } // Bind primary context to main RSX thread m_frame->set_current(m_context); gl::set_primary_context_thread(); zcull_ctrl.reset(static_cast<::rsx::reports::ZCULL_control*>(this)); gl::init(); //Enable adaptive vsync if vsync is requested gl::set_swapinterval(g_cfg.video.vsync ? -1 : 0); if (g_cfg.video.debug_output) gl::enable_debugging(); rsx_log.notice("GL RENDERER: %s (%s)", reinterpret_cast(glGetString(GL_RENDERER)), reinterpret_cast(glGetString(GL_VENDOR))); rsx_log.notice("GL VERSION: %s", reinterpret_cast(glGetString(GL_VERSION))); rsx_log.notice("GLSL VERSION: %s", reinterpret_cast(glGetString(GL_SHADING_LANGUAGE_VERSION))); auto& gl_caps = gl::get_driver_caps(); if (!gl_caps.ARB_texture_buffer_supported) { fmt::throw_exception("Failed to initialize OpenGL renderer. ARB_texture_buffer_object is required but not supported by your GPU"); } if (!gl_caps.ARB_dsa_supported && !gl_caps.EXT_dsa_supported) { fmt::throw_exception("Failed to initialize OpenGL renderer. ARB_direct_state_access or EXT_direct_state_access is required but not supported by your GPU"); } if (!gl_caps.ARB_depth_buffer_float_supported && g_cfg.video.force_high_precision_z_buffer) { rsx_log.warning("High precision Z buffer requested but your GPU does not support GL_ARB_depth_buffer_float. Option ignored."); } if (!gl_caps.ARB_texture_barrier_supported && !gl_caps.NV_texture_barrier_supported && !g_cfg.video.strict_rendering_mode) { rsx_log.warning("Texture barriers are not supported by your GPU. Feedback loops will have undefined results."); } //Use industry standard resource alignment values as defaults m_uniform_buffer_offset_align = 256; m_min_texbuffer_alignment = 256; m_max_texbuffer_size = 0; glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &m_uniform_buffer_offset_align); glGetIntegerv(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, &m_min_texbuffer_alignment); glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &m_max_texbuffer_size); m_vao.create(); //Set min alignment to 16-bytes for SSE optimizations with aligned addresses to work m_min_texbuffer_alignment = std::max(m_min_texbuffer_alignment, 16); m_uniform_buffer_offset_align = std::max(m_uniform_buffer_offset_align, 16); rsx_log.notice("Supported texel buffer size reported: %d bytes", m_max_texbuffer_size); if (m_max_texbuffer_size < (16 * 0x100000)) { rsx_log.error("Max texture buffer size supported is less than 16M which is useless. Expect undefined behaviour."); m_max_texbuffer_size = (16 * 0x100000); } //Array stream buffer { m_gl_persistent_stream_buffer = std::make_unique(GL_TEXTURE_BUFFER, 0, 0, 0, 0, GL_R8UI); _SelectTexture(GL_STREAM_BUFFER_START + 0); glBindTexture(GL_TEXTURE_BUFFER, m_gl_persistent_stream_buffer->id()); } //Register stream buffer { m_gl_volatile_stream_buffer = std::make_unique(GL_TEXTURE_BUFFER, 0, 0, 0, 0, GL_R8UI); _SelectTexture(GL_STREAM_BUFFER_START + 1); glBindTexture(GL_TEXTURE_BUFFER, m_gl_volatile_stream_buffer->id()); } //Fallback null texture instead of relying on texture0 { std::vector pixeldata = { 0, 0, 0, 0 }; //1D auto tex1D = std::make_unique(GL_TEXTURE_1D, 1, 1, 1, 1, GL_RGBA8); tex1D->copy_from(pixeldata.data(), gl::texture::format::rgba, gl::texture::type::uint_8_8_8_8, {}); //2D auto tex2D = std::make_unique(GL_TEXTURE_2D, 1, 1, 1, 1, GL_RGBA8); tex2D->copy_from(pixeldata.data(), gl::texture::format::rgba, gl::texture::type::uint_8_8_8_8, {}); //3D auto tex3D = std::make_unique(GL_TEXTURE_3D, 1, 1, 1, 1, GL_RGBA8); tex3D->copy_from(pixeldata.data(), gl::texture::format::rgba, gl::texture::type::uint_8_8_8_8, {}); //CUBE auto texCUBE = std::make_unique(GL_TEXTURE_CUBE_MAP, 1, 1, 1, 1, GL_RGBA8); texCUBE->copy_from(pixeldata.data(), gl::texture::format::rgba, gl::texture::type::uint_8_8_8_8, {}); m_null_textures[GL_TEXTURE_1D] = std::move(tex1D); m_null_textures[GL_TEXTURE_2D] = std::move(tex2D); m_null_textures[GL_TEXTURE_3D] = std::move(tex3D); m_null_textures[GL_TEXTURE_CUBE_MAP] = std::move(texCUBE); } if (!gl_caps.ARB_buffer_storage_supported) { rsx_log.warning("Forcing use of legacy OpenGL buffers because ARB_buffer_storage is not supported"); // TODO: do not modify config options g_cfg.video.gl_legacy_buffers.from_string("true"); } if (g_cfg.video.gl_legacy_buffers) { rsx_log.warning("Using legacy openGL buffers."); manually_flush_ring_buffers = true; m_attrib_ring_buffer = std::make_unique(); m_transform_constants_buffer = std::make_unique(); m_fragment_constants_buffer = std::make_unique(); m_fragment_env_buffer = std::make_unique(); m_vertex_env_buffer = std::make_unique(); m_texture_parameters_buffer = std::make_unique(); m_vertex_layout_buffer = std::make_unique(); m_index_ring_buffer = std::make_unique(); } else { m_attrib_ring_buffer = std::make_unique(); m_transform_constants_buffer = std::make_unique(); m_fragment_constants_buffer = std::make_unique(); m_fragment_env_buffer = std::make_unique(); m_vertex_env_buffer = std::make_unique(); m_texture_parameters_buffer = std::make_unique(); m_vertex_layout_buffer = std::make_unique(); m_index_ring_buffer = std::make_unique(); } m_attrib_ring_buffer->create(gl::buffer::target::texture, 256 * 0x100000); m_index_ring_buffer->create(gl::buffer::target::element_array, 64 * 0x100000); m_transform_constants_buffer->create(gl::buffer::target::uniform, 64 * 0x100000); m_fragment_constants_buffer->create(gl::buffer::target::uniform, 16 * 0x100000); m_fragment_env_buffer->create(gl::buffer::target::uniform, 16 * 0x100000); m_vertex_env_buffer->create(gl::buffer::target::uniform, 16 * 0x100000); m_texture_parameters_buffer->create(gl::buffer::target::uniform, 16 * 0x100000); m_vertex_layout_buffer->create(gl::buffer::target::uniform, 16 * 0x100000); if (gl_caps.vendor_AMD) { m_identity_index_buffer = std::make_unique(); m_identity_index_buffer->create(gl::buffer::target::element_array, 1 * 0x100000, nullptr, gl::buffer::memory_type::host_visible); // Initialize with 256k identity entries auto* dst = reinterpret_cast(m_identity_index_buffer->map(gl::buffer::access::write)); for (u32 n = 0; n < (0x100000 >> 2); ++n) { dst[n] = n; } m_identity_index_buffer->unmap(); } else if (gl_caps.vendor_NVIDIA) { // NOTE: On NVIDIA cards going back decades (including the PS3) there is a slight normalization inaccuracy in compressed formats. // Confirmed in BLES01916 (The Evil Within) which uses RGB565 for some virtual texturing data. backend_config.supports_hw_renormalization = true; } m_persistent_stream_view.update(m_attrib_ring_buffer.get(), 0, std::min(static_cast(m_attrib_ring_buffer->size()), m_max_texbuffer_size)); m_volatile_stream_view.update(m_attrib_ring_buffer.get(), 0, std::min(static_cast(m_attrib_ring_buffer->size()), m_max_texbuffer_size)); m_gl_persistent_stream_buffer->copy_from(m_persistent_stream_view); m_gl_volatile_stream_buffer->copy_from(m_volatile_stream_view); m_vao.element_array_buffer = *m_index_ring_buffer; if (g_cfg.video.overlay) { if (gl_caps.ARB_shader_draw_parameters_supported) { m_text_printer.init(); m_text_printer.set_enabled(true); } } int image_unit = 0; for (auto &sampler : m_fs_sampler_states) { sampler.create(); sampler.bind(image_unit++); } for (auto &sampler : m_fs_sampler_mirror_states) { sampler.create(); sampler.apply_defaults(); sampler.bind(image_unit++); } for (auto &sampler : m_vs_sampler_states) { sampler.create(); sampler.bind(image_unit++); } //Occlusion query for (u32 i = 0; i < occlusion_query_count; ++i) { GLuint handle = 0; auto &query = m_occlusion_query_data[i]; glGenQueries(1, &handle); query.driver_handle = handle; query.pending = false; query.active = false; query.result = 0; } //Clip planes are shader controlled; enable all planes driver-side glEnable(GL_CLIP_DISTANCE0 + 0); glEnable(GL_CLIP_DISTANCE0 + 1); glEnable(GL_CLIP_DISTANCE0 + 2); glEnable(GL_CLIP_DISTANCE0 + 3); glEnable(GL_CLIP_DISTANCE0 + 4); glEnable(GL_CLIP_DISTANCE0 + 5); m_depth_converter.create(); m_ui_renderer.create(); m_video_output_pass.create(); m_gl_texture_cache.initialize(); m_prog_buffer.initialize ( [this](void* const& props, const RSXVertexProgram& vp, const RSXFragmentProgram& fp) { // Program was linked or queued for linking m_shaders_cache->store(props, vp, fp); } ); if (!m_overlay_manager) { m_frame->hide(); m_shaders_cache->load(nullptr); m_frame->show(); } else { rsx::shader_loading_dialog_native dlg(this); m_shaders_cache->load(&dlg); } } void GLGSRender::on_exit() { // Globals // TODO: Move these gl::destroy_compute_tasks(); if (gl::g_typeless_transfer_buffer) { gl::g_typeless_transfer_buffer.remove(); } zcull_ctrl.release(); m_prog_buffer.clear(); m_rtts.destroy(); for (auto &fbo : m_framebuffer_cache) { fbo.remove(); } m_framebuffer_cache.clear(); if (m_flip_fbo) { m_flip_fbo.remove(); } if (m_flip_tex_color) { m_flip_tex_color.reset(); } if (m_vao) { m_vao.remove(); } m_gl_persistent_stream_buffer.reset(); m_gl_volatile_stream_buffer.reset(); for (auto &sampler : m_fs_sampler_states) { sampler.remove(); } for (auto &sampler : m_fs_sampler_mirror_states) { sampler.remove(); } for (auto &sampler : m_vs_sampler_states) { sampler.remove(); } if (m_attrib_ring_buffer) { m_attrib_ring_buffer->remove(); } if (m_transform_constants_buffer) { m_transform_constants_buffer->remove(); } if (m_fragment_constants_buffer) { m_fragment_constants_buffer->remove(); } if (m_fragment_env_buffer) { m_fragment_env_buffer->remove(); } if (m_vertex_env_buffer) { m_vertex_env_buffer->remove(); } if (m_texture_parameters_buffer) { m_texture_parameters_buffer->remove(); } if (m_vertex_layout_buffer) { m_vertex_layout_buffer->remove(); } if (m_index_ring_buffer) { m_index_ring_buffer->remove(); } if (m_identity_index_buffer) { m_identity_index_buffer->remove(); } m_null_textures.clear(); m_text_printer.close(); m_gl_texture_cache.destroy(); m_depth_converter.destroy(); m_ui_renderer.destroy(); m_video_output_pass.destroy(); for (u32 i = 0; i < occlusion_query_count; ++i) { auto &query = m_occlusion_query_data[i]; query.active = false; query.pending = false; GLuint handle = query.driver_handle; glDeleteQueries(1, &handle); query.driver_handle = 0; } glFlush(); glFinish(); GSRender::on_exit(); } void GLGSRender::clear_surface(u32 arg) { if (skip_current_frame) return; // If stencil write mask is disabled, remove clear_stencil bit if (!rsx::method_registers.stencil_mask()) arg &= ~0x2u; // Ignore invalid clear flags if ((arg & 0xf3) == 0) return; u8 ctx = rsx::framebuffer_creation_context::context_draw; if (arg & 0xF0) ctx |= rsx::framebuffer_creation_context::context_clear_color; if (arg & 0x3) ctx |= rsx::framebuffer_creation_context::context_clear_depth; init_buffers(static_cast(ctx), true); if (!framebuffer_status_valid) return; GLbitfield mask = 0; gl::command_context cmd{ gl_state }; const bool require_mem_load = rsx::method_registers.scissor_origin_x() > 0 || rsx::method_registers.scissor_origin_y() > 0 || rsx::method_registers.scissor_width() < rsx::method_registers.surface_clip_width() || rsx::method_registers.scissor_height() < rsx::method_registers.surface_clip_height(); bool update_color = false, update_z = false; rsx::surface_depth_format surface_depth_format = rsx::method_registers.surface_depth_fmt(); if (auto ds = std::get<1>(m_rtts.m_bound_depth_stencil); arg & 0x3) { if (arg & 0x1) { u32 max_depth_value = get_max_depth_value(surface_depth_format); u32 clear_depth = rsx::method_registers.z_clear_value(surface_depth_format == rsx::surface_depth_format::z24s8); gl_state.depth_mask(GL_TRUE); gl_state.clear_depth(f32(clear_depth) / max_depth_value); mask |= GLenum(gl::buffers::depth); } if (surface_depth_format == rsx::surface_depth_format::z24s8) { if (arg & 0x2) { u8 clear_stencil = rsx::method_registers.stencil_clear_value(); gl_state.stencil_mask(rsx::method_registers.stencil_mask()); gl_state.clear_stencil(clear_stencil); mask |= GLenum(gl::buffers::stencil); } if ((arg & 0x3) != 0x3 && !require_mem_load && ds->dirty()) { verify(HERE), mask; // Only one aspect was cleared. Make sure to memory initialize the other before removing dirty flag if (arg == 1) { // Depth was cleared, initialize stencil gl_state.stencil_mask(0xFF); gl_state.clear_stencil(0xFF); mask |= GLenum(gl::buffers::stencil); } else { // Stencil was cleared, initialize depth gl_state.depth_mask(GL_TRUE); gl_state.clear_depth(1.f); mask |= GLenum(gl::buffers::depth); } } } if (mask) { if (require_mem_load) ds->write_barrier(cmd); // Memory has been initialized update_z = true; } } if (auto colormask = (arg & 0xf0)) { switch (rsx::method_registers.surface_color()) { case rsx::surface_color_format::x32: case rsx::surface_color_format::w16z16y16x16: case rsx::surface_color_format::w32z32y32x32: { //Nop break; } case rsx::surface_color_format::g8b8: { colormask = rsx::get_g8b8_r8g8_colormask(colormask); [[fallthrough]]; } default: { u8 clear_a = rsx::method_registers.clear_color_a(); u8 clear_r = rsx::method_registers.clear_color_r(); u8 clear_g = rsx::method_registers.clear_color_g(); u8 clear_b = rsx::method_registers.clear_color_b(); gl_state.clear_color(clear_r, clear_g, clear_b, clear_a); mask |= GLenum(gl::buffers::color); for (u8 index = m_rtts.m_bound_render_targets_config.first, count = 0; count < m_rtts.m_bound_render_targets_config.second; ++count, ++index) { if (require_mem_load) m_rtts.m_bound_render_targets[index].second->write_barrier(cmd); gl_state.color_maski(count, colormask); } update_color = true; break; } } } if (update_color || update_z) { const bool write_all_mask[] = { true, true, true, true }; m_rtts.on_write(update_color ? write_all_mask : nullptr, update_z); } glClear(mask); } bool GLGSRender::load_program() { if (m_graphics_state & rsx::pipeline_state::invalidate_pipeline_bits) { get_current_fragment_program(fs_sampler_state); verify(HERE), current_fragment_program.valid; get_current_vertex_program(vs_sampler_state); current_vertex_program.skip_vertex_input_check = true; //not needed for us since decoding is done server side current_fragment_program.unnormalized_coords = 0; //unused } else if (m_program) { // Program already loaded return true; } void* pipeline_properties = nullptr; m_program = m_prog_buffer.get_graphics_pipeline(current_vertex_program, current_fragment_program, pipeline_properties, !g_cfg.video.disable_asynchronous_shader_compiler, true).get(); if (m_prog_buffer.check_cache_missed()) { // Notify the user with HUD notification if (g_cfg.misc.show_shader_compilation_hint) { if (m_overlay_manager) { if (auto dlg = m_overlay_manager->get()) { // Extend duration dlg->touch(); } else { // Create dialog but do not show immediately m_overlay_manager->create(); } } } } else { verify(HERE), m_program; m_program->sync(); } return m_program != nullptr; } void GLGSRender::load_program_env() { if (!m_program) { fmt::throw_exception("Unreachable right now" HERE); } const u32 fragment_constants_size = current_fp_metadata.program_constants_buffer_length; const bool update_transform_constants = !!(m_graphics_state & rsx::pipeline_state::transform_constants_dirty); const bool update_fragment_constants = !!(m_graphics_state & rsx::pipeline_state::fragment_constants_dirty) && fragment_constants_size; const bool update_vertex_env = !!(m_graphics_state & rsx::pipeline_state::vertex_state_dirty); const bool update_fragment_env = !!(m_graphics_state & rsx::pipeline_state::fragment_state_dirty); const bool update_fragment_texture_env = !!(m_graphics_state & rsx::pipeline_state::fragment_texture_state_dirty); m_program->use(); if (manually_flush_ring_buffers) { if (update_fragment_env) m_fragment_env_buffer->reserve_storage_on_heap(128); if (update_vertex_env) m_vertex_env_buffer->reserve_storage_on_heap(256); if (update_fragment_texture_env) m_texture_parameters_buffer->reserve_storage_on_heap(256); if (update_fragment_constants) m_fragment_constants_buffer->reserve_storage_on_heap(align(fragment_constants_size, 256)); if (update_transform_constants) m_transform_constants_buffer->reserve_storage_on_heap(8192); } if (update_vertex_env) { // Vertex state auto mapping = m_vertex_env_buffer->alloc_from_heap(144, m_uniform_buffer_offset_align); auto buf = static_cast(mapping.first); fill_scale_offset_data(buf, false); fill_user_clip_data(buf + 64); *(reinterpret_cast(buf + 128)) = rsx::method_registers.transform_branch_bits(); *(reinterpret_cast(buf + 132)) = rsx::method_registers.point_size(); *(reinterpret_cast(buf + 136)) = rsx::method_registers.clip_min(); *(reinterpret_cast(buf + 140)) = rsx::method_registers.clip_max(); m_vertex_env_buffer->bind_range(GL_VERTEX_PARAMS_BIND_SLOT, mapping.second, 144); } if (update_transform_constants) { // Vertex constants auto mapping = m_transform_constants_buffer->alloc_from_heap(8192, m_uniform_buffer_offset_align); auto buf = static_cast(mapping.first); fill_vertex_program_constants_data(buf); m_transform_constants_buffer->bind_range(GL_VERTEX_CONSTANT_BUFFERS_BIND_SLOT, mapping.second, 8192); } if (update_fragment_constants) { // Fragment constants auto mapping = m_fragment_constants_buffer->alloc_from_heap(fragment_constants_size, m_uniform_buffer_offset_align); auto buf = static_cast(mapping.first); m_prog_buffer.fill_fragment_constants_buffer({ reinterpret_cast(buf), fragment_constants_size }, current_fragment_program, gl::get_driver_caps().vendor_NVIDIA); m_fragment_constants_buffer->bind_range(GL_FRAGMENT_CONSTANT_BUFFERS_BIND_SLOT, mapping.second, fragment_constants_size); } if (update_fragment_env) { // Fragment state auto mapping = m_fragment_env_buffer->alloc_from_heap(32, m_uniform_buffer_offset_align); auto buf = static_cast(mapping.first); fill_fragment_state_buffer(buf, current_fragment_program); m_fragment_env_buffer->bind_range(GL_FRAGMENT_STATE_BIND_SLOT, mapping.second, 32); } if (update_fragment_texture_env) { // Fragment texture parameters auto mapping = m_texture_parameters_buffer->alloc_from_heap(256, m_uniform_buffer_offset_align); auto buf = static_cast(mapping.first); fill_fragment_texture_parameters(buf, current_fragment_program); m_texture_parameters_buffer->bind_range(GL_FRAGMENT_TEXTURE_PARAMS_BIND_SLOT, mapping.second, 256); } if (manually_flush_ring_buffers) { if (update_fragment_env) m_fragment_env_buffer->unmap(); if (update_vertex_env) m_vertex_env_buffer->unmap(); if (update_fragment_texture_env) m_texture_parameters_buffer->unmap(); if (update_fragment_constants) m_fragment_constants_buffer->unmap(); if (update_transform_constants) m_transform_constants_buffer->unmap(); } const u32 handled_flags = (rsx::pipeline_state::fragment_state_dirty | rsx::pipeline_state::vertex_state_dirty | rsx::pipeline_state::transform_constants_dirty | rsx::pipeline_state::fragment_constants_dirty | rsx::pipeline_state::fragment_texture_state_dirty); m_graphics_state &= ~handled_flags; } void GLGSRender::update_vertex_env(const gl::vertex_upload_info& upload_info) { if (manually_flush_ring_buffers) { m_vertex_layout_buffer->reserve_storage_on_heap(128 + 16); } // Vertex layout state auto mapping = m_vertex_layout_buffer->alloc_from_heap(128 + 16, m_uniform_buffer_offset_align); auto buf = static_cast(mapping.first); buf[0] = upload_info.vertex_index_base; buf[1] = upload_info.vertex_index_offset; buf += 4; fill_vertex_layout_state(m_vertex_layout, upload_info.first_vertex, upload_info.allocated_vertex_count, reinterpret_cast(buf), upload_info.persistent_mapping_offset, upload_info.volatile_mapping_offset); m_vertex_layout_buffer->bind_range(GL_VERTEX_LAYOUT_BIND_SLOT, mapping.second, 128 + 16); if (manually_flush_ring_buffers) { m_vertex_layout_buffer->unmap(); } } bool GLGSRender::on_access_violation(u32 address, bool is_writing) { const bool can_flush = (std::this_thread::get_id() == m_rsx_thread); const rsx::invalidation_cause cause = is_writing ? (can_flush ? rsx::invalidation_cause::write : rsx::invalidation_cause::deferred_write) : (can_flush ? rsx::invalidation_cause::read : rsx::invalidation_cause::deferred_read); auto cmd = can_flush ? gl::command_context{ gl_state } : gl::command_context{}; auto result = m_gl_texture_cache.invalidate_address(cmd, address, cause); if (!result.violation_handled) return false; { std::lock_guard lock(m_sampler_mutex); m_samplers_dirty.store(true); } if (result.num_flushable > 0) { auto &task = post_flush_request(address, result); vm::temporary_unlock(); task.producer_wait(); } return true; } void GLGSRender::on_invalidate_memory_range(const utils::address_range &range, rsx::invalidation_cause cause) { gl::command_context cmd{ gl_state }; auto data = std::move(m_gl_texture_cache.invalidate_range(cmd, range, cause)); AUDIT(data.empty()); if (cause == rsx::invalidation_cause::unmap && data.violation_handled) { m_gl_texture_cache.purge_unreleased_sections(); { std::lock_guard lock(m_sampler_mutex); m_samplers_dirty.store(true); } } } void GLGSRender::on_semaphore_acquire_wait() { if (!work_queue.empty() || (async_flip_requested & flip_request::emu_requested)) { do_local_task(rsx::FIFO_state::lock_wait); } } void GLGSRender::do_local_task(rsx::FIFO_state state) { if (!work_queue.empty()) { std::lock_guard lock(queue_guard); work_queue.remove_if([](auto &q) { return q.received; }); for (auto& q : work_queue) { if (q.processed) continue; gl::command_context cmd{ gl_state }; q.result = m_gl_texture_cache.flush_all(cmd, q.section_data); q.processed = true; } } else if (!in_begin_end && state != rsx::FIFO_state::lock_wait) { if (m_graphics_state & rsx::pipeline_state::framebuffer_reads_dirty) { //This will re-engage locks and break the texture cache if another thread is waiting in access violation handler! //Only call when there are no waiters m_gl_texture_cache.do_update(); m_graphics_state &= ~rsx::pipeline_state::framebuffer_reads_dirty; } } rsx::thread::do_local_task(state); if (state == rsx::FIFO_state::lock_wait) { // Critical check finished return; } if (m_overlay_manager) { if (!in_begin_end && async_flip_requested & flip_request::native_ui) { rsx::display_flip_info_t info{}; info.buffer = current_display_buffer; flip(info); } } } gl::work_item& GLGSRender::post_flush_request(u32 address, gl::texture_cache::thrashed_set& flush_data) { std::lock_guard lock(queue_guard); auto &result = work_queue.emplace_back(); result.address_to_flush = address; result.section_data = std::move(flush_data); return result; } bool GLGSRender::scaled_image_from_memory(rsx::blit_src_info& src, rsx::blit_dst_info& dst, bool interpolate) { gl::command_context cmd{ gl_state }; if (m_gl_texture_cache.blit(cmd, src, dst, interpolate, m_rtts)) { m_samplers_dirty.store(true); return true; } return false; } void GLGSRender::notify_tile_unbound(u32 tile) { // TODO: Handle texture writeback if (false) { u32 addr = rsx::get_address(tiles[tile].offset, tiles[tile].location, HERE); on_notify_memory_unmapped(addr, tiles[tile].size); m_rtts.invalidate_surface_address(addr, false); } { std::lock_guard lock(m_sampler_mutex); m_samplers_dirty.store(true); } } void GLGSRender::begin_occlusion_query(rsx::reports::occlusion_query_info* query) { query->result = 0; glBeginQuery(GL_ANY_SAMPLES_PASSED, query->driver_handle); } void GLGSRender::end_occlusion_query(rsx::reports::occlusion_query_info* query) { verify(HERE), query->active; glEndQuery(GL_ANY_SAMPLES_PASSED); } bool GLGSRender::check_occlusion_query_status(rsx::reports::occlusion_query_info* query) { if (!query->num_draws) return true; GLint status = GL_TRUE; glGetQueryObjectiv(query->driver_handle, GL_QUERY_RESULT_AVAILABLE, &status); return status != GL_FALSE; } void GLGSRender::get_occlusion_query_result(rsx::reports::occlusion_query_info* query) { if (query->num_draws) { GLint result = 0; glGetQueryObjectiv(query->driver_handle, GL_QUERY_RESULT, &result); query->result += result; } } void GLGSRender::discard_occlusion_query(rsx::reports::occlusion_query_info* query) { if (query->active) { //Discard is being called on an active query, close it glEndQuery(GL_ANY_SAMPLES_PASSED); } } void GLGSRender::on_decompiler_init() { // Bind decompiler context to this thread m_frame->set_current(m_decompiler_context); } void GLGSRender::on_decompiler_exit() { // Cleanup m_frame->delete_context(m_decompiler_context); } bool GLGSRender::on_decompiler_task() { return m_prog_buffer.async_update(8).first; }