Implement vertex instancing (#381)

This commit is contained in:
ReinUsesLisp 2018-08-25 01:16:58 -03:00 committed by gdkchan
parent da7e702751
commit a42ab2e40c
7 changed files with 82 additions and 20 deletions

View file

@ -7,6 +7,8 @@
public bool Enabled;
public int Stride;
public long VboKey;
public bool Instanced;
public int Divisor;
public GalVertexAttrib[] Attribs;
}
@ -22,6 +24,8 @@
public float FlipX;
public float FlipY;
public int Instance;
public GalFrontFace FrontFace;
public bool CullFaceEnabled;

View file

@ -126,9 +126,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
BindVertexLayout(New);
if (New.FlipX != Old.FlipX || New.FlipY != Old.FlipY)
if (New.FlipX != Old.FlipX || New.FlipY != Old.FlipY || New.Instance != Old.Instance)
{
Shader.SetFlip(New.FlipX, New.FlipY);
Shader.SetExtraData(New.FlipX, New.FlipY, New.Instance);
}
//Note: Uncomment SetFrontFace and SetCullFace when flipping issues are solved
@ -290,8 +290,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
private void BindConstBuffers(GalPipelineState New)
{
//Index 0 is reserved
int FreeBinding = 1;
int FreeBinding = OGLShader.ReservedCbufCount;
void BindIfNotNull(OGLShaderStage Stage)
{
@ -385,6 +384,15 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
GL.VertexAttribPointer(Attrib.Index, Size, Type, Normalize, Binding.Stride, Offset);
}
if (Binding.Instanced && Binding.Divisor != 0)
{
GL.VertexAttribDivisor(Attrib.Index, 1);
}
else
{
GL.VertexAttribDivisor(Attrib.Index, 0);
}
}
}
}

View file

@ -9,6 +9,10 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLShader : IGalShader
{
public const int ReservedCbufCount = 1;
private const int ExtraDataSize = 4;
public OGLShaderProgram Current;
private ConcurrentDictionary<long, OGLShaderStage> Stages;
@ -96,7 +100,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
return Enumerable.Empty<ShaderDeclInfo>();
}
public unsafe void SetFlip(float X, float Y)
public unsafe void SetExtraData(float FlipX, float FlipY, int Instance)
{
BindProgram();
@ -104,14 +108,15 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.BindBuffer(BufferTarget.UniformBuffer, ExtraUboHandle);
float* Data = stackalloc float[4];
Data[0] = X;
Data[1] = Y;
float* Data = stackalloc float[ExtraDataSize];
Data[0] = FlipX;
Data[1] = FlipY;
Data[2] = BitConverter.Int32BitsToSingle(Instance);
//Invalidate buffer
GL.BufferData(BufferTarget.UniformBuffer, 4 * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
GL.BufferData(BufferTarget.UniformBuffer, ExtraDataSize * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
GL.BufferSubData(BufferTarget.UniformBuffer, IntPtr.Zero, 4 * sizeof(float), (IntPtr)Data);
GL.BufferSubData(BufferTarget.UniformBuffer, IntPtr.Zero, ExtraDataSize * sizeof(float), (IntPtr)Data);
}
public void Bind(long Key)
@ -197,7 +202,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.BindBuffer(BufferTarget.UniformBuffer, ExtraUboHandle);
GL.BufferData(BufferTarget.UniformBuffer, 4 * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
GL.BufferData(BufferTarget.UniformBuffer, ExtraDataSize * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, ExtraUboHandle);
}
@ -219,8 +224,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.UniformBlockBinding(ProgramHandle, ExtraBlockindex, 0);
//First index is reserved
int FreeBinding = 1;
int FreeBinding = ReservedCbufCount;
void BindUniformBlocksIfNotNull(OGLShaderStage Stage)
{

View file

@ -41,6 +41,7 @@ namespace Ryujinx.Graphics.Gal.Shader
public const string ExtraUniformBlockName = "Extra";
public const string FlipUniformName = "flip";
public const string InstanceUniformName = "instance";
public const string ProgramName = "program";
public const string ProgramAName = ProgramName + "_a";

View file

@ -241,10 +241,15 @@ namespace Ryujinx.Graphics.Gal.Shader
{
if (Decl.ShaderType == GalShaderType.Vertex)
{
SB.AppendLine("layout (std140) uniform " + GlslDecl.ExtraUniformBlockName + "{");
//Memory layout here is [flip_x, flip_y, instance, unused]
//It's using 4 bytes, not 8
SB.AppendLine("layout (std140) uniform " + GlslDecl.ExtraUniformBlockName + " {");
SB.AppendLine(IdentationStr + "vec2 " + GlslDecl.FlipUniformName + ";");
SB.AppendLine(IdentationStr + "int " + GlslDecl.InstanceUniformName + ";");
SB.AppendLine("};");
}
@ -816,7 +821,7 @@ namespace Ryujinx.Graphics.Gal.Shader
switch (Abuf.Offs)
{
case GlslDecl.VertexIdAttr: return "gl_VertexID";
case GlslDecl.InstanceIdAttr: return "gl_InstanceID";
case GlslDecl.InstanceIdAttr: return GlslDecl.InstanceUniformName;
}
}
else if (Decl.ShaderType == GalShaderType.TessEvaluation)