OGLShader.cs 10 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using Ryujinx.Graphics.Gal.Shader;
  3. using System;
  4. using System.Collections.Concurrent;
  5. using System.Collections.Generic;
  6. using System.Linq;
  7. namespace Ryujinx.Graphics.Gal.OpenGL
  8. {
  9. public class OGLShader : IGalShader
  10. {
  11. private class ShaderStage : IDisposable
  12. {
  13. public int Handle { get; private set; }
  14. public bool IsCompiled { get; private set; }
  15. public GalShaderType Type { get; private set; }
  16. public string Code { get; private set; }
  17. public IEnumerable<ShaderDeclInfo> TextureUsage { get; private set; }
  18. public IEnumerable<ShaderDeclInfo> UniformUsage { get; private set; }
  19. public ShaderStage(
  20. GalShaderType Type,
  21. string Code,
  22. IEnumerable<ShaderDeclInfo> TextureUsage,
  23. IEnumerable<ShaderDeclInfo> UniformUsage)
  24. {
  25. this.Type = Type;
  26. this.Code = Code;
  27. this.TextureUsage = TextureUsage;
  28. this.UniformUsage = UniformUsage;
  29. }
  30. public void Compile()
  31. {
  32. if (Handle == 0)
  33. {
  34. Handle = GL.CreateShader(OGLEnumConverter.GetShaderType(Type));
  35. CompileAndCheck(Handle, Code);
  36. }
  37. }
  38. public void Dispose()
  39. {
  40. Dispose(true);
  41. }
  42. protected virtual void Dispose(bool Disposing)
  43. {
  44. if (Disposing && Handle != 0)
  45. {
  46. GL.DeleteShader(Handle);
  47. Handle = 0;
  48. }
  49. }
  50. }
  51. private struct ShaderProgram
  52. {
  53. public ShaderStage Vertex;
  54. public ShaderStage TessControl;
  55. public ShaderStage TessEvaluation;
  56. public ShaderStage Geometry;
  57. public ShaderStage Fragment;
  58. }
  59. const int ConstBuffersPerStage = 18;
  60. private ShaderProgram Current;
  61. private ConcurrentDictionary<long, ShaderStage> Stages;
  62. private Dictionary<ShaderProgram, int> Programs;
  63. public int CurrentProgramHandle { get; private set; }
  64. private OGLStreamBuffer[][] ConstBuffers;
  65. public OGLShader()
  66. {
  67. Stages = new ConcurrentDictionary<long, ShaderStage>();
  68. Programs = new Dictionary<ShaderProgram, int>();
  69. ConstBuffers = new OGLStreamBuffer[5][];
  70. for (int i = 0; i < 5; i++)
  71. {
  72. ConstBuffers[i] = new OGLStreamBuffer[ConstBuffersPerStage];
  73. }
  74. }
  75. public void Create(IGalMemory Memory, long Key, GalShaderType Type)
  76. {
  77. Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, Key, Type));
  78. }
  79. private ShaderStage ShaderStageFactory(IGalMemory Memory, long Position, GalShaderType Type)
  80. {
  81. GlslProgram Program = GetGlslProgram(Memory, Position, Type);
  82. return new ShaderStage(
  83. Type,
  84. Program.Code,
  85. Program.Textures,
  86. Program.Uniforms);
  87. }
  88. private GlslProgram GetGlslProgram(IGalMemory Memory, long Position, GalShaderType Type)
  89. {
  90. GlslDecompiler Decompiler = new GlslDecompiler();
  91. return Decompiler.Decompile(Memory, Position + 0x50, Type);
  92. }
  93. public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key)
  94. {
  95. if (Stages.TryGetValue(Key, out ShaderStage Stage))
  96. {
  97. return Stage.TextureUsage;
  98. }
  99. return Enumerable.Empty<ShaderDeclInfo>();
  100. }
  101. public void SetConstBuffer(long Key, int Cbuf, byte[] Data)
  102. {
  103. if (Stages.TryGetValue(Key, out ShaderStage Stage))
  104. {
  105. foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage.Where(x => x.Cbuf == Cbuf))
  106. {
  107. OGLStreamBuffer Buffer = GetConstBuffer(Stage.Type, Cbuf);
  108. int Size = Math.Min(Data.Length, Buffer.Size);
  109. byte[] Destiny = Buffer.Map(Size);
  110. Array.Copy(Data, Destiny, Size);
  111. Buffer.Unmap(Size);
  112. }
  113. }
  114. }
  115. public void EnsureTextureBinding(string UniformName, int Value)
  116. {
  117. BindProgram();
  118. int Location = GL.GetUniformLocation(CurrentProgramHandle, UniformName);
  119. GL.Uniform1(Location, Value);
  120. }
  121. public void SetFlip(float X, float Y)
  122. {
  123. BindProgram();
  124. int Location = GL.GetUniformLocation(CurrentProgramHandle, GlslDecl.FlipUniformName);
  125. GL.Uniform2(Location, X, Y);
  126. }
  127. public void Bind(long Key)
  128. {
  129. if (Stages.TryGetValue(Key, out ShaderStage Stage))
  130. {
  131. Bind(Stage);
  132. }
  133. }
  134. private void Bind(ShaderStage Stage)
  135. {
  136. switch (Stage.Type)
  137. {
  138. case GalShaderType.Vertex: Current.Vertex = Stage; break;
  139. case GalShaderType.TessControl: Current.TessControl = Stage; break;
  140. case GalShaderType.TessEvaluation: Current.TessEvaluation = Stage; break;
  141. case GalShaderType.Geometry: Current.Geometry = Stage; break;
  142. case GalShaderType.Fragment: Current.Fragment = Stage; break;
  143. }
  144. }
  145. public void BindProgram()
  146. {
  147. if (Current.Vertex == null ||
  148. Current.Fragment == null)
  149. {
  150. return;
  151. }
  152. if (!Programs.TryGetValue(Current, out int Handle))
  153. {
  154. Handle = GL.CreateProgram();
  155. AttachIfNotNull(Handle, Current.Vertex);
  156. AttachIfNotNull(Handle, Current.TessControl);
  157. AttachIfNotNull(Handle, Current.TessEvaluation);
  158. AttachIfNotNull(Handle, Current.Geometry);
  159. AttachIfNotNull(Handle, Current.Fragment);
  160. GL.LinkProgram(Handle);
  161. CheckProgramLink(Handle);
  162. BindUniformBlocks(Handle);
  163. Programs.Add(Current, Handle);
  164. }
  165. GL.UseProgram(Handle);
  166. BindUniformBuffers(Handle);
  167. CurrentProgramHandle = Handle;
  168. }
  169. private void AttachIfNotNull(int ProgramHandle, ShaderStage Stage)
  170. {
  171. if (Stage != null)
  172. {
  173. Stage.Compile();
  174. GL.AttachShader(ProgramHandle, Stage.Handle);
  175. }
  176. }
  177. private void BindUniformBlocks(int ProgramHandle)
  178. {
  179. int FreeBinding = 0;
  180. int BindUniformBlocksIfNotNull(ShaderStage Stage)
  181. {
  182. if (Stage != null)
  183. {
  184. foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage)
  185. {
  186. int BlockIndex = GL.GetUniformBlockIndex(ProgramHandle, DeclInfo.Name);
  187. if (BlockIndex < 0)
  188. {
  189. //It is expected that its found, if it's not then driver might be in a malfunction
  190. throw new InvalidOperationException();
  191. }
  192. GL.UniformBlockBinding(ProgramHandle, BlockIndex, FreeBinding);
  193. FreeBinding++;
  194. }
  195. }
  196. return FreeBinding;
  197. }
  198. BindUniformBlocksIfNotNull(Current.Vertex);
  199. BindUniformBlocksIfNotNull(Current.TessControl);
  200. BindUniformBlocksIfNotNull(Current.TessEvaluation);
  201. BindUniformBlocksIfNotNull(Current.Geometry);
  202. BindUniformBlocksIfNotNull(Current.Fragment);
  203. }
  204. private void BindUniformBuffers(int ProgramHandle)
  205. {
  206. int FreeBinding = 0;
  207. int BindUniformBuffersIfNotNull(ShaderStage Stage)
  208. {
  209. if (Stage != null)
  210. {
  211. foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage)
  212. {
  213. OGLStreamBuffer Buffer = GetConstBuffer(Stage.Type, DeclInfo.Cbuf);
  214. GL.BindBufferBase(BufferRangeTarget.UniformBuffer, FreeBinding, Buffer.Handle);
  215. FreeBinding++;
  216. }
  217. }
  218. return FreeBinding;
  219. }
  220. BindUniformBuffersIfNotNull(Current.Vertex);
  221. BindUniformBuffersIfNotNull(Current.TessControl);
  222. BindUniformBuffersIfNotNull(Current.TessEvaluation);
  223. BindUniformBuffersIfNotNull(Current.Geometry);
  224. BindUniformBuffersIfNotNull(Current.Fragment);
  225. }
  226. private OGLStreamBuffer GetConstBuffer(GalShaderType StageType, int Cbuf)
  227. {
  228. int StageIndex = (int)StageType;
  229. OGLStreamBuffer Buffer = ConstBuffers[StageIndex][Cbuf];
  230. if (Buffer == null)
  231. {
  232. //Allocate a maximum of 64 KiB
  233. int Size = Math.Min(GL.GetInteger(GetPName.MaxUniformBlockSize), 64 * 1024);
  234. Buffer = OGLStreamBuffer.Create(BufferTarget.UniformBuffer, Size);
  235. ConstBuffers[StageIndex][Cbuf] = Buffer;
  236. }
  237. return Buffer;
  238. }
  239. public static void CompileAndCheck(int Handle, string Code)
  240. {
  241. GL.ShaderSource(Handle, Code);
  242. GL.CompileShader(Handle);
  243. CheckCompilation(Handle);
  244. }
  245. private static void CheckCompilation(int Handle)
  246. {
  247. int Status = 0;
  248. GL.GetShader(Handle, ShaderParameter.CompileStatus, out Status);
  249. if (Status == 0)
  250. {
  251. throw new ShaderException(GL.GetShaderInfoLog(Handle));
  252. }
  253. }
  254. private static void CheckProgramLink(int Handle)
  255. {
  256. int Status = 0;
  257. GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out Status);
  258. if (Status == 0)
  259. {
  260. throw new ShaderException(GL.GetProgramInfoLog(Handle));
  261. }
  262. }
  263. }
  264. }