Program.cs 5.1 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using Ryujinx.Common.Logging;
  3. using Ryujinx.Graphics.GAL;
  4. using Ryujinx.Graphics.Shader;
  5. using Ryujinx.Graphics.Shader.Translation;
  6. using System;
  7. using System.Buffers.Binary;
  8. namespace Ryujinx.Graphics.OpenGL
  9. {
  10. class Program : IProgram
  11. {
  12. private const int MaxShaderLogLength = 2048;
  13. public int Handle { get; private set; }
  14. public bool IsLinked
  15. {
  16. get
  17. {
  18. if (_status == ProgramLinkStatus.Incomplete)
  19. {
  20. CheckProgramLink(true);
  21. }
  22. return _status == ProgramLinkStatus.Success;
  23. }
  24. }
  25. private ProgramLinkStatus _status = ProgramLinkStatus.Incomplete;
  26. private int[] _shaderHandles;
  27. public int FragmentOutputMap { get; }
  28. public Program(ShaderSource[] shaders, int fragmentOutputMap)
  29. {
  30. Handle = GL.CreateProgram();
  31. GL.ProgramParameter(Handle, ProgramParameterName.ProgramBinaryRetrievableHint, 1);
  32. _shaderHandles = new int[shaders.Length];
  33. bool hasFragmentShader = false;
  34. for (int index = 0; index < shaders.Length; index++)
  35. {
  36. ShaderSource shader = shaders[index];
  37. if (shader.Stage == ShaderStage.Fragment)
  38. {
  39. hasFragmentShader = true;
  40. }
  41. int shaderHandle = GL.CreateShader(shader.Stage.Convert());
  42. switch (shader.Language)
  43. {
  44. case TargetLanguage.Glsl:
  45. GL.ShaderSource(shaderHandle, shader.Code);
  46. GL.CompileShader(shaderHandle);
  47. break;
  48. case TargetLanguage.Spirv:
  49. GL.ShaderBinary(1, ref shaderHandle, (BinaryFormat)All.ShaderBinaryFormatSpirVArb, shader.BinaryCode, shader.BinaryCode.Length);
  50. GL.SpecializeShader(shaderHandle, "main", 0, (int[])null, (int[])null);
  51. break;
  52. }
  53. GL.AttachShader(Handle, shaderHandle);
  54. _shaderHandles[index] = shaderHandle;
  55. }
  56. GL.LinkProgram(Handle);
  57. FragmentOutputMap = hasFragmentShader ? fragmentOutputMap : 0;
  58. }
  59. public Program(ReadOnlySpan<byte> code, bool hasFragmentShader, int fragmentOutputMap)
  60. {
  61. Handle = GL.CreateProgram();
  62. if (code.Length >= 4)
  63. {
  64. BinaryFormat binaryFormat = (BinaryFormat)BinaryPrimitives.ReadInt32LittleEndian(code.Slice(code.Length - 4, 4));
  65. unsafe
  66. {
  67. fixed (byte* ptr = code)
  68. {
  69. GL.ProgramBinary(Handle, binaryFormat, (nint)ptr, code.Length - 4);
  70. }
  71. }
  72. }
  73. FragmentOutputMap = hasFragmentShader ? fragmentOutputMap : 0;
  74. }
  75. public void Bind()
  76. {
  77. GL.UseProgram(Handle);
  78. }
  79. public ProgramLinkStatus CheckProgramLink(bool blocking)
  80. {
  81. if (!blocking && HwCapabilities.SupportsParallelShaderCompile)
  82. {
  83. GL.GetProgram(Handle, (GetProgramParameterName)ArbParallelShaderCompile.CompletionStatusArb, out int completed);
  84. if (completed == 0)
  85. {
  86. return ProgramLinkStatus.Incomplete;
  87. }
  88. }
  89. GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
  90. DeleteShaders();
  91. if (status == 0)
  92. {
  93. _status = ProgramLinkStatus.Failure;
  94. string log = GL.GetProgramInfoLog(Handle);
  95. if (log.Length > MaxShaderLogLength)
  96. {
  97. log = log[..MaxShaderLogLength] + "...";
  98. }
  99. Logger.Warning?.Print(LogClass.Gpu, $"Shader linking failed: \n{log}");
  100. }
  101. else
  102. {
  103. _status = ProgramLinkStatus.Success;
  104. }
  105. return _status;
  106. }
  107. public byte[] GetBinary()
  108. {
  109. GL.GetProgram(Handle, (GetProgramParameterName)All.ProgramBinaryLength, out int size);
  110. byte[] data = new byte[size + 4];
  111. GL.GetProgramBinary(Handle, size, out _, out BinaryFormat binFormat, data);
  112. BinaryPrimitives.WriteInt32LittleEndian(data.AsSpan(size, 4), (int)binFormat);
  113. return data;
  114. }
  115. private void DeleteShaders()
  116. {
  117. if (_shaderHandles != null)
  118. {
  119. foreach (int shaderHandle in _shaderHandles)
  120. {
  121. GL.DetachShader(Handle, shaderHandle);
  122. GL.DeleteShader(shaderHandle);
  123. }
  124. _shaderHandles = null;
  125. }
  126. }
  127. public void Dispose()
  128. {
  129. if (Handle != 0)
  130. {
  131. DeleteShaders();
  132. GL.DeleteProgram(Handle);
  133. Handle = 0;
  134. }
  135. }
  136. }
  137. }