OGLShader.cs 12 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. using Buffer = System.Buffer;
  8. namespace Ryujinx.Graphics.Gal.OpenGL
  9. {
  10. public class OGLShader : IGalShader
  11. {
  12. private class ShaderStage : IDisposable
  13. {
  14. public int Handle { get; private set; }
  15. public bool IsCompiled { get; private set; }
  16. public GalShaderType Type { get; private set; }
  17. public string Code { get; private set; }
  18. public IEnumerable<ShaderDeclInfo> TextureUsage { get; private set; }
  19. public IEnumerable<ShaderDeclInfo> UniformUsage { get; private set; }
  20. public ShaderStage(
  21. GalShaderType Type,
  22. string Code,
  23. IEnumerable<ShaderDeclInfo> TextureUsage,
  24. IEnumerable<ShaderDeclInfo> UniformUsage)
  25. {
  26. this.Type = Type;
  27. this.Code = Code;
  28. this.TextureUsage = TextureUsage;
  29. this.UniformUsage = UniformUsage;
  30. }
  31. public void Compile()
  32. {
  33. if (Handle == 0)
  34. {
  35. Handle = GL.CreateShader(OGLEnumConverter.GetShaderType(Type));
  36. CompileAndCheck(Handle, Code);
  37. }
  38. }
  39. public void Dispose()
  40. {
  41. Dispose(true);
  42. }
  43. protected virtual void Dispose(bool Disposing)
  44. {
  45. if (Disposing && Handle != 0)
  46. {
  47. GL.DeleteShader(Handle);
  48. Handle = 0;
  49. }
  50. }
  51. }
  52. private struct ShaderProgram
  53. {
  54. public ShaderStage Vertex;
  55. public ShaderStage TessControl;
  56. public ShaderStage TessEvaluation;
  57. public ShaderStage Geometry;
  58. public ShaderStage Fragment;
  59. }
  60. const int ConstBuffersPerStage = 18;
  61. private ShaderProgram Current;
  62. private ConcurrentDictionary<long, ShaderStage> Stages;
  63. private Dictionary<ShaderProgram, int> Programs;
  64. public int CurrentProgramHandle { get; private set; }
  65. private OGLStreamBuffer[][] ConstBuffers;
  66. public OGLShader()
  67. {
  68. Stages = new ConcurrentDictionary<long, ShaderStage>();
  69. Programs = new Dictionary<ShaderProgram, int>();
  70. ConstBuffers = new OGLStreamBuffer[5][];
  71. for (int i = 0; i < 5; i++)
  72. {
  73. ConstBuffers[i] = new OGLStreamBuffer[ConstBuffersPerStage];
  74. }
  75. }
  76. public void Create(IGalMemory Memory, long Key, GalShaderType Type)
  77. {
  78. Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, Key, 0, false, Type));
  79. }
  80. public void Create(IGalMemory Memory, long VpAPos, long Key, GalShaderType Type)
  81. {
  82. Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, VpAPos, Key, true, Type));
  83. }
  84. private ShaderStage ShaderStageFactory(
  85. IGalMemory Memory,
  86. long Position,
  87. long PositionB,
  88. bool IsDualVp,
  89. GalShaderType Type)
  90. {
  91. GlslProgram Program;
  92. GlslDecompiler Decompiler = new GlslDecompiler();
  93. if (IsDualVp)
  94. {
  95. ShaderDumper.Dump(Memory, Position, Type, "a");
  96. ShaderDumper.Dump(Memory, PositionB, Type, "b");
  97. Program = Decompiler.Decompile(
  98. Memory,
  99. Position,
  100. PositionB,
  101. Type);
  102. }
  103. else
  104. {
  105. ShaderDumper.Dump(Memory, Position, Type);
  106. Program = Decompiler.Decompile(Memory, Position, Type);
  107. }
  108. return new ShaderStage(
  109. Type,
  110. Program.Code,
  111. Program.Textures,
  112. Program.Uniforms);
  113. }
  114. public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key)
  115. {
  116. if (Stages.TryGetValue(Key, out ShaderStage Stage))
  117. {
  118. return Stage.TextureUsage;
  119. }
  120. return Enumerable.Empty<ShaderDeclInfo>();
  121. }
  122. public void SetConstBuffer(long Key, int Cbuf, int DataSize, IntPtr HostAddress)
  123. {
  124. if (Stages.TryGetValue(Key, out ShaderStage Stage))
  125. {
  126. foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage.Where(x => x.Cbuf == Cbuf))
  127. {
  128. OGLStreamBuffer Buffer = GetConstBuffer(Stage.Type, Cbuf);
  129. int Size = Math.Min(DataSize, Buffer.Size);
  130. Buffer.SetData(Size, HostAddress);
  131. }
  132. }
  133. }
  134. public void EnsureTextureBinding(string UniformName, int Value)
  135. {
  136. BindProgram();
  137. int Location = GL.GetUniformLocation(CurrentProgramHandle, UniformName);
  138. GL.Uniform1(Location, Value);
  139. }
  140. public void SetFlip(float X, float Y)
  141. {
  142. BindProgram();
  143. int Location = GL.GetUniformLocation(CurrentProgramHandle, GlslDecl.FlipUniformName);
  144. GL.Uniform2(Location, X, Y);
  145. }
  146. public void Bind(long Key)
  147. {
  148. if (Stages.TryGetValue(Key, out ShaderStage Stage))
  149. {
  150. Bind(Stage);
  151. }
  152. }
  153. private void Bind(ShaderStage Stage)
  154. {
  155. if (Stage.Type == GalShaderType.Geometry)
  156. {
  157. //Enhanced layouts are required for Geometry shaders
  158. //skip this stage if current driver has no ARB_enhanced_layouts
  159. if (!OGLExtension.HasEnhancedLayouts())
  160. {
  161. return;
  162. }
  163. }
  164. switch (Stage.Type)
  165. {
  166. case GalShaderType.Vertex: Current.Vertex = Stage; break;
  167. case GalShaderType.TessControl: Current.TessControl = Stage; break;
  168. case GalShaderType.TessEvaluation: Current.TessEvaluation = Stage; break;
  169. case GalShaderType.Geometry: Current.Geometry = Stage; break;
  170. case GalShaderType.Fragment: Current.Fragment = Stage; break;
  171. }
  172. }
  173. public void Unbind(GalShaderType Type)
  174. {
  175. switch (Type)
  176. {
  177. case GalShaderType.Vertex: Current.Vertex = null; break;
  178. case GalShaderType.TessControl: Current.TessControl = null; break;
  179. case GalShaderType.TessEvaluation: Current.TessEvaluation = null; break;
  180. case GalShaderType.Geometry: Current.Geometry = null; break;
  181. case GalShaderType.Fragment: Current.Fragment = null; break;
  182. }
  183. }
  184. public void BindProgram()
  185. {
  186. if (Current.Vertex == null ||
  187. Current.Fragment == null)
  188. {
  189. return;
  190. }
  191. if (!Programs.TryGetValue(Current, out int Handle))
  192. {
  193. Handle = GL.CreateProgram();
  194. AttachIfNotNull(Handle, Current.Vertex);
  195. AttachIfNotNull(Handle, Current.TessControl);
  196. AttachIfNotNull(Handle, Current.TessEvaluation);
  197. AttachIfNotNull(Handle, Current.Geometry);
  198. AttachIfNotNull(Handle, Current.Fragment);
  199. GL.LinkProgram(Handle);
  200. CheckProgramLink(Handle);
  201. BindUniformBlocks(Handle);
  202. Programs.Add(Current, Handle);
  203. }
  204. GL.UseProgram(Handle);
  205. BindUniformBuffers(Handle);
  206. CurrentProgramHandle = Handle;
  207. }
  208. private void AttachIfNotNull(int ProgramHandle, ShaderStage Stage)
  209. {
  210. if (Stage != null)
  211. {
  212. Stage.Compile();
  213. GL.AttachShader(ProgramHandle, Stage.Handle);
  214. }
  215. }
  216. private void BindUniformBlocks(int ProgramHandle)
  217. {
  218. int FreeBinding = 0;
  219. void BindUniformBlocksIfNotNull(ShaderStage Stage)
  220. {
  221. if (Stage != null)
  222. {
  223. foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage)
  224. {
  225. int BlockIndex = GL.GetUniformBlockIndex(ProgramHandle, DeclInfo.Name);
  226. if (BlockIndex < 0)
  227. {
  228. //It is expected that its found, if it's not then driver might be in a malfunction
  229. throw new InvalidOperationException();
  230. }
  231. GL.UniformBlockBinding(ProgramHandle, BlockIndex, FreeBinding);
  232. FreeBinding++;
  233. }
  234. }
  235. }
  236. BindUniformBlocksIfNotNull(Current.Vertex);
  237. BindUniformBlocksIfNotNull(Current.TessControl);
  238. BindUniformBlocksIfNotNull(Current.TessEvaluation);
  239. BindUniformBlocksIfNotNull(Current.Geometry);
  240. BindUniformBlocksIfNotNull(Current.Fragment);
  241. }
  242. private void BindUniformBuffers(int ProgramHandle)
  243. {
  244. int FreeBinding = 0;
  245. void BindUniformBuffersIfNotNull(ShaderStage Stage)
  246. {
  247. if (Stage != null)
  248. {
  249. foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage)
  250. {
  251. OGLStreamBuffer Buffer = GetConstBuffer(Stage.Type, DeclInfo.Cbuf);
  252. GL.BindBufferBase(BufferRangeTarget.UniformBuffer, FreeBinding, Buffer.Handle);
  253. FreeBinding++;
  254. }
  255. }
  256. }
  257. BindUniformBuffersIfNotNull(Current.Vertex);
  258. BindUniformBuffersIfNotNull(Current.TessControl);
  259. BindUniformBuffersIfNotNull(Current.TessEvaluation);
  260. BindUniformBuffersIfNotNull(Current.Geometry);
  261. BindUniformBuffersIfNotNull(Current.Fragment);
  262. }
  263. private OGLStreamBuffer GetConstBuffer(GalShaderType StageType, int Cbuf)
  264. {
  265. int StageIndex = (int)StageType;
  266. OGLStreamBuffer Buffer = ConstBuffers[StageIndex][Cbuf];
  267. if (Buffer == null)
  268. {
  269. //Allocate a maximum of 64 KiB
  270. int Size = Math.Min(GL.GetInteger(GetPName.MaxUniformBlockSize), 64 * 1024);
  271. Buffer = new OGLStreamBuffer(BufferTarget.UniformBuffer, Size);
  272. ConstBuffers[StageIndex][Cbuf] = Buffer;
  273. }
  274. return Buffer;
  275. }
  276. public static void CompileAndCheck(int Handle, string Code)
  277. {
  278. GL.ShaderSource(Handle, Code);
  279. GL.CompileShader(Handle);
  280. CheckCompilation(Handle);
  281. }
  282. private static void CheckCompilation(int Handle)
  283. {
  284. int Status = 0;
  285. GL.GetShader(Handle, ShaderParameter.CompileStatus, out Status);
  286. if (Status == 0)
  287. {
  288. throw new ShaderException(GL.GetShaderInfoLog(Handle));
  289. }
  290. }
  291. private static void CheckProgramLink(int Handle)
  292. {
  293. int Status = 0;
  294. GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out Status);
  295. if (Status == 0)
  296. {
  297. throw new ShaderException(GL.GetProgramInfoLog(Handle));
  298. }
  299. }
  300. }
  301. }