Program.cs 3.6 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.CodeGen.Glsl;
  5. using System;
  6. using System.Collections.Generic;
  7. using System.Linq;
  8. namespace Ryujinx.Graphics.OpenGL
  9. {
  10. class Program : IProgram
  11. {
  12. public int Handle { get; private set; }
  13. public int FragmentIsBgraUniform { get; }
  14. public int FragmentRenderScaleUniform { get; }
  15. public int ComputeRenderScaleUniform { get; }
  16. public bool IsLinked { get; private set; }
  17. public Program(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
  18. {
  19. Handle = GL.CreateProgram();
  20. for (int index = 0; index < shaders.Length; index++)
  21. {
  22. int shaderHandle = ((Shader)shaders[index]).Handle;
  23. GL.AttachShader(Handle, shaderHandle);
  24. }
  25. if (transformFeedbackDescriptors != null)
  26. {
  27. List<string> varyings = new List<string>();
  28. int cbi = 0;
  29. foreach (var tfd in transformFeedbackDescriptors.OrderBy(x => x.BufferIndex))
  30. {
  31. if (tfd.VaryingLocations.Length == 0)
  32. {
  33. continue;
  34. }
  35. while (cbi < tfd.BufferIndex)
  36. {
  37. varyings.Add("gl_NextBuffer");
  38. cbi++;
  39. }
  40. int stride = Math.Min(128 * 4, (tfd.Stride + 3) & ~3);
  41. int j = 0;
  42. for (; j < tfd.VaryingLocations.Length && j * 4 < stride; j++)
  43. {
  44. byte location = tfd.VaryingLocations[j];
  45. varyings.Add(Varying.GetName(location) ?? "gl_SkipComponents1");
  46. j += Varying.GetSize(location) - 1;
  47. }
  48. int feedbackBytes = j * 4;
  49. while (feedbackBytes < stride)
  50. {
  51. int bytes = Math.Min(16, stride - feedbackBytes);
  52. varyings.Add($"gl_SkipComponents{(bytes / 4)}");
  53. feedbackBytes += bytes;
  54. }
  55. }
  56. GL.TransformFeedbackVaryings(Handle, varyings.Count, varyings.ToArray(), TransformFeedbackMode.InterleavedAttribs);
  57. }
  58. GL.LinkProgram(Handle);
  59. for (int index = 0; index < shaders.Length; index++)
  60. {
  61. int shaderHandle = ((Shader)shaders[index]).Handle;
  62. GL.DetachShader(Handle, shaderHandle);
  63. }
  64. CheckProgramLink();
  65. FragmentIsBgraUniform = GL.GetUniformLocation(Handle, "is_bgra");
  66. FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
  67. ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
  68. }
  69. public void Bind()
  70. {
  71. GL.UseProgram(Handle);
  72. }
  73. private void CheckProgramLink()
  74. {
  75. GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
  76. if (status == 0)
  77. {
  78. // Use GL.GetProgramInfoLog(Handle), it may be too long to print on the log.
  79. Logger.Debug?.Print(LogClass.Gpu, "Shader linking failed.");
  80. }
  81. else
  82. {
  83. IsLinked = true;
  84. }
  85. }
  86. public void Dispose()
  87. {
  88. if (Handle != 0)
  89. {
  90. GL.DeleteProgram(Handle);
  91. Handle = 0;
  92. }
  93. }
  94. }
  95. }