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- using OpenTK.Graphics.OpenGL;
- using Ryujinx.Common.Logging;
- using Ryujinx.Graphics.GAL;
- using Ryujinx.Graphics.Shader;
- using Ryujinx.Graphics.Shader.CodeGen.Glsl;
- using System;
- using System.Collections.Generic;
- using System.Linq;
- namespace Ryujinx.Graphics.OpenGL
- {
- class Program : IProgram
- {
- private const int ShaderStages = 6;
- private const int UbStageShift = 5;
- private const int SbStageShift = 4;
- private const int TexStageShift = 5;
- private const int ImgStageShift = 3;
- private const int UbsPerStage = 1 << UbStageShift;
- private const int SbsPerStage = 1 << SbStageShift;
- private const int TexsPerStage = 1 << TexStageShift;
- private const int ImgsPerStage = 1 << ImgStageShift;
- public int Handle { get; private set; }
- public int FragmentRenderScaleUniform { get; }
- public int ComputeRenderScaleUniform { get; }
- public bool IsLinked { get; private set; }
- private int[] _ubBindingPoints;
- private int[] _sbBindingPoints;
- private int[] _textureUnits;
- private int[] _imageUnits;
- public Program(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
- {
- _ubBindingPoints = new int[UbsPerStage * ShaderStages];
- _sbBindingPoints = new int[SbsPerStage * ShaderStages];
- _textureUnits = new int[TexsPerStage * ShaderStages];
- _imageUnits = new int[ImgsPerStage * ShaderStages];
- for (int index = 0; index < _ubBindingPoints.Length; index++)
- {
- _ubBindingPoints[index] = -1;
- }
- for (int index = 0; index < _sbBindingPoints.Length; index++)
- {
- _sbBindingPoints[index] = -1;
- }
- for (int index = 0; index < _textureUnits.Length; index++)
- {
- _textureUnits[index] = -1;
- }
- for (int index = 0; index < _imageUnits.Length; index++)
- {
- _imageUnits[index] = -1;
- }
- Handle = GL.CreateProgram();
- for (int index = 0; index < shaders.Length; index++)
- {
- int shaderHandle = ((Shader)shaders[index]).Handle;
- GL.AttachShader(Handle, shaderHandle);
- }
- if (transformFeedbackDescriptors != null)
- {
- List<string> varyings = new List<string>();
- int cbi = 0;
- foreach (var tfd in transformFeedbackDescriptors.OrderBy(x => x.BufferIndex))
- {
- if (tfd.VaryingLocations.Length == 0)
- {
- continue;
- }
- while (cbi < tfd.BufferIndex)
- {
- varyings.Add("gl_NextBuffer");
- cbi++;
- }
- int stride = Math.Min(128 * 4, (tfd.Stride + 3) & ~3);
- int j = 0;
- for (; j < tfd.VaryingLocations.Length && j * 4 < stride; j++)
- {
- byte location = tfd.VaryingLocations[j];
- varyings.Add(Varying.GetName(location) ?? "gl_SkipComponents1");
- j += Varying.GetSize(location) - 1;
- }
- int feedbackBytes = j * 4;
- while (feedbackBytes < stride)
- {
- int bytes = Math.Min(16, stride - feedbackBytes);
- varyings.Add($"gl_SkipComponents{(bytes / 4)}");
- feedbackBytes += bytes;
- }
- }
- GL.TransformFeedbackVaryings(Handle, varyings.Count, varyings.ToArray(), TransformFeedbackMode.InterleavedAttribs);
- }
- GL.LinkProgram(Handle);
- for (int index = 0; index < shaders.Length; index++)
- {
- int shaderHandle = ((Shader)shaders[index]).Handle;
- GL.DetachShader(Handle, shaderHandle);
- }
- CheckProgramLink();
- Bind();
- int ubBindingPoint = 0;
- int sbBindingPoint = 0;
- int textureUnit = 0;
- int imageUnit = 0;
- for (int index = 0; index < shaders.Length; index++)
- {
- Shader shader = (Shader)shaders[index];
- foreach (BufferDescriptor descriptor in shader.Info.CBuffers)
- {
- int location = GL.GetUniformBlockIndex(Handle, descriptor.Name);
- if (location < 0)
- {
- continue;
- }
- GL.UniformBlockBinding(Handle, location, ubBindingPoint);
- int bpIndex = (int)shader.Stage << UbStageShift | descriptor.Slot;
- _ubBindingPoints[bpIndex] = ubBindingPoint;
- ubBindingPoint++;
- }
- foreach (BufferDescriptor descriptor in shader.Info.SBuffers)
- {
- int location = GL.GetProgramResourceIndex(Handle, ProgramInterface.ShaderStorageBlock, descriptor.Name);
- if (location < 0)
- {
- continue;
- }
- GL.ShaderStorageBlockBinding(Handle, location, sbBindingPoint);
- int bpIndex = (int)shader.Stage << SbStageShift | descriptor.Slot;
- _sbBindingPoints[bpIndex] = sbBindingPoint;
- sbBindingPoint++;
- }
- int samplerIndex = 0;
- foreach (TextureDescriptor descriptor in shader.Info.Textures)
- {
- int location = GL.GetUniformLocation(Handle, descriptor.Name);
- if (location < 0)
- {
- continue;
- }
- GL.Uniform1(location, textureUnit);
- int uIndex = (int)shader.Stage << TexStageShift | samplerIndex++;
- _textureUnits[uIndex] = textureUnit;
- textureUnit++;
- }
- int imageIndex = 0;
- foreach (TextureDescriptor descriptor in shader.Info.Images)
- {
- int location = GL.GetUniformLocation(Handle, descriptor.Name);
- if (location < 0)
- {
- continue;
- }
- GL.Uniform1(location, imageUnit);
- int uIndex = (int)shader.Stage << ImgStageShift | imageIndex++;
- _imageUnits[uIndex] = imageUnit;
- imageUnit++;
- }
- }
- FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
- ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
- }
- public void Bind()
- {
- GL.UseProgram(Handle);
- }
- public int GetUniformBufferBindingPoint(ShaderStage stage, int index)
- {
- return _ubBindingPoints[(int)stage << UbStageShift | index];
- }
- public int GetStorageBufferBindingPoint(ShaderStage stage, int index)
- {
- return _sbBindingPoints[(int)stage << SbStageShift | index];
- }
- public int GetTextureUnit(ShaderStage stage, int index)
- {
- return _textureUnits[(int)stage << TexStageShift | index];
- }
- public int GetImageUnit(ShaderStage stage, int index)
- {
- return _imageUnits[(int)stage << ImgStageShift | index];
- }
- private void CheckProgramLink()
- {
- GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
- if (status == 0)
- {
- // Use GL.GetProgramInfoLog(Handle), it may be too long to print on the log.
- Logger.PrintDebug(LogClass.Gpu, "Shader linking failed.");
- }
- else
- {
- IsLinked = true;
- }
- }
- public void Dispose()
- {
- if (Handle != 0)
- {
- GL.DeleteProgram(Handle);
- Handle = 0;
- }
- }
- }
- }
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