OGLShader.cs 11 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, 0, false, Type));
  78. }
  79. public void Create(IGalMemory Memory, long VpAPos, long Key, GalShaderType Type)
  80. {
  81. Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, VpAPos, Key, true, Type));
  82. }
  83. private ShaderStage ShaderStageFactory(
  84. IGalMemory Memory,
  85. long Position,
  86. long PositionB,
  87. bool IsDualVp,
  88. GalShaderType Type)
  89. {
  90. GlslProgram Program;
  91. GlslDecompiler Decompiler = new GlslDecompiler();
  92. if (IsDualVp)
  93. {
  94. Program = Decompiler.Decompile(
  95. Memory,
  96. Position + 0x50,
  97. PositionB + 0x50,
  98. Type);
  99. }
  100. else
  101. {
  102. Program = Decompiler.Decompile(Memory, Position + 0x50, Type);
  103. }
  104. return new ShaderStage(
  105. Type,
  106. Program.Code,
  107. Program.Textures,
  108. Program.Uniforms);
  109. }
  110. public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key)
  111. {
  112. if (Stages.TryGetValue(Key, out ShaderStage Stage))
  113. {
  114. return Stage.TextureUsage;
  115. }
  116. return Enumerable.Empty<ShaderDeclInfo>();
  117. }
  118. public void SetConstBuffer(long Key, int Cbuf, byte[] Data)
  119. {
  120. if (Stages.TryGetValue(Key, out ShaderStage Stage))
  121. {
  122. foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage.Where(x => x.Cbuf == Cbuf))
  123. {
  124. OGLStreamBuffer Buffer = GetConstBuffer(Stage.Type, Cbuf);
  125. int Size = Math.Min(Data.Length, Buffer.Size);
  126. byte[] Destiny = Buffer.Map(Size);
  127. Array.Copy(Data, Destiny, Size);
  128. Buffer.Unmap(Size);
  129. }
  130. }
  131. }
  132. public void EnsureTextureBinding(string UniformName, int Value)
  133. {
  134. BindProgram();
  135. int Location = GL.GetUniformLocation(CurrentProgramHandle, UniformName);
  136. GL.Uniform1(Location, Value);
  137. }
  138. public void SetFlip(float X, float Y)
  139. {
  140. BindProgram();
  141. int Location = GL.GetUniformLocation(CurrentProgramHandle, GlslDecl.FlipUniformName);
  142. GL.Uniform2(Location, X, Y);
  143. }
  144. public void Bind(long Key)
  145. {
  146. if (Stages.TryGetValue(Key, out ShaderStage Stage))
  147. {
  148. Bind(Stage);
  149. }
  150. }
  151. private void Bind(ShaderStage Stage)
  152. {
  153. switch (Stage.Type)
  154. {
  155. case GalShaderType.Vertex: Current.Vertex = Stage; break;
  156. case GalShaderType.TessControl: Current.TessControl = Stage; break;
  157. case GalShaderType.TessEvaluation: Current.TessEvaluation = Stage; break;
  158. case GalShaderType.Geometry: Current.Geometry = Stage; break;
  159. case GalShaderType.Fragment: Current.Fragment = Stage; break;
  160. }
  161. }
  162. public void BindProgram()
  163. {
  164. if (Current.Vertex == null ||
  165. Current.Fragment == null)
  166. {
  167. return;
  168. }
  169. if (!Programs.TryGetValue(Current, out int Handle))
  170. {
  171. Handle = GL.CreateProgram();
  172. AttachIfNotNull(Handle, Current.Vertex);
  173. AttachIfNotNull(Handle, Current.TessControl);
  174. AttachIfNotNull(Handle, Current.TessEvaluation);
  175. AttachIfNotNull(Handle, Current.Geometry);
  176. AttachIfNotNull(Handle, Current.Fragment);
  177. GL.LinkProgram(Handle);
  178. CheckProgramLink(Handle);
  179. BindUniformBlocks(Handle);
  180. Programs.Add(Current, Handle);
  181. }
  182. GL.UseProgram(Handle);
  183. BindUniformBuffers(Handle);
  184. CurrentProgramHandle = Handle;
  185. }
  186. private void AttachIfNotNull(int ProgramHandle, ShaderStage Stage)
  187. {
  188. if (Stage != null)
  189. {
  190. Stage.Compile();
  191. GL.AttachShader(ProgramHandle, Stage.Handle);
  192. }
  193. }
  194. private void BindUniformBlocks(int ProgramHandle)
  195. {
  196. int FreeBinding = 0;
  197. int BindUniformBlocksIfNotNull(ShaderStage Stage)
  198. {
  199. if (Stage != null)
  200. {
  201. foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage)
  202. {
  203. int BlockIndex = GL.GetUniformBlockIndex(ProgramHandle, DeclInfo.Name);
  204. if (BlockIndex < 0)
  205. {
  206. //It is expected that its found, if it's not then driver might be in a malfunction
  207. throw new InvalidOperationException();
  208. }
  209. GL.UniformBlockBinding(ProgramHandle, BlockIndex, FreeBinding);
  210. FreeBinding++;
  211. }
  212. }
  213. return FreeBinding;
  214. }
  215. BindUniformBlocksIfNotNull(Current.Vertex);
  216. BindUniformBlocksIfNotNull(Current.TessControl);
  217. BindUniformBlocksIfNotNull(Current.TessEvaluation);
  218. BindUniformBlocksIfNotNull(Current.Geometry);
  219. BindUniformBlocksIfNotNull(Current.Fragment);
  220. }
  221. private void BindUniformBuffers(int ProgramHandle)
  222. {
  223. int FreeBinding = 0;
  224. int BindUniformBuffersIfNotNull(ShaderStage Stage)
  225. {
  226. if (Stage != null)
  227. {
  228. foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage)
  229. {
  230. OGLStreamBuffer Buffer = GetConstBuffer(Stage.Type, DeclInfo.Cbuf);
  231. GL.BindBufferBase(BufferRangeTarget.UniformBuffer, FreeBinding, Buffer.Handle);
  232. FreeBinding++;
  233. }
  234. }
  235. return FreeBinding;
  236. }
  237. BindUniformBuffersIfNotNull(Current.Vertex);
  238. BindUniformBuffersIfNotNull(Current.TessControl);
  239. BindUniformBuffersIfNotNull(Current.TessEvaluation);
  240. BindUniformBuffersIfNotNull(Current.Geometry);
  241. BindUniformBuffersIfNotNull(Current.Fragment);
  242. }
  243. private OGLStreamBuffer GetConstBuffer(GalShaderType StageType, int Cbuf)
  244. {
  245. int StageIndex = (int)StageType;
  246. OGLStreamBuffer Buffer = ConstBuffers[StageIndex][Cbuf];
  247. if (Buffer == null)
  248. {
  249. //Allocate a maximum of 64 KiB
  250. int Size = Math.Min(GL.GetInteger(GetPName.MaxUniformBlockSize), 64 * 1024);
  251. Buffer = OGLStreamBuffer.Create(BufferTarget.UniformBuffer, Size);
  252. ConstBuffers[StageIndex][Cbuf] = Buffer;
  253. }
  254. return Buffer;
  255. }
  256. public static void CompileAndCheck(int Handle, string Code)
  257. {
  258. GL.ShaderSource(Handle, Code);
  259. GL.CompileShader(Handle);
  260. CheckCompilation(Handle);
  261. }
  262. private static void CheckCompilation(int Handle)
  263. {
  264. int Status = 0;
  265. GL.GetShader(Handle, ShaderParameter.CompileStatus, out Status);
  266. if (Status == 0)
  267. {
  268. throw new ShaderException(GL.GetShaderInfoLog(Handle));
  269. }
  270. }
  271. private static void CheckProgramLink(int Handle)
  272. {
  273. int Status = 0;
  274. GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out Status);
  275. if (Status == 0)
  276. {
  277. throw new ShaderException(GL.GetProgramInfoLog(Handle));
  278. }
  279. }
  280. }
  281. }