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 bool HasFragmentShader;
  28. public int FragmentOutputMap { get; }
  29. public Program(ShaderSource[] shaders, int fragmentOutputMap)
  30. {
  31. Handle = GL.CreateProgram();
  32. GL.ProgramParameter(Handle, ProgramParameterName.ProgramBinaryRetrievableHint, 1);
  33. _shaderHandles = new int[shaders.Length];
  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 = fragmentOutputMap;
  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, (IntPtr)ptr, code.Length - 4);
  70. }
  71. }
  72. }
  73. HasFragmentShader = hasFragmentShader;
  74. FragmentOutputMap = fragmentOutputMap;
  75. }
  76. public void Bind()
  77. {
  78. GL.UseProgram(Handle);
  79. }
  80. public ProgramLinkStatus CheckProgramLink(bool blocking)
  81. {
  82. if (!blocking && HwCapabilities.SupportsParallelShaderCompile)
  83. {
  84. GL.GetProgram(Handle, (GetProgramParameterName)ArbParallelShaderCompile.CompletionStatusArb, out int completed);
  85. if (completed == 0)
  86. {
  87. return ProgramLinkStatus.Incomplete;
  88. }
  89. }
  90. GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
  91. DeleteShaders();
  92. if (status == 0)
  93. {
  94. _status = ProgramLinkStatus.Failure;
  95. string log = GL.GetProgramInfoLog(Handle);
  96. if (log.Length > MaxShaderLogLength)
  97. {
  98. log = log.Substring(0, MaxShaderLogLength) + "...";
  99. }
  100. Logger.Warning?.Print(LogClass.Gpu, $"Shader linking failed: \n{log}");
  101. }
  102. else
  103. {
  104. _status = ProgramLinkStatus.Success;
  105. }
  106. return _status;
  107. }
  108. public byte[] GetBinary()
  109. {
  110. GL.GetProgram(Handle, (GetProgramParameterName)All.ProgramBinaryLength, out int size);
  111. byte[] data = new byte[size + 4];
  112. GL.GetProgramBinary(Handle, size, out _, out BinaryFormat binFormat, data);
  113. BinaryPrimitives.WriteInt32LittleEndian(data.AsSpan(size, 4), (int)binFormat);
  114. return data;
  115. }
  116. private void DeleteShaders()
  117. {
  118. if (_shaderHandles != null)
  119. {
  120. foreach (int shaderHandle in _shaderHandles)
  121. {
  122. GL.DetachShader(Handle, shaderHandle);
  123. GL.DeleteShader(shaderHandle);
  124. }
  125. _shaderHandles = null;
  126. }
  127. }
  128. public void Dispose()
  129. {
  130. if (Handle != 0)
  131. {
  132. DeleteShaders();
  133. GL.DeleteProgram(Handle);
  134. Handle = 0;
  135. }
  136. }
  137. }
  138. }