OGLShader.cs 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390
  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. ShaderDumper.Dump(Memory, Position, Type, "a");
  95. ShaderDumper.Dump(Memory, PositionB, Type, "b");
  96. Program = Decompiler.Decompile(
  97. Memory,
  98. Position,
  99. PositionB,
  100. Type);
  101. }
  102. else
  103. {
  104. ShaderDumper.Dump(Memory, Position, Type);
  105. Program = Decompiler.Decompile(Memory, Position, Type);
  106. }
  107. return new ShaderStage(
  108. Type,
  109. Program.Code,
  110. Program.Textures,
  111. Program.Uniforms);
  112. }
  113. public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key)
  114. {
  115. if (Stages.TryGetValue(Key, out ShaderStage Stage))
  116. {
  117. return Stage.TextureUsage;
  118. }
  119. return Enumerable.Empty<ShaderDeclInfo>();
  120. }
  121. public void SetConstBuffer(long Key, int Cbuf, byte[] Data)
  122. {
  123. if (Stages.TryGetValue(Key, out ShaderStage Stage))
  124. {
  125. foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage.Where(x => x.Cbuf == Cbuf))
  126. {
  127. OGLStreamBuffer Buffer = GetConstBuffer(Stage.Type, Cbuf);
  128. int Size = Math.Min(Data.Length, Buffer.Size);
  129. byte[] Destiny = Buffer.Map(Size);
  130. Array.Copy(Data, Destiny, Size);
  131. Buffer.Unmap(Size);
  132. }
  133. }
  134. }
  135. public void EnsureTextureBinding(string UniformName, int Value)
  136. {
  137. BindProgram();
  138. int Location = GL.GetUniformLocation(CurrentProgramHandle, UniformName);
  139. GL.Uniform1(Location, Value);
  140. }
  141. public void SetFlip(float X, float Y)
  142. {
  143. BindProgram();
  144. int Location = GL.GetUniformLocation(CurrentProgramHandle, GlslDecl.FlipUniformName);
  145. GL.Uniform2(Location, X, Y);
  146. }
  147. public void Bind(long Key)
  148. {
  149. if (Stages.TryGetValue(Key, out ShaderStage Stage))
  150. {
  151. Bind(Stage);
  152. }
  153. }
  154. private void Bind(ShaderStage Stage)
  155. {
  156. if (Stage.Type == GalShaderType.Geometry)
  157. {
  158. //Enhanced layouts are required for Geometry shaders
  159. //skip this stage if current driver has no ARB_enhanced_layouts
  160. if (!OGLExtension.HasEnhancedLayouts())
  161. {
  162. return;
  163. }
  164. }
  165. switch (Stage.Type)
  166. {
  167. case GalShaderType.Vertex: Current.Vertex = Stage; break;
  168. case GalShaderType.TessControl: Current.TessControl = Stage; break;
  169. case GalShaderType.TessEvaluation: Current.TessEvaluation = Stage; break;
  170. case GalShaderType.Geometry: Current.Geometry = Stage; break;
  171. case GalShaderType.Fragment: Current.Fragment = Stage; break;
  172. }
  173. }
  174. public void Unbind(GalShaderType Type)
  175. {
  176. switch (Type)
  177. {
  178. case GalShaderType.Vertex: Current.Vertex = null; break;
  179. case GalShaderType.TessControl: Current.TessControl = null; break;
  180. case GalShaderType.TessEvaluation: Current.TessEvaluation = null; break;
  181. case GalShaderType.Geometry: Current.Geometry = null; break;
  182. case GalShaderType.Fragment: Current.Fragment = null; break;
  183. }
  184. }
  185. public void BindProgram()
  186. {
  187. if (Current.Vertex == null ||
  188. Current.Fragment == null)
  189. {
  190. return;
  191. }
  192. if (!Programs.TryGetValue(Current, out int Handle))
  193. {
  194. Handle = GL.CreateProgram();
  195. AttachIfNotNull(Handle, Current.Vertex);
  196. AttachIfNotNull(Handle, Current.TessControl);
  197. AttachIfNotNull(Handle, Current.TessEvaluation);
  198. AttachIfNotNull(Handle, Current.Geometry);
  199. AttachIfNotNull(Handle, Current.Fragment);
  200. GL.LinkProgram(Handle);
  201. CheckProgramLink(Handle);
  202. BindUniformBlocks(Handle);
  203. Programs.Add(Current, Handle);
  204. }
  205. GL.UseProgram(Handle);
  206. BindUniformBuffers(Handle);
  207. CurrentProgramHandle = Handle;
  208. }
  209. private void AttachIfNotNull(int ProgramHandle, ShaderStage Stage)
  210. {
  211. if (Stage != null)
  212. {
  213. Stage.Compile();
  214. GL.AttachShader(ProgramHandle, Stage.Handle);
  215. }
  216. }
  217. private void BindUniformBlocks(int ProgramHandle)
  218. {
  219. int FreeBinding = 0;
  220. int BindUniformBlocksIfNotNull(ShaderStage Stage)
  221. {
  222. if (Stage != null)
  223. {
  224. foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage)
  225. {
  226. int BlockIndex = GL.GetUniformBlockIndex(ProgramHandle, DeclInfo.Name);
  227. if (BlockIndex < 0)
  228. {
  229. //It is expected that its found, if it's not then driver might be in a malfunction
  230. throw new InvalidOperationException();
  231. }
  232. GL.UniformBlockBinding(ProgramHandle, BlockIndex, FreeBinding);
  233. FreeBinding++;
  234. }
  235. }
  236. return FreeBinding;
  237. }
  238. BindUniformBlocksIfNotNull(Current.Vertex);
  239. BindUniformBlocksIfNotNull(Current.TessControl);
  240. BindUniformBlocksIfNotNull(Current.TessEvaluation);
  241. BindUniformBlocksIfNotNull(Current.Geometry);
  242. BindUniformBlocksIfNotNull(Current.Fragment);
  243. }
  244. private void BindUniformBuffers(int ProgramHandle)
  245. {
  246. int FreeBinding = 0;
  247. int BindUniformBuffersIfNotNull(ShaderStage Stage)
  248. {
  249. if (Stage != null)
  250. {
  251. foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage)
  252. {
  253. OGLStreamBuffer Buffer = GetConstBuffer(Stage.Type, DeclInfo.Cbuf);
  254. GL.BindBufferBase(BufferRangeTarget.UniformBuffer, FreeBinding, Buffer.Handle);
  255. FreeBinding++;
  256. }
  257. }
  258. return FreeBinding;
  259. }
  260. BindUniformBuffersIfNotNull(Current.Vertex);
  261. BindUniformBuffersIfNotNull(Current.TessControl);
  262. BindUniformBuffersIfNotNull(Current.TessEvaluation);
  263. BindUniformBuffersIfNotNull(Current.Geometry);
  264. BindUniformBuffersIfNotNull(Current.Fragment);
  265. }
  266. private OGLStreamBuffer GetConstBuffer(GalShaderType StageType, int Cbuf)
  267. {
  268. int StageIndex = (int)StageType;
  269. OGLStreamBuffer Buffer = ConstBuffers[StageIndex][Cbuf];
  270. if (Buffer == null)
  271. {
  272. //Allocate a maximum of 64 KiB
  273. int Size = Math.Min(GL.GetInteger(GetPName.MaxUniformBlockSize), 64 * 1024);
  274. Buffer = OGLStreamBuffer.Create(BufferTarget.UniformBuffer, Size);
  275. ConstBuffers[StageIndex][Cbuf] = Buffer;
  276. }
  277. return Buffer;
  278. }
  279. public static void CompileAndCheck(int Handle, string Code)
  280. {
  281. GL.ShaderSource(Handle, Code);
  282. GL.CompileShader(Handle);
  283. CheckCompilation(Handle);
  284. }
  285. private static void CheckCompilation(int Handle)
  286. {
  287. int Status = 0;
  288. GL.GetShader(Handle, ShaderParameter.CompileStatus, out Status);
  289. if (Status == 0)
  290. {
  291. throw new ShaderException(GL.GetShaderInfoLog(Handle));
  292. }
  293. }
  294. private static void CheckProgramLink(int Handle)
  295. {
  296. int Status = 0;
  297. GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out Status);
  298. if (Status == 0)
  299. {
  300. throw new ShaderException(GL.GetProgramInfoLog(Handle));
  301. }
  302. }
  303. }
  304. }