OGLShader.cs 7.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257
  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. class OGLShader
  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. private ShaderProgram Current;
  60. private ConcurrentDictionary<long, ShaderStage> Stages;
  61. private Dictionary<ShaderProgram, int> Programs;
  62. public int CurrentProgramHandle { get; private set; }
  63. public OGLShader()
  64. {
  65. Stages = new ConcurrentDictionary<long, ShaderStage>();
  66. Programs = new Dictionary<ShaderProgram, int>();
  67. }
  68. public void Create(IGalMemory Memory, long Tag, GalShaderType Type)
  69. {
  70. Stages.GetOrAdd(Tag, (Key) => ShaderStageFactory(Memory, Tag, Type));
  71. }
  72. private ShaderStage ShaderStageFactory(IGalMemory Memory, long Position, GalShaderType Type)
  73. {
  74. GlslProgram Program = GetGlslProgram(Memory, Position, Type);
  75. return new ShaderStage(
  76. Type,
  77. Program.Code,
  78. Program.Textures,
  79. Program.Uniforms);
  80. }
  81. private GlslProgram GetGlslProgram(IGalMemory Memory, long Position, GalShaderType Type)
  82. {
  83. GlslDecompiler Decompiler = new GlslDecompiler();
  84. return Decompiler.Decompile(Memory, Position + 0x50, Type);
  85. }
  86. public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag)
  87. {
  88. if (Stages.TryGetValue(Tag, out ShaderStage Stage))
  89. {
  90. return Stage.TextureUsage;
  91. }
  92. return Enumerable.Empty<ShaderDeclInfo>();
  93. }
  94. public void SetConstBuffer(long Tag, int Cbuf, byte[] Data)
  95. {
  96. BindProgram();
  97. if (Stages.TryGetValue(Tag, out ShaderStage Stage))
  98. {
  99. foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage.Where(x => x.Cbuf == Cbuf))
  100. {
  101. int Location = GL.GetUniformLocation(CurrentProgramHandle, DeclInfo.Name);
  102. int Count = Data.Length >> 2;
  103. //The Index is the index of the last element,
  104. //so we can add 1 to get the uniform array size.
  105. Count = Math.Min(Count, DeclInfo.Index + 1);
  106. unsafe
  107. {
  108. fixed (byte* Ptr = Data)
  109. {
  110. GL.Uniform1(Location, Count, (float*)Ptr);
  111. }
  112. }
  113. }
  114. }
  115. }
  116. public void SetUniform1(string UniformName, int Value)
  117. {
  118. BindProgram();
  119. int Location = GL.GetUniformLocation(CurrentProgramHandle, UniformName);
  120. GL.Uniform1(Location, Value);
  121. }
  122. public void SetUniform2F(string UniformName, float X, float Y)
  123. {
  124. BindProgram();
  125. int Location = GL.GetUniformLocation(CurrentProgramHandle, UniformName);
  126. GL.Uniform2(Location, X, Y);
  127. }
  128. public void Bind(long Tag)
  129. {
  130. if (Stages.TryGetValue(Tag, out ShaderStage Stage))
  131. {
  132. Bind(Stage);
  133. }
  134. }
  135. private void Bind(ShaderStage Stage)
  136. {
  137. switch (Stage.Type)
  138. {
  139. case GalShaderType.Vertex: Current.Vertex = Stage; break;
  140. case GalShaderType.TessControl: Current.TessControl = Stage; break;
  141. case GalShaderType.TessEvaluation: Current.TessEvaluation = Stage; break;
  142. case GalShaderType.Geometry: Current.Geometry = Stage; break;
  143. case GalShaderType.Fragment: Current.Fragment = Stage; break;
  144. }
  145. }
  146. public void BindProgram()
  147. {
  148. if (Current.Vertex == null ||
  149. Current.Fragment == null)
  150. {
  151. return;
  152. }
  153. if (!Programs.TryGetValue(Current, out int Handle))
  154. {
  155. Handle = GL.CreateProgram();
  156. AttachIfNotNull(Handle, Current.Vertex);
  157. AttachIfNotNull(Handle, Current.TessControl);
  158. AttachIfNotNull(Handle, Current.TessEvaluation);
  159. AttachIfNotNull(Handle, Current.Geometry);
  160. AttachIfNotNull(Handle, Current.Fragment);
  161. GL.LinkProgram(Handle);
  162. CheckProgramLink(Handle);
  163. Programs.Add(Current, Handle);
  164. }
  165. GL.UseProgram(Handle);
  166. CurrentProgramHandle = Handle;
  167. }
  168. private void AttachIfNotNull(int ProgramHandle, ShaderStage Stage)
  169. {
  170. if (Stage != null)
  171. {
  172. Stage.Compile();
  173. GL.AttachShader(ProgramHandle, Stage.Handle);
  174. }
  175. }
  176. public static void CompileAndCheck(int Handle, string Code)
  177. {
  178. GL.ShaderSource(Handle, Code);
  179. GL.CompileShader(Handle);
  180. CheckCompilation(Handle);
  181. }
  182. private static void CheckCompilation(int Handle)
  183. {
  184. int Status = 0;
  185. GL.GetShader(Handle, ShaderParameter.CompileStatus, out Status);
  186. if (Status == 0)
  187. {
  188. throw new ShaderException(GL.GetShaderInfoLog(Handle));
  189. }
  190. }
  191. private static void CheckProgramLink(int Handle)
  192. {
  193. int Status = 0;
  194. GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out Status);
  195. if (Status == 0)
  196. {
  197. throw new ShaderException(GL.GetProgramInfoLog(Handle));
  198. }
  199. }
  200. }
  201. }