OGLShader.cs 7.2 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.IO;
  7. using System.Linq;
  8. namespace Ryujinx.Graphics.Gal.OpenGL
  9. {
  10. class OGLShader
  11. {
  12. private class ShaderStage : IDisposable
  13. {
  14. public int Handle { get; private set; }
  15. public bool IsCompiled { get; private set; }
  16. public GalShaderType Type { get; private set; }
  17. public string Code { get; private set; }
  18. public IEnumerable<ShaderDeclInfo> TextureUsage { get; private set; }
  19. public IEnumerable<ShaderDeclInfo> UniformUsage { get; private set; }
  20. public ShaderStage(
  21. GalShaderType Type,
  22. string Code,
  23. IEnumerable<ShaderDeclInfo> TextureUsage,
  24. IEnumerable<ShaderDeclInfo> UniformUsage)
  25. {
  26. this.Type = Type;
  27. this.Code = Code;
  28. this.TextureUsage = TextureUsage;
  29. this.UniformUsage = UniformUsage;
  30. }
  31. public void Compile()
  32. {
  33. if (Handle == 0)
  34. {
  35. Handle = GL.CreateShader(OGLEnumConverter.GetShaderType(Type));
  36. CompileAndCheck(Handle, Code);
  37. }
  38. }
  39. public void Dispose()
  40. {
  41. Dispose(true);
  42. }
  43. protected virtual void Dispose(bool Disposing)
  44. {
  45. if (Disposing && Handle != 0)
  46. {
  47. GL.DeleteShader(Handle);
  48. Handle = 0;
  49. }
  50. }
  51. }
  52. private struct ShaderProgram
  53. {
  54. public ShaderStage Vertex;
  55. public ShaderStage TessControl;
  56. public ShaderStage TessEvaluation;
  57. public ShaderStage Geometry;
  58. public ShaderStage Fragment;
  59. }
  60. private ShaderProgram Current;
  61. private ConcurrentDictionary<long, ShaderStage> Stages;
  62. private Dictionary<ShaderProgram, int> Programs;
  63. public int CurrentProgramHandle { get; private set; }
  64. public OGLShader()
  65. {
  66. Stages = new ConcurrentDictionary<long, ShaderStage>();
  67. Programs = new Dictionary<ShaderProgram, int>();
  68. }
  69. public void Create(long Tag, GalShaderType Type, byte[] Data)
  70. {
  71. Stages.GetOrAdd(Tag, (Key) => ShaderStageFactory(Type, Data));
  72. }
  73. private ShaderStage ShaderStageFactory(GalShaderType Type, byte[] Data)
  74. {
  75. GlslProgram Program = GetGlslProgram(Data, Type);
  76. return new ShaderStage(
  77. Type,
  78. Program.Code,
  79. Program.Textures,
  80. Program.Uniforms);
  81. }
  82. private GlslProgram GetGlslProgram(byte[] Data, GalShaderType Type)
  83. {
  84. int[] Code = new int[(Data.Length - 0x50) >> 2];
  85. using (MemoryStream MS = new MemoryStream(Data))
  86. {
  87. MS.Seek(0x50, SeekOrigin.Begin);
  88. BinaryReader Reader = new BinaryReader(MS);
  89. for (int Index = 0; Index < Code.Length; Index++)
  90. {
  91. Code[Index] = Reader.ReadInt32();
  92. }
  93. }
  94. GlslDecompiler Decompiler = new GlslDecompiler();
  95. return Decompiler.Decompile(Code, Type);
  96. }
  97. public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag)
  98. {
  99. if (Stages.TryGetValue(Tag, out ShaderStage Stage))
  100. {
  101. return Stage.TextureUsage;
  102. }
  103. return Enumerable.Empty<ShaderDeclInfo>();
  104. }
  105. public void SetConstBuffer(long Tag, int Cbuf, byte[] Data)
  106. {
  107. BindProgram();
  108. if (Stages.TryGetValue(Tag, out ShaderStage Stage))
  109. {
  110. foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage.Where(x => x.Cbuf == Cbuf))
  111. {
  112. float Value = BitConverter.ToSingle(Data, DeclInfo.Index * 4);
  113. int Location = GL.GetUniformLocation(CurrentProgramHandle, DeclInfo.Name);
  114. GL.Uniform1(Location, Value);
  115. }
  116. }
  117. }
  118. public void SetUniform1(string UniformName, int Value)
  119. {
  120. BindProgram();
  121. int Location = GL.GetUniformLocation(CurrentProgramHandle, UniformName);
  122. GL.Uniform1(Location, Value);
  123. }
  124. public void Bind(long Tag)
  125. {
  126. if (Stages.TryGetValue(Tag, out ShaderStage Stage))
  127. {
  128. Bind(Stage);
  129. }
  130. }
  131. private void Bind(ShaderStage Stage)
  132. {
  133. switch (Stage.Type)
  134. {
  135. case GalShaderType.Vertex: Current.Vertex = Stage; break;
  136. case GalShaderType.TessControl: Current.TessControl = Stage; break;
  137. case GalShaderType.TessEvaluation: Current.TessEvaluation = Stage; break;
  138. case GalShaderType.Geometry: Current.Geometry = Stage; break;
  139. case GalShaderType.Fragment: Current.Fragment = Stage; break;
  140. }
  141. }
  142. public void BindProgram()
  143. {
  144. if (Current.Vertex == null ||
  145. Current.Fragment == null)
  146. {
  147. return;
  148. }
  149. if (!Programs.TryGetValue(Current, out int Handle))
  150. {
  151. Handle = GL.CreateProgram();
  152. AttachIfNotNull(Handle, Current.Vertex);
  153. AttachIfNotNull(Handle, Current.TessControl);
  154. AttachIfNotNull(Handle, Current.TessEvaluation);
  155. AttachIfNotNull(Handle, Current.Geometry);
  156. AttachIfNotNull(Handle, Current.Fragment);
  157. GL.LinkProgram(Handle);
  158. CheckProgramLink(Handle);
  159. Programs.Add(Current, Handle);
  160. }
  161. GL.UseProgram(Handle);
  162. CurrentProgramHandle = Handle;
  163. }
  164. private void AttachIfNotNull(int ProgramHandle, ShaderStage Stage)
  165. {
  166. if (Stage != null)
  167. {
  168. Stage.Compile();
  169. GL.AttachShader(ProgramHandle, Stage.Handle);
  170. }
  171. }
  172. public static void CompileAndCheck(int Handle, string Code)
  173. {
  174. GL.ShaderSource(Handle, Code);
  175. GL.CompileShader(Handle);
  176. CheckCompilation(Handle);
  177. }
  178. private static void CheckCompilation(int Handle)
  179. {
  180. int Status = 0;
  181. GL.GetShader(Handle, ShaderParameter.CompileStatus, out Status);
  182. if (Status == 0)
  183. {
  184. throw new ShaderException(GL.GetShaderInfoLog(Handle));
  185. }
  186. }
  187. private static void CheckProgramLink(int Handle)
  188. {
  189. int Status = 0;
  190. GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out Status);
  191. if (Status == 0)
  192. {
  193. throw new ShaderException(GL.GetProgramInfoLog(Handle));
  194. }
  195. }
  196. }
  197. }