mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-23 23:42:05 +00:00
25dd5f4238
* Add GalPipelineState and IGalPipeline * Separate UploadVertex call * Add ConstBuffer cache * Move Vertex Assembly into GalPipelineState * Move Uniform binds to GalPipelineState * Move framebuffer flip into a buffer * Rebase * Fix regression * Move clear values from VertexEndGl to ClearBuffers * Rename obscure names O->Old S->New
263 lines
No EOL
8.1 KiB
C#
263 lines
No EOL
8.1 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.Gal.Shader;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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class OGLShader : IGalShader
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{
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public OGLShaderProgram Current;
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private ConcurrentDictionary<long, OGLShaderStage> Stages;
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private Dictionary<OGLShaderProgram, int> Programs;
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public int CurrentProgramHandle { get; private set; }
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private OGLConstBuffer Buffer;
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private int ExtraUboHandle;
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public OGLShader(OGLConstBuffer Buffer)
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{
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this.Buffer = Buffer;
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Stages = new ConcurrentDictionary<long, OGLShaderStage>();
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Programs = new Dictionary<OGLShaderProgram, int>();
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}
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public void Create(IGalMemory Memory, long Key, GalShaderType Type)
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{
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Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, Key, 0, false, Type));
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}
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public void Create(IGalMemory Memory, long VpAPos, long Key, GalShaderType Type)
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{
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Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, VpAPos, Key, true, Type));
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}
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private OGLShaderStage ShaderStageFactory(
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IGalMemory Memory,
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long Position,
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long PositionB,
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bool IsDualVp,
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GalShaderType Type)
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{
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GlslProgram Program;
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GlslDecompiler Decompiler = new GlslDecompiler();
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if (IsDualVp)
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{
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ShaderDumper.Dump(Memory, Position, Type, "a");
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ShaderDumper.Dump(Memory, PositionB, Type, "b");
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Program = Decompiler.Decompile(
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Memory,
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Position,
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PositionB,
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Type);
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}
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else
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{
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ShaderDumper.Dump(Memory, Position, Type);
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Program = Decompiler.Decompile(Memory, Position, Type);
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}
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return new OGLShaderStage(
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Type,
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Program.Code,
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Program.Textures,
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Program.Uniforms);
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}
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public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key)
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{
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if (Stages.TryGetValue(Key, out OGLShaderStage Stage))
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{
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return Stage.TextureUsage;
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}
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return Enumerable.Empty<ShaderDeclInfo>();
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}
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public void EnsureTextureBinding(string UniformName, int Value)
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{
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BindProgram();
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int Location = GL.GetUniformLocation(CurrentProgramHandle, UniformName);
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GL.Uniform1(Location, Value);
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}
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public unsafe void SetFlip(float X, float Y)
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{
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BindProgram();
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EnsureExtraBlock();
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GL.BindBuffer(BufferTarget.UniformBuffer, ExtraUboHandle);
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float* Data = stackalloc float[4];
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Data[0] = X;
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Data[1] = Y;
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//Invalidate buffer
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GL.BufferData(BufferTarget.UniformBuffer, 4 * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
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GL.BufferSubData(BufferTarget.UniformBuffer, IntPtr.Zero, 4 * sizeof(float), (IntPtr)Data);
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}
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public void Bind(long Key)
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{
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if (Stages.TryGetValue(Key, out OGLShaderStage Stage))
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{
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Bind(Stage);
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}
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}
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private void Bind(OGLShaderStage Stage)
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{
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if (Stage.Type == GalShaderType.Geometry)
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{
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//Enhanced layouts are required for Geometry shaders
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//skip this stage if current driver has no ARB_enhanced_layouts
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if (!OGLExtension.HasEnhancedLayouts())
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{
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return;
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}
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}
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switch (Stage.Type)
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{
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case GalShaderType.Vertex: Current.Vertex = Stage; break;
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case GalShaderType.TessControl: Current.TessControl = Stage; break;
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case GalShaderType.TessEvaluation: Current.TessEvaluation = Stage; break;
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case GalShaderType.Geometry: Current.Geometry = Stage; break;
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case GalShaderType.Fragment: Current.Fragment = Stage; break;
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}
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}
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public void Unbind(GalShaderType Type)
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{
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switch (Type)
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{
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case GalShaderType.Vertex: Current.Vertex = null; break;
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case GalShaderType.TessControl: Current.TessControl = null; break;
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case GalShaderType.TessEvaluation: Current.TessEvaluation = null; break;
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case GalShaderType.Geometry: Current.Geometry = null; break;
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case GalShaderType.Fragment: Current.Fragment = null; break;
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}
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}
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public void BindProgram()
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{
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if (Current.Vertex == null ||
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Current.Fragment == null)
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{
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return;
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}
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if (!Programs.TryGetValue(Current, out int Handle))
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{
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Handle = GL.CreateProgram();
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AttachIfNotNull(Handle, Current.Vertex);
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AttachIfNotNull(Handle, Current.TessControl);
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AttachIfNotNull(Handle, Current.TessEvaluation);
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AttachIfNotNull(Handle, Current.Geometry);
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AttachIfNotNull(Handle, Current.Fragment);
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GL.LinkProgram(Handle);
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CheckProgramLink(Handle);
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BindUniformBlocks(Handle);
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Programs.Add(Current, Handle);
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}
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GL.UseProgram(Handle);
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CurrentProgramHandle = Handle;
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}
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private void EnsureExtraBlock()
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{
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if (ExtraUboHandle == 0)
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{
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ExtraUboHandle = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.UniformBuffer, ExtraUboHandle);
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GL.BufferData(BufferTarget.UniformBuffer, 4 * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
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GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, ExtraUboHandle);
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}
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}
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private void AttachIfNotNull(int ProgramHandle, OGLShaderStage Stage)
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{
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if (Stage != null)
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{
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Stage.Compile();
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GL.AttachShader(ProgramHandle, Stage.Handle);
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}
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}
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private void BindUniformBlocks(int ProgramHandle)
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{
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int ExtraBlockindex = GL.GetUniformBlockIndex(ProgramHandle, GlslDecl.ExtraUniformBlockName);
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GL.UniformBlockBinding(ProgramHandle, ExtraBlockindex, 0);
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//First index is reserved
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int FreeBinding = 1;
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void BindUniformBlocksIfNotNull(OGLShaderStage Stage)
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{
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if (Stage != null)
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{
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foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage)
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{
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int BlockIndex = GL.GetUniformBlockIndex(ProgramHandle, DeclInfo.Name);
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if (BlockIndex < 0)
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{
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//It is expected that its found, if it's not then driver might be in a malfunction
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throw new InvalidOperationException();
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}
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GL.UniformBlockBinding(ProgramHandle, BlockIndex, FreeBinding);
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FreeBinding++;
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}
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}
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}
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BindUniformBlocksIfNotNull(Current.Vertex);
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BindUniformBlocksIfNotNull(Current.TessControl);
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BindUniformBlocksIfNotNull(Current.TessEvaluation);
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BindUniformBlocksIfNotNull(Current.Geometry);
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BindUniformBlocksIfNotNull(Current.Fragment);
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}
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private static void CheckProgramLink(int Handle)
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{
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int Status = 0;
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GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out Status);
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if (Status == 0)
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{
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throw new ShaderException(GL.GetProgramInfoLog(Handle));
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}
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}
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}
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} |