mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-23 15:24:53 +01:00
f1943fd0b6
* Log shader compile errors with Warning level These are infrequent enough that I think it's worth dumping any errors into the log. They also keep causing graphical glitches, and the only indication that anything went wrong is a debug log that is never enabled. * Add maximum length for shader log
178 lines
5.1 KiB
C#
178 lines
5.1 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
using Ryujinx.Common.Logging;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Shader;
|
|
using Ryujinx.Graphics.Shader.Translation;
|
|
using System;
|
|
using System.Buffers.Binary;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL
|
|
{
|
|
class Program : IProgram
|
|
{
|
|
private const int MaxShaderLogLength = 2048;
|
|
|
|
public int Handle { get; private set; }
|
|
|
|
public bool IsLinked
|
|
{
|
|
get
|
|
{
|
|
if (_status == ProgramLinkStatus.Incomplete)
|
|
{
|
|
CheckProgramLink(true);
|
|
}
|
|
|
|
return _status == ProgramLinkStatus.Success;
|
|
}
|
|
}
|
|
|
|
private ProgramLinkStatus _status = ProgramLinkStatus.Incomplete;
|
|
private int[] _shaderHandles;
|
|
|
|
public bool HasFragmentShader;
|
|
public int FragmentOutputMap { get; }
|
|
|
|
public Program(ShaderSource[] shaders, int fragmentOutputMap)
|
|
{
|
|
Handle = GL.CreateProgram();
|
|
|
|
GL.ProgramParameter(Handle, ProgramParameterName.ProgramBinaryRetrievableHint, 1);
|
|
|
|
_shaderHandles = new int[shaders.Length];
|
|
|
|
for (int index = 0; index < shaders.Length; index++)
|
|
{
|
|
ShaderSource shader = shaders[index];
|
|
|
|
if (shader.Stage == ShaderStage.Fragment)
|
|
{
|
|
HasFragmentShader = true;
|
|
}
|
|
|
|
int shaderHandle = GL.CreateShader(shader.Stage.Convert());
|
|
|
|
switch (shader.Language)
|
|
{
|
|
case TargetLanguage.Glsl:
|
|
GL.ShaderSource(shaderHandle, shader.Code);
|
|
GL.CompileShader(shaderHandle);
|
|
break;
|
|
case TargetLanguage.Spirv:
|
|
GL.ShaderBinary(1, ref shaderHandle, (BinaryFormat)All.ShaderBinaryFormatSpirVArb, shader.BinaryCode, shader.BinaryCode.Length);
|
|
GL.SpecializeShader(shaderHandle, "main", 0, (int[])null, (int[])null);
|
|
break;
|
|
}
|
|
|
|
GL.AttachShader(Handle, shaderHandle);
|
|
|
|
_shaderHandles[index] = shaderHandle;
|
|
}
|
|
|
|
GL.LinkProgram(Handle);
|
|
|
|
FragmentOutputMap = fragmentOutputMap;
|
|
}
|
|
|
|
public Program(ReadOnlySpan<byte> code, bool hasFragmentShader, int fragmentOutputMap)
|
|
{
|
|
Handle = GL.CreateProgram();
|
|
|
|
if (code.Length >= 4)
|
|
{
|
|
BinaryFormat binaryFormat = (BinaryFormat)BinaryPrimitives.ReadInt32LittleEndian(code.Slice(code.Length - 4, 4));
|
|
|
|
unsafe
|
|
{
|
|
fixed (byte* ptr = code)
|
|
{
|
|
GL.ProgramBinary(Handle, binaryFormat, (IntPtr)ptr, code.Length - 4);
|
|
}
|
|
}
|
|
}
|
|
|
|
HasFragmentShader = hasFragmentShader;
|
|
FragmentOutputMap = fragmentOutputMap;
|
|
}
|
|
|
|
public void Bind()
|
|
{
|
|
GL.UseProgram(Handle);
|
|
}
|
|
|
|
public ProgramLinkStatus CheckProgramLink(bool blocking)
|
|
{
|
|
if (!blocking && HwCapabilities.SupportsParallelShaderCompile)
|
|
{
|
|
GL.GetProgram(Handle, (GetProgramParameterName)ArbParallelShaderCompile.CompletionStatusArb, out int completed);
|
|
|
|
if (completed == 0)
|
|
{
|
|
return ProgramLinkStatus.Incomplete;
|
|
}
|
|
}
|
|
|
|
GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
|
|
DeleteShaders();
|
|
|
|
if (status == 0)
|
|
{
|
|
_status = ProgramLinkStatus.Failure;
|
|
|
|
string log = GL.GetProgramInfoLog(Handle);
|
|
|
|
if (log.Length > MaxShaderLogLength)
|
|
{
|
|
log = log.Substring(0, MaxShaderLogLength) + "...";
|
|
}
|
|
|
|
Logger.Warning?.Print(LogClass.Gpu, $"Shader linking failed: \n{log}");
|
|
}
|
|
else
|
|
{
|
|
_status = ProgramLinkStatus.Success;
|
|
}
|
|
|
|
return _status;
|
|
}
|
|
|
|
public byte[] GetBinary()
|
|
{
|
|
GL.GetProgram(Handle, (GetProgramParameterName)All.ProgramBinaryLength, out int size);
|
|
|
|
byte[] data = new byte[size + 4];
|
|
|
|
GL.GetProgramBinary(Handle, size, out _, out BinaryFormat binFormat, data);
|
|
|
|
BinaryPrimitives.WriteInt32LittleEndian(data.AsSpan(size, 4), (int)binFormat);
|
|
|
|
return data;
|
|
}
|
|
|
|
private void DeleteShaders()
|
|
{
|
|
if (_shaderHandles != null)
|
|
{
|
|
foreach (int shaderHandle in _shaderHandles)
|
|
{
|
|
GL.DetachShader(Handle, shaderHandle);
|
|
GL.DeleteShader(shaderHandle);
|
|
}
|
|
|
|
_shaderHandles = null;
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (Handle != 0)
|
|
{
|
|
DeleteShaders();
|
|
GL.DeleteProgram(Handle);
|
|
|
|
Handle = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|