Ryujinx-uplift/Ryujinx.Graphics/Gal/OpenGL/OGLShader.cs
gdkchan e6eeb6f09f
Add support for Vertex Program A and other small shader improvements (#192)
* Add WIP support for Vertex Program A, add the FADD_I32 shader instruction, small fix on FFMA_I encoding, nits

* Add separate subroutines for program A/B, and copy attributes to a temp

* Move finalization code to main

* Add new line after flip uniform on the shader

* Handle possible case where VPB uses an output attribute written by VPA but not available on the vbo

* Address PR feedback
2018-06-27 23:55:08 -03:00

363 lines
11 KiB
C#

using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.Gal.Shader;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
namespace Ryujinx.Graphics.Gal.OpenGL
{
public class OGLShader : IGalShader
{
private class ShaderStage : IDisposable
{
public int Handle { get; private set; }
public bool IsCompiled { get; private set; }
public GalShaderType Type { get; private set; }
public string Code { get; private set; }
public IEnumerable<ShaderDeclInfo> TextureUsage { get; private set; }
public IEnumerable<ShaderDeclInfo> UniformUsage { get; private set; }
public ShaderStage(
GalShaderType Type,
string Code,
IEnumerable<ShaderDeclInfo> TextureUsage,
IEnumerable<ShaderDeclInfo> UniformUsage)
{
this.Type = Type;
this.Code = Code;
this.TextureUsage = TextureUsage;
this.UniformUsage = UniformUsage;
}
public void Compile()
{
if (Handle == 0)
{
Handle = GL.CreateShader(OGLEnumConverter.GetShaderType(Type));
CompileAndCheck(Handle, Code);
}
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool Disposing)
{
if (Disposing && Handle != 0)
{
GL.DeleteShader(Handle);
Handle = 0;
}
}
}
private struct ShaderProgram
{
public ShaderStage Vertex;
public ShaderStage TessControl;
public ShaderStage TessEvaluation;
public ShaderStage Geometry;
public ShaderStage Fragment;
}
const int ConstBuffersPerStage = 18;
private ShaderProgram Current;
private ConcurrentDictionary<long, ShaderStage> Stages;
private Dictionary<ShaderProgram, int> Programs;
public int CurrentProgramHandle { get; private set; }
private OGLStreamBuffer[][] ConstBuffers;
public OGLShader()
{
Stages = new ConcurrentDictionary<long, ShaderStage>();
Programs = new Dictionary<ShaderProgram, int>();
ConstBuffers = new OGLStreamBuffer[5][];
for (int i = 0; i < 5; i++)
{
ConstBuffers[i] = new OGLStreamBuffer[ConstBuffersPerStage];
}
}
public void Create(IGalMemory Memory, long Key, GalShaderType Type)
{
Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, Key, 0, false, Type));
}
public void Create(IGalMemory Memory, long VpAPos, long Key, GalShaderType Type)
{
Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, VpAPos, Key, true, Type));
}
private ShaderStage ShaderStageFactory(
IGalMemory Memory,
long Position,
long PositionB,
bool IsDualVp,
GalShaderType Type)
{
GlslProgram Program;
GlslDecompiler Decompiler = new GlslDecompiler();
if (IsDualVp)
{
Program = Decompiler.Decompile(
Memory,
Position + 0x50,
PositionB + 0x50,
Type);
}
else
{
Program = Decompiler.Decompile(Memory, Position + 0x50, Type);
}
return new ShaderStage(
Type,
Program.Code,
Program.Textures,
Program.Uniforms);
}
public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key)
{
if (Stages.TryGetValue(Key, out ShaderStage Stage))
{
return Stage.TextureUsage;
}
return Enumerable.Empty<ShaderDeclInfo>();
}
public void SetConstBuffer(long Key, int Cbuf, byte[] Data)
{
if (Stages.TryGetValue(Key, out ShaderStage Stage))
{
foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage.Where(x => x.Cbuf == Cbuf))
{
OGLStreamBuffer Buffer = GetConstBuffer(Stage.Type, Cbuf);
int Size = Math.Min(Data.Length, Buffer.Size);
byte[] Destiny = Buffer.Map(Size);
Array.Copy(Data, Destiny, Size);
Buffer.Unmap(Size);
}
}
}
public void EnsureTextureBinding(string UniformName, int Value)
{
BindProgram();
int Location = GL.GetUniformLocation(CurrentProgramHandle, UniformName);
GL.Uniform1(Location, Value);
}
public void SetFlip(float X, float Y)
{
BindProgram();
int Location = GL.GetUniformLocation(CurrentProgramHandle, GlslDecl.FlipUniformName);
GL.Uniform2(Location, X, Y);
}
public void Bind(long Key)
{
if (Stages.TryGetValue(Key, out ShaderStage Stage))
{
Bind(Stage);
}
}
private void Bind(ShaderStage Stage)
{
switch (Stage.Type)
{
case GalShaderType.Vertex: Current.Vertex = Stage; break;
case GalShaderType.TessControl: Current.TessControl = Stage; break;
case GalShaderType.TessEvaluation: Current.TessEvaluation = Stage; break;
case GalShaderType.Geometry: Current.Geometry = Stage; break;
case GalShaderType.Fragment: Current.Fragment = Stage; break;
}
}
public void BindProgram()
{
if (Current.Vertex == null ||
Current.Fragment == null)
{
return;
}
if (!Programs.TryGetValue(Current, out int Handle))
{
Handle = GL.CreateProgram();
AttachIfNotNull(Handle, Current.Vertex);
AttachIfNotNull(Handle, Current.TessControl);
AttachIfNotNull(Handle, Current.TessEvaluation);
AttachIfNotNull(Handle, Current.Geometry);
AttachIfNotNull(Handle, Current.Fragment);
GL.LinkProgram(Handle);
CheckProgramLink(Handle);
BindUniformBlocks(Handle);
Programs.Add(Current, Handle);
}
GL.UseProgram(Handle);
BindUniformBuffers(Handle);
CurrentProgramHandle = Handle;
}
private void AttachIfNotNull(int ProgramHandle, ShaderStage Stage)
{
if (Stage != null)
{
Stage.Compile();
GL.AttachShader(ProgramHandle, Stage.Handle);
}
}
private void BindUniformBlocks(int ProgramHandle)
{
int FreeBinding = 0;
int BindUniformBlocksIfNotNull(ShaderStage Stage)
{
if (Stage != null)
{
foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage)
{
int BlockIndex = GL.GetUniformBlockIndex(ProgramHandle, DeclInfo.Name);
if (BlockIndex < 0)
{
//It is expected that its found, if it's not then driver might be in a malfunction
throw new InvalidOperationException();
}
GL.UniformBlockBinding(ProgramHandle, BlockIndex, FreeBinding);
FreeBinding++;
}
}
return FreeBinding;
}
BindUniformBlocksIfNotNull(Current.Vertex);
BindUniformBlocksIfNotNull(Current.TessControl);
BindUniformBlocksIfNotNull(Current.TessEvaluation);
BindUniformBlocksIfNotNull(Current.Geometry);
BindUniformBlocksIfNotNull(Current.Fragment);
}
private void BindUniformBuffers(int ProgramHandle)
{
int FreeBinding = 0;
int BindUniformBuffersIfNotNull(ShaderStage Stage)
{
if (Stage != null)
{
foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage)
{
OGLStreamBuffer Buffer = GetConstBuffer(Stage.Type, DeclInfo.Cbuf);
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, FreeBinding, Buffer.Handle);
FreeBinding++;
}
}
return FreeBinding;
}
BindUniformBuffersIfNotNull(Current.Vertex);
BindUniformBuffersIfNotNull(Current.TessControl);
BindUniformBuffersIfNotNull(Current.TessEvaluation);
BindUniformBuffersIfNotNull(Current.Geometry);
BindUniformBuffersIfNotNull(Current.Fragment);
}
private OGLStreamBuffer GetConstBuffer(GalShaderType StageType, int Cbuf)
{
int StageIndex = (int)StageType;
OGLStreamBuffer Buffer = ConstBuffers[StageIndex][Cbuf];
if (Buffer == null)
{
//Allocate a maximum of 64 KiB
int Size = Math.Min(GL.GetInteger(GetPName.MaxUniformBlockSize), 64 * 1024);
Buffer = OGLStreamBuffer.Create(BufferTarget.UniformBuffer, Size);
ConstBuffers[StageIndex][Cbuf] = Buffer;
}
return Buffer;
}
public static void CompileAndCheck(int Handle, string Code)
{
GL.ShaderSource(Handle, Code);
GL.CompileShader(Handle);
CheckCompilation(Handle);
}
private static void CheckCompilation(int Handle)
{
int Status = 0;
GL.GetShader(Handle, ShaderParameter.CompileStatus, out Status);
if (Status == 0)
{
throw new ShaderException(GL.GetShaderInfoLog(Handle));
}
}
private static void CheckProgramLink(int Handle)
{
int Status = 0;
GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out Status);
if (Status == 0)
{
throw new ShaderException(GL.GetProgramInfoLog(Handle));
}
}
}
}