mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 17:56:59 +01:00
a33dc2f491
* Logger class changes only Now compile-time checking is possible with the help of Nullable Value types. * Misc formatting * Manual optimizations PrintGuestLog PrintGuestStackTrace Surfaceflinger DequeueBuffer * Reduce SendVibrationXX log level to Debug * Add Notice log level This level is always enabled and used to print system info, etc... Also, rewrite LogColor to switch expression as colors are static * Unify unhandled exception event handlers * Print enabled LogLevels during init * Re-add App Exit disposes in proper order nit: switch case spacing * Revert PrintGuestStackTrace to Info logs due to #1407 PrintGuestStackTrace is now called in some critical error handlers so revert to old behavior as KThread isn't part of Guest. * Batch replace Logger statements
277 lines
8.4 KiB
C#
277 lines
8.4 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.CodeGen.Glsl;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Ryujinx.Graphics.OpenGL
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{
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class Program : IProgram
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{
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private const int ShaderStages = 6;
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private const int UbStageShift = 5;
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private const int SbStageShift = 4;
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private const int TexStageShift = 5;
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private const int ImgStageShift = 3;
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private const int UbsPerStage = 1 << UbStageShift;
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private const int SbsPerStage = 1 << SbStageShift;
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private const int TexsPerStage = 1 << TexStageShift;
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private const int ImgsPerStage = 1 << ImgStageShift;
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public int Handle { get; private set; }
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public int FragmentIsBgraUniform { get; }
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public int FragmentRenderScaleUniform { get; }
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public int ComputeRenderScaleUniform { get; }
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public bool IsLinked { get; private set; }
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private int[] _ubBindingPoints;
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private int[] _sbBindingPoints;
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private int[] _textureUnits;
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private int[] _imageUnits;
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public Program(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
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{
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_ubBindingPoints = new int[UbsPerStage * ShaderStages];
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_sbBindingPoints = new int[SbsPerStage * ShaderStages];
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_textureUnits = new int[TexsPerStage * ShaderStages];
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_imageUnits = new int[ImgsPerStage * ShaderStages];
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for (int index = 0; index < _ubBindingPoints.Length; index++)
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{
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_ubBindingPoints[index] = -1;
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}
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for (int index = 0; index < _sbBindingPoints.Length; index++)
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{
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_sbBindingPoints[index] = -1;
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}
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for (int index = 0; index < _textureUnits.Length; index++)
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{
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_textureUnits[index] = -1;
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}
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for (int index = 0; index < _imageUnits.Length; index++)
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{
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_imageUnits[index] = -1;
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}
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Handle = GL.CreateProgram();
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for (int index = 0; index < shaders.Length; index++)
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{
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int shaderHandle = ((Shader)shaders[index]).Handle;
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GL.AttachShader(Handle, shaderHandle);
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}
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if (transformFeedbackDescriptors != null)
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{
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List<string> varyings = new List<string>();
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int cbi = 0;
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foreach (var tfd in transformFeedbackDescriptors.OrderBy(x => x.BufferIndex))
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{
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if (tfd.VaryingLocations.Length == 0)
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{
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continue;
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}
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while (cbi < tfd.BufferIndex)
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{
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varyings.Add("gl_NextBuffer");
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cbi++;
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}
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int stride = Math.Min(128 * 4, (tfd.Stride + 3) & ~3);
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int j = 0;
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for (; j < tfd.VaryingLocations.Length && j * 4 < stride; j++)
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{
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byte location = tfd.VaryingLocations[j];
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varyings.Add(Varying.GetName(location) ?? "gl_SkipComponents1");
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j += Varying.GetSize(location) - 1;
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}
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int feedbackBytes = j * 4;
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while (feedbackBytes < stride)
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{
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int bytes = Math.Min(16, stride - feedbackBytes);
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varyings.Add($"gl_SkipComponents{(bytes / 4)}");
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feedbackBytes += bytes;
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}
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}
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GL.TransformFeedbackVaryings(Handle, varyings.Count, varyings.ToArray(), TransformFeedbackMode.InterleavedAttribs);
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}
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GL.LinkProgram(Handle);
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for (int index = 0; index < shaders.Length; index++)
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{
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int shaderHandle = ((Shader)shaders[index]).Handle;
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GL.DetachShader(Handle, shaderHandle);
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}
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CheckProgramLink();
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Bind();
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int ubBindingPoint = 0;
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int sbBindingPoint = 0;
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int textureUnit = 0;
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int imageUnit = 0;
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for (int index = 0; index < shaders.Length; index++)
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{
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Shader shader = (Shader)shaders[index];
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foreach (BufferDescriptor descriptor in shader.Info.CBuffers)
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{
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int location = GL.GetUniformBlockIndex(Handle, descriptor.Name);
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if (location < 0)
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{
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continue;
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}
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GL.UniformBlockBinding(Handle, location, ubBindingPoint);
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int bpIndex = (int)shader.Stage << UbStageShift | descriptor.Slot;
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_ubBindingPoints[bpIndex] = ubBindingPoint;
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ubBindingPoint++;
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}
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foreach (BufferDescriptor descriptor in shader.Info.SBuffers)
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{
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int location = GL.GetProgramResourceIndex(Handle, ProgramInterface.ShaderStorageBlock, descriptor.Name);
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if (location < 0)
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{
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continue;
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}
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GL.ShaderStorageBlockBinding(Handle, location, sbBindingPoint);
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int bpIndex = (int)shader.Stage << SbStageShift | descriptor.Slot;
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_sbBindingPoints[bpIndex] = sbBindingPoint;
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sbBindingPoint++;
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}
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int samplerIndex = 0;
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foreach (TextureDescriptor descriptor in shader.Info.Textures)
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{
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int location = GL.GetUniformLocation(Handle, descriptor.Name);
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if (location < 0)
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{
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continue;
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}
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GL.Uniform1(location, textureUnit);
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int uIndex = (int)shader.Stage << TexStageShift | samplerIndex++;
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_textureUnits[uIndex] = textureUnit;
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textureUnit++;
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}
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int imageIndex = 0;
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foreach (TextureDescriptor descriptor in shader.Info.Images)
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{
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int location = GL.GetUniformLocation(Handle, descriptor.Name);
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if (location < 0)
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{
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continue;
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}
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GL.Uniform1(location, imageUnit);
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int uIndex = (int)shader.Stage << ImgStageShift | imageIndex++;
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_imageUnits[uIndex] = imageUnit;
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imageUnit++;
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}
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}
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FragmentIsBgraUniform = GL.GetUniformLocation(Handle, "is_bgra");
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FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
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ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
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}
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public void Bind()
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{
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GL.UseProgram(Handle);
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}
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public int GetUniformBufferBindingPoint(ShaderStage stage, int index)
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{
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return _ubBindingPoints[(int)stage << UbStageShift | index];
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}
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public int GetStorageBufferBindingPoint(ShaderStage stage, int index)
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{
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return _sbBindingPoints[(int)stage << SbStageShift | index];
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}
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public int GetTextureUnit(ShaderStage stage, int index)
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{
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return _textureUnits[(int)stage << TexStageShift | index];
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}
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public int GetImageUnit(ShaderStage stage, int index)
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{
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return _imageUnits[(int)stage << ImgStageShift | index];
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}
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private void CheckProgramLink()
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{
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GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
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if (status == 0)
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{
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// Use GL.GetProgramInfoLog(Handle), it may be too long to print on the log.
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Logger.Debug?.Print(LogClass.Gpu, "Shader linking failed.");
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}
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else
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{
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IsLinked = true;
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}
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}
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public void Dispose()
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{
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if (Handle != 0)
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{
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GL.DeleteProgram(Handle);
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Handle = 0;
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}
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}
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}
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}
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