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 TextureUsage { get; private set; } public IEnumerable UniformUsage { get; private set; } public ShaderStage( GalShaderType Type, string Code, IEnumerable TextureUsage, IEnumerable 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 Stages; private Dictionary Programs; public int CurrentProgramHandle { get; private set; } private OGLStreamBuffer[][] ConstBuffers; public OGLShader() { Stages = new ConcurrentDictionary(); Programs = new Dictionary(); 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, Type)); } private ShaderStage ShaderStageFactory(IGalMemory Memory, long Position, GalShaderType Type) { GlslProgram Program = GetGlslProgram(Memory, Position, Type); return new ShaderStage( Type, Program.Code, Program.Textures, Program.Uniforms); } private GlslProgram GetGlslProgram(IGalMemory Memory, long Position, GalShaderType Type) { GlslDecompiler Decompiler = new GlslDecompiler(); return Decompiler.Decompile(Memory, Position + 0x50, Type); } public IEnumerable GetTextureUsage(long Key) { if (Stages.TryGetValue(Key, out ShaderStage Stage)) { return Stage.TextureUsage; } return Enumerable.Empty(); } 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)); } } } }