Ryujinx/Ryujinx.Graphics.OpenGL/Program.cs
Mary 48f6570557
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-13 00:15:34 +01:00

164 lines
4.9 KiB
C#

using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader.CodeGen.Glsl;
using System;
using System.Buffers.Binary;
using System.Collections.Generic;
using System.Linq;
namespace Ryujinx.Graphics.OpenGL
{
class Program : IProgram
{
public int Handle { get; private set; }
public int FragmentIsBgraUniform { get; }
public int FragmentRenderScaleUniform { get; }
public int ComputeRenderScaleUniform { get; }
public bool IsLinked { get; private set; }
public Program(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
{
Handle = GL.CreateProgram();
GL.ProgramParameter(Handle, ProgramParameterName.ProgramBinaryRetrievableHint, 1);
for (int index = 0; index < shaders.Length; index++)
{
int shaderHandle = ((Shader)shaders[index]).Handle;
GL.AttachShader(Handle, shaderHandle);
}
if (transformFeedbackDescriptors != null)
{
List<string> varyings = new List<string>();
int cbi = 0;
foreach (var tfd in transformFeedbackDescriptors.OrderBy(x => x.BufferIndex))
{
if (tfd.VaryingLocations.Length == 0)
{
continue;
}
while (cbi < tfd.BufferIndex)
{
varyings.Add("gl_NextBuffer");
cbi++;
}
int stride = Math.Min(128 * 4, (tfd.Stride + 3) & ~3);
int j = 0;
for (; j < tfd.VaryingLocations.Length && j * 4 < stride; j++)
{
byte location = tfd.VaryingLocations[j];
varyings.Add(Varying.GetName(location) ?? "gl_SkipComponents1");
j += Varying.GetSize(location) - 1;
}
int feedbackBytes = j * 4;
while (feedbackBytes < stride)
{
int bytes = Math.Min(16, stride - feedbackBytes);
varyings.Add($"gl_SkipComponents{(bytes / 4)}");
feedbackBytes += bytes;
}
}
GL.TransformFeedbackVaryings(Handle, varyings.Count, varyings.ToArray(), TransformFeedbackMode.InterleavedAttribs);
}
GL.LinkProgram(Handle);
for (int index = 0; index < shaders.Length; index++)
{
int shaderHandle = ((Shader)shaders[index]).Handle;
GL.DetachShader(Handle, shaderHandle);
}
CheckProgramLink();
FragmentIsBgraUniform = GL.GetUniformLocation(Handle, "is_bgra");
FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
}
public Program(ReadOnlySpan<byte> code)
{
BinaryFormat binaryFormat = (BinaryFormat)BinaryPrimitives.ReadInt32LittleEndian(code.Slice(code.Length - 4, 4));
Handle = GL.CreateProgram();
unsafe
{
fixed (byte* ptr = code)
{
GL.ProgramBinary(Handle, binaryFormat, (IntPtr)ptr, code.Length - 4);
}
}
CheckProgramLink();
FragmentIsBgraUniform = GL.GetUniformLocation(Handle, "is_bgra");
FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
}
public void Bind()
{
GL.UseProgram(Handle);
}
private void CheckProgramLink()
{
GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
if (status == 0)
{
// Use GL.GetProgramInfoLog(Handle), it may be too long to print on the log.
Logger.Debug?.Print(LogClass.Gpu, "Shader linking failed.");
}
else
{
IsLinked = true;
}
}
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().Slice(size, 4), (int)binFormat);
return data;
}
public void Dispose()
{
if (Handle != 0)
{
GL.DeleteProgram(Handle);
Handle = 0;
}
}
}
}