mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-08 17:58:33 +00:00
e7559f128f
* Call OpenGL functions directly, remove the pfifo thread, some refactoring * Fix PerformanceStatistics calculating the wrong host fps, remove wait event on PFIFO as this wasn't exactly was causing the freezes (may replace with an exception later) * Organized the Gpu folder a bit more, renamed a few things, address PR feedback * Make PerformanceStatistics thread safe * Remove unused constant * Use unlimited update rate for better pref
257 lines
7.5 KiB
C#
257 lines
7.5 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.Gal.Shader;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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public class OGLShader : IGalShader
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{
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private class ShaderStage : IDisposable
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{
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public int Handle { get; private set; }
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public bool IsCompiled { get; private set; }
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public GalShaderType Type { get; private set; }
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public string Code { get; private set; }
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public IEnumerable<ShaderDeclInfo> TextureUsage { get; private set; }
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public IEnumerable<ShaderDeclInfo> UniformUsage { get; private set; }
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public ShaderStage(
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GalShaderType Type,
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string Code,
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IEnumerable<ShaderDeclInfo> TextureUsage,
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IEnumerable<ShaderDeclInfo> UniformUsage)
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{
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this.Type = Type;
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this.Code = Code;
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this.TextureUsage = TextureUsage;
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this.UniformUsage = UniformUsage;
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}
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public void Compile()
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{
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if (Handle == 0)
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{
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Handle = GL.CreateShader(OGLEnumConverter.GetShaderType(Type));
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CompileAndCheck(Handle, Code);
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}
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool Disposing)
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{
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if (Disposing && Handle != 0)
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{
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GL.DeleteShader(Handle);
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Handle = 0;
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}
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}
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}
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private struct ShaderProgram
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{
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public ShaderStage Vertex;
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public ShaderStage TessControl;
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public ShaderStage TessEvaluation;
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public ShaderStage Geometry;
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public ShaderStage Fragment;
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}
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private ShaderProgram Current;
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private ConcurrentDictionary<long, ShaderStage> Stages;
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private Dictionary<ShaderProgram, int> Programs;
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public int CurrentProgramHandle { get; private set; }
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public OGLShader()
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{
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Stages = new ConcurrentDictionary<long, ShaderStage>();
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Programs = new Dictionary<ShaderProgram, int>();
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}
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public void Create(IGalMemory Memory, long Key, GalShaderType Type)
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{
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Stages.GetOrAdd(Key, (Stage) => ShaderStageFactory(Memory, Key, Type));
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}
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private ShaderStage ShaderStageFactory(IGalMemory Memory, long Position, GalShaderType Type)
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{
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GlslProgram Program = GetGlslProgram(Memory, Position, Type);
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return new ShaderStage(
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Type,
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Program.Code,
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Program.Textures,
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Program.Uniforms);
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}
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private GlslProgram GetGlslProgram(IGalMemory Memory, long Position, GalShaderType Type)
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{
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GlslDecompiler Decompiler = new GlslDecompiler();
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return Decompiler.Decompile(Memory, Position + 0x50, Type);
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}
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public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key)
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{
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if (Stages.TryGetValue(Key, out ShaderStage Stage))
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{
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return Stage.TextureUsage;
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}
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return Enumerable.Empty<ShaderDeclInfo>();
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}
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public void SetConstBuffer(long Key, int Cbuf, byte[] Data)
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{
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BindProgram();
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if (Stages.TryGetValue(Key, out ShaderStage Stage))
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{
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foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage.Where(x => x.Cbuf == Cbuf))
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{
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int Location = GL.GetUniformLocation(CurrentProgramHandle, DeclInfo.Name);
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int Count = Data.Length >> 2;
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//The Index is the index of the last element,
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//so we can add 1 to get the uniform array size.
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Count = Math.Min(Count, DeclInfo.Index + 1);
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unsafe
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{
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fixed (byte* Ptr = Data)
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{
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GL.Uniform1(Location, Count, (float*)Ptr);
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}
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}
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}
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}
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}
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public void EnsureTextureBinding(string UniformName, int Value)
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{
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BindProgram();
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int Location = GL.GetUniformLocation(CurrentProgramHandle, UniformName);
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GL.Uniform1(Location, Value);
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}
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public void SetFlip(float X, float Y)
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{
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BindProgram();
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int Location = GL.GetUniformLocation(CurrentProgramHandle, GlslDecl.FlipUniformName);
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GL.Uniform2(Location, X, Y);
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}
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public void Bind(long Key)
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{
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if (Stages.TryGetValue(Key, out ShaderStage Stage))
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{
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Bind(Stage);
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}
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}
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private void Bind(ShaderStage Stage)
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{
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switch (Stage.Type)
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{
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case GalShaderType.Vertex: Current.Vertex = Stage; break;
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case GalShaderType.TessControl: Current.TessControl = Stage; break;
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case GalShaderType.TessEvaluation: Current.TessEvaluation = Stage; break;
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case GalShaderType.Geometry: Current.Geometry = Stage; break;
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case GalShaderType.Fragment: Current.Fragment = Stage; break;
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}
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}
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public void BindProgram()
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{
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if (Current.Vertex == null ||
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Current.Fragment == null)
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{
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return;
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}
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if (!Programs.TryGetValue(Current, out int Handle))
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{
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Handle = GL.CreateProgram();
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AttachIfNotNull(Handle, Current.Vertex);
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AttachIfNotNull(Handle, Current.TessControl);
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AttachIfNotNull(Handle, Current.TessEvaluation);
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AttachIfNotNull(Handle, Current.Geometry);
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AttachIfNotNull(Handle, Current.Fragment);
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GL.LinkProgram(Handle);
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CheckProgramLink(Handle);
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Programs.Add(Current, Handle);
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}
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GL.UseProgram(Handle);
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CurrentProgramHandle = Handle;
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}
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private void AttachIfNotNull(int ProgramHandle, ShaderStage Stage)
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{
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if (Stage != null)
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{
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Stage.Compile();
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GL.AttachShader(ProgramHandle, Stage.Handle);
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}
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}
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public static void CompileAndCheck(int Handle, string Code)
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{
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GL.ShaderSource(Handle, Code);
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GL.CompileShader(Handle);
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CheckCompilation(Handle);
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}
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private static void CheckCompilation(int Handle)
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{
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int Status = 0;
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GL.GetShader(Handle, ShaderParameter.CompileStatus, out Status);
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if (Status == 0)
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{
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throw new ShaderException(GL.GetShaderInfoLog(Handle));
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}
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}
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private static void CheckProgramLink(int Handle)
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{
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int Status = 0;
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GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out Status);
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if (Status == 0)
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{
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throw new ShaderException(GL.GetProgramInfoLog(Handle));
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}
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}
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}
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} |