rjx-mirror/Ryujinx.Graphics/Gal/OpenGL/OGLShader.cs
gdkchan c393cdf8e3
More flexible memory manager (#307)
* Keep track mapped buffers with fixed offsets

* Started rewriting the memory manager

* Initial support for MapPhysicalMemory and UnmapPhysicalMemory, other tweaks

* MapPhysicalMemory/UnmapPhysicalMemory support, other tweaks

* Rebased

* Optimize the map/unmap physical memory svcs

* Integrate shared font support

* Fix address space reserve alignment

* Some fixes related to gpu memory mapping

* Some cleanup

* Only try uploading const buffers that are really used

* Check if memory region is contiguous

* Rebased

* Add missing count increment on IsRegionModified

* Check for reads/writes outside of the address space, optimize translation with a tail call
2018-08-15 15:59:51 -03:00

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8.4 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
{
class OGLShader : IGalShader
{
public OGLShaderProgram Current;
private ConcurrentDictionary<long, OGLShaderStage> Stages;
private Dictionary<OGLShaderProgram, int> Programs;
public int CurrentProgramHandle { get; private set; }
private OGLConstBuffer Buffer;
private int ExtraUboHandle;
public OGLShader(OGLConstBuffer Buffer)
{
this.Buffer = Buffer;
Stages = new ConcurrentDictionary<long, OGLShaderStage>();
Programs = new Dictionary<OGLShaderProgram, int>();
}
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 OGLShaderStage ShaderStageFactory(
IGalMemory Memory,
long Position,
long PositionB,
bool IsDualVp,
GalShaderType Type)
{
GlslProgram Program;
GlslDecompiler Decompiler = new GlslDecompiler();
if (IsDualVp)
{
ShaderDumper.Dump(Memory, Position, Type, "a");
ShaderDumper.Dump(Memory, PositionB, Type, "b");
Program = Decompiler.Decompile(
Memory,
Position,
PositionB,
Type);
}
else
{
ShaderDumper.Dump(Memory, Position, Type);
Program = Decompiler.Decompile(Memory, Position, Type);
}
return new OGLShaderStage(
Type,
Program.Code,
Program.Uniforms,
Program.Textures);
}
public IEnumerable<ShaderDeclInfo> GetConstBufferUsage(long Key)
{
if (Stages.TryGetValue(Key, out OGLShaderStage Stage))
{
return Stage.ConstBufferUsage;
}
return Enumerable.Empty<ShaderDeclInfo>();
}
public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key)
{
if (Stages.TryGetValue(Key, out OGLShaderStage Stage))
{
return Stage.TextureUsage;
}
return Enumerable.Empty<ShaderDeclInfo>();
}
public void EnsureTextureBinding(string UniformName, int Value)
{
BindProgram();
int Location = GL.GetUniformLocation(CurrentProgramHandle, UniformName);
GL.Uniform1(Location, Value);
}
public unsafe void SetFlip(float X, float Y)
{
BindProgram();
EnsureExtraBlock();
GL.BindBuffer(BufferTarget.UniformBuffer, ExtraUboHandle);
float* Data = stackalloc float[4];
Data[0] = X;
Data[1] = Y;
//Invalidate buffer
GL.BufferData(BufferTarget.UniformBuffer, 4 * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
GL.BufferSubData(BufferTarget.UniformBuffer, IntPtr.Zero, 4 * sizeof(float), (IntPtr)Data);
}
public void Bind(long Key)
{
if (Stages.TryGetValue(Key, out OGLShaderStage Stage))
{
Bind(Stage);
}
}
private void Bind(OGLShaderStage Stage)
{
if (Stage.Type == GalShaderType.Geometry)
{
//Enhanced layouts are required for Geometry shaders
//skip this stage if current driver has no ARB_enhanced_layouts
if (!OGLExtension.HasEnhancedLayouts())
{
return;
}
}
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 Unbind(GalShaderType Type)
{
switch (Type)
{
case GalShaderType.Vertex: Current.Vertex = null; break;
case GalShaderType.TessControl: Current.TessControl = null; break;
case GalShaderType.TessEvaluation: Current.TessEvaluation = null; break;
case GalShaderType.Geometry: Current.Geometry = null; break;
case GalShaderType.Fragment: Current.Fragment = null; 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);
CurrentProgramHandle = Handle;
}
private void EnsureExtraBlock()
{
if (ExtraUboHandle == 0)
{
ExtraUboHandle = GL.GenBuffer();
GL.BindBuffer(BufferTarget.UniformBuffer, ExtraUboHandle);
GL.BufferData(BufferTarget.UniformBuffer, 4 * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, ExtraUboHandle);
}
}
private void AttachIfNotNull(int ProgramHandle, OGLShaderStage Stage)
{
if (Stage != null)
{
Stage.Compile();
GL.AttachShader(ProgramHandle, Stage.Handle);
}
}
private void BindUniformBlocks(int ProgramHandle)
{
int ExtraBlockindex = GL.GetUniformBlockIndex(ProgramHandle, GlslDecl.ExtraUniformBlockName);
GL.UniformBlockBinding(ProgramHandle, ExtraBlockindex, 0);
//First index is reserved
int FreeBinding = 1;
void BindUniformBlocksIfNotNull(OGLShaderStage Stage)
{
if (Stage != null)
{
foreach (ShaderDeclInfo DeclInfo in Stage.ConstBufferUsage)
{
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++;
}
}
}
BindUniformBlocksIfNotNull(Current.Vertex);
BindUniformBlocksIfNotNull(Current.TessControl);
BindUniformBlocksIfNotNull(Current.TessEvaluation);
BindUniformBlocksIfNotNull(Current.Geometry);
BindUniformBlocksIfNotNull(Current.Fragment);
}
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));
}
}
}
}