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Ryujinx/Ryujinx.Graphics/Gal/OpenGL/OGLShader.cs

257 lines
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7.5 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
{
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<ShaderDeclInfo> TextureUsage { get; private set; }
public IEnumerable<ShaderDeclInfo> UniformUsage { get; private set; }
public ShaderStage(
GalShaderType Type,
string Code,
IEnumerable<ShaderDeclInfo> TextureUsage,
IEnumerable<ShaderDeclInfo> 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;
}
private ShaderProgram Current;
private ConcurrentDictionary<long, ShaderStage> Stages;
private Dictionary<ShaderProgram, int> Programs;
public int CurrentProgramHandle { get; private set; }
public OGLShader()
{
Stages = new ConcurrentDictionary<long, ShaderStage>();
Programs = new Dictionary<ShaderProgram, int>();
}
public void Create(IGalMemory Memory, long Tag, GalShaderType Type)
{
Stages.GetOrAdd(Tag, (Key) => ShaderStageFactory(Memory, Tag, 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<ShaderDeclInfo> GetTextureUsage(long Tag)
{
if (Stages.TryGetValue(Tag, out ShaderStage Stage))
{
return Stage.TextureUsage;
}
return Enumerable.Empty<ShaderDeclInfo>();
}
public void SetConstBuffer(long Tag, int Cbuf, byte[] Data)
{
BindProgram();
if (Stages.TryGetValue(Tag, out ShaderStage Stage))
{
foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage.Where(x => x.Cbuf == Cbuf))
{
int Location = GL.GetUniformLocation(CurrentProgramHandle, DeclInfo.Name);
int Count = Data.Length >> 2;
//The Index is the index of the last element,
//so we can add 1 to get the uniform array size.
Count = Math.Min(Count, DeclInfo.Index + 1);
unsafe
{
fixed (byte* Ptr = Data)
{
GL.Uniform1(Location, Count, (float*)Ptr);
}
}
}
}
}
public void SetUniform1(string UniformName, int Value)
{
BindProgram();
int Location = GL.GetUniformLocation(CurrentProgramHandle, UniformName);
GL.Uniform1(Location, Value);
}
public void SetUniform2F(string UniformName, float X, float Y)
{
BindProgram();
int Location = GL.GetUniformLocation(CurrentProgramHandle, UniformName);
GL.Uniform2(Location, X, Y);
}
public void Bind(long Tag)
{
if (Stages.TryGetValue(Tag, 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);
Programs.Add(Current, Handle);
}
GL.UseProgram(Handle);
CurrentProgramHandle = Handle;
}
private void AttachIfNotNull(int ProgramHandle, ShaderStage Stage)
{
if (Stage != null)
{
Stage.Compile();
GL.AttachShader(ProgramHandle, Stage.Handle);
}
}
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));
}
}
}
}