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ryujinx-final/Ryujinx.Graphics.OpenGL/Program.cs
riperiperi f1943fd0b6
Log shader compile errors with Warning level (#2617)
* Log shader compile errors with Warning level

These are infrequent enough that I think it's worth dumping any errors into the log. They also keep causing graphical glitches, and the only indication that anything went wrong is a debug log that is never enabled.

* Add maximum length for shader log
2023-02-09 03:50:18 +01:00

177 lines
5.1 KiB
C#

using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using System;
using System.Buffers.Binary;
namespace Ryujinx.Graphics.OpenGL
{
class Program : IProgram
{
private const int MaxShaderLogLength = 2048;
public int Handle { get; private set; }
public bool IsLinked
{
get
{
if (_status == ProgramLinkStatus.Incomplete)
{
CheckProgramLink(true);
}
return _status == ProgramLinkStatus.Success;
}
}
private ProgramLinkStatus _status = ProgramLinkStatus.Incomplete;
private int[] _shaderHandles;
public bool HasFragmentShader;
public int FragmentOutputMap { get; }
public Program(ShaderSource[] shaders, int fragmentOutputMap)
{
Handle = GL.CreateProgram();
GL.ProgramParameter(Handle, ProgramParameterName.ProgramBinaryRetrievableHint, 1);
_shaderHandles = new int[shaders.Length];
for (int index = 0; index < shaders.Length; index++)
{
ShaderSource shader = shaders[index];
if (shader.Stage == ShaderStage.Fragment)
{
HasFragmentShader = true;
}
int shaderHandle = GL.CreateShader(shader.Stage.Convert());
switch (shader.Language)
{
case TargetLanguage.Glsl:
GL.ShaderSource(shaderHandle, shader.Code);
GL.CompileShader(shaderHandle);
break;
case TargetLanguage.Spirv:
GL.ShaderBinary(1, ref shaderHandle, (BinaryFormat)All.ShaderBinaryFormatSpirVArb, shader.BinaryCode, shader.BinaryCode.Length);
GL.SpecializeShader(shaderHandle, "main", 0, (int[])null, (int[])null);
break;
}
GL.AttachShader(Handle, shaderHandle);
_shaderHandles[index] = shaderHandle;
}
GL.LinkProgram(Handle);
FragmentOutputMap = fragmentOutputMap;
}
public Program(ReadOnlySpan<byte> code, bool hasFragmentShader, int fragmentOutputMap)
{
Handle = GL.CreateProgram();
if (code.Length >= 4)
{
BinaryFormat binaryFormat = (BinaryFormat)BinaryPrimitives.ReadInt32LittleEndian(code.Slice(code.Length - 4, 4));
unsafe
{
fixed (byte* ptr = code)
{
GL.ProgramBinary(Handle, binaryFormat, (IntPtr)ptr, code.Length - 4);
}
}
}
HasFragmentShader = hasFragmentShader;
FragmentOutputMap = fragmentOutputMap;
}
public void Bind()
{
GL.UseProgram(Handle);
}
public ProgramLinkStatus CheckProgramLink(bool blocking)
{
if (!blocking && HwCapabilities.SupportsParallelShaderCompile)
{
GL.GetProgram(Handle, (GetProgramParameterName)ArbParallelShaderCompile.CompletionStatusArb, out int completed);
if (completed == 0)
{
return ProgramLinkStatus.Incomplete;
}
}
GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
DeleteShaders();
if (status == 0)
{
_status = ProgramLinkStatus.Failure;
string log = GL.GetProgramInfoLog(Handle);
if (log.Length > MaxShaderLogLength)
{
log = log.Substring(0, MaxShaderLogLength) + "...";
}
Logger.Warning?.Print(LogClass.Gpu, $"Shader linking failed: \n{log}");
}
else
{
_status = ProgramLinkStatus.Success;
}
return _status;
}
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(size, 4), (int)binFormat);
return data;
}
private void DeleteShaders()
{
if (_shaderHandles != null)
{
foreach (int shaderHandle in _shaderHandles)
{
GL.DetachShader(Handle, shaderHandle);
GL.DeleteShader(shaderHandle);
}
_shaderHandles = null;
}
}
public void Dispose()
{
if (Handle != 0)
{
DeleteShaders();
GL.DeleteProgram(Handle);
Handle = 0;
}
}
}
}