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 TextureUsage { get; private set; } public IEnumerable UniformUsage { get; private set; } public ShaderStage( GalShaderType Type, string Code, IEnumerable TextureUsage, IEnumerable 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 Stages; private Dictionary Programs; public int CurrentProgramHandle { get; private set; } public OGLShader() { Stages = new ConcurrentDictionary(); Programs = new Dictionary(); } 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 GetTextureUsage(long Tag) { if (Stages.TryGetValue(Tag, out ShaderStage Stage)) { return Stage.TextureUsage; } return Enumerable.Empty(); } 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)); } } } }