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* Stop using glTransformFeedbackVarying and use explicit layout on the shader * This is no longer needed * Shader cache version bump * Fix gl_PerVertex output for tessellation control shaders
134 lines
3.6 KiB
C#
134 lines
3.6 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader.CodeGen.Glsl;
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using System;
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using System.Buffers.Binary;
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using System.Collections.Generic;
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using System.Linq;
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namespace Ryujinx.Graphics.OpenGL
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{
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class Program : IProgram
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{
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public int Handle { get; private set; }
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public bool IsLinked
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{
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get
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{
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if (_status == ProgramLinkStatus.Incomplete)
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{
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CheckProgramLink(true);
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}
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return _status == ProgramLinkStatus.Success;
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}
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}
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private ProgramLinkStatus _status = ProgramLinkStatus.Incomplete;
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private IShader[] _shaders;
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public Program(IShader[] shaders)
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{
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Handle = GL.CreateProgram();
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GL.ProgramParameter(Handle, ProgramParameterName.ProgramBinaryRetrievableHint, 1);
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for (int index = 0; index < shaders.Length; index++)
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{
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int shaderHandle = ((Shader)shaders[index]).Handle;
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GL.AttachShader(Handle, shaderHandle);
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}
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GL.LinkProgram(Handle);
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_shaders = shaders;
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}
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public Program(ReadOnlySpan<byte> code)
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{
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BinaryFormat binaryFormat = (BinaryFormat)BinaryPrimitives.ReadInt32LittleEndian(code.Slice(code.Length - 4, 4));
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Handle = GL.CreateProgram();
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unsafe
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{
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fixed (byte* ptr = code)
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{
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GL.ProgramBinary(Handle, binaryFormat, (IntPtr)ptr, code.Length - 4);
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}
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}
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}
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public void Bind()
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{
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GL.UseProgram(Handle);
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}
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public ProgramLinkStatus CheckProgramLink(bool blocking)
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{
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if (!blocking && HwCapabilities.SupportsParallelShaderCompile)
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{
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GL.GetProgram(Handle, (GetProgramParameterName)ArbParallelShaderCompile.CompletionStatusArb, out int completed);
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if (completed == 0)
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{
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return ProgramLinkStatus.Incomplete;
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}
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}
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GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
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if (_shaders != null)
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{
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for (int index = 0; index < _shaders.Length; index++)
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{
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int shaderHandle = ((Shader)_shaders[index]).Handle;
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GL.DetachShader(Handle, shaderHandle);
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}
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_shaders = null;
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}
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if (status == 0)
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{
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// Use GL.GetProgramInfoLog(Handle), it may be too long to print on the log.
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_status = ProgramLinkStatus.Failure;
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Logger.Debug?.Print(LogClass.Gpu, "Shader linking failed.");
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}
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else
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{
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_status = ProgramLinkStatus.Success;
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}
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return _status;
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}
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public byte[] GetBinary()
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{
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GL.GetProgram(Handle, (GetProgramParameterName)All.ProgramBinaryLength, out int size);
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byte[] data = new byte[size + 4];
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GL.GetProgramBinary(Handle, size, out _, out BinaryFormat binFormat, data);
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BinaryPrimitives.WriteInt32LittleEndian(data.AsSpan().Slice(size, 4), (int)binFormat);
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return data;
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}
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public void Dispose()
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{
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if (Handle != 0)
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{
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GL.DeleteProgram(Handle);
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Handle = 0;
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}
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}
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}
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}
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