Ryujinx/src/Ryujinx.Graphics.OpenGL/Program.cs
riperiperi 57d8afd0c9
OpenGL: Mask out all color outputs with no fragment shader (#6341)
* OpenGL: Mask out all color outputs with no fragment shader

This appears to match Vulkan's behaviour, which is needed for stencil shadows in Penny's Big Breakaway. It's far from the only issue, you can try the Full Bindless PR if you want to see it in a more intact state.

* Remove unused member
2024-02-22 18:43:19 +01:00

176 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 int FragmentOutputMap { get; }
public Program(ShaderSource[] shaders, int fragmentOutputMap)
{
Handle = GL.CreateProgram();
GL.ProgramParameter(Handle, ProgramParameterName.ProgramBinaryRetrievableHint, 1);
_shaderHandles = new int[shaders.Length];
bool hasFragmentShader = false;
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 = hasFragmentShader ? fragmentOutputMap : 0;
}
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);
}
}
}
FragmentOutputMap = hasFragmentShader ? fragmentOutputMap : 0;
}
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[..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;
}
}
}
}