c393cdf8e3
* Keep track mapped buffers with fixed offsets * Started rewriting the memory manager * Initial support for MapPhysicalMemory and UnmapPhysicalMemory, other tweaks * MapPhysicalMemory/UnmapPhysicalMemory support, other tweaks * Rebased * Optimize the map/unmap physical memory svcs * Integrate shared font support * Fix address space reserve alignment * Some fixes related to gpu memory mapping * Some cleanup * Only try uploading const buffers that are really used * Check if memory region is contiguous * Rebased * Add missing count increment on IsRegionModified * Check for reads/writes outside of the address space, optimize translation with a tail call
87 lines
No EOL
2.3 KiB
C#
87 lines
No EOL
2.3 KiB
C#
using OpenTK.Graphics.OpenGL;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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struct OGLShaderProgram
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{
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public OGLShaderStage Vertex;
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public OGLShaderStage TessControl;
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public OGLShaderStage TessEvaluation;
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public OGLShaderStage Geometry;
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public OGLShaderStage Fragment;
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}
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class OGLShaderStage : IDisposable
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{
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public int Handle { get; private set; }
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public bool IsCompiled { get; private set; }
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public GalShaderType Type { get; private set; }
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public string Code { get; private set; }
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public IEnumerable<ShaderDeclInfo> ConstBufferUsage { get; private set; }
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public IEnumerable<ShaderDeclInfo> TextureUsage { get; private set; }
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public OGLShaderStage(
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GalShaderType Type,
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string Code,
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IEnumerable<ShaderDeclInfo> ConstBufferUsage,
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IEnumerable<ShaderDeclInfo> TextureUsage)
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{
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this.Type = Type;
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this.Code = Code;
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this.ConstBufferUsage = ConstBufferUsage;
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this.TextureUsage = TextureUsage;
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}
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public void Compile()
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{
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if (Handle == 0)
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{
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Handle = GL.CreateShader(OGLEnumConverter.GetShaderType(Type));
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CompileAndCheck(Handle, Code);
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}
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool Disposing)
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{
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if (Disposing && Handle != 0)
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{
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GL.DeleteShader(Handle);
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Handle = 0;
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}
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}
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public static void CompileAndCheck(int Handle, string Code)
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{
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GL.ShaderSource(Handle, Code);
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GL.CompileShader(Handle);
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CheckCompilation(Handle);
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}
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private static void CheckCompilation(int Handle)
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{
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int Status = 0;
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GL.GetShader(Handle, ShaderParameter.CompileStatus, out Status);
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if (Status == 0)
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{
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throw new ShaderException(GL.GetShaderInfoLog(Handle));
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}
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}
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}
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} |