Ryujinx-git/Ryujinx.Graphics.OpenGL/Program.cs

127 lines
3.6 KiB
C#
Raw Normal View History

2019-12-28 23:45:33 +00:00
using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Logging;
2019-10-13 06:02:07 +00:00
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader.CodeGen.Glsl;
using System;
using System.Collections.Generic;
using System.Linq;
2019-10-13 06:02:07 +00:00
namespace Ryujinx.Graphics.OpenGL
{
class Program : IProgram
{
public int Handle { get; private set; }
public int FragmentIsBgraUniform { get; }
public int FragmentRenderScaleUniform { get; }
public int ComputeRenderScaleUniform { get; }
2019-10-13 06:02:07 +00:00
public bool IsLinked { get; private set; }
public Program(IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
2019-10-13 06:02:07 +00:00
{
Handle = GL.CreateProgram();
for (int index = 0; index < shaders.Length; index++)
{
int shaderHandle = ((Shader)shaders[index]).Handle;
GL.AttachShader(Handle, shaderHandle);
}
if (transformFeedbackDescriptors != null)
{
List<string> varyings = new List<string>();
int cbi = 0;
foreach (var tfd in transformFeedbackDescriptors.OrderBy(x => x.BufferIndex))
{
if (tfd.VaryingLocations.Length == 0)
{
continue;
}
while (cbi < tfd.BufferIndex)
{
varyings.Add("gl_NextBuffer");
cbi++;
}
int stride = Math.Min(128 * 4, (tfd.Stride + 3) & ~3);
int j = 0;
for (; j < tfd.VaryingLocations.Length && j * 4 < stride; j++)
{
byte location = tfd.VaryingLocations[j];
varyings.Add(Varying.GetName(location) ?? "gl_SkipComponents1");
j += Varying.GetSize(location) - 1;
}
int feedbackBytes = j * 4;
while (feedbackBytes < stride)
{
int bytes = Math.Min(16, stride - feedbackBytes);
varyings.Add($"gl_SkipComponents{(bytes / 4)}");
feedbackBytes += bytes;
}
}
GL.TransformFeedbackVaryings(Handle, varyings.Count, varyings.ToArray(), TransformFeedbackMode.InterleavedAttribs);
}
2019-10-13 06:02:07 +00:00
GL.LinkProgram(Handle);
2019-12-31 22:09:49 +00:00
for (int index = 0; index < shaders.Length; index++)
{
int shaderHandle = ((Shader)shaders[index]).Handle;
GL.DetachShader(Handle, shaderHandle);
}
2019-10-13 06:02:07 +00:00
CheckProgramLink();
FragmentIsBgraUniform = GL.GetUniformLocation(Handle, "is_bgra");
FragmentRenderScaleUniform = GL.GetUniformLocation(Handle, "fp_renderScale");
ComputeRenderScaleUniform = GL.GetUniformLocation(Handle, "cp_renderScale");
2019-10-13 06:02:07 +00:00
}
public void Bind()
{
GL.UseProgram(Handle);
}
private void CheckProgramLink()
{
2019-12-28 23:45:33 +00:00
GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
2019-10-13 06:02:07 +00:00
if (status == 0)
{
// Use GL.GetProgramInfoLog(Handle), it may be too long to print on the log.
Logger.Debug?.Print(LogClass.Gpu, "Shader linking failed.");
2019-10-13 06:02:07 +00:00
}
else
{
IsLinked = true;
}
}
public void Dispose()
{
if (Handle != 0)
{
GL.DeleteProgram(Handle);
Handle = 0;
}
}
}
}