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	Backport non-seperable disk shader from android (#5976)
* VideoCore: Backport Shader cache for non separable shaders android: disk_shader_cache: remove redundant lookup * disk_shader_cache: dont compile dumped shaders * cleanup Seperable shader loading * gl_shader_disk_cache.cpp: remove redundant checks * Skip compiling non seperable raws * gl_shader_manager.cpp: Skip `GLAD_GL_ARB_get_program_binary` check on GLES
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					 8 changed files with 351 additions and 154 deletions
				
			
		|  | @ -22,7 +22,7 @@ void RendererBase::RefreshRasterizerSetting() { | |||
|         opengl_rasterizer_active = hw_renderer_enabled; | ||||
| 
 | ||||
|         if (hw_renderer_enabled) { | ||||
|             rasterizer = std::make_unique<OpenGL::RasterizerOpenGL>(); | ||||
|             rasterizer = std::make_unique<OpenGL::RasterizerOpenGL>(render_window); | ||||
|         } else { | ||||
|             rasterizer = std::make_unique<VideoCore::SWRasterizer>(); | ||||
|         } | ||||
|  |  | |||
|  | @ -48,7 +48,7 @@ static bool IsVendorIntel() { | |||
|     return gpu_vendor == "Intel Inc."; | ||||
| } | ||||
| 
 | ||||
| RasterizerOpenGL::RasterizerOpenGL() | ||||
| RasterizerOpenGL::RasterizerOpenGL(Frontend::EmuWindow& emu_window) | ||||
|     : is_amd(IsVendorAmd()), vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE, is_amd), | ||||
|       uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE, false), | ||||
|       index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE, false), | ||||
|  | @ -172,15 +172,16 @@ RasterizerOpenGL::RasterizerOpenGL() | |||
| #ifdef __APPLE__ | ||||
|     if (IsVendorIntel()) { | ||||
|         shader_program_manager = std::make_unique<ShaderProgramManager>( | ||||
|             emu_window, | ||||
|             VideoCore::g_separable_shader_enabled ? GLAD_GL_ARB_separate_shader_objects : false, | ||||
|             is_amd); | ||||
|     } else { | ||||
|         shader_program_manager = | ||||
|             std::make_unique<ShaderProgramManager>(GLAD_GL_ARB_separate_shader_objects, is_amd); | ||||
|         shader_program_manager = std::make_unique<ShaderProgramManager>( | ||||
|             emu_window, GLAD_GL_ARB_separate_shader_objects, is_amd); | ||||
|     } | ||||
| #else | ||||
|     shader_program_manager = | ||||
|         std::make_unique<ShaderProgramManager>(GLAD_GL_ARB_separate_shader_objects, is_amd); | ||||
|     shader_program_manager = std::make_unique<ShaderProgramManager>( | ||||
|         emu_window, GLAD_GL_ARB_separate_shader_objects, is_amd); | ||||
| #endif | ||||
| 
 | ||||
|     glEnable(GL_BLEND); | ||||
|  |  | |||
|  | @ -38,7 +38,7 @@ class ShaderProgramManager; | |||
| 
 | ||||
| class RasterizerOpenGL : public VideoCore::RasterizerInterface { | ||||
| public: | ||||
|     explicit RasterizerOpenGL(); | ||||
|     explicit RasterizerOpenGL(Frontend::EmuWindow& emu_window); | ||||
|     ~RasterizerOpenGL() override; | ||||
| 
 | ||||
|     void LoadDiskResources(const std::atomic_bool& stop_loading, | ||||
|  |  | |||
|  | @ -171,7 +171,7 @@ std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable | |||
| } | ||||
| 
 | ||||
| std::pair<std::unordered_map<u64, ShaderDiskCacheDecompiled>, ShaderDumpsMap> | ||||
| ShaderDiskCache::LoadPrecompiled() { | ||||
| ShaderDiskCache::LoadPrecompiled(bool compressed) { | ||||
|     if (!IsUsable()) | ||||
|         return {}; | ||||
| 
 | ||||
|  | @ -182,7 +182,7 @@ ShaderDiskCache::LoadPrecompiled() { | |||
|         return {}; | ||||
|     } | ||||
| 
 | ||||
|     const auto result = LoadPrecompiledFile(file); | ||||
|     const auto result = LoadPrecompiledFile(file, compressed); | ||||
|     if (!result) { | ||||
|         LOG_INFO(Render_OpenGL, | ||||
|                  "Failed to load precompiled cache for game with title id={} - removing", | ||||
|  | @ -195,12 +195,18 @@ ShaderDiskCache::LoadPrecompiled() { | |||
| } | ||||
| 
 | ||||
| std::optional<std::pair<std::unordered_map<u64, ShaderDiskCacheDecompiled>, ShaderDumpsMap>> | ||||
| ShaderDiskCache::LoadPrecompiledFile(FileUtil::IOFile& file) { | ||||
| ShaderDiskCache::LoadPrecompiledFile(FileUtil::IOFile& file, bool compressed) { | ||||
|     // Read compressed file from disk and decompress to virtual precompiled cache file
 | ||||
|     std::vector<u8> compressed(file.GetSize()); | ||||
|     file.ReadBytes(compressed.data(), compressed.size()); | ||||
|     const std::vector<u8> decompressed = Common::Compression::DecompressDataZSTD(compressed); | ||||
|     SaveArrayToPrecompiled(decompressed.data(), decompressed.size()); | ||||
|     std::vector<u8> precompiled_file(file.GetSize()); | ||||
|     file.ReadBytes(precompiled_file.data(), precompiled_file.size()); | ||||
|     if (compressed) { | ||||
|         const std::vector<u8> decompressed = | ||||
|             Common::Compression::DecompressDataZSTD(precompiled_file); | ||||
|         SaveArrayToPrecompiled(decompressed.data(), decompressed.size()); | ||||
|     } else { | ||||
|         SaveArrayToPrecompiled(precompiled_file.data(), precompiled_file.size()); | ||||
|     } | ||||
| 
 | ||||
|     decompressed_precompiled_cache_offset = 0; | ||||
| 
 | ||||
|     ShaderCacheVersionHash file_hash{}; | ||||
|  | @ -293,9 +299,25 @@ std::optional<ShaderDiskCacheDecompiled> ShaderDiskCache::LoadDecompiledEntry() | |||
|     return entry; | ||||
| } | ||||
| 
 | ||||
| bool ShaderDiskCache::SaveDecompiledFile(u64 unique_identifier, | ||||
|                                          const ShaderDecompiler::ProgramResult& result, | ||||
|                                          bool sanitize_mul) { | ||||
| void ShaderDiskCache::SaveDecompiledToFile(FileUtil::IOFile& file, u64 unique_identifier, | ||||
|                                            const ShaderDecompiler::ProgramResult& result, | ||||
|                                            bool sanitize_mul) { | ||||
|     if (!IsUsable()) | ||||
|         return; | ||||
| 
 | ||||
|     if (file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Decompiled)) != 1 || | ||||
|         file.WriteObject(unique_identifier) != 1 || file.WriteObject(sanitize_mul) != 1 || | ||||
|         file.WriteObject(static_cast<u32>(result.code.size())) != 1 || | ||||
|         file.WriteArray(result.code.data(), result.code.size()) != result.code.size()) { | ||||
|         LOG_ERROR(Render_OpenGL, "Failed to save decompiled cache entry - removing"); | ||||
|         file.Close(); | ||||
|         InvalidatePrecompiled(); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| bool ShaderDiskCache::SaveDecompiledToCache(u64 unique_identifier, | ||||
|                                             const ShaderDecompiler::ProgramResult& result, | ||||
|                                             bool sanitize_mul) { | ||||
|     if (!SaveObjectToPrecompiled(static_cast<u32>(PrecompiledEntryKind::Decompiled)) || | ||||
|         !SaveObjectToPrecompiled(unique_identifier) || !SaveObjectToPrecompiled(sanitize_mul) || | ||||
|         !SaveObjectToPrecompiled(static_cast<u32>(result.code.size())) || | ||||
|  | @ -315,7 +337,7 @@ void ShaderDiskCache::InvalidateAll() { | |||
| } | ||||
| 
 | ||||
| void ShaderDiskCache::InvalidatePrecompiled() { | ||||
|     // Clear virtaul precompiled cache file
 | ||||
|     // Clear virtual precompiled cache file
 | ||||
|     decompressed_precompiled_cache.resize(0); | ||||
| 
 | ||||
|     if (!FileUtil::Delete(GetPrecompiledPath())) { | ||||
|  | @ -351,11 +373,11 @@ void ShaderDiskCache::SaveDecompiled(u64 unique_identifier, | |||
|     if (!IsUsable()) | ||||
|         return; | ||||
| 
 | ||||
|     if (decompressed_precompiled_cache.size() == 0) { | ||||
|     if (decompressed_precompiled_cache.empty()) { | ||||
|         SavePrecompiledHeaderToVirtualPrecompiledCache(); | ||||
|     } | ||||
| 
 | ||||
|     if (!SaveDecompiledFile(unique_identifier, code, sanitize_mul)) { | ||||
|     if (!SaveDecompiledToCache(unique_identifier, code, sanitize_mul)) { | ||||
|         LOG_ERROR(Render_OpenGL, | ||||
|                   "Failed to save decompiled entry to the precompiled file - removing"); | ||||
|         InvalidatePrecompiled(); | ||||
|  | @ -385,6 +407,37 @@ void ShaderDiskCache::SaveDump(u64 unique_identifier, GLuint program) { | |||
|     } | ||||
| } | ||||
| 
 | ||||
| void ShaderDiskCache::SaveDumpToFile(u64 unique_identifier, GLuint program, bool sanitize_mul) { | ||||
|     if (!IsUsable()) | ||||
|         return; | ||||
| 
 | ||||
|     FileUtil::IOFile file = AppendPrecompiledFile(); | ||||
|     if (!file.IsOpen()) | ||||
|         return; | ||||
| 
 | ||||
|     GLint binary_length{}; | ||||
|     glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binary_length); | ||||
| 
 | ||||
|     GLenum binary_format{}; | ||||
|     std::vector<u8> binary(binary_length); | ||||
|     glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data()); | ||||
| 
 | ||||
|     if (file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Dump)) != 1 || | ||||
|         file.WriteObject(unique_identifier) != 1 || | ||||
|         file.WriteObject(static_cast<u32>(binary_format)) != 1 || | ||||
|         file.WriteObject(static_cast<u32>(binary_length)) != 1 || | ||||
|         file.WriteArray(binary.data(), binary.size()) != binary.size()) { | ||||
|         LOG_ERROR(Render_OpenGL, "Failed to save binary program file in shader={:016x} - removing", | ||||
|                   unique_identifier); | ||||
|         InvalidatePrecompiled(); | ||||
|         return; | ||||
|     } | ||||
| 
 | ||||
|     // SaveDecompiled is used only to store the accurate multiplication setting, a better way is to
 | ||||
|     // probably change the header in SaveDump
 | ||||
|     SaveDecompiledToFile(file, unique_identifier, {}, sanitize_mul); | ||||
| } | ||||
| 
 | ||||
| bool ShaderDiskCache::IsUsable() const { | ||||
|     return tried_to_load && Settings::values.use_disk_shader_cache; | ||||
| } | ||||
|  | @ -412,6 +465,30 @@ FileUtil::IOFile ShaderDiskCache::AppendTransferableFile() { | |||
|     return file; | ||||
| } | ||||
| 
 | ||||
| FileUtil::IOFile ShaderDiskCache::AppendPrecompiledFile() { | ||||
|     if (!EnsureDirectories()) | ||||
|         return {}; | ||||
| 
 | ||||
|     const auto precompiled_path{GetPrecompiledPath()}; | ||||
|     const bool existed = FileUtil::Exists(precompiled_path); | ||||
| 
 | ||||
|     FileUtil::IOFile file(precompiled_path, "ab"); | ||||
|     if (!file.IsOpen()) { | ||||
|         LOG_ERROR(Render_OpenGL, "Failed to open precompiled cache in path={}", precompiled_path); | ||||
|         return {}; | ||||
|     } | ||||
|     if (!existed || file.GetSize() == 0) { | ||||
|         // If the file didn't exist, write its version
 | ||||
|         const auto hash{GetShaderCacheVersionHash()}; | ||||
|         if (file.WriteArray(hash.data(), hash.size()) != hash.size()) { | ||||
|             LOG_ERROR(Render_OpenGL, "Failed to write precompiled cache version in path={}", | ||||
|                       precompiled_path); | ||||
|             return {}; | ||||
|         } | ||||
|     } | ||||
|     return file; | ||||
| } | ||||
| 
 | ||||
| void ShaderDiskCache::SavePrecompiledHeaderToVirtualPrecompiledCache() { | ||||
|     const auto hash{GetShaderCacheVersionHash()}; | ||||
|     if (!SaveArrayToPrecompiled(hash.data(), hash.size())) { | ||||
|  | @ -451,7 +528,7 @@ bool ShaderDiskCache::EnsureDirectories() const { | |||
| 
 | ||||
|     return CreateDir(FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir)) && | ||||
|            CreateDir(GetBaseDir()) && CreateDir(GetTransferableDir()) && | ||||
|            CreateDir(GetPrecompiledDir()); | ||||
|            CreateDir(GetPrecompiledDir()) && CreateDir(GetPrecompiledShaderDir()); | ||||
| } | ||||
| 
 | ||||
| std::string ShaderDiskCache::GetTransferablePath() { | ||||
|  | @ -459,7 +536,7 @@ std::string ShaderDiskCache::GetTransferablePath() { | |||
| } | ||||
| 
 | ||||
| std::string ShaderDiskCache::GetPrecompiledPath() { | ||||
|     return FileUtil::SanitizePath(GetPrecompiledDir() + DIR_SEP_CHR + GetTitleID() + ".bin"); | ||||
|     return FileUtil::SanitizePath(GetPrecompiledShaderDir() + DIR_SEP_CHR + GetTitleID() + ".bin"); | ||||
| } | ||||
| 
 | ||||
| std::string ShaderDiskCache::GetTransferableDir() const { | ||||
|  | @ -470,6 +547,13 @@ std::string ShaderDiskCache::GetPrecompiledDir() const { | |||
|     return GetBaseDir() + DIR_SEP "precompiled"; | ||||
| } | ||||
| 
 | ||||
| std::string ShaderDiskCache::GetPrecompiledShaderDir() const { | ||||
|     if (separable) { | ||||
|         return GetPrecompiledDir() + DIR_SEP "separable"; | ||||
|     } | ||||
|     return GetPrecompiledDir() + DIR_SEP "conventional"; | ||||
| } | ||||
| 
 | ||||
| std::string ShaderDiskCache::GetBaseDir() const { | ||||
|     return FileUtil::GetUserPath(FileUtil::UserPath::ShaderDir) + DIR_SEP "opengl"; | ||||
| } | ||||
|  |  | |||
|  | @ -97,7 +97,7 @@ public: | |||
|     std::optional<std::vector<ShaderDiskCacheRaw>> LoadTransferable(); | ||||
| 
 | ||||
|     /// Loads current game's precompiled cache. Invalidates on failure.
 | ||||
|     std::pair<ShaderDecompiledMap, ShaderDumpsMap> LoadPrecompiled(); | ||||
|     std::pair<ShaderDecompiledMap, ShaderDumpsMap> LoadPrecompiled(bool compressed); | ||||
| 
 | ||||
|     /// Removes the transferable (and precompiled) cache file.
 | ||||
|     void InvalidateAll(); | ||||
|  | @ -115,21 +115,28 @@ public: | |||
|     /// Saves a dump entry to the precompiled file. Does not check for collisions.
 | ||||
|     void SaveDump(u64 unique_identifier, GLuint program); | ||||
| 
 | ||||
|     /// Saves a dump entry to the precompiled file. Does not check for collisions.
 | ||||
|     void SaveDumpToFile(u64 unique_identifier, GLuint program, bool sanitize_mul); | ||||
| 
 | ||||
|     /// Serializes virtual precompiled shader cache file to real file
 | ||||
|     void SaveVirtualPrecompiledFile(); | ||||
| 
 | ||||
| private: | ||||
|     /// Loads the transferable cache. Returns empty on failure.
 | ||||
|     std::optional<std::pair<ShaderDecompiledMap, ShaderDumpsMap>> LoadPrecompiledFile( | ||||
|         FileUtil::IOFile& file); | ||||
|         FileUtil::IOFile& file, bool compressed); | ||||
| 
 | ||||
|     /// Loads a decompiled cache entry from m_precompiled_cache_virtual_file. Returns empty on
 | ||||
|     /// failure.
 | ||||
|     std::optional<ShaderDiskCacheDecompiled> LoadDecompiledEntry(); | ||||
| 
 | ||||
|     /// Saves a decompiled entry to the passed file. Returns true on success.
 | ||||
|     bool SaveDecompiledFile(u64 unique_identifier, const ShaderDecompiler::ProgramResult& code, | ||||
|                             bool sanitize_mul); | ||||
|     /// Saves a decompiled entry to the passed file. Does not check for collisions.
 | ||||
|     void SaveDecompiledToFile(FileUtil::IOFile& file, u64 unique_identifier, | ||||
|                               const ShaderDecompiler::ProgramResult& code, bool sanitize_mul); | ||||
| 
 | ||||
|     /// Saves a decompiled entry to the virtual precompiled cache. Does not check for collisions.
 | ||||
|     bool SaveDecompiledToCache(u64 unique_identifier, const ShaderDecompiler::ProgramResult& code, | ||||
|                                bool sanitize_mul); | ||||
| 
 | ||||
|     /// Returns if the cache can be used
 | ||||
|     bool IsUsable() const; | ||||
|  | @ -155,6 +162,8 @@ private: | |||
|     /// Get user's precompiled directory path
 | ||||
|     std::string GetPrecompiledDir() const; | ||||
| 
 | ||||
|     std::string GetPrecompiledShaderDir() const; | ||||
| 
 | ||||
|     /// Get user's shader directory path
 | ||||
|     std::string GetBaseDir() const; | ||||
| 
 | ||||
|  | @ -197,7 +206,7 @@ private: | |||
|         return LoadArrayFromPrecompiled(&object, 1); | ||||
|     } | ||||
| 
 | ||||
|     // Stores whole precompiled cache which will be read from or saved to the precompiled chache
 | ||||
|     // Stores whole precompiled cache which will be read from or saved to the precompiled cache
 | ||||
|     // file
 | ||||
|     std::vector<u8> decompressed_precompiled_cache; | ||||
|     // Stores the current offset of the precompiled cache file for IO purposes
 | ||||
|  | @ -213,6 +222,8 @@ private: | |||
| 
 | ||||
|     u64 program_id{}; | ||||
|     std::string title_id; | ||||
| 
 | ||||
|     FileUtil::IOFile AppendPrecompiledFile(); | ||||
| }; | ||||
| 
 | ||||
| } // namespace OpenGL
 | ||||
|  |  | |||
|  | @ -8,8 +8,10 @@ | |||
| #include <boost/functional/hash.hpp> | ||||
| #include <boost/variant.hpp> | ||||
| #include "core/core.h" | ||||
| #include "core/frontend/scope_acquire_context.h" | ||||
| #include "video_core/renderer_opengl/gl_shader_disk_cache.h" | ||||
| #include "video_core/renderer_opengl/gl_shader_manager.h" | ||||
| #include "video_core/renderer_opengl/gl_vars.h" | ||||
| #include "video_core/video_core.h" | ||||
| 
 | ||||
| namespace OpenGL { | ||||
|  | @ -26,7 +28,8 @@ static u64 GetUniqueIdentifier(const Pica::Regs& regs, const ProgramCode& code) | |||
| } | ||||
| 
 | ||||
| static OGLProgram GeneratePrecompiledProgram(const ShaderDiskCacheDump& dump, | ||||
|                                              const std::set<GLenum>& supported_formats) { | ||||
|                                              const std::set<GLenum>& supported_formats, | ||||
|                                              bool separable) { | ||||
| 
 | ||||
|     if (supported_formats.find(dump.binary_format) == supported_formats.end()) { | ||||
|         LOG_INFO(Render_OpenGL, "Precompiled cache entry with unsupported format - removing"); | ||||
|  | @ -35,7 +38,9 @@ static OGLProgram GeneratePrecompiledProgram(const ShaderDiskCacheDump& dump, | |||
| 
 | ||||
|     auto shader = OGLProgram(); | ||||
|     shader.handle = glCreateProgram(); | ||||
|     glProgramParameteri(shader.handle, GL_PROGRAM_SEPARABLE, GL_TRUE); | ||||
|     if (separable) { | ||||
|         glProgramParameteri(shader.handle, GL_PROGRAM_SEPARABLE, GL_TRUE); | ||||
|     } | ||||
|     glProgramBinary(shader.handle, dump.binary_format, dump.binary.data(), | ||||
|                     static_cast<GLsizei>(dump.binary.size())); | ||||
| 
 | ||||
|  | @ -239,6 +244,10 @@ public: | |||
|         shaders.emplace(key, std::move(stage)); | ||||
|     } | ||||
| 
 | ||||
|     void Inject(const KeyConfigType& key, OGLShaderStage&& stage) { | ||||
|         shaders.emplace(key, std::move(stage)); | ||||
|     } | ||||
| 
 | ||||
| private: | ||||
|     bool separable; | ||||
|     std::unordered_map<KeyConfigType, OGLShaderStage> shaders; | ||||
|  | @ -294,6 +303,12 @@ public: | |||
|         shader_map.insert_or_assign(key, &cached_shader); | ||||
|     } | ||||
| 
 | ||||
|     void Inject(const KeyConfigType& key, std::string decomp, OGLShaderStage&& stage) { | ||||
|         const auto iter = shader_cache.emplace(std::move(decomp), std::move(stage)).first; | ||||
|         OGLShaderStage& cached_shader = iter->second; | ||||
|         shader_map.insert_or_assign(key, &cached_shader); | ||||
|     } | ||||
| 
 | ||||
| private: | ||||
|     bool separable; | ||||
|     std::unordered_map<KeyConfigType, OGLShaderStage*> shader_map; | ||||
|  | @ -323,6 +338,10 @@ public: | |||
|         GLuint gs = 0; | ||||
|         GLuint fs = 0; | ||||
| 
 | ||||
|         std::size_t vs_hash = 0; | ||||
|         std::size_t gs_hash = 0; | ||||
|         std::size_t fs_hash = 0; | ||||
| 
 | ||||
|         bool operator==(const ShaderTuple& rhs) const { | ||||
|             return std::tie(vs, gs, fs) == std::tie(rhs.vs, rhs.gs, rhs.fs); | ||||
|         } | ||||
|  | @ -331,15 +350,13 @@ public: | |||
|             return std::tie(vs, gs, fs) != std::tie(rhs.vs, rhs.gs, rhs.fs); | ||||
|         } | ||||
| 
 | ||||
|         struct Hash { | ||||
|             std::size_t operator()(const ShaderTuple& tuple) const { | ||||
|                 std::size_t hash = 0; | ||||
|                 boost::hash_combine(hash, tuple.vs); | ||||
|                 boost::hash_combine(hash, tuple.gs); | ||||
|                 boost::hash_combine(hash, tuple.fs); | ||||
|                 return hash; | ||||
|             } | ||||
|         }; | ||||
|         std::size_t GetConfigHash() const { | ||||
|             std::size_t hash = 0; | ||||
|             boost::hash_combine(hash, vs_hash); | ||||
|             boost::hash_combine(hash, gs_hash); | ||||
|             boost::hash_combine(hash, fs_hash); | ||||
|             return hash; | ||||
|         } | ||||
|     }; | ||||
| 
 | ||||
|     bool is_amd; | ||||
|  | @ -353,13 +370,14 @@ public: | |||
|     FixedGeometryShaders fixed_geometry_shaders; | ||||
| 
 | ||||
|     FragmentShaders fragment_shaders; | ||||
|     std::unordered_map<ShaderTuple, OGLProgram, ShaderTuple::Hash> program_cache; | ||||
|     std::unordered_map<u64, OGLProgram> program_cache; | ||||
|     OGLPipeline pipeline; | ||||
|     ShaderDiskCache disk_cache; | ||||
| }; | ||||
| 
 | ||||
| ShaderProgramManager::ShaderProgramManager(bool separable, bool is_amd) | ||||
|     : impl(std::make_unique<Impl>(separable, is_amd)) {} | ||||
| ShaderProgramManager::ShaderProgramManager(Frontend::EmuWindow& emu_window_, bool separable, | ||||
|                                            bool is_amd) | ||||
|     : impl(std::make_unique<Impl>(separable, is_amd)), emu_window{emu_window_} {} | ||||
| 
 | ||||
| ShaderProgramManager::~ShaderProgramManager() = default; | ||||
| 
 | ||||
|  | @ -370,6 +388,8 @@ bool ShaderProgramManager::UseProgrammableVertexShader(const Pica::Regs& regs, | |||
|     if (handle == 0) | ||||
|         return false; | ||||
|     impl->current.vs = handle; | ||||
|     impl->current.vs_hash = config.Hash(); | ||||
| 
 | ||||
|     // Save VS to the disk cache if its a new shader
 | ||||
|     if (result) { | ||||
|         auto& disk_cache = impl->disk_cache; | ||||
|  | @ -380,28 +400,33 @@ bool ShaderProgramManager::UseProgrammableVertexShader(const Pica::Regs& regs, | |||
|         const ShaderDiskCacheRaw raw{unique_identifier, ProgramType::VS, regs, | ||||
|                                      std::move(program_code)}; | ||||
|         disk_cache.SaveRaw(raw); | ||||
|         disk_cache.SaveDecompiled(unique_identifier, *result, VideoCore::g_hw_shader_accurate_mul); | ||||
|     } | ||||
|     return true; | ||||
| } | ||||
| 
 | ||||
| void ShaderProgramManager::UseTrivialVertexShader() { | ||||
|     impl->current.vs = impl->trivial_vertex_shader.Get(); | ||||
|     impl->current.vs_hash = 0; | ||||
| } | ||||
| 
 | ||||
| void ShaderProgramManager::UseFixedGeometryShader(const Pica::Regs& regs) { | ||||
|     PicaFixedGSConfig gs_config(regs); | ||||
|     auto [handle, _] = impl->fixed_geometry_shaders.Get(gs_config); | ||||
|     impl->current.gs = handle; | ||||
|     impl->current.gs_hash = gs_config.Hash(); | ||||
| } | ||||
| 
 | ||||
| void ShaderProgramManager::UseTrivialGeometryShader() { | ||||
|     impl->current.gs = 0; | ||||
|     impl->current.gs_hash = 0; | ||||
| } | ||||
| 
 | ||||
| void ShaderProgramManager::UseFragmentShader(const Pica::Regs& regs) { | ||||
|     PicaFSConfig config = PicaFSConfig::BuildFromRegs(regs); | ||||
|     auto [handle, result] = impl->fragment_shaders.Get(config); | ||||
|     impl->current.fs = handle; | ||||
|     impl->current.fs_hash = config.Hash(); | ||||
|     // Save FS to the disk cache if its a new shader
 | ||||
|     if (result) { | ||||
|         auto& disk_cache = impl->disk_cache; | ||||
|  | @ -429,9 +454,14 @@ void ShaderProgramManager::ApplyTo(OpenGLState& state) { | |||
|         state.draw.shader_program = 0; | ||||
|         state.draw.program_pipeline = impl->pipeline.handle; | ||||
|     } else { | ||||
|         OGLProgram& cached_program = impl->program_cache[impl->current]; | ||||
|         const u64 unique_identifier = impl->current.GetConfigHash(); | ||||
|         OGLProgram& cached_program = impl->program_cache[unique_identifier]; | ||||
|         if (cached_program.handle == 0) { | ||||
|             cached_program.Create(false, {impl->current.vs, impl->current.gs, impl->current.fs}); | ||||
|             auto& disk_cache = impl->disk_cache; | ||||
|             disk_cache.SaveDumpToFile(unique_identifier, cached_program.handle, | ||||
|                                       VideoCore::g_hw_shader_accurate_mul); | ||||
| 
 | ||||
|             SetShaderUniformBlockBindings(cached_program.handle); | ||||
|             SetShaderSamplerBindings(cached_program.handle); | ||||
|         } | ||||
|  | @ -441,12 +471,7 @@ void ShaderProgramManager::ApplyTo(OpenGLState& state) { | |||
| 
 | ||||
| void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading, | ||||
|                                          const VideoCore::DiskResourceLoadCallback& callback) { | ||||
|     if (!impl->separable) { | ||||
|         LOG_ERROR(Render_OpenGL, | ||||
|                   "Cannot load disk cache as separate shader programs are unsupported!"); | ||||
|         return; | ||||
|     } | ||||
|     if (!GLAD_GL_ARB_get_program_binary) { | ||||
|     if (!GLAD_GL_ARB_get_program_binary && !GLES) { | ||||
|         LOG_ERROR(Render_OpenGL, | ||||
|                   "Cannot load disk cache as ARB_get_program_binary is not supported!"); | ||||
|         return; | ||||
|  | @ -459,7 +484,9 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading, | |||
|     } | ||||
|     const auto& raws = *transferable; | ||||
| 
 | ||||
|     auto [decompiled, dumps] = disk_cache.LoadPrecompiled(); | ||||
|     // Load uncompressed precompiled file for non-separable shaders.
 | ||||
|     // Precompiled file for separable shaders is compressed.
 | ||||
|     auto [decompiled, dumps] = disk_cache.LoadPrecompiled(impl->separable); | ||||
| 
 | ||||
|     if (stop_loading) { | ||||
|         return; | ||||
|  | @ -478,125 +505,179 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading, | |||
|     } | ||||
|     std::vector<std::size_t> load_raws_index; | ||||
|     // Loads both decompiled and precompiled shaders from the cache. If either one is missing for
 | ||||
|     const auto LoadPrecompiledWorker = | ||||
|         [&](std::size_t begin, std::size_t end, const std::vector<ShaderDiskCacheRaw>& raw_cache, | ||||
|             const ShaderDecompiledMap& decompiled_map, const ShaderDumpsMap& dump_map) { | ||||
|             for (std::size_t i = 0; i < end; ++i) { | ||||
|                 if (stop_loading || compilation_failed) { | ||||
|                     return; | ||||
|                 } | ||||
|                 const auto& raw{raw_cache[i]}; | ||||
|                 const u64 unique_identifier{raw.GetUniqueIdentifier()}; | ||||
| 
 | ||||
|                 const u64 calculated_hash = | ||||
|                     GetUniqueIdentifier(raw.GetRawShaderConfig(), raw.GetProgramCode()); | ||||
|                 if (unique_identifier != calculated_hash) { | ||||
|                     LOG_ERROR(Render_OpenGL, | ||||
|                               "Invalid hash in entry={:016x} (obtained hash={:016x}) - removing " | ||||
|                               "shader cache", | ||||
|                               raw.GetUniqueIdentifier(), calculated_hash); | ||||
|                     disk_cache.InvalidateAll(); | ||||
|                     return; | ||||
|                 } | ||||
| 
 | ||||
|                 const auto dump{dump_map.find(unique_identifier)}; | ||||
|                 const auto decomp{decompiled_map.find(unique_identifier)}; | ||||
| 
 | ||||
|                 OGLProgram shader; | ||||
| 
 | ||||
|                 if (dump != dump_map.end() && decomp != decompiled_map.end()) { | ||||
|                     // Only load this shader if its sanitize_mul setting matches
 | ||||
|                     if (raw.GetProgramType() == ProgramType::VS && | ||||
|                         decomp->second.sanitize_mul != VideoCore::g_hw_shader_accurate_mul) { | ||||
|                         continue; | ||||
|                     } | ||||
| 
 | ||||
|                     // If the shader is dumped, attempt to load it
 | ||||
|                     shader = GeneratePrecompiledProgram(dump->second, supported_formats); | ||||
|                     if (shader.handle == 0) { | ||||
|                         // If any shader failed, stop trying to compile, delete the cache, and start
 | ||||
|                         // loading from raws
 | ||||
|                         compilation_failed = true; | ||||
|                         return; | ||||
|                     } | ||||
|                     // we have both the binary shader and the decompiled, so inject it into the
 | ||||
|                     // cache
 | ||||
|                     if (raw.GetProgramType() == ProgramType::VS) { | ||||
|                         auto [conf, setup] = BuildVSConfigFromRaw(raw); | ||||
|                         std::scoped_lock lock(mutex); | ||||
| 
 | ||||
|                         impl->programmable_vertex_shaders.Inject(conf, decomp->second.result.code, | ||||
|                                                                  std::move(shader)); | ||||
|                     } else if (raw.GetProgramType() == ProgramType::FS) { | ||||
|                         PicaFSConfig conf = PicaFSConfig::BuildFromRegs(raw.GetRawShaderConfig()); | ||||
|                         std::scoped_lock lock(mutex); | ||||
|                         impl->fragment_shaders.Inject(conf, std::move(shader)); | ||||
|                     } else { | ||||
|                         // Unsupported shader type got stored somehow so nuke the cache
 | ||||
| 
 | ||||
|                         LOG_CRITICAL(Frontend, "failed to load raw programtype {}", | ||||
|                                      raw.GetProgramType()); | ||||
|                         compilation_failed = true; | ||||
|                         return; | ||||
|                     } | ||||
|                 } else { | ||||
|                     // Since precompiled didn't have the dump, we'll load them in the next phase
 | ||||
|                     std::scoped_lock lock(mutex); | ||||
|                     load_raws_index.push_back(i); | ||||
|                 } | ||||
|                 if (callback) { | ||||
|                     callback(VideoCore::LoadCallbackStage::Decompile, i, raw_cache.size()); | ||||
|                 } | ||||
|             } | ||||
|         }; | ||||
| 
 | ||||
|     LoadPrecompiledWorker(0, raws.size(), raws, decompiled, dumps); | ||||
| 
 | ||||
|     if (compilation_failed) { | ||||
|         // Invalidate the precompiled cache if a shader dumped shader was rejected
 | ||||
|         disk_cache.InvalidatePrecompiled(); | ||||
|         dumps.clear(); | ||||
|         precompiled_cache_altered = true; | ||||
|     } | ||||
| 
 | ||||
|     if (callback) { | ||||
|         callback(VideoCore::LoadCallbackStage::Build, 0, raws.size()); | ||||
|     } | ||||
| 
 | ||||
|     compilation_failed = false; | ||||
| 
 | ||||
|     const auto LoadTransferable = [&](std::size_t begin, std::size_t end, | ||||
|                                       const std::vector<ShaderDiskCacheRaw>& raw_cache) { | ||||
|         for (std::size_t i = 0; i < end; ++i) { | ||||
|     const auto LoadPrecompiledShader = [&](std::size_t begin, std::size_t end, | ||||
|                                            const std::vector<ShaderDiskCacheRaw>& raw_cache, | ||||
|                                            const ShaderDecompiledMap& decompiled_map, | ||||
|                                            const ShaderDumpsMap& dump_map) { | ||||
|         for (std::size_t i = begin; i < end; ++i) { | ||||
|             if (stop_loading || compilation_failed) { | ||||
|                 return; | ||||
|             } | ||||
|             const auto& raw{raw_cache[i]}; | ||||
|             const u64 unique_identifier{raw.GetUniqueIdentifier()}; | ||||
| 
 | ||||
|             const u64 calculated_hash = | ||||
|                 GetUniqueIdentifier(raw.GetRawShaderConfig(), raw.GetProgramCode()); | ||||
|             if (unique_identifier != calculated_hash) { | ||||
|                 LOG_ERROR(Render_OpenGL, | ||||
|                           "Invalid hash in entry={:016x} (obtained hash={:016x}) - removing " | ||||
|                           "shader cache", | ||||
|                           raw.GetUniqueIdentifier(), calculated_hash); | ||||
|                 disk_cache.InvalidateAll(); | ||||
|                 return; | ||||
|             } | ||||
| 
 | ||||
|             const auto dump{dump_map.find(unique_identifier)}; | ||||
|             const auto decomp{decompiled_map.find(unique_identifier)}; | ||||
| 
 | ||||
|             OGLProgram shader; | ||||
| 
 | ||||
|             if (dump != dump_map.end() && decomp != decompiled_map.end()) { | ||||
|                 // Only load the vertex shader if its sanitize_mul setting matches
 | ||||
|                 if (raw.GetProgramType() == ProgramType::VS && | ||||
|                     decomp->second.sanitize_mul != VideoCore::g_hw_shader_accurate_mul) { | ||||
|                     continue; | ||||
|                 } | ||||
| 
 | ||||
|                 // If the shader is dumped, attempt to load it
 | ||||
|                 shader = | ||||
|                     GeneratePrecompiledProgram(dump->second, supported_formats, impl->separable); | ||||
|                 if (shader.handle == 0) { | ||||
|                     // If any shader failed, stop trying to compile, delete the cache, and start
 | ||||
|                     // loading from raws
 | ||||
|                     compilation_failed = true; | ||||
|                     return; | ||||
|                 } | ||||
|                 // we have both the binary shader and the decompiled, so inject it into the
 | ||||
|                 // cache
 | ||||
|                 if (raw.GetProgramType() == ProgramType::VS) { | ||||
|                     auto [conf, setup] = BuildVSConfigFromRaw(raw); | ||||
|                     std::scoped_lock lock(mutex); | ||||
|                     impl->programmable_vertex_shaders.Inject(conf, decomp->second.result.code, | ||||
|                                                              std::move(shader)); | ||||
|                 } else if (raw.GetProgramType() == ProgramType::FS) { | ||||
|                     PicaFSConfig conf = PicaFSConfig::BuildFromRegs(raw.GetRawShaderConfig()); | ||||
|                     std::scoped_lock lock(mutex); | ||||
|                     impl->fragment_shaders.Inject(conf, std::move(shader)); | ||||
|                 } else { | ||||
|                     // Unsupported shader type got stored somehow so nuke the cache
 | ||||
| 
 | ||||
|                     LOG_CRITICAL(Frontend, "failed to load raw ProgramType {}", | ||||
|                                  raw.GetProgramType()); | ||||
|                     compilation_failed = true; | ||||
|                     return; | ||||
|                 } | ||||
|             } else { | ||||
|                 // Since precompiled didn't have the dump, we'll load them in the next phase
 | ||||
|                 std::scoped_lock lock(mutex); | ||||
|                 load_raws_index.push_back(i); | ||||
|             } | ||||
|             if (callback) { | ||||
|                 callback(VideoCore::LoadCallbackStage::Decompile, i, raw_cache.size()); | ||||
|             } | ||||
|         } | ||||
|     }; | ||||
| 
 | ||||
|     const auto LoadPrecompiledProgram = [&](const ShaderDecompiledMap& decompiled_map, | ||||
|                                             const ShaderDumpsMap& dump_map) { | ||||
|         std::size_t i{0}; | ||||
|         for (const auto& dump : dump_map) { | ||||
|             if (stop_loading) { | ||||
|                 break; | ||||
|             } | ||||
|             const u64 unique_identifier{dump.first}; | ||||
|             const auto decomp{decompiled_map.find(unique_identifier)}; | ||||
| 
 | ||||
|             // Only load the program if its sanitize_mul setting matches
 | ||||
|             if (decomp->second.sanitize_mul != VideoCore::g_hw_shader_accurate_mul) { | ||||
|                 continue; | ||||
|             } | ||||
| 
 | ||||
|             // If the shader program is dumped, attempt to load it
 | ||||
|             OGLProgram shader = | ||||
|                 GeneratePrecompiledProgram(dump.second, supported_formats, impl->separable); | ||||
|             if (shader.handle != 0) { | ||||
|                 SetShaderUniformBlockBindings(shader.handle); | ||||
|                 SetShaderSamplerBindings(shader.handle); | ||||
|                 impl->program_cache.emplace(unique_identifier, std::move(shader)); | ||||
|             } else { | ||||
|                 LOG_ERROR(Frontend, "Failed to link Precompiled program!"); | ||||
|                 compilation_failed = true; | ||||
|                 break; | ||||
|             } | ||||
|             if (callback) { | ||||
|                 callback(VideoCore::LoadCallbackStage::Decompile, ++i, dump_map.size()); | ||||
|             } | ||||
|         } | ||||
|     }; | ||||
| 
 | ||||
|     if (impl->separable) { | ||||
|         LoadPrecompiledShader(0, raws.size(), raws, decompiled, dumps); | ||||
|     } else { | ||||
|         LoadPrecompiledProgram(decompiled, dumps); | ||||
|     } | ||||
| 
 | ||||
|     bool load_all_raws = false; | ||||
|     if (compilation_failed) { | ||||
|         // Invalidate the precompiled cache if a shader dumped shader was rejected
 | ||||
|         impl->program_cache.clear(); | ||||
|         disk_cache.InvalidatePrecompiled(); | ||||
|         dumps.clear(); | ||||
|         precompiled_cache_altered = true; | ||||
|         load_all_raws = true; | ||||
|     } | ||||
|     // TODO(SachinV): Skip loading raws until we implement a proper way to link non-seperable
 | ||||
|     // shaders.
 | ||||
|     if (!impl->separable) { | ||||
|         return; | ||||
|     } | ||||
| 
 | ||||
|     const std::size_t load_raws_size = load_all_raws ? raws.size() : load_raws_index.size(); | ||||
| 
 | ||||
|     if (callback) { | ||||
|         callback(VideoCore::LoadCallbackStage::Build, 0, load_raws_size); | ||||
|     } | ||||
| 
 | ||||
|     compilation_failed = false; | ||||
| 
 | ||||
|     std::size_t built_shaders = 0; // It doesn't have be atomic since it's used behind a mutex
 | ||||
|     const auto LoadRawSepareble = [&](Frontend::GraphicsContext* context, std::size_t begin, | ||||
|                                       std::size_t end) { | ||||
|         Frontend::ScopeAcquireContext scope(*context); | ||||
|         for (std::size_t i = begin; i < end; ++i) { | ||||
|             if (stop_loading || compilation_failed) { | ||||
|                 return; | ||||
|             } | ||||
| 
 | ||||
|             const std::size_t raws_index = load_all_raws ? i : load_raws_index[i]; | ||||
|             const auto& raw{raws[raws_index]}; | ||||
|             const u64 unique_identifier{raw.GetUniqueIdentifier()}; | ||||
| 
 | ||||
|             bool sanitize_mul = false; | ||||
|             GLuint handle{0}; | ||||
|             std::optional<ShaderDecompiler::ProgramResult> result; | ||||
|             // Otherwise decompile and build the shader at boot and save the result to the
 | ||||
|             // precompiled file
 | ||||
|             if (raw.GetProgramType() == ProgramType::VS) { | ||||
|                 // TODO: This isn't the ideal place to lock, since we really only want to
 | ||||
|                 // lock access to the shared cache
 | ||||
|                 auto [conf, setup] = BuildVSConfigFromRaw(raw); | ||||
|                 std::scoped_lock lock(mutex); | ||||
|                 auto [h, r] = impl->programmable_vertex_shaders.Get(conf, setup); | ||||
|                 handle = h; | ||||
|                 result = std::move(r); | ||||
|                 result = GenerateVertexShader(setup, conf, impl->separable); | ||||
|                 OGLShaderStage stage{impl->separable}; | ||||
|                 stage.Create(result->code.c_str(), GL_VERTEX_SHADER); | ||||
|                 handle = stage.GetHandle(); | ||||
|                 sanitize_mul = conf.state.sanitize_mul; | ||||
|                 std::scoped_lock lock(mutex); | ||||
|                 impl->programmable_vertex_shaders.Inject(conf, result->code, std::move(stage)); | ||||
|             } else if (raw.GetProgramType() == ProgramType::FS) { | ||||
|                 PicaFSConfig conf = PicaFSConfig::BuildFromRegs(raw.GetRawShaderConfig()); | ||||
|                 result = GenerateFragmentShader(conf, impl->separable); | ||||
|                 OGLShaderStage stage{impl->separable}; | ||||
|                 stage.Create(result->code.c_str(), GL_FRAGMENT_SHADER); | ||||
|                 handle = stage.GetHandle(); | ||||
|                 std::scoped_lock lock(mutex); | ||||
|                 auto [h, r] = impl->fragment_shaders.Get(conf); | ||||
|                 handle = h; | ||||
|                 result = std::move(r); | ||||
|                 impl->fragment_shaders.Inject(conf, std::move(stage)); | ||||
|             } else { | ||||
|                 // Unsupported shader type got stored somehow so nuke the cache
 | ||||
|                 LOG_ERROR(Frontend, "failed to load raw programtype {}", raw.GetProgramType()); | ||||
|                 LOG_ERROR(Frontend, "failed to load raw ProgramType {}", raw.GetProgramType()); | ||||
|                 compilation_failed = true; | ||||
|                 return; | ||||
|             } | ||||
|  | @ -606,7 +687,9 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading, | |||
|                 compilation_failed = true; | ||||
|                 return; | ||||
|             } | ||||
|             // If this is a new shader, add it the precompiled cache
 | ||||
| 
 | ||||
|             std::scoped_lock lock(mutex); | ||||
|             // If this is a new separable shader, add it the precompiled cache
 | ||||
|             if (result) { | ||||
|                 disk_cache.SaveDecompiled(unique_identifier, *result, sanitize_mul); | ||||
|                 disk_cache.SaveDump(unique_identifier, handle); | ||||
|  | @ -614,12 +697,27 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading, | |||
|             } | ||||
| 
 | ||||
|             if (callback) { | ||||
|                 callback(VideoCore::LoadCallbackStage::Build, i, raw_cache.size()); | ||||
|                 callback(VideoCore::LoadCallbackStage::Build, ++built_shaders, load_raws_size); | ||||
|             } | ||||
|         } | ||||
|     }; | ||||
| 
 | ||||
|     LoadTransferable(0, raws.size(), raws); | ||||
|     const std::size_t num_workers{std::max(1U, std::thread::hardware_concurrency())}; | ||||
|     const std::size_t bucket_size{load_raws_size / num_workers}; | ||||
|     std::vector<std::unique_ptr<Frontend::GraphicsContext>> contexts(num_workers); | ||||
|     std::vector<std::thread> threads(num_workers); | ||||
|     for (std::size_t i = 0; i < num_workers; ++i) { | ||||
|         const bool is_last_worker = i + 1 == num_workers; | ||||
|         const std::size_t start{bucket_size * i}; | ||||
|         const std::size_t end{is_last_worker ? load_raws_size : start + bucket_size}; | ||||
| 
 | ||||
|         // On some platforms the shared context has to be created from the GUI thread
 | ||||
|         contexts[i] = emu_window.CreateSharedContext(); | ||||
|         threads[i] = std::thread(LoadRawSepareble, contexts[i].get(), start, end); | ||||
|     } | ||||
|     for (auto& thread : threads) { | ||||
|         thread.join(); | ||||
|     } | ||||
| 
 | ||||
|     if (compilation_failed) { | ||||
|         disk_cache.InvalidateAll(); | ||||
|  |  | |||
|  | @ -99,7 +99,7 @@ static_assert(sizeof(VSUniformData) < 16384, | |||
| /// A class that manage different shader stages and configures them with given config data.
 | ||||
| class ShaderProgramManager { | ||||
| public: | ||||
|     ShaderProgramManager(bool separable, bool is_amd); | ||||
|     ShaderProgramManager(Frontend::EmuWindow& emu_window_, bool separable, bool is_amd); | ||||
|     ~ShaderProgramManager(); | ||||
| 
 | ||||
|     void LoadDiskCache(const std::atomic_bool& stop_loading, | ||||
|  | @ -120,5 +120,7 @@ public: | |||
| private: | ||||
|     class Impl; | ||||
|     std::unique_ptr<Impl> impl; | ||||
| 
 | ||||
|     Frontend::EmuWindow& emu_window; | ||||
| }; | ||||
| } // namespace OpenGL
 | ||||
|  |  | |||
|  | @ -84,6 +84,7 @@ GLuint LoadProgram(bool separable_program, const std::vector<GLuint>& shaders) { | |||
|         glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE); | ||||
|     } | ||||
| 
 | ||||
|     glProgramParameteri(program_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE); | ||||
|     glLinkProgram(program_id); | ||||
| 
 | ||||
|     // Check the program
 | ||||
|  |  | |||
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