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	Merge pull request #3645 from wwylele/shader-manager
renderer_opengl: refactor shader & program objects and add shader manager for rasterizer
This commit is contained in:
		
						commit
						cb36f9fad2
					
				
					 14 changed files with 533 additions and 235 deletions
				
			
		|  | @ -32,6 +32,8 @@ add_library(video_core STATIC | |||
|     renderer_opengl/gl_shader_decompiler.h | ||||
|     renderer_opengl/gl_shader_gen.cpp | ||||
|     renderer_opengl/gl_shader_gen.h | ||||
|     renderer_opengl/gl_shader_manager.cpp | ||||
|     renderer_opengl/gl_shader_manager.h | ||||
|     renderer_opengl/gl_shader_util.cpp | ||||
|     renderer_opengl/gl_shader_util.h | ||||
|     renderer_opengl/gl_state.cpp | ||||
|  |  | |||
|  | @ -177,6 +177,9 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { | |||
|     glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum()); | ||||
|     glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle); | ||||
| 
 | ||||
|     shader_program_manager = | ||||
|         std::make_unique<ShaderProgramManager>(GLAD_GL_ARB_separate_shader_objects); | ||||
| 
 | ||||
|     glEnable(GL_BLEND); | ||||
| 
 | ||||
|     SyncEntireState(); | ||||
|  | @ -490,6 +493,11 @@ void RasterizerOpenGL::DrawTriangles() { | |||
|     state.scissor.height = draw_rect.GetHeight(); | ||||
|     state.Apply(); | ||||
| 
 | ||||
|     shader_program_manager->UseTrivialVertexShader(); | ||||
|     shader_program_manager->UseTrivialGeometryShader(); | ||||
|     shader_program_manager->ApplyTo(state); | ||||
|     state.Apply(); | ||||
| 
 | ||||
|     // Draw the vertex batch
 | ||||
|     size_t max_vertices = 3 * (VERTEX_BUFFER_SIZE / (3 * sizeof(HardwareVertex))); | ||||
|     for (size_t base_vertex = 0; base_vertex < vertex_batch.size(); base_vertex += max_vertices) { | ||||
|  | @ -1258,95 +1266,7 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig( | |||
| 
 | ||||
| void RasterizerOpenGL::SetShader() { | ||||
|     auto config = GLShader::PicaShaderConfig::BuildFromRegs(Pica::g_state.regs); | ||||
|     std::unique_ptr<PicaShader> shader = std::make_unique<PicaShader>(); | ||||
| 
 | ||||
|     // Find (or generate) the GLSL shader for the current TEV state
 | ||||
|     auto cached_shader = shader_cache.find(config); | ||||
|     if (cached_shader != shader_cache.end()) { | ||||
|         current_shader = cached_shader->second.get(); | ||||
| 
 | ||||
|         state.draw.shader_program = current_shader->shader.handle; | ||||
|         state.Apply(); | ||||
|     } else { | ||||
|         LOG_DEBUG(Render_OpenGL, "Creating new shader"); | ||||
| 
 | ||||
|         shader->shader.Create(GLShader::GenerateVertexShader().c_str(), | ||||
|                               GLShader::GenerateFragmentShader(config).c_str()); | ||||
| 
 | ||||
|         state.draw.shader_program = shader->shader.handle; | ||||
|         state.Apply(); | ||||
| 
 | ||||
|         // Set the texture samplers to correspond to different texture units
 | ||||
|         GLint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]"); | ||||
|         if (uniform_tex != -1) { | ||||
|             glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id); | ||||
|         } | ||||
|         uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]"); | ||||
|         if (uniform_tex != -1) { | ||||
|             glUniform1i(uniform_tex, TextureUnits::PicaTexture(1).id); | ||||
|         } | ||||
|         uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]"); | ||||
|         if (uniform_tex != -1) { | ||||
|             glUniform1i(uniform_tex, TextureUnits::PicaTexture(2).id); | ||||
|         } | ||||
|         uniform_tex = glGetUniformLocation(shader->shader.handle, "tex_cube"); | ||||
|         if (uniform_tex != -1) { | ||||
|             glUniform1i(uniform_tex, TextureUnits::TextureCube.id); | ||||
|         } | ||||
| 
 | ||||
|         // Set the texture samplers to correspond to different lookup table texture units
 | ||||
|         GLint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut"); | ||||
|         if (uniform_lut != -1) { | ||||
|             glUniform1i(uniform_lut, TextureUnits::LightingLUT.id); | ||||
|         } | ||||
| 
 | ||||
|         GLint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut"); | ||||
|         if (uniform_fog_lut != -1) { | ||||
|             glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id); | ||||
|         } | ||||
| 
 | ||||
|         GLint uniform_proctex_noise_lut = | ||||
|             glGetUniformLocation(shader->shader.handle, "proctex_noise_lut"); | ||||
|         if (uniform_proctex_noise_lut != -1) { | ||||
|             glUniform1i(uniform_proctex_noise_lut, TextureUnits::ProcTexNoiseLUT.id); | ||||
|         } | ||||
| 
 | ||||
|         GLint uniform_proctex_color_map = | ||||
|             glGetUniformLocation(shader->shader.handle, "proctex_color_map"); | ||||
|         if (uniform_proctex_color_map != -1) { | ||||
|             glUniform1i(uniform_proctex_color_map, TextureUnits::ProcTexColorMap.id); | ||||
|         } | ||||
| 
 | ||||
|         GLint uniform_proctex_alpha_map = | ||||
|             glGetUniformLocation(shader->shader.handle, "proctex_alpha_map"); | ||||
|         if (uniform_proctex_alpha_map != -1) { | ||||
|             glUniform1i(uniform_proctex_alpha_map, TextureUnits::ProcTexAlphaMap.id); | ||||
|         } | ||||
| 
 | ||||
|         GLint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut"); | ||||
|         if (uniform_proctex_lut != -1) { | ||||
|             glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id); | ||||
|         } | ||||
| 
 | ||||
|         GLint uniform_proctex_diff_lut = | ||||
|             glGetUniformLocation(shader->shader.handle, "proctex_diff_lut"); | ||||
|         if (uniform_proctex_diff_lut != -1) { | ||||
|             glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id); | ||||
|         } | ||||
| 
 | ||||
|         current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get(); | ||||
| 
 | ||||
|         GLuint block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data"); | ||||
|         if (block_index != GL_INVALID_INDEX) { | ||||
|             GLint block_size; | ||||
|             glGetActiveUniformBlockiv(current_shader->shader.handle, block_index, | ||||
|                                       GL_UNIFORM_BLOCK_DATA_SIZE, &block_size); | ||||
|             ASSERT_MSG(block_size == sizeof(UniformData), | ||||
|                        "Uniform block size did not match! Got {}, expected {}", | ||||
|                        static_cast<int>(block_size), sizeof(UniformData)); | ||||
|             glUniformBlockBinding(current_shader->shader.handle, block_index, 0); | ||||
|         } | ||||
|     } | ||||
|     shader_program_manager->UseFragmentShader(config); | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncClipEnabled() { | ||||
|  |  | |||
|  | @ -8,12 +8,10 @@ | |||
| #include <cstddef> | ||||
| #include <cstring> | ||||
| #include <memory> | ||||
| #include <unordered_map> | ||||
| #include <vector> | ||||
| #include <glad/glad.h> | ||||
| #include "common/bit_field.h" | ||||
| #include "common/common_types.h" | ||||
| #include "common/hash.h" | ||||
| #include "common/vector_math.h" | ||||
| #include "core/hw/gpu.h" | ||||
| #include "video_core/pica_state.h" | ||||
|  | @ -25,13 +23,14 @@ | |||
| #include "video_core/regs_texturing.h" | ||||
| #include "video_core/renderer_opengl/gl_rasterizer_cache.h" | ||||
| #include "video_core/renderer_opengl/gl_resource_manager.h" | ||||
| #include "video_core/renderer_opengl/gl_shader_gen.h" | ||||
| #include "video_core/renderer_opengl/gl_shader_manager.h" | ||||
| #include "video_core/renderer_opengl/gl_state.h" | ||||
| #include "video_core/renderer_opengl/gl_stream_buffer.h" | ||||
| #include "video_core/renderer_opengl/pica_to_gl.h" | ||||
| #include "video_core/shader/shader.h" | ||||
| 
 | ||||
| struct ScreenInfo; | ||||
| class ShaderProgramManager; | ||||
| 
 | ||||
| class RasterizerOpenGL : public VideoCore::RasterizerInterface { | ||||
| public: | ||||
|  | @ -52,12 +51,6 @@ public: | |||
|     bool AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr, | ||||
|                            u32 pixel_stride, ScreenInfo& screen_info) override; | ||||
| 
 | ||||
|     /// OpenGL shader generated for a given Pica register state
 | ||||
|     struct PicaShader { | ||||
|         /// OpenGL shader resource
 | ||||
|         OGLShader shader; | ||||
|     }; | ||||
| 
 | ||||
| private: | ||||
|     struct SamplerInfo { | ||||
|         using TextureConfig = Pica::TexturingRegs::TextureConfig; | ||||
|  | @ -121,47 +114,6 @@ private: | |||
|         GLfloat view[3]; | ||||
|     }; | ||||
| 
 | ||||
|     struct LightSrc { | ||||
|         alignas(16) GLvec3 specular_0; | ||||
|         alignas(16) GLvec3 specular_1; | ||||
|         alignas(16) GLvec3 diffuse; | ||||
|         alignas(16) GLvec3 ambient; | ||||
|         alignas(16) GLvec3 position; | ||||
|         alignas(16) GLvec3 spot_direction; // negated
 | ||||
|         GLfloat dist_atten_bias; | ||||
|         GLfloat dist_atten_scale; | ||||
|     }; | ||||
| 
 | ||||
|     /// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
 | ||||
|     // NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
 | ||||
|     //       the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
 | ||||
|     //       Not following that rule will cause problems on some AMD drivers.
 | ||||
|     struct UniformData { | ||||
|         GLint framebuffer_scale; | ||||
|         GLint alphatest_ref; | ||||
|         GLfloat depth_scale; | ||||
|         GLfloat depth_offset; | ||||
|         GLint scissor_x1; | ||||
|         GLint scissor_y1; | ||||
|         GLint scissor_x2; | ||||
|         GLint scissor_y2; | ||||
|         alignas(16) GLvec3 fog_color; | ||||
|         alignas(8) GLvec2 proctex_noise_f; | ||||
|         alignas(8) GLvec2 proctex_noise_a; | ||||
|         alignas(8) GLvec2 proctex_noise_p; | ||||
|         alignas(16) GLvec3 lighting_global_ambient; | ||||
|         LightSrc light_src[8]; | ||||
|         alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
 | ||||
|         alignas(16) GLvec4 tev_combiner_buffer_color; | ||||
|         alignas(16) GLvec4 clip_coef; | ||||
|     }; | ||||
| 
 | ||||
|     static_assert( | ||||
|         sizeof(UniformData) == 0x460, | ||||
|         "The size of the UniformData structure has changed, update the structure in the shader"); | ||||
|     static_assert(sizeof(UniformData) < 16384, | ||||
|                   "UniformData structure must be less than 16kb as per the OpenGL spec"); | ||||
| 
 | ||||
|     /// Syncs entire status to match PICA registers
 | ||||
|     void SyncEntireState(); | ||||
| 
 | ||||
|  | @ -269,8 +221,6 @@ private: | |||
| 
 | ||||
|     std::vector<HardwareVertex> vertex_batch; | ||||
| 
 | ||||
|     std::unordered_map<GLShader::PicaShaderConfig, std::unique_ptr<PicaShader>> shader_cache; | ||||
|     const PicaShader* current_shader = nullptr; | ||||
|     bool shader_dirty; | ||||
| 
 | ||||
|     struct { | ||||
|  | @ -285,6 +235,8 @@ private: | |||
|         bool dirty; | ||||
|     } uniform_block_data = {}; | ||||
| 
 | ||||
|     std::unique_ptr<ShaderProgramManager> shader_program_manager; | ||||
| 
 | ||||
|     std::array<SamplerInfo, 3> texture_samplers; | ||||
|     OGLVertexArray vertex_array; | ||||
|     static constexpr size_t VERTEX_BUFFER_SIZE = 128 * 1024 * 1024; | ||||
|  |  | |||
|  | @ -377,7 +377,7 @@ private: | |||
|     OGLVertexArray attributeless_vao; | ||||
|     OGLBuffer d24s8_abgr_buffer; | ||||
|     GLsizeiptr d24s8_abgr_buffer_size; | ||||
|     OGLShader d24s8_abgr_shader; | ||||
|     OGLProgram d24s8_abgr_shader; | ||||
|     GLint d24s8_abgr_tbo_size_u_id; | ||||
|     GLint d24s8_abgr_viewport_u_id; | ||||
| }; | ||||
|  |  | |||
|  | @ -5,6 +5,7 @@ | |||
| #pragma once | ||||
| 
 | ||||
| #include <utility> | ||||
| #include <vector> | ||||
| #include <glad/glad.h> | ||||
| #include "common/common_types.h" | ||||
| #include "video_core/renderer_opengl/gl_shader_util.h" | ||||
|  | @ -96,11 +97,53 @@ public: | |||
|         return *this; | ||||
|     } | ||||
| 
 | ||||
|     /// Creates a new internal OpenGL resource and stores the handle
 | ||||
|     void Create(const char* vert_shader, const char* frag_shader) { | ||||
|     void Create(const char* source, GLenum type) { | ||||
|         if (handle != 0) | ||||
|             return; | ||||
|         handle = GLShader::LoadProgram(vert_shader, frag_shader); | ||||
|         if (source == nullptr) | ||||
|             return; | ||||
|         handle = GLShader::LoadShader(source, type); | ||||
|     } | ||||
| 
 | ||||
|     void Release() { | ||||
|         if (handle == 0) | ||||
|             return; | ||||
|         glDeleteShader(handle); | ||||
|         handle = 0; | ||||
|     } | ||||
| 
 | ||||
|     GLuint handle = 0; | ||||
| }; | ||||
| 
 | ||||
| class OGLProgram : private NonCopyable { | ||||
| public: | ||||
|     OGLProgram() = default; | ||||
| 
 | ||||
|     OGLProgram(OGLProgram&& o) : handle(std::exchange(o.handle, 0)) {} | ||||
| 
 | ||||
|     ~OGLProgram() { | ||||
|         Release(); | ||||
|     } | ||||
| 
 | ||||
|     OGLProgram& operator=(OGLProgram&& o) { | ||||
|         Release(); | ||||
|         handle = std::exchange(o.handle, 0); | ||||
|         return *this; | ||||
|     } | ||||
| 
 | ||||
|     /// Creates a new program from given shader objects
 | ||||
|     void Create(bool separable_program, const std::vector<GLuint>& shaders) { | ||||
|         if (handle != 0) | ||||
|             return; | ||||
|         handle = GLShader::LoadProgram(separable_program, shaders); | ||||
|     } | ||||
| 
 | ||||
|     /// Creates a new program from given shader soruce code
 | ||||
|     void Create(const char* vert_shader, const char* frag_shader) { | ||||
|         OGLShader vert, frag; | ||||
|         vert.Create(vert_shader, GL_VERTEX_SHADER); | ||||
|         frag.Create(frag_shader, GL_FRAGMENT_SHADER); | ||||
|         Create(false, {vert.handle, frag.handle}); | ||||
|     } | ||||
| 
 | ||||
|     /// Deletes the internal OpenGL resource
 | ||||
|  | @ -115,6 +158,38 @@ public: | |||
|     GLuint handle = 0; | ||||
| }; | ||||
| 
 | ||||
| class OGLPipeline : private NonCopyable { | ||||
| public: | ||||
|     OGLPipeline() = default; | ||||
|     OGLPipeline(OGLPipeline&& o) { | ||||
|         handle = std::exchange<GLuint>(o.handle, 0); | ||||
|     } | ||||
|     ~OGLPipeline() { | ||||
|         Release(); | ||||
|     } | ||||
|     OGLPipeline& operator=(OGLPipeline&& o) { | ||||
|         Release(); | ||||
|         handle = std::exchange<GLuint>(o.handle, 0); | ||||
|         return *this; | ||||
|     } | ||||
| 
 | ||||
|     void Create() { | ||||
|         if (handle != 0) | ||||
|             return; | ||||
|         glGenProgramPipelines(1, &handle); | ||||
|     } | ||||
| 
 | ||||
|     void Release() { | ||||
|         if (handle == 0) | ||||
|             return; | ||||
|         glDeleteProgramPipelines(1, &handle); | ||||
|         OpenGLState::GetCurState().ResetPipeline(handle).Apply(); | ||||
|         handle = 0; | ||||
|     } | ||||
| 
 | ||||
|     GLuint handle = 0; | ||||
| }; | ||||
| 
 | ||||
| class OGLBuffer : private NonCopyable { | ||||
| public: | ||||
|     OGLBuffer() = default; | ||||
|  |  | |||
|  | @ -61,6 +61,37 @@ layout (std140) uniform shader_data { | |||
| }; | ||||
| )"; | ||||
| 
 | ||||
| static std::string GetVertexInterfaceDeclaration(bool is_output, bool separable_shader) { | ||||
|     std::string out; | ||||
| 
 | ||||
|     auto append_variable = [&](const char* var, int location) { | ||||
|         if (separable_shader) { | ||||
|             out += "layout (location=" + std::to_string(location) + ") "; | ||||
|         } | ||||
|         out += std::string(is_output ? "out " : "in ") + var + ";\n"; | ||||
|     }; | ||||
| 
 | ||||
|     append_variable("vec4 primary_color", ATTRIBUTE_COLOR); | ||||
|     append_variable("vec2 texcoord0", ATTRIBUTE_TEXCOORD0); | ||||
|     append_variable("vec2 texcoord1", ATTRIBUTE_TEXCOORD1); | ||||
|     append_variable("vec2 texcoord2", ATTRIBUTE_TEXCOORD2); | ||||
|     append_variable("float texcoord0_w", ATTRIBUTE_TEXCOORD0_W); | ||||
|     append_variable("vec4 normquat", ATTRIBUTE_NORMQUAT); | ||||
|     append_variable("vec3 view", ATTRIBUTE_VIEW); | ||||
| 
 | ||||
|     if (is_output && separable_shader) { | ||||
|         // gl_PerVertex redeclaration is required for separate shader object
 | ||||
|         out += R"( | ||||
| out gl_PerVertex { | ||||
|     vec4 gl_Position; | ||||
|     float gl_ClipDistance[2]; | ||||
| }; | ||||
| )"; | ||||
|     } | ||||
| 
 | ||||
|     return out; | ||||
| } | ||||
| 
 | ||||
| PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) { | ||||
|     PicaShaderConfig res; | ||||
| 
 | ||||
|  | @ -206,11 +237,11 @@ static std::string SampleTexture(const PicaShaderConfig& config, unsigned textur | |||
|         // Only unit 0 respects the texturing type
 | ||||
|         switch (state.texture0_type) { | ||||
|         case TexturingRegs::TextureConfig::Texture2D: | ||||
|             return "texture(tex[0], texcoord[0])"; | ||||
|             return "texture(tex0, texcoord0)"; | ||||
|         case TexturingRegs::TextureConfig::Projection2D: | ||||
|             return "textureProj(tex[0], vec3(texcoord[0], texcoord0_w))"; | ||||
|             return "textureProj(tex0, vec3(texcoord0, texcoord0_w))"; | ||||
|         case TexturingRegs::TextureConfig::TextureCube: | ||||
|             return "texture(tex_cube, vec3(texcoord[0], texcoord0_w))"; | ||||
|             return "texture(tex_cube, vec3(texcoord0, texcoord0_w))"; | ||||
|         case TexturingRegs::TextureConfig::Shadow2D: | ||||
|         case TexturingRegs::TextureConfig::ShadowCube: | ||||
|             NGLOG_CRITICAL(HW_GPU, "Unhandled shadow texture"); | ||||
|  | @ -220,15 +251,15 @@ static std::string SampleTexture(const PicaShaderConfig& config, unsigned textur | |||
|             LOG_CRITICAL(HW_GPU, "Unhandled texture type %x", | ||||
|                          static_cast<int>(state.texture0_type)); | ||||
|             UNIMPLEMENTED(); | ||||
|             return "texture(tex[0], texcoord[0])"; | ||||
|             return "texture(tex0, texcoord0)"; | ||||
|         } | ||||
|     case 1: | ||||
|         return "texture(tex[1], texcoord[1])"; | ||||
|         return "texture(tex1, texcoord1)"; | ||||
|     case 2: | ||||
|         if (state.texture2_use_coord1) | ||||
|             return "texture(tex[2], texcoord[1])"; | ||||
|             return "texture(tex2, texcoord1)"; | ||||
|         else | ||||
|             return "texture(tex[2], texcoord[2])"; | ||||
|             return "texture(tex2, texcoord2)"; | ||||
|     case 3: | ||||
|         if (state.proctex.enable) { | ||||
|             return "ProcTex()"; | ||||
|  | @ -1020,7 +1051,12 @@ float ProcTexNoiseCoef(vec2 x) { | |||
|     } | ||||
| 
 | ||||
|     out += "vec4 ProcTex() {\n"; | ||||
|     out += "vec2 uv = abs(texcoord[" + std::to_string(config.state.proctex.coord) + "]);\n"; | ||||
|     if (config.state.proctex.coord < 3) { | ||||
|         out += "vec2 uv = abs(texcoord" + std::to_string(config.state.proctex.coord) + ");\n"; | ||||
|     } else { | ||||
|         NGLOG_CRITICAL(Render_OpenGL, "Unexpected proctex.coord >= 3"); | ||||
|         out += "vec2 uv = abs(texcoord0);\n"; | ||||
|     } | ||||
| 
 | ||||
|     // Get shift offset before noise generation
 | ||||
|     out += "float u_shift = "; | ||||
|  | @ -1085,23 +1121,24 @@ float ProcTexNoiseCoef(vec2 x) { | |||
|     } | ||||
| } | ||||
| 
 | ||||
| std::string GenerateFragmentShader(const PicaShaderConfig& config) { | ||||
| std::string GenerateFragmentShader(const PicaShaderConfig& config, bool separable_shader) { | ||||
|     const auto& state = config.state; | ||||
| 
 | ||||
|     std::string out = R"( | ||||
| #version 330 core | ||||
|     std::string out = "#version 330 core\n"; | ||||
|     if (separable_shader) { | ||||
|         out += "#extension GL_ARB_separate_shader_objects : enable\n"; | ||||
|     } | ||||
| 
 | ||||
| in vec4 primary_color; | ||||
| in vec2 texcoord[3]; | ||||
| in float texcoord0_w; | ||||
| in vec4 normquat; | ||||
| in vec3 view; | ||||
|     out += GetVertexInterfaceDeclaration(false, separable_shader); | ||||
| 
 | ||||
|     out += R"( | ||||
| in vec4 gl_FragCoord; | ||||
| 
 | ||||
| out vec4 color; | ||||
| 
 | ||||
| uniform sampler2D tex[3]; | ||||
| uniform sampler2D tex0; | ||||
| uniform sampler2D tex1; | ||||
| uniform sampler2D tex2; | ||||
| uniform samplerCube tex_cube; | ||||
| uniform samplerBuffer lighting_lut; | ||||
| uniform samplerBuffer fog_lut; | ||||
|  | @ -1246,8 +1283,11 @@ vec4 secondary_fragment_color = vec4(0.0); | |||
|     return out; | ||||
| } | ||||
| 
 | ||||
| std::string GenerateVertexShader() { | ||||
| std::string GenerateTrivialVertexShader(bool separable_shader) { | ||||
|     std::string out = "#version 330 core\n"; | ||||
|     if (separable_shader) { | ||||
|         out += "#extension GL_ARB_separate_shader_objects : enable\n"; | ||||
|     } | ||||
| 
 | ||||
|     out += "layout(location = " + std::to_string((int)ATTRIBUTE_POSITION) + | ||||
|            ") in vec4 vert_position;\n"; | ||||
|  | @ -1264,14 +1304,7 @@ std::string GenerateVertexShader() { | |||
|            ") in vec4 vert_normquat;\n"; | ||||
|     out += "layout(location = " + std::to_string((int)ATTRIBUTE_VIEW) + ") in vec3 vert_view;\n"; | ||||
| 
 | ||||
|     out += R"( | ||||
| out vec4 primary_color; | ||||
| out vec2 texcoord[3]; | ||||
| out float texcoord0_w; | ||||
| out vec4 normquat; | ||||
| out vec3 view; | ||||
| 
 | ||||
| )"; | ||||
|     out += GetVertexInterfaceDeclaration(true, separable_shader); | ||||
| 
 | ||||
|     out += UniformBlockDef; | ||||
| 
 | ||||
|  | @ -1279,9 +1312,9 @@ out vec3 view; | |||
| 
 | ||||
| void main() { | ||||
|     primary_color = vert_color; | ||||
|     texcoord[0] = vert_texcoord0; | ||||
|     texcoord[1] = vert_texcoord1; | ||||
|     texcoord[2] = vert_texcoord2; | ||||
|     texcoord0 = vert_texcoord0; | ||||
|     texcoord1 = vert_texcoord1; | ||||
|     texcoord2 = vert_texcoord2; | ||||
|     texcoord0_w = vert_texcoord0_w; | ||||
|     normquat = vert_normquat; | ||||
|     view = vert_view; | ||||
|  |  | |||
|  | @ -9,7 +9,9 @@ | |||
| #include <functional> | ||||
| #include <string> | ||||
| #include <type_traits> | ||||
| #include "common/hash.h" | ||||
| #include "video_core/regs.h" | ||||
| #include "video_core/shader/shader.h" | ||||
| 
 | ||||
| namespace GLShader { | ||||
| 
 | ||||
|  | @ -132,18 +134,21 @@ struct PicaShaderConfig : Common::HashableStruct<PicaShaderConfigState> { | |||
| }; | ||||
| 
 | ||||
| /**
 | ||||
|  * Generates the GLSL vertex shader program source code for the current Pica state | ||||
|  * Generates the GLSL vertex shader program source code that accepts vertices from software shader | ||||
|  * and directly passes them to the fragment shader. | ||||
|  * @param separable_shader generates shader that can be used for separate shader object | ||||
|  * @returns String of the shader source code | ||||
|  */ | ||||
| std::string GenerateVertexShader(); | ||||
| std::string GenerateTrivialVertexShader(bool separable_shader); | ||||
| 
 | ||||
| /**
 | ||||
|  * Generates the GLSL fragment shader program source code for the current Pica state | ||||
|  * @param config ShaderCacheKey object generated for the current Pica state, used for the shader | ||||
|  *               configuration (NOTE: Use state in this struct only, not the Pica registers!) | ||||
|  * @param separable_shader generates shader that can be used for separate shader object | ||||
|  * @returns String of the shader source code | ||||
|  */ | ||||
| std::string GenerateFragmentShader(const PicaShaderConfig& config); | ||||
| std::string GenerateFragmentShader(const PicaShaderConfig& config, bool separable_shader); | ||||
| 
 | ||||
| } // namespace GLShader
 | ||||
| 
 | ||||
|  |  | |||
							
								
								
									
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								src/video_core/renderer_opengl/gl_shader_manager.cpp
									
										
									
									
									
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							|  | @ -0,0 +1,216 @@ | |||
| // Copyright 2018 Citra Emulator Project
 | ||||
| // Licensed under GPLv2 or any later version
 | ||||
| // Refer to the license.txt file included.
 | ||||
| 
 | ||||
| #include <unordered_map> | ||||
| #include <boost/functional/hash.hpp> | ||||
| #include <boost/variant.hpp> | ||||
| #include "video_core/renderer_opengl/gl_shader_manager.h" | ||||
| 
 | ||||
| static void SetShaderUniformBlockBinding(GLuint shader, const char* name, UniformBindings binding, | ||||
|                                          size_t expected_size) { | ||||
|     GLuint ub_index = glGetUniformBlockIndex(shader, name); | ||||
|     if (ub_index == GL_INVALID_INDEX) { | ||||
|         return; | ||||
|     } | ||||
|     GLint ub_size = 0; | ||||
|     glGetActiveUniformBlockiv(shader, ub_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ub_size); | ||||
|     ASSERT_MSG(ub_size == expected_size, "Uniform block size did not match! Got %d, expected %zu", | ||||
|                static_cast<int>(ub_size), expected_size); | ||||
|     glUniformBlockBinding(shader, ub_index, static_cast<GLuint>(binding)); | ||||
| } | ||||
| 
 | ||||
| static void SetShaderUniformBlockBindings(GLuint shader) { | ||||
|     SetShaderUniformBlockBinding(shader, "shader_data", UniformBindings::Common, | ||||
|                                  sizeof(UniformData)); | ||||
| } | ||||
| 
 | ||||
| static void SetShaderSamplerBinding(GLuint shader, const char* name, | ||||
|                                     TextureUnits::TextureUnit binding) { | ||||
|     GLint uniform_tex = glGetUniformLocation(shader, name); | ||||
|     if (uniform_tex != -1) { | ||||
|         glUniform1i(uniform_tex, binding.id); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| static void SetShaderSamplerBindings(GLuint shader) { | ||||
|     OpenGLState cur_state = OpenGLState::GetCurState(); | ||||
|     GLuint old_program = std::exchange(cur_state.draw.shader_program, shader); | ||||
|     cur_state.Apply(); | ||||
| 
 | ||||
|     // Set the texture samplers to correspond to different texture units
 | ||||
|     SetShaderSamplerBinding(shader, "tex0", TextureUnits::PicaTexture(0)); | ||||
|     SetShaderSamplerBinding(shader, "tex1", TextureUnits::PicaTexture(1)); | ||||
|     SetShaderSamplerBinding(shader, "tex2", TextureUnits::PicaTexture(2)); | ||||
|     SetShaderSamplerBinding(shader, "tex_cube", TextureUnits::TextureCube); | ||||
| 
 | ||||
|     // Set the texture samplers to correspond to different lookup table texture units
 | ||||
|     SetShaderSamplerBinding(shader, "lighting_lut", TextureUnits::LightingLUT); | ||||
|     SetShaderSamplerBinding(shader, "fog_lut", TextureUnits::FogLUT); | ||||
|     SetShaderSamplerBinding(shader, "proctex_noise_lut", TextureUnits::ProcTexNoiseLUT); | ||||
|     SetShaderSamplerBinding(shader, "proctex_color_map", TextureUnits::ProcTexColorMap); | ||||
|     SetShaderSamplerBinding(shader, "proctex_alpha_map", TextureUnits::ProcTexAlphaMap); | ||||
|     SetShaderSamplerBinding(shader, "proctex_lut", TextureUnits::ProcTexLUT); | ||||
|     SetShaderSamplerBinding(shader, "proctex_diff_lut", TextureUnits::ProcTexDiffLUT); | ||||
| 
 | ||||
|     cur_state.draw.shader_program = old_program; | ||||
|     cur_state.Apply(); | ||||
| } | ||||
| 
 | ||||
| /**
 | ||||
|  * An object representing a shader program staging. It can be either a shader object or a program | ||||
|  * object, depending on whether separable program is used. | ||||
|  */ | ||||
| class OGLShaderStage { | ||||
| public: | ||||
|     explicit OGLShaderStage(bool separable) { | ||||
|         if (separable) { | ||||
|             shader_or_program = OGLProgram(); | ||||
|         } else { | ||||
|             shader_or_program = OGLShader(); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     void Create(const char* source, GLenum type) { | ||||
|         if (shader_or_program.which() == 0) { | ||||
|             boost::get<OGLShader>(shader_or_program).Create(source, type); | ||||
|         } else { | ||||
|             OGLShader shader; | ||||
|             shader.Create(source, type); | ||||
|             OGLProgram& program = boost::get<OGLProgram>(shader_or_program); | ||||
|             program.Create(true, {shader.handle}); | ||||
|             SetShaderUniformBlockBindings(program.handle); | ||||
|             SetShaderSamplerBindings(program.handle); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     GLuint GetHandle() const { | ||||
|         if (shader_or_program.which() == 0) { | ||||
|             return boost::get<OGLShader>(shader_or_program).handle; | ||||
|         } else { | ||||
|             return boost::get<OGLProgram>(shader_or_program).handle; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
| private: | ||||
|     boost::variant<OGLShader, OGLProgram> shader_or_program; | ||||
| }; | ||||
| 
 | ||||
| class TrivialVertexShader { | ||||
| public: | ||||
|     explicit TrivialVertexShader(bool separable) : program(separable) { | ||||
|         program.Create(GLShader::GenerateTrivialVertexShader(separable).c_str(), GL_VERTEX_SHADER); | ||||
|     } | ||||
|     GLuint Get() const { | ||||
|         return program.GetHandle(); | ||||
|     } | ||||
| 
 | ||||
| private: | ||||
|     OGLShaderStage program; | ||||
| }; | ||||
| 
 | ||||
| template <typename KeyConfigType, std::string (*CodeGenerator)(const KeyConfigType&, bool), | ||||
|           GLenum ShaderType> | ||||
| class ShaderCache { | ||||
| public: | ||||
|     explicit ShaderCache(bool separable) : separable(separable) {} | ||||
|     GLuint Get(const KeyConfigType& config) { | ||||
|         auto [iter, new_shader] = shaders.emplace(config, OGLShaderStage{separable}); | ||||
|         OGLShaderStage& cached_shader = iter->second; | ||||
|         if (new_shader) { | ||||
|             cached_shader.Create(CodeGenerator(config, separable).c_str(), ShaderType); | ||||
|         } | ||||
|         return cached_shader.GetHandle(); | ||||
|     } | ||||
| 
 | ||||
| private: | ||||
|     bool separable; | ||||
|     std::unordered_map<KeyConfigType, OGLShaderStage> shaders; | ||||
| }; | ||||
| 
 | ||||
| using FragmentShaders = | ||||
|     ShaderCache<GLShader::PicaShaderConfig, &GLShader::GenerateFragmentShader, GL_FRAGMENT_SHADER>; | ||||
| 
 | ||||
| class ShaderProgramManager::Impl { | ||||
| public: | ||||
|     explicit Impl(bool separable) | ||||
|         : separable(separable), trivial_vertex_shader(separable), fragment_shaders(separable) { | ||||
|         if (separable) | ||||
|             pipeline.Create(); | ||||
|     } | ||||
| 
 | ||||
|     struct ShaderTuple { | ||||
|         GLuint vs = 0; | ||||
|         GLuint gs = 0; | ||||
|         GLuint fs = 0; | ||||
| 
 | ||||
|         bool operator==(const ShaderTuple& rhs) const { | ||||
|             return std::tie(vs, gs, fs) == std::tie(rhs.vs, rhs.gs, rhs.fs); | ||||
|         } | ||||
| 
 | ||||
|         bool operator!=(const ShaderTuple& rhs) const { | ||||
|             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; | ||||
|             } | ||||
|         }; | ||||
|     }; | ||||
| 
 | ||||
|     ShaderTuple current; | ||||
| 
 | ||||
|     TrivialVertexShader trivial_vertex_shader; | ||||
| 
 | ||||
|     FragmentShaders fragment_shaders; | ||||
| 
 | ||||
|     bool separable; | ||||
|     std::unordered_map<ShaderTuple, OGLProgram, ShaderTuple::Hash> program_cache; | ||||
|     OGLPipeline pipeline; | ||||
| }; | ||||
| 
 | ||||
| ShaderProgramManager::ShaderProgramManager(bool separable) | ||||
|     : impl(std::make_unique<Impl>(separable)) {} | ||||
| 
 | ||||
| ShaderProgramManager::~ShaderProgramManager() = default; | ||||
| 
 | ||||
| void ShaderProgramManager::UseTrivialVertexShader() { | ||||
|     impl->current.vs = impl->trivial_vertex_shader.Get(); | ||||
| } | ||||
| 
 | ||||
| void ShaderProgramManager::UseTrivialGeometryShader() { | ||||
|     impl->current.gs = 0; | ||||
| } | ||||
| 
 | ||||
| void ShaderProgramManager::UseFragmentShader(const GLShader::PicaShaderConfig& config) { | ||||
|     impl->current.fs = impl->fragment_shaders.Get(config); | ||||
| } | ||||
| 
 | ||||
| void ShaderProgramManager::ApplyTo(OpenGLState& state) { | ||||
|     if (impl->separable) { | ||||
|         // Without this reseting, AMD sometimes freezes when one stage is changed but not for the
 | ||||
|         // others
 | ||||
|         glUseProgramStages(impl->pipeline.handle, | ||||
|                            GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, | ||||
|                            0); | ||||
| 
 | ||||
|         glUseProgramStages(impl->pipeline.handle, GL_VERTEX_SHADER_BIT, impl->current.vs); | ||||
|         glUseProgramStages(impl->pipeline.handle, GL_GEOMETRY_SHADER_BIT, impl->current.gs); | ||||
|         glUseProgramStages(impl->pipeline.handle, GL_FRAGMENT_SHADER_BIT, impl->current.fs); | ||||
|         state.draw.shader_program = 0; | ||||
|         state.draw.program_pipeline = impl->pipeline.handle; | ||||
|     } else { | ||||
|         OGLProgram& cached_program = impl->program_cache[impl->current]; | ||||
|         if (cached_program.handle == 0) { | ||||
|             cached_program.Create(false, {impl->current.vs, impl->current.gs, impl->current.fs}); | ||||
|             SetShaderUniformBlockBindings(cached_program.handle); | ||||
|             SetShaderSamplerBindings(cached_program.handle); | ||||
|         } | ||||
|         state.draw.shader_program = cached_program.handle; | ||||
|     } | ||||
| } | ||||
							
								
								
									
										73
									
								
								src/video_core/renderer_opengl/gl_shader_manager.h
									
										
									
									
									
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										73
									
								
								src/video_core/renderer_opengl/gl_shader_manager.h
									
										
									
									
									
										Normal file
									
								
							|  | @ -0,0 +1,73 @@ | |||
| // Copyright 2018 Citra Emulator Project
 | ||||
| // Licensed under GPLv2 or any later version
 | ||||
| // Refer to the license.txt file included.
 | ||||
| 
 | ||||
| #pragma once | ||||
| 
 | ||||
| #include <memory> | ||||
| #include <glad/glad.h> | ||||
| #include "video_core/renderer_opengl/gl_resource_manager.h" | ||||
| #include "video_core/renderer_opengl/gl_shader_gen.h" | ||||
| #include "video_core/renderer_opengl/pica_to_gl.h" | ||||
| 
 | ||||
| enum class UniformBindings : GLuint { Common }; | ||||
| 
 | ||||
| struct LightSrc { | ||||
|     alignas(16) GLvec3 specular_0; | ||||
|     alignas(16) GLvec3 specular_1; | ||||
|     alignas(16) GLvec3 diffuse; | ||||
|     alignas(16) GLvec3 ambient; | ||||
|     alignas(16) GLvec3 position; | ||||
|     alignas(16) GLvec3 spot_direction; // negated
 | ||||
|     GLfloat dist_atten_bias; | ||||
|     GLfloat dist_atten_scale; | ||||
| }; | ||||
| 
 | ||||
| /// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
 | ||||
| // NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
 | ||||
| //       the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
 | ||||
| //       Not following that rule will cause problems on some AMD drivers.
 | ||||
| struct UniformData { | ||||
|     GLint framebuffer_scale; | ||||
|     GLint alphatest_ref; | ||||
|     GLfloat depth_scale; | ||||
|     GLfloat depth_offset; | ||||
|     GLint scissor_x1; | ||||
|     GLint scissor_y1; | ||||
|     GLint scissor_x2; | ||||
|     GLint scissor_y2; | ||||
|     alignas(16) GLvec3 fog_color; | ||||
|     alignas(8) GLvec2 proctex_noise_f; | ||||
|     alignas(8) GLvec2 proctex_noise_a; | ||||
|     alignas(8) GLvec2 proctex_noise_p; | ||||
|     alignas(16) GLvec3 lighting_global_ambient; | ||||
|     LightSrc light_src[8]; | ||||
|     alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
 | ||||
|     alignas(16) GLvec4 tev_combiner_buffer_color; | ||||
|     alignas(16) GLvec4 clip_coef; | ||||
| }; | ||||
| 
 | ||||
| static_assert( | ||||
|     sizeof(UniformData) == 0x460, | ||||
|     "The size of the UniformData structure has changed, update the structure in the shader"); | ||||
| static_assert(sizeof(UniformData) < 16384, | ||||
|               "UniformData structure must be less than 16kb as per the OpenGL spec"); | ||||
| 
 | ||||
| /// A class that manage different shader stages and configures them with given config data.
 | ||||
| class ShaderProgramManager { | ||||
| public: | ||||
|     explicit ShaderProgramManager(bool separable); | ||||
|     ~ShaderProgramManager(); | ||||
| 
 | ||||
|     void UseTrivialVertexShader(); | ||||
| 
 | ||||
|     void UseTrivialGeometryShader(); | ||||
| 
 | ||||
|     void UseFragmentShader(const GLShader::PicaShaderConfig& config); | ||||
| 
 | ||||
|     void ApplyTo(OpenGLState& state); | ||||
| 
 | ||||
| private: | ||||
|     class Impl; | ||||
|     std::unique_ptr<Impl> impl; | ||||
| }; | ||||
|  | @ -10,66 +10,67 @@ | |||
| 
 | ||||
| namespace GLShader { | ||||
| 
 | ||||
| GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) { | ||||
| GLuint LoadShader(const char* source, GLenum type) { | ||||
|     const char* debug_type; | ||||
|     switch (type) { | ||||
|     case GL_VERTEX_SHADER: | ||||
|         debug_type = "vertex"; | ||||
|         break; | ||||
|     case GL_GEOMETRY_SHADER: | ||||
|         debug_type = "geometry"; | ||||
|         break; | ||||
|     case GL_FRAGMENT_SHADER: | ||||
|         debug_type = "fragment"; | ||||
|         break; | ||||
|     default: | ||||
|         UNREACHABLE(); | ||||
|     } | ||||
| 
 | ||||
|     // Create the shaders
 | ||||
|     GLuint vertex_shader_id = glCreateShader(GL_VERTEX_SHADER); | ||||
|     GLuint fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER); | ||||
|     GLuint shader_id = glCreateShader(type); | ||||
|     glShaderSource(shader_id, 1, &source, nullptr); | ||||
|     NGLOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type); | ||||
|     glCompileShader(shader_id); | ||||
| 
 | ||||
|     GLint result = GL_FALSE; | ||||
|     int info_log_length; | ||||
| 
 | ||||
|     // Compile Vertex Shader
 | ||||
|     LOG_DEBUG(Render_OpenGL, "Compiling vertex shader..."); | ||||
| 
 | ||||
|     glShaderSource(vertex_shader_id, 1, &vertex_shader, nullptr); | ||||
|     glCompileShader(vertex_shader_id); | ||||
| 
 | ||||
|     // Check Vertex Shader
 | ||||
|     glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result); | ||||
|     glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); | ||||
|     GLint info_log_length; | ||||
|     glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result); | ||||
|     glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &info_log_length); | ||||
| 
 | ||||
|     if (info_log_length > 1) { | ||||
|         std::vector<char> vertex_shader_error(info_log_length); | ||||
|         glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]); | ||||
|         std::vector<char> shader_error(info_log_length); | ||||
|         glGetShaderInfoLog(shader_id, info_log_length, nullptr, &shader_error[0]); | ||||
|         if (result == GL_TRUE) { | ||||
|             LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]); | ||||
|             NGLOG_DEBUG(Render_OpenGL, "{}", &shader_error[0]); | ||||
|         } else { | ||||
|             LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", &vertex_shader_error[0]); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     // Compile Fragment Shader
 | ||||
|     LOG_DEBUG(Render_OpenGL, "Compiling fragment shader..."); | ||||
| 
 | ||||
|     glShaderSource(fragment_shader_id, 1, &fragment_shader, nullptr); | ||||
|     glCompileShader(fragment_shader_id); | ||||
| 
 | ||||
|     // Check Fragment Shader
 | ||||
|     glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result); | ||||
|     glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); | ||||
| 
 | ||||
|     if (info_log_length > 1) { | ||||
|         std::vector<char> fragment_shader_error(info_log_length); | ||||
|         glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, &fragment_shader_error[0]); | ||||
|         if (result == GL_TRUE) { | ||||
|             LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]); | ||||
|         } else { | ||||
|             LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s", | ||||
|                       &fragment_shader_error[0]); | ||||
|             NGLOG_ERROR(Render_OpenGL, "Error compiling {} shader:\n{}", debug_type, | ||||
|                         &shader_error[0]); | ||||
|             NGLOG_ERROR(Render_OpenGL, "Shader source code:\n{}", source); | ||||
|         } | ||||
|     } | ||||
|     return shader_id; | ||||
| } | ||||
| 
 | ||||
| GLuint LoadProgram(bool separable_program, const std::vector<GLuint>& shaders) { | ||||
|     // Link the program
 | ||||
|     LOG_DEBUG(Render_OpenGL, "Linking program..."); | ||||
|     NGLOG_DEBUG(Render_OpenGL, "Linking program..."); | ||||
| 
 | ||||
|     GLuint program_id = glCreateProgram(); | ||||
|     glAttachShader(program_id, vertex_shader_id); | ||||
|     glAttachShader(program_id, fragment_shader_id); | ||||
| 
 | ||||
|     for (GLuint shader : shaders) { | ||||
|         if (shader != 0) { | ||||
|             glAttachShader(program_id, shader); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     if (separable_program) { | ||||
|         glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE); | ||||
|     } | ||||
| 
 | ||||
|     glLinkProgram(program_id); | ||||
| 
 | ||||
|     // Check the program
 | ||||
|     GLint result = GL_FALSE; | ||||
|     GLint info_log_length; | ||||
|     glGetProgramiv(program_id, GL_LINK_STATUS, &result); | ||||
|     glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length); | ||||
| 
 | ||||
|  | @ -77,21 +78,19 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) { | |||
|         std::vector<char> program_error(info_log_length); | ||||
|         glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]); | ||||
|         if (result == GL_TRUE) { | ||||
|             LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]); | ||||
|             NGLOG_DEBUG(Render_OpenGL, "{}", &program_error[0]); | ||||
|         } else { | ||||
|             LOG_ERROR(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]); | ||||
|             NGLOG_ERROR(Render_OpenGL, "Error linking shader:\n{}", &program_error[0]); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     // If the program linking failed at least one of the shaders was probably bad
 | ||||
|     if (result == GL_FALSE) { | ||||
|         LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader); | ||||
|         LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader); | ||||
|     } | ||||
|     ASSERT_MSG(result == GL_TRUE, "Shader not linked"); | ||||
| 
 | ||||
|     glDeleteShader(vertex_shader_id); | ||||
|     glDeleteShader(fragment_shader_id); | ||||
|     for (GLuint shader : shaders) { | ||||
|         if (shader != 0) { | ||||
|             glDetachShader(program_id, shader); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     return program_id; | ||||
| } | ||||
|  |  | |||
|  | @ -4,16 +4,24 @@ | |||
| 
 | ||||
| #pragma once | ||||
| 
 | ||||
| #include <vector> | ||||
| #include <glad/glad.h> | ||||
| 
 | ||||
| namespace GLShader { | ||||
| 
 | ||||
| /**
 | ||||
|  * Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader) | ||||
|  * @param vertex_shader String of the GLSL vertex shader program | ||||
|  * @param fragment_shader String of the GLSL fragment shader program | ||||
|  * @returns Handle of the newly created OpenGL shader object | ||||
|  * Utility function to create and compile an OpenGL GLSL shader | ||||
|  * @param source String of the GLSL shader program | ||||
|  * @param type Type of the shader (GL_VERTEX_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER) | ||||
|  */ | ||||
| GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader); | ||||
| GLuint LoadShader(const char* source, GLenum type); | ||||
| 
 | ||||
| /**
 | ||||
|  * Utility function to create and link an OpenGL GLSL shader program | ||||
|  * @param separable_program whether to create a separable program | ||||
|  * @param shaders ID of shaders to attach to the program | ||||
|  * @returns Handle of the newly created OpenGL program object | ||||
|  */ | ||||
| GLuint LoadProgram(bool separable_program, const std::vector<GLuint>& shaders); | ||||
| 
 | ||||
| } // namespace GLShader
 | ||||
|  |  | |||
|  | @ -71,6 +71,7 @@ OpenGLState::OpenGLState() { | |||
|     draw.vertex_buffer = 0; | ||||
|     draw.uniform_buffer = 0; | ||||
|     draw.shader_program = 0; | ||||
|     draw.program_pipeline = 0; | ||||
| 
 | ||||
|     scissor.enabled = false; | ||||
|     scissor.x = 0; | ||||
|  | @ -282,6 +283,11 @@ void OpenGLState::Apply() const { | |||
|         glUseProgram(draw.shader_program); | ||||
|     } | ||||
| 
 | ||||
|     // Program pipeline
 | ||||
|     if (draw.program_pipeline != cur_state.draw.program_pipeline) { | ||||
|         glBindProgramPipeline(draw.program_pipeline); | ||||
|     } | ||||
| 
 | ||||
|     // Scissor test
 | ||||
|     if (scissor.enabled != cur_state.scissor.enabled) { | ||||
|         if (scissor.enabled) { | ||||
|  | @ -360,6 +366,13 @@ OpenGLState& OpenGLState::ResetProgram(GLuint handle) { | |||
|     return *this; | ||||
| } | ||||
| 
 | ||||
| OpenGLState& OpenGLState::ResetPipeline(GLuint handle) { | ||||
|     if (draw.program_pipeline == handle) { | ||||
|         draw.program_pipeline = 0; | ||||
|     } | ||||
|     return *this; | ||||
| } | ||||
| 
 | ||||
| OpenGLState& OpenGLState::ResetBuffer(GLuint handle) { | ||||
|     if (draw.vertex_buffer == handle) { | ||||
|         draw.vertex_buffer = 0; | ||||
|  |  | |||
|  | @ -128,6 +128,7 @@ public: | |||
|         GLuint vertex_buffer;    // GL_ARRAY_BUFFER_BINDING
 | ||||
|         GLuint uniform_buffer;   // GL_UNIFORM_BUFFER_BINDING
 | ||||
|         GLuint shader_program;   // GL_CURRENT_PROGRAM
 | ||||
|         GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
 | ||||
|     } draw; | ||||
| 
 | ||||
|     struct { | ||||
|  | @ -161,6 +162,7 @@ public: | |||
|     OpenGLState& ResetTexture(GLuint handle); | ||||
|     OpenGLState& ResetSampler(GLuint handle); | ||||
|     OpenGLState& ResetProgram(GLuint handle); | ||||
|     OpenGLState& ResetPipeline(GLuint handle); | ||||
|     OpenGLState& ResetBuffer(GLuint handle); | ||||
|     OpenGLState& ResetVertexArray(GLuint handle); | ||||
|     OpenGLState& ResetFramebuffer(GLuint handle); | ||||
|  |  | |||
|  | @ -73,7 +73,7 @@ private: | |||
|     // OpenGL object IDs
 | ||||
|     OGLVertexArray vertex_array; | ||||
|     OGLBuffer vertex_buffer; | ||||
|     OGLShader shader; | ||||
|     OGLProgram shader; | ||||
| 
 | ||||
|     /// Display information for top and bottom screens respectively
 | ||||
|     std::array<ScreenInfo, 2> screen_infos; | ||||
|  |  | |||
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