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OGL/ProgramShaderCache: Use std::string_view where applicable
This commit is contained in:
@ -4,6 +4,7 @@
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include <array>
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#include <atomic>
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#include <atomic>
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#include <limits>
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#include <limits>
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#include <memory>
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#include <memory>
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@ -267,19 +268,19 @@ void ProgramShaderCache::UploadConstants(const void* data, u32 data_size)
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ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, data_size);
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ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, data_size);
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}
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}
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bool ProgramShaderCache::CompileComputeShader(SHADER& shader, const std::string& code)
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bool ProgramShaderCache::CompileComputeShader(SHADER& shader, std::string_view code)
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{
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{
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// We need to enable GL_ARB_compute_shader for drivers that support the extension,
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// We need to enable GL_ARB_compute_shader for drivers that support the extension,
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// but not GLSL 4.3. Mesa is one example.
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// but not GLSL 4.3. Mesa is one example.
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std::string header;
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std::string full_code;
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if (g_ActiveConfig.backend_info.bSupportsComputeShaders &&
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if (g_ActiveConfig.backend_info.bSupportsComputeShaders &&
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g_ogl_config.eSupportedGLSLVersion < Glsl430)
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g_ogl_config.eSupportedGLSLVersion < Glsl430)
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{
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{
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header = "#extension GL_ARB_compute_shader : enable\n";
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full_code = "#extension GL_ARB_compute_shader : enable\n";
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}
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}
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std::string full_code = header + code;
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full_code += code;
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GLuint shader_id = CompileSingleShader(GL_COMPUTE_SHADER, full_code);
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const GLuint shader_id = CompileSingleShader(GL_COMPUTE_SHADER, full_code);
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if (!shader_id)
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if (!shader_id)
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return false;
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return false;
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@ -291,7 +292,7 @@ bool ProgramShaderCache::CompileComputeShader(SHADER& shader, const std::string&
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// original shaders aren't needed any more
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// original shaders aren't needed any more
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glDeleteShader(shader_id);
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glDeleteShader(shader_id);
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if (!CheckProgramLinkResult(shader.glprogid, &full_code, nullptr, nullptr))
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if (!CheckProgramLinkResult(shader.glprogid, full_code, {}, {}))
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{
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{
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shader.Destroy();
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shader.Destroy();
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return false;
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return false;
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@ -301,13 +302,21 @@ bool ProgramShaderCache::CompileComputeShader(SHADER& shader, const std::string&
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return true;
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return true;
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}
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}
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GLuint ProgramShaderCache::CompileSingleShader(GLenum type, const std::string& code)
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GLuint ProgramShaderCache::CompileSingleShader(GLenum type, std::string_view code)
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{
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{
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GLuint result = glCreateShader(type);
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const GLuint result = glCreateShader(type);
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const char* src[] = {s_glsl_header.c_str(), code.c_str()};
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constexpr GLsizei num_strings = 2;
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const std::array<const char*, num_strings> src{
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s_glsl_header.data(),
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code.data(),
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};
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const std::array<GLint, num_strings> src_sizes{
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static_cast<GLint>(s_glsl_header.size()),
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static_cast<GLint>(code.size()),
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};
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glShaderSource(result, 2, src, nullptr);
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glShaderSource(result, num_strings, src.data(), src_sizes.data());
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glCompileShader(result);
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glCompileShader(result);
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if (!CheckShaderCompileResult(result, type, code))
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if (!CheckShaderCompileResult(result, type, code))
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@ -320,7 +329,7 @@ GLuint ProgramShaderCache::CompileSingleShader(GLenum type, const std::string& c
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return result;
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return result;
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}
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}
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bool ProgramShaderCache::CheckShaderCompileResult(GLuint id, GLenum type, const std::string& code)
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bool ProgramShaderCache::CheckShaderCompileResult(GLuint id, GLenum type, std::string_view code)
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{
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{
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GLint compileStatus;
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GLint compileStatus;
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glGetShaderiv(id, GL_COMPILE_STATUS, &compileStatus);
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glGetShaderiv(id, GL_COMPILE_STATUS, &compileStatus);
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@ -374,8 +383,8 @@ bool ProgramShaderCache::CheckShaderCompileResult(GLuint id, GLenum type, const
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return true;
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return true;
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}
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}
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bool ProgramShaderCache::CheckProgramLinkResult(GLuint id, const std::string* vcode,
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bool ProgramShaderCache::CheckProgramLinkResult(GLuint id, std::string_view vcode,
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const std::string* pcode, const std::string* gcode)
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std::string_view pcode, std::string_view gcode)
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{
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{
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GLint linkStatus;
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GLint linkStatus;
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glGetProgramiv(id, GL_LINK_STATUS, &linkStatus);
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glGetProgramiv(id, GL_LINK_STATUS, &linkStatus);
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@ -393,12 +402,12 @@ bool ProgramShaderCache::CheckProgramLinkResult(GLuint id, const std::string* vc
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StringFromFormat("%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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StringFromFormat("%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file;
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std::ofstream file;
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File::OpenFStream(file, filename, std::ios_base::out);
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File::OpenFStream(file, filename, std::ios_base::out);
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if (vcode)
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if (!vcode.empty())
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file << s_glsl_header << *vcode << '\n';
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file << s_glsl_header << vcode << '\n';
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if (gcode)
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if (!gcode.empty())
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file << s_glsl_header << *gcode << '\n';
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file << s_glsl_header << gcode << '\n';
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if (pcode)
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if (!pcode.empty())
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file << s_glsl_header << *pcode << '\n';
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file << s_glsl_header << pcode << '\n';
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file << info_log;
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file << info_log;
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file.close();
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file.close();
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@ -583,10 +592,10 @@ PipelineProgram* ProgramShaderCache::GetPipelineProgram(const GLVertexFormat* ve
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if (!s_is_shared_context && vao != s_last_VAO)
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if (!s_is_shared_context && vao != s_last_VAO)
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glBindVertexArray(s_last_VAO);
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glBindVertexArray(s_last_VAO);
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if (!ProgramShaderCache::CheckProgramLinkResult(
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if (!CheckProgramLinkResult(prog->shader.glprogid,
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prog->shader.glprogid, vertex_shader ? &vertex_shader->GetSource() : nullptr,
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vertex_shader ? vertex_shader->GetSource() : std::string_view{},
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geometry_shader ? &geometry_shader->GetSource() : nullptr,
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geometry_shader ? geometry_shader->GetSource() : std::string_view{},
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pixel_shader ? &pixel_shader->GetSource() : nullptr))
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pixel_shader ? pixel_shader->GetSource() : std::string_view{}))
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{
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{
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prog->shader.Destroy();
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prog->shader.Destroy();
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return nullptr;
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return nullptr;
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@ -7,7 +7,7 @@
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#include <atomic>
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#include <atomic>
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#include <memory>
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#include <memory>
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#include <mutex>
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#include <mutex>
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#include <tuple>
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#include <string_view>
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#include <unordered_map>
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#include <unordered_map>
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#include "Common/GL/GLUtil.h"
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#include "Common/GL/GLUtil.h"
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@ -75,11 +75,11 @@ public:
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static void InvalidateVertexFormatIfBound(GLuint vao);
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static void InvalidateVertexFormatIfBound(GLuint vao);
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static void InvalidateLastProgram();
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static void InvalidateLastProgram();
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static bool CompileComputeShader(SHADER& shader, const std::string& code);
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static bool CompileComputeShader(SHADER& shader, std::string_view code);
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static GLuint CompileSingleShader(GLenum type, const std::string& code);
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static GLuint CompileSingleShader(GLenum type, std::string_view code);
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static bool CheckShaderCompileResult(GLuint id, GLenum type, const std::string& code);
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static bool CheckShaderCompileResult(GLuint id, GLenum type, std::string_view code);
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static bool CheckProgramLinkResult(GLuint id, const std::string* vcode, const std::string* pcode,
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static bool CheckProgramLinkResult(GLuint id, std::string_view vcode, std::string_view pcode,
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const std::string* gcode);
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std::string_view gcode);
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static StreamBuffer* GetUniformBuffer();
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static StreamBuffer* GetUniformBuffer();
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static u32 GetUniformBufferAlignment();
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static u32 GetUniformBufferAlignment();
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static void UploadConstants();
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static void UploadConstants();
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