// Copyright 2011 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoBackends/OGL/ProgramShaderCache.h" #include #include #include #include #include "Common/Align.h" #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "Common/FileUtil.h" #include "Common/GL/GLContext.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "Common/StringUtil.h" #include "Common/Version.h" #include "Core/ConfigManager.h" #include "VideoBackends/OGL/OGLRender.h" #include "VideoBackends/OGL/OGLShader.h" #include "VideoBackends/OGL/OGLStreamBuffer.h" #include "VideoBackends/OGL/OGLVertexManager.h" #include "VideoCommon/AsyncShaderCompiler.h" #include "VideoCommon/GeometryShaderManager.h" #include "VideoCommon/PixelShaderManager.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VertexShaderManager.h" #include "VideoCommon/VideoBackendBase.h" #include "VideoCommon/VideoConfig.h" namespace OGL { u32 ProgramShaderCache::s_ubo_buffer_size; s32 ProgramShaderCache::s_ubo_align = 1; GLuint ProgramShaderCache::s_attributeless_VBO = 0; GLuint ProgramShaderCache::s_attributeless_VAO = 0; GLuint ProgramShaderCache::s_last_VAO = 0; static std::unique_ptr s_buffer; static int num_failures = 0; static GLuint CurrentProgram = 0; ProgramShaderCache::PipelineProgramMap ProgramShaderCache::s_pipeline_programs; std::mutex ProgramShaderCache::s_pipeline_program_lock; static std::string s_glsl_header; static std::atomic s_shader_counter{0}; static thread_local bool s_is_shared_context = false; static std::string GetGLSLVersionString() { GlslVersion v = g_ogl_config.eSupportedGLSLVersion; switch (v) { case GlslEs300: return "#version 300 es"; case GlslEs310: return "#version 310 es"; case GlslEs320: return "#version 320 es"; case Glsl130: return "#version 130"; case Glsl140: return "#version 140"; case Glsl150: return "#version 150"; case Glsl330: return "#version 330"; case Glsl400: return "#version 400"; case Glsl430: return "#version 430"; default: // Shouldn't ever hit this return "#version ERROR"; } } void SHADER::SetProgramVariables() { if (g_ActiveConfig.backend_info.bSupportsBindingLayout) return; // To set uniform blocks/uniforms, the program must be active. We restore the // current binding at the end of this method to maintain the invariant. glUseProgram(glprogid); // Bind UBO and texture samplers GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock"); GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock"); GLint GSBlock_id = glGetUniformBlockIndex(glprogid, "GSBlock"); GLint UBERBlock_id = glGetUniformBlockIndex(glprogid, "UBERBlock"); if (PSBlock_id != -1) glUniformBlockBinding(glprogid, PSBlock_id, 1); if (VSBlock_id != -1) glUniformBlockBinding(glprogid, VSBlock_id, 2); if (GSBlock_id != -1) glUniformBlockBinding(glprogid, GSBlock_id, 3); if (UBERBlock_id != -1) glUniformBlockBinding(glprogid, UBERBlock_id, 4); // Bind Texture Samplers for (int a = 0; a < 8; ++a) { // Still need to get sampler locations since we aren't binding them statically in the shaders int loc = glGetUniformLocation(glprogid, StringFromFormat("samp[%d]", a).c_str()); if (loc < 0) loc = glGetUniformLocation(glprogid, StringFromFormat("samp%d", a).c_str()); if (loc >= 0) glUniform1i(loc, a); } // Restore previous program binding. glUseProgram(CurrentProgram); } void SHADER::SetProgramBindings(bool is_compute) { if (!is_compute) { if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend) { // So we do support extended blending // So we need to set a few more things here. // Bind our out locations glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0"); glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1"); } // Need to set some attribute locations glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos"); glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "posmtx"); glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "rawcolor0"); glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "rawcolor1"); glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0"); glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1"); glBindAttribLocation(glprogid, SHADER_NORM2_ATTRIB, "rawnorm2"); } for (int i = 0; i < 8; i++) { std::string attrib_name = StringFromFormat("rawtex%d", i); glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB + i, attrib_name.c_str()); } } void SHADER::Bind() const { if (CurrentProgram != glprogid) { INCSTAT(g_stats.this_frame.num_shader_changes); glUseProgram(glprogid); CurrentProgram = glprogid; } } void SHADER::DestroyShaders() { if (vsid) { glDeleteShader(vsid); vsid = 0; } if (gsid) { glDeleteShader(gsid); gsid = 0; } if (psid) { glDeleteShader(psid); psid = 0; } } bool PipelineProgramKey::operator!=(const PipelineProgramKey& rhs) const { return !operator==(rhs); } bool PipelineProgramKey::operator==(const PipelineProgramKey& rhs) const { return std::tie(vertex_shader_id, geometry_shader_id, pixel_shader_id) == std::tie(rhs.vertex_shader_id, rhs.geometry_shader_id, rhs.pixel_shader_id); } bool PipelineProgramKey::operator<(const PipelineProgramKey& rhs) const { return std::tie(vertex_shader_id, geometry_shader_id, pixel_shader_id) < std::tie(rhs.vertex_shader_id, rhs.geometry_shader_id, rhs.pixel_shader_id); } std::size_t PipelineProgramKeyHash::operator()(const PipelineProgramKey& key) const { // We would really want std::hash_combine for this.. std::hash hasher; return hasher(key.vertex_shader_id) + hasher(key.geometry_shader_id) + hasher(key.pixel_shader_id); } StreamBuffer* ProgramShaderCache::GetUniformBuffer() { return s_buffer.get(); } u32 ProgramShaderCache::GetUniformBufferAlignment() { return s_ubo_align; } void ProgramShaderCache::UploadConstants() { if (PixelShaderManager::dirty || VertexShaderManager::dirty || GeometryShaderManager::dirty) { auto buffer = s_buffer->Map(s_ubo_buffer_size, s_ubo_align); memcpy(buffer.first, &PixelShaderManager::constants, sizeof(PixelShaderConstants)); memcpy(buffer.first + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align), &VertexShaderManager::constants, sizeof(VertexShaderConstants)); memcpy(buffer.first + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align) + Common::AlignUp(sizeof(VertexShaderConstants), s_ubo_align), &GeometryShaderManager::constants, sizeof(GeometryShaderConstants)); s_buffer->Unmap(s_ubo_buffer_size); glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->m_buffer, buffer.second, sizeof(PixelShaderConstants)); glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->m_buffer, buffer.second + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align), sizeof(VertexShaderConstants)); glBindBufferRange(GL_UNIFORM_BUFFER, 3, s_buffer->m_buffer, buffer.second + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align) + Common::AlignUp(sizeof(VertexShaderConstants), s_ubo_align), sizeof(GeometryShaderConstants)); PixelShaderManager::dirty = false; VertexShaderManager::dirty = false; GeometryShaderManager::dirty = false; ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, s_ubo_buffer_size); } } void ProgramShaderCache::UploadConstants(const void* data, u32 data_size) { // allocate and copy const u32 alloc_size = Common::AlignUp(data_size, s_ubo_align); auto buffer = s_buffer->Map(alloc_size, s_ubo_align); std::memcpy(buffer.first, data, data_size); s_buffer->Unmap(alloc_size); // bind the same sub-buffer to all stages for (u32 index = 1; index <= 3; index++) glBindBufferRange(GL_UNIFORM_BUFFER, index, s_buffer->m_buffer, buffer.second, data_size); ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, data_size); } bool ProgramShaderCache::CompileComputeShader(SHADER& shader, std::string_view code) { // We need to enable GL_ARB_compute_shader for drivers that support the extension, // but not GLSL 4.3. Mesa is one example. std::string full_code; if (g_ActiveConfig.backend_info.bSupportsComputeShaders && g_ogl_config.eSupportedGLSLVersion < Glsl430) { full_code = "#extension GL_ARB_compute_shader : enable\n"; } full_code += code; const GLuint shader_id = CompileSingleShader(GL_COMPUTE_SHADER, full_code); if (!shader_id) return false; shader.glprogid = glCreateProgram(); glAttachShader(shader.glprogid, shader_id); shader.SetProgramBindings(true); glLinkProgram(shader.glprogid); // original shaders aren't needed any more glDeleteShader(shader_id); if (!CheckProgramLinkResult(shader.glprogid, full_code, {}, {})) { shader.Destroy(); return false; } shader.SetProgramVariables(); return true; } GLuint ProgramShaderCache::CompileSingleShader(GLenum type, std::string_view code) { const GLuint result = glCreateShader(type); constexpr GLsizei num_strings = 2; const std::array src{ s_glsl_header.data(), code.data(), }; const std::array src_sizes{ static_cast(s_glsl_header.size()), static_cast(code.size()), }; glShaderSource(result, num_strings, src.data(), src_sizes.data()); glCompileShader(result); if (!CheckShaderCompileResult(result, type, code)) { // Don't try to use this shader glDeleteShader(result); return 0; } return result; } bool ProgramShaderCache::CheckShaderCompileResult(GLuint id, GLenum type, std::string_view code) { GLint compileStatus; glGetShaderiv(id, GL_COMPILE_STATUS, &compileStatus); GLsizei length = 0; glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length); if (compileStatus != GL_TRUE || length > 1) { std::string info_log; info_log.resize(length); glGetShaderInfoLog(id, length, &length, &info_log[0]); const char* prefix = ""; switch (type) { case GL_VERTEX_SHADER: prefix = "vs"; break; case GL_GEOMETRY_SHADER: prefix = "gs"; break; case GL_FRAGMENT_SHADER: prefix = "ps"; break; case GL_COMPUTE_SHADER: prefix = "cs"; break; } if (compileStatus != GL_TRUE) { ERROR_LOG_FMT(VIDEO, "{} failed compilation:\n{}", prefix, info_log); std::string filename = VideoBackendBase::BadShaderFilename(prefix, num_failures++); std::ofstream file; File::OpenFStream(file, filename, std::ios_base::out); file << s_glsl_header << code << info_log; file << "\n"; file << "Dolphin Version: " + Common::scm_rev_str + "\n"; file << "Video Backend: " + g_video_backend->GetDisplayName(); file.close(); PanicAlertFmt("Failed to compile {} shader: {}\n" "Debug info ({}, {}, {}):\n{}", prefix, filename, g_ogl_config.gl_vendor, g_ogl_config.gl_renderer, g_ogl_config.gl_version, info_log); return false; } WARN_LOG_FMT(VIDEO, "{} compiled with warnings:\n{}", prefix, info_log); } return true; } bool ProgramShaderCache::CheckProgramLinkResult(GLuint id, std::string_view vcode, std::string_view pcode, std::string_view gcode) { GLint linkStatus; glGetProgramiv(id, GL_LINK_STATUS, &linkStatus); GLsizei length = 0; glGetProgramiv(id, GL_INFO_LOG_LENGTH, &length); if (linkStatus != GL_TRUE || length > 1) { std::string info_log; info_log.resize(length); glGetProgramInfoLog(id, length, &length, &info_log[0]); if (linkStatus != GL_TRUE) { ERROR_LOG_FMT(VIDEO, "Program failed linking:\n{}", info_log); std::string filename = VideoBackendBase::BadShaderFilename("p", num_failures++); std::ofstream file; File::OpenFStream(file, filename, std::ios_base::out); if (!vcode.empty()) file << s_glsl_header << vcode << '\n'; if (!gcode.empty()) file << s_glsl_header << gcode << '\n'; if (!pcode.empty()) file << s_glsl_header << pcode << '\n'; file << info_log; file << "\n"; file << "Dolphin Version: " + Common::scm_rev_str + "\n"; file << "Video Backend: " + g_video_backend->GetDisplayName(); file.close(); PanicAlertFmt("Failed to link shaders: {}\n" "Debug info ({}, {}, {}):\n{}", filename, g_ogl_config.gl_vendor, g_ogl_config.gl_renderer, g_ogl_config.gl_version, info_log); return false; } WARN_LOG_FMT(VIDEO, "Program linked with warnings:\n{}", info_log); } return true; } void ProgramShaderCache::Init() { // We have to get the UBO alignment here because // if we generate a buffer that isn't aligned // then the UBO will fail. glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &s_ubo_align); s_ubo_buffer_size = static_cast(Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align) + Common::AlignUp(sizeof(VertexShaderConstants), s_ubo_align) + Common::AlignUp(sizeof(GeometryShaderConstants), s_ubo_align)); // We multiply by *4*4 because we need to get down to basic machine units. // So multiply by four to get how many floats we have from vec4s // Then once more to get bytes s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, VertexManagerBase::UNIFORM_STREAM_BUFFER_SIZE); CreateHeader(); CreateAttributelessVAO(); CurrentProgram = 0; } void ProgramShaderCache::Shutdown() { s_buffer.reset(); glBindVertexArray(0); glDeleteBuffers(1, &s_attributeless_VBO); glDeleteVertexArrays(1, &s_attributeless_VAO); s_attributeless_VBO = 0; s_attributeless_VAO = 0; s_last_VAO = 0; // All pipeline programs should have been released. DEBUG_ASSERT(s_pipeline_programs.empty()); s_pipeline_programs.clear(); } void ProgramShaderCache::CreateAttributelessVAO() { glGenVertexArrays(1, &s_attributeless_VAO); // In a compatibility context, we require a valid, bound array buffer. glGenBuffers(1, &s_attributeless_VBO); // Initialize the buffer with nothing. 16 floats is an arbitrary size that may work around driver // issues. glBindBuffer(GL_ARRAY_BUFFER, s_attributeless_VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 16, nullptr, GL_STATIC_DRAW); // We must also define vertex attribute 0. glBindVertexArray(s_attributeless_VAO); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr); glEnableVertexAttribArray(0); } void ProgramShaderCache::BindVertexFormat(const GLVertexFormat* vertex_format) { u32 new_VAO = vertex_format ? vertex_format->VAO : s_attributeless_VAO; if (s_last_VAO == new_VAO) return; glBindVertexArray(new_VAO); s_last_VAO = new_VAO; } bool ProgramShaderCache::IsValidVertexFormatBound() { return s_last_VAO != 0 && s_last_VAO != s_attributeless_VAO; } void ProgramShaderCache::InvalidateVertexFormat() { s_last_VAO = 0; } void ProgramShaderCache::InvalidateVertexFormatIfBound(GLuint vao) { if (s_last_VAO == vao) s_last_VAO = 0; } void ProgramShaderCache::InvalidateLastProgram() { CurrentProgram = 0; } PipelineProgram* ProgramShaderCache::GetPipelineProgram(const GLVertexFormat* vertex_format, const OGLShader* vertex_shader, const OGLShader* geometry_shader, const OGLShader* pixel_shader, const void* cache_data, size_t cache_data_size) { PipelineProgramKey key = {vertex_shader ? vertex_shader->GetID() : 0, geometry_shader ? geometry_shader->GetID() : 0, pixel_shader ? pixel_shader->GetID() : 0}; { std::lock_guard guard{s_pipeline_program_lock}; auto iter = s_pipeline_programs.find(key); if (iter != s_pipeline_programs.end()) { iter->second->reference_count++; return iter->second.get(); } } std::unique_ptr prog = std::make_unique(); prog->key = key; prog->shader.glprogid = glCreateProgram(); // Use the cache data, if present. If this fails, we want to return an error, so the shader cache // doesn't attempt to use the same binary data in the future. if (cache_data_size >= sizeof(u32)) { u32 program_binary_type; std::memcpy(&program_binary_type, cache_data, sizeof(u32)); glProgramBinary(prog->shader.glprogid, static_cast(program_binary_type), static_cast(cache_data) + sizeof(u32), static_cast(cache_data_size - sizeof(u32))); // Check the link status. If this fails, it means the binary was invalid. GLint link_status; glGetProgramiv(prog->shader.glprogid, GL_LINK_STATUS, &link_status); if (link_status != GL_TRUE) { WARN_LOG_FMT(VIDEO, "Failed to create GL program from program binary."); prog->shader.Destroy(); return nullptr; } // We don't want to retrieve this binary and duplicate entries in the cache again. // See the explanation in OGLPipeline.cpp. prog->binary_retrieved = true; } else { // We temporarily change the vertex array to the pipeline's vertex format. // This can prevent the NVIDIA OpenGL driver from recompiling on first use. GLuint vao = vertex_format ? vertex_format->VAO : s_attributeless_VAO; if (s_is_shared_context || vao != s_last_VAO) glBindVertexArray(vao); // Attach shaders. ASSERT(vertex_shader && vertex_shader->GetStage() == ShaderStage::Vertex); ASSERT(pixel_shader && pixel_shader->GetStage() == ShaderStage::Pixel); glAttachShader(prog->shader.glprogid, vertex_shader->GetGLShaderID()); glAttachShader(prog->shader.glprogid, pixel_shader->GetGLShaderID()); if (geometry_shader) { ASSERT(geometry_shader->GetStage() == ShaderStage::Geometry); glAttachShader(prog->shader.glprogid, geometry_shader->GetGLShaderID()); } if (g_ActiveConfig.backend_info.bSupportsPipelineCacheData) glProgramParameteri(prog->shader.glprogid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE); // Link program. prog->shader.SetProgramBindings(false); glLinkProgram(prog->shader.glprogid); // Restore VAO binding after linking. if (!s_is_shared_context && vao != s_last_VAO) glBindVertexArray(s_last_VAO); if (!CheckProgramLinkResult(prog->shader.glprogid, vertex_shader ? vertex_shader->GetSource() : std::string_view{}, geometry_shader ? geometry_shader->GetSource() : std::string_view{}, pixel_shader ? pixel_shader->GetSource() : std::string_view{})) { prog->shader.Destroy(); return nullptr; } } // Lock to insert. A duplicate program may have been created in the meantime. std::lock_guard guard{s_pipeline_program_lock}; auto iter = s_pipeline_programs.find(key); if (iter != s_pipeline_programs.end()) { // Destroy this program, and use the one which was created first. prog->shader.Destroy(); iter->second->reference_count++; return iter->second.get(); } // Set program variables on the shader which will be returned. // This is only needed for drivers which don't support binding layout. prog->shader.SetProgramVariables(); // If this is a shared context, ensure we sync before we return the program to // the main thread. If we don't do this, some driver can lock up (e.g. AMD). if (s_is_shared_context) glFinish(); auto ip = s_pipeline_programs.emplace(key, std::move(prog)); return ip.first->second.get(); } void ProgramShaderCache::ReleasePipelineProgram(PipelineProgram* prog) { if (--prog->reference_count > 0) return; prog->shader.Destroy(); std::lock_guard guard{s_pipeline_program_lock}; const auto iter = s_pipeline_programs.find(prog->key); ASSERT(iter != s_pipeline_programs.end() && prog == iter->second.get()); s_pipeline_programs.erase(iter); } void ProgramShaderCache::CreateHeader() { GlslVersion v = g_ogl_config.eSupportedGLSLVersion; bool is_glsles = v >= GlslEs300; std::string SupportedESPointSize; std::string SupportedESTextureBuffer; switch (g_ogl_config.SupportedESPointSize) { case 1: SupportedESPointSize = "#extension GL_OES_geometry_point_size : enable"; break; case 2: SupportedESPointSize = "#extension GL_EXT_geometry_point_size : enable"; break; default: SupportedESPointSize = ""; break; } switch (g_ogl_config.SupportedESTextureBuffer) { case EsTexbufType::TexbufExt: SupportedESTextureBuffer = "#extension GL_EXT_texture_buffer : enable"; break; case EsTexbufType::TexbufOes: SupportedESTextureBuffer = "#extension GL_OES_texture_buffer : enable"; break; case EsTexbufType::TexbufCore: case EsTexbufType::TexbufNone: SupportedESTextureBuffer = ""; break; } std::string earlyz_string; if (g_ActiveConfig.backend_info.bSupportsEarlyZ) { if (g_ogl_config.bSupportsImageLoadStore) { earlyz_string = "#define FORCE_EARLY_Z layout(early_fragment_tests) in\n"; } else if (g_ogl_config.bSupportsConservativeDepth) { // See PixelShaderGen for details about this fallback. earlyz_string = "#define FORCE_EARLY_Z layout(depth_unchanged) out float gl_FragDepth\n"; earlyz_string += "#extension GL_ARB_conservative_depth : enable\n"; } } std::string framebuffer_fetch_string; switch (g_ogl_config.SupportedFramebufferFetch) { case EsFbFetchType::FbFetchExt: framebuffer_fetch_string = "#extension GL_EXT_shader_framebuffer_fetch: enable\n" "#define FRAGMENT_INOUT inout"; break; case EsFbFetchType::FbFetchArm: framebuffer_fetch_string = "#extension GL_ARM_shader_framebuffer_fetch: enable\n" "#define FB_FETCH_VALUE gl_LastFragColorARM\n" "#define FRAGMENT_INOUT out"; break; case EsFbFetchType::FbFetchNone: framebuffer_fetch_string = ""; break; } std::string shader_shuffle_string; if (g_ogl_config.bSupportsShaderThreadShuffleNV) { shader_shuffle_string = R"( #extension GL_NV_shader_thread_group : enable #extension GL_NV_shader_thread_shuffle : enable #define SUPPORTS_SUBGROUP_REDUCTION 1 // The xor shuffle below produces incorrect results if all threads in a warp are not active. #define CAN_USE_SUBGROUP_REDUCTION (ballotThreadNV(true) == 0xFFFFFFFFu) #define IS_HELPER_INVOCATION gl_HelperThreadNV #define IS_FIRST_ACTIVE_INVOCATION (gl_ThreadInWarpNV == findLSB(ballotThreadNV(!gl_HelperThreadNV))) #define SUBGROUP_REDUCTION(func, value) value = func(value, shuffleXorNV(value, 16, 32)); \ value = func(value, shuffleXorNV(value, 8, 32)); \ value = func(value, shuffleXorNV(value, 4, 32)); \ value = func(value, shuffleXorNV(value, 2, 32)); \ value = func(value, shuffleXorNV(value, 1, 32)); #define SUBGROUP_MIN(value) SUBGROUP_REDUCTION(min, value) #define SUBGROUP_MAX(value) SUBGROUP_REDUCTION(max, value) )"; } s_glsl_header = StringFromFormat( "%s\n" "%s\n" // ubo "%s\n" // early-z "%s\n" // 420pack "%s\n" // msaa "%s\n" // Input/output/sampler binding "%s\n" // Varying location "%s\n" // storage buffer "%s\n" // shader5 "%s\n" // SSAA "%s\n" // Geometry point size "%s\n" // AEP "%s\n" // texture buffer "%s\n" // ES texture buffer "%s\n" // ES dual source blend "%s\n" // shader image load store "%s\n" // shader framebuffer fetch "%s\n" // shader thread shuffle "%s\n" // derivative control "%s\n" // query levels // Precision defines for GLSL ES "%s\n" "%s\n" "%s\n" "%s\n" "%s\n" "%s\n" // Silly differences "#define API_OPENGL 1\n" "#define float2 vec2\n" "#define float3 vec3\n" "#define float4 vec4\n" "#define uint2 uvec2\n" "#define uint3 uvec3\n" "#define uint4 uvec4\n" "#define int2 ivec2\n" "#define int3 ivec3\n" "#define int4 ivec4\n" "#define frac fract\n" "#define lerp mix\n" , GetGLSLVersionString().c_str(), v < Glsl140 ? "#extension GL_ARB_uniform_buffer_object : enable" : "", earlyz_string.c_str(), (g_ActiveConfig.backend_info.bSupportsBindingLayout && v < GlslEs310) ? "#extension GL_ARB_shading_language_420pack : enable" : "", (g_ogl_config.bSupportsMSAA && v < Glsl150) ? "#extension GL_ARB_texture_multisample : enable" : "", // Attribute and fragment output bindings are still done via glBindAttribLocation and // glBindFragDataLocation. In the future this could be moved to the layout qualifier // in GLSL, but requires verification of GL_ARB_explicit_attrib_location. g_ActiveConfig.backend_info.bSupportsBindingLayout ? "#define ATTRIBUTE_LOCATION(x)\n" "#define FRAGMENT_OUTPUT_LOCATION(x)\n" "#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)\n" "#define UBO_BINDING(packing, x) layout(packing, binding = x)\n" "#define SAMPLER_BINDING(x) layout(binding = x)\n" "#define TEXEL_BUFFER_BINDING(x) layout(binding = x)\n" "#define SSBO_BINDING(x) layout(binding = x)\n" "#define IMAGE_BINDING(format, x) layout(format, binding = x)\n" : "#define ATTRIBUTE_LOCATION(x)\n" "#define FRAGMENT_OUTPUT_LOCATION(x)\n" "#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)\n" "#define UBO_BINDING(packing, x) layout(packing)\n" "#define SAMPLER_BINDING(x)\n" "#define TEXEL_BUFFER_BINDING(x)\n" "#define SSBO_BINDING(x)\n" "#define IMAGE_BINDING(format, x) layout(format)\n", // Input/output blocks are matched by name during program linking "#define VARYING_LOCATION(x)\n", !is_glsles && g_ActiveConfig.backend_info.bSupportsFragmentStoresAndAtomics ? "#extension GL_ARB_shader_storage_buffer_object : enable" : "", v < Glsl400 && g_ActiveConfig.backend_info.bSupportsGSInstancing ? "#extension GL_ARB_gpu_shader5 : enable" : "", v < Glsl400 && g_ActiveConfig.backend_info.bSupportsSSAA ? "#extension GL_ARB_sample_shading : enable" : "", SupportedESPointSize.c_str(), g_ogl_config.bSupportsAEP ? "#extension GL_ANDROID_extension_pack_es31a : enable" : "", v < Glsl140 && g_ActiveConfig.backend_info.bSupportsPaletteConversion ? "#extension GL_ARB_texture_buffer_object : enable" : "", SupportedESTextureBuffer.c_str(), is_glsles && g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "#extension GL_EXT_blend_func_extended : enable" : "" , g_ogl_config.bSupportsImageLoadStore && ((!is_glsles && v < Glsl430) || (is_glsles && v < GlslEs310)) ? "#extension GL_ARB_shader_image_load_store : enable" : "", framebuffer_fetch_string.c_str(), shader_shuffle_string.c_str(), g_ActiveConfig.backend_info.bSupportsCoarseDerivatives ? "#extension GL_ARB_derivative_control : enable" : "", g_ActiveConfig.backend_info.bSupportsTextureQueryLevels ? "#extension GL_ARB_texture_query_levels : enable" : "", is_glsles ? "precision highp float;" : "", is_glsles ? "precision highp int;" : "", is_glsles ? "precision highp sampler2DArray;" : "", (is_glsles && g_ActiveConfig.backend_info.bSupportsPaletteConversion) ? "precision highp usamplerBuffer;" : "", v > GlslEs300 ? "precision highp sampler2DMS;" : "", v >= GlslEs310 ? "precision highp image2DArray;" : ""); } u64 ProgramShaderCache::GenerateShaderID() { return s_shader_counter++; } bool SharedContextAsyncShaderCompiler::WorkerThreadInitMainThread(void** param) { std::unique_ptr context = static_cast(g_renderer.get())->GetMainGLContext()->CreateSharedContext(); if (!context) { PanicAlertFmt("Failed to create shared context for shader compiling."); return false; } *param = context.release(); return true; } bool SharedContextAsyncShaderCompiler::WorkerThreadInitWorkerThread(void* param) { GLContext* context = static_cast(param); if (!context->MakeCurrent()) return false; s_is_shared_context = true; // Make the state match the main context to have a better chance of avoiding recompiles. if (!context->IsGLES()) glEnable(GL_PROGRAM_POINT_SIZE); if (g_ActiveConfig.backend_info.bSupportsClipControl) glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE); if (g_ActiveConfig.backend_info.bSupportsDepthClamp) { glEnable(GL_CLIP_DISTANCE0); glEnable(GL_CLIP_DISTANCE1); glEnable(GL_DEPTH_CLAMP); } if (g_ActiveConfig.backend_info.bSupportsPrimitiveRestart) GLUtil::EnablePrimitiveRestart(context); return true; } void SharedContextAsyncShaderCompiler::WorkerThreadExit(void* param) { GLContext* context = static_cast(param); context->ClearCurrent(); delete context; } } // namespace OGL