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d6617d399f
Same thing, less reading.
883 lines
29 KiB
C++
883 lines
29 KiB
C++
// Copyright 2011 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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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 <memory>
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#include <string>
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#include "Common/Align.h"
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "Common/FileUtil.h"
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#include "Common/GL/GLContext.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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#include "VideoBackends/OGL/OGLShader.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/StreamBuffer.h"
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#include "VideoBackends/OGL/VertexManager.h"
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#include "VideoCommon/AsyncShaderCompiler.h"
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#include "VideoCommon/GeometryShaderManager.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderManager.h"
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namespace OGL
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{
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u32 ProgramShaderCache::s_ubo_buffer_size;
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s32 ProgramShaderCache::s_ubo_align;
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GLuint ProgramShaderCache::s_attributeless_VBO = 0;
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GLuint ProgramShaderCache::s_attributeless_VAO = 0;
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GLuint ProgramShaderCache::s_last_VAO = 0;
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static std::unique_ptr<StreamBuffer> s_buffer;
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static int num_failures = 0;
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static GLuint CurrentProgram = 0;
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ProgramShaderCache::PipelineProgramMap ProgramShaderCache::s_pipeline_programs;
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std::mutex ProgramShaderCache::s_pipeline_program_lock;
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static std::string s_glsl_header;
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static std::atomic<u64> s_shader_counter{0};
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static thread_local bool s_is_shared_context = false;
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static std::string GetGLSLVersionString()
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{
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GlslVersion v = g_ogl_config.eSupportedGLSLVersion;
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switch (v)
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{
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case GlslEs300:
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return "#version 300 es";
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case GlslEs310:
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return "#version 310 es";
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case GlslEs320:
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return "#version 320 es";
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case Glsl130:
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return "#version 130";
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case Glsl140:
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return "#version 140";
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case Glsl150:
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return "#version 150";
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case Glsl330:
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return "#version 330";
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case Glsl400:
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return "#version 400";
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case Glsl430:
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return "#version 430";
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default:
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// Shouldn't ever hit this
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return "#version ERROR";
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}
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}
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void SHADER::SetProgramVariables()
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{
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if (g_ActiveConfig.backend_info.bSupportsBindingLayout)
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return;
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// To set uniform blocks/uniforms, the program must be active. We restore the
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// current binding at the end of this method to maintain the invariant.
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glUseProgram(glprogid);
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// Bind UBO and texture samplers
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GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
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GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
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GLint GSBlock_id = glGetUniformBlockIndex(glprogid, "GSBlock");
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GLint UBERBlock_id = glGetUniformBlockIndex(glprogid, "UBERBlock");
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if (PSBlock_id != -1)
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glUniformBlockBinding(glprogid, PSBlock_id, 1);
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if (VSBlock_id != -1)
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glUniformBlockBinding(glprogid, VSBlock_id, 2);
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if (GSBlock_id != -1)
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glUniformBlockBinding(glprogid, GSBlock_id, 3);
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if (UBERBlock_id != -1)
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glUniformBlockBinding(glprogid, UBERBlock_id, 4);
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// Bind Texture Samplers
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for (int a = 0; a < 8; ++a)
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{
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// Still need to get sampler locations since we aren't binding them statically in the shaders
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int loc = glGetUniformLocation(glprogid, StringFromFormat("samp[%d]", a).c_str());
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if (loc < 0)
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loc = glGetUniformLocation(glprogid, StringFromFormat("samp%d", a).c_str());
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if (loc >= 0)
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glUniform1i(loc, a);
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}
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// Restore previous program binding.
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glUseProgram(CurrentProgram);
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}
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void SHADER::SetProgramBindings(bool is_compute)
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{
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if (!is_compute)
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{
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if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
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{
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// So we do support extended blending
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// So we need to set a few more things here.
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// Bind our out locations
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glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0");
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glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1");
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}
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// Need to set some attribute locations
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glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
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glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "posmtx");
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glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "rawcolor0");
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glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "rawcolor1");
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glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0");
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glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
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glBindAttribLocation(glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
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}
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for (int i = 0; i < 8; i++)
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{
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std::string attrib_name = StringFromFormat("rawtex%d", i);
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glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB + i, attrib_name.c_str());
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}
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}
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void SHADER::Bind() const
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{
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if (CurrentProgram != glprogid)
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{
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INCSTAT(g_stats.this_frame.num_shader_changes);
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glUseProgram(glprogid);
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CurrentProgram = glprogid;
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}
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}
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void SHADER::DestroyShaders()
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{
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if (vsid)
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{
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glDeleteShader(vsid);
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vsid = 0;
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}
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if (gsid)
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{
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glDeleteShader(gsid);
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gsid = 0;
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}
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if (psid)
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{
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glDeleteShader(psid);
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psid = 0;
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}
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}
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bool PipelineProgramKey::operator!=(const PipelineProgramKey& rhs) const
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{
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return !operator==(rhs);
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}
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bool PipelineProgramKey::operator==(const PipelineProgramKey& rhs) const
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{
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return std::tie(vertex_shader_id, geometry_shader_id, pixel_shader_id) ==
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std::tie(rhs.vertex_shader_id, rhs.geometry_shader_id, rhs.pixel_shader_id);
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}
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bool PipelineProgramKey::operator<(const PipelineProgramKey& rhs) const
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{
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return std::tie(vertex_shader_id, geometry_shader_id, pixel_shader_id) <
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std::tie(rhs.vertex_shader_id, rhs.geometry_shader_id, rhs.pixel_shader_id);
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}
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std::size_t PipelineProgramKeyHash::operator()(const PipelineProgramKey& key) const
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{
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// We would really want std::hash_combine for this..
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std::hash<u64> hasher;
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return hasher(key.vertex_shader_id) + hasher(key.geometry_shader_id) +
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hasher(key.pixel_shader_id);
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}
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StreamBuffer* ProgramShaderCache::GetUniformBuffer()
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{
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return s_buffer.get();
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}
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u32 ProgramShaderCache::GetUniformBufferAlignment()
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{
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return s_ubo_align;
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}
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void ProgramShaderCache::UploadConstants()
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{
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if (PixelShaderManager::dirty || VertexShaderManager::dirty || GeometryShaderManager::dirty)
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{
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auto buffer = s_buffer->Map(s_ubo_buffer_size, s_ubo_align);
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memcpy(buffer.first, &PixelShaderManager::constants, sizeof(PixelShaderConstants));
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memcpy(buffer.first + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align),
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&VertexShaderManager::constants, sizeof(VertexShaderConstants));
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memcpy(buffer.first + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align) +
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Common::AlignUp(sizeof(VertexShaderConstants), s_ubo_align),
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&GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
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s_buffer->Unmap(s_ubo_buffer_size);
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glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->m_buffer, buffer.second,
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sizeof(PixelShaderConstants));
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glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->m_buffer,
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buffer.second + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align),
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sizeof(VertexShaderConstants));
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glBindBufferRange(GL_UNIFORM_BUFFER, 3, s_buffer->m_buffer,
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buffer.second + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align) +
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Common::AlignUp(sizeof(VertexShaderConstants), s_ubo_align),
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sizeof(GeometryShaderConstants));
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PixelShaderManager::dirty = false;
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VertexShaderManager::dirty = false;
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GeometryShaderManager::dirty = false;
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ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, s_ubo_buffer_size);
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}
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}
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void ProgramShaderCache::UploadConstants(const void* data, u32 data_size)
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{
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// allocate and copy
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const u32 alloc_size = Common::AlignUp(data_size, s_ubo_align);
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auto buffer = s_buffer->Map(alloc_size, s_ubo_align);
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std::memcpy(buffer.first, data, data_size);
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s_buffer->Unmap(alloc_size);
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// bind the same sub-buffer to all stages
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for (u32 index = 1; index <= 3; index++)
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glBindBufferRange(GL_UNIFORM_BUFFER, index, s_buffer->m_buffer, buffer.second, data_size);
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ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, data_size);
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}
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bool ProgramShaderCache::CompileComputeShader(SHADER& shader, std::string_view code)
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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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// but not GLSL 4.3. Mesa is one example.
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std::string full_code;
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if (g_ActiveConfig.backend_info.bSupportsComputeShaders &&
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g_ogl_config.eSupportedGLSLVersion < Glsl430)
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{
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full_code = "#extension GL_ARB_compute_shader : enable\n";
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}
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full_code += 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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return false;
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shader.glprogid = glCreateProgram();
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glAttachShader(shader.glprogid, shader_id);
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shader.SetProgramBindings(true);
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glLinkProgram(shader.glprogid);
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// original shaders aren't needed any more
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glDeleteShader(shader_id);
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if (!CheckProgramLinkResult(shader.glprogid, full_code, {}, {}))
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{
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shader.Destroy();
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return false;
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}
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shader.SetProgramVariables();
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return true;
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}
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GLuint ProgramShaderCache::CompileSingleShader(GLenum type, std::string_view code)
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{
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const GLuint result = glCreateShader(type);
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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, num_strings, src.data(), src_sizes.data());
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glCompileShader(result);
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if (!CheckShaderCompileResult(result, type, code))
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{
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// Don't try to use this shader
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glDeleteShader(result);
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return 0;
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}
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return result;
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}
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bool ProgramShaderCache::CheckShaderCompileResult(GLuint id, GLenum type, std::string_view code)
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{
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GLint compileStatus;
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glGetShaderiv(id, GL_COMPILE_STATUS, &compileStatus);
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GLsizei length = 0;
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glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
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if (compileStatus != GL_TRUE || length > 1)
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{
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std::string info_log;
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info_log.resize(length);
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glGetShaderInfoLog(id, length, &length, &info_log[0]);
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const char* prefix = "";
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switch (type)
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{
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case GL_VERTEX_SHADER:
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prefix = "vs";
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break;
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case GL_GEOMETRY_SHADER:
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prefix = "gs";
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break;
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case GL_FRAGMENT_SHADER:
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prefix = "ps";
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break;
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case GL_COMPUTE_SHADER:
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prefix = "cs";
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break;
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}
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if (compileStatus != GL_TRUE)
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{
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ERROR_LOG(VIDEO, "%s failed compilation:\n%s", prefix, info_log.c_str());
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std::string filename = StringFromFormat(
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"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), prefix, num_failures++);
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std::ofstream file;
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File::OpenFStream(file, filename, std::ios_base::out);
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file << s_glsl_header << code << info_log;
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file.close();
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PanicAlert("Failed to compile %s shader: %s\n"
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"Debug info (%s, %s, %s):\n%s",
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prefix, filename.c_str(), g_ogl_config.gl_vendor, g_ogl_config.gl_renderer,
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g_ogl_config.gl_version, info_log.c_str());
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return false;
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}
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WARN_LOG(VIDEO, "%s compiled with warnings:\n%s", prefix, info_log.c_str());
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}
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return true;
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}
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bool ProgramShaderCache::CheckProgramLinkResult(GLuint id, std::string_view vcode,
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std::string_view pcode, std::string_view gcode)
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{
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GLint linkStatus;
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glGetProgramiv(id, GL_LINK_STATUS, &linkStatus);
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GLsizei length = 0;
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glGetProgramiv(id, GL_INFO_LOG_LENGTH, &length);
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if (linkStatus != GL_TRUE || length > 1)
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{
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std::string info_log;
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info_log.resize(length);
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glGetProgramInfoLog(id, length, &length, &info_log[0]);
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if (linkStatus != GL_TRUE)
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{
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ERROR_LOG(VIDEO, "Program failed linking:\n%s", info_log.c_str());
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std::string filename =
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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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File::OpenFStream(file, filename, std::ios_base::out);
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if (!vcode.empty())
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file << s_glsl_header << vcode << '\n';
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if (!gcode.empty())
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file << s_glsl_header << gcode << '\n';
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if (!pcode.empty())
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file << s_glsl_header << pcode << '\n';
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file << info_log;
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file.close();
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PanicAlert("Failed to link shaders: %s\n"
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"Debug info (%s, %s, %s):\n%s",
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filename.c_str(), g_ogl_config.gl_vendor, g_ogl_config.gl_renderer,
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g_ogl_config.gl_version, info_log.c_str());
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return false;
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}
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WARN_LOG(VIDEO, "Program linked with warnings:\n%s", info_log.c_str());
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}
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return true;
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}
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void ProgramShaderCache::Init()
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{
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// We have to get the UBO alignment here because
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// if we generate a buffer that isn't aligned
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// then the UBO will fail.
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &s_ubo_align);
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s_ubo_buffer_size =
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static_cast<u32>(Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align) +
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Common::AlignUp(sizeof(VertexShaderConstants), s_ubo_align) +
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Common::AlignUp(sizeof(GeometryShaderConstants), s_ubo_align));
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// We multiply by *4*4 because we need to get down to basic machine units.
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// So multiply by four to get how many floats we have from vec4s
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// Then once more to get bytes
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s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, VertexManagerBase::UNIFORM_STREAM_BUFFER_SIZE);
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CreateHeader();
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CreateAttributelessVAO();
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CurrentProgram = 0;
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}
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void ProgramShaderCache::Shutdown()
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{
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s_buffer.reset();
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glBindVertexArray(0);
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glDeleteBuffers(1, &s_attributeless_VBO);
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glDeleteVertexArrays(1, &s_attributeless_VAO);
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s_attributeless_VBO = 0;
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s_attributeless_VAO = 0;
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s_last_VAO = 0;
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// All pipeline programs should have been released.
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DEBUG_ASSERT(s_pipeline_programs.empty());
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s_pipeline_programs.clear();
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}
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void ProgramShaderCache::CreateAttributelessVAO()
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{
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glGenVertexArrays(1, &s_attributeless_VAO);
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// In a compatibility context, we require a valid, bound array buffer.
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glGenBuffers(1, &s_attributeless_VBO);
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// Initialize the buffer with nothing. 16 floats is an arbitrary size that may work around driver
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// issues.
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glBindBuffer(GL_ARRAY_BUFFER, s_attributeless_VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 16, nullptr, GL_STATIC_DRAW);
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// We must also define vertex attribute 0.
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glBindVertexArray(s_attributeless_VAO);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
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glEnableVertexAttribArray(0);
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}
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void ProgramShaderCache::BindVertexFormat(const GLVertexFormat* vertex_format)
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{
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u32 new_VAO = vertex_format ? vertex_format->VAO : s_attributeless_VAO;
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if (s_last_VAO == new_VAO)
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return;
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glBindVertexArray(new_VAO);
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s_last_VAO = new_VAO;
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}
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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<PipelineProgram> prog = std::make_unique<PipelineProgram>();
|
|
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<GLenum>(program_binary_type),
|
|
static_cast<const u8*>(cache_data) + sizeof(u32),
|
|
static_cast<GLsizei>(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(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 FB_FETCH_VALUE real_ocol0\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
|
|
|
|
// 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(),
|
|
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<GLContext> context =
|
|
static_cast<Renderer*>(g_renderer.get())->GetMainGLContext()->CreateSharedContext();
|
|
if (!context)
|
|
{
|
|
PanicAlert("Failed to create shared context for shader compiling.");
|
|
return false;
|
|
}
|
|
|
|
*param = context.release();
|
|
return true;
|
|
}
|
|
|
|
bool SharedContextAsyncShaderCompiler::WorkerThreadInitWorkerThread(void* param)
|
|
{
|
|
GLContext* context = static_cast<GLContext*>(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<GLContext*>(param);
|
|
context->ClearCurrent();
|
|
delete context;
|
|
}
|
|
} // namespace OGL
|