Files
melonDS/src/OpenGLSupport.cpp

363 lines
9.4 KiB
C++

/*
Copyright 2016-2023 melonDS team
This file is part of melonDS.
melonDS is free software: you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free
Software Foundation, either version 3 of the License, or (at your option)
any later version.
melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with melonDS. If not, see http://www.gnu.org/licenses/.
*/
#include "OpenGLSupport.h"
#include <unordered_map>
#include <vector>
#include <assert.h>
#define XXH_STATIC_LINKING_ONLY
#include "xxhash/xxhash.h"
namespace melonDS
{
using Platform::Log;
using Platform::LogLevel;
namespace OpenGL
{
struct ShaderCacheEntry
{
u32 Length;
u8* Data;
u32 BinaryFormat;
ShaderCacheEntry(u8* data, u32 length, u32 binaryFmt)
: Length(length), Data(data), BinaryFormat(binaryFmt)
{
assert(data != nullptr);
}
ShaderCacheEntry(const ShaderCacheEntry&) = delete;
ShaderCacheEntry(ShaderCacheEntry&& other)
{
Data = other.Data;
Length = other.Length;
BinaryFormat = other.BinaryFormat;
other.Data = nullptr;
other.Length = 0;
other.BinaryFormat = 0;
}
~ShaderCacheEntry()
{
if (Data) // check whether it was moved
delete[] Data;
}
};
std::unordered_map<u64, ShaderCacheEntry> ShaderCache;
std::vector<u64> NewShaders;
constexpr u32 ShaderCacheMagic = 0x11CAC4E1;
constexpr u32 ShaderCacheVersion = 1;
void LoadShaderCache()
{
// for now the shader cache only contains only compute shaders
// because they take the longest to compile
Platform::FileHandle* file = Platform::OpenLocalFile("shadercache", Platform::FileMode::Read);
if (file == nullptr)
{
Log(LogLevel::Error, "Could not find shader cache\n");
return;
}
u32 magic, version, numPrograms;
if (Platform::FileRead(&magic, 4, 1, file) != 1 || magic != ShaderCacheMagic)
{
Log(LogLevel::Error, "Shader cache file has invalid magic\n");
goto fileInvalid;
}
if (Platform::FileRead(&version, 4, 1, file) != 1 || version != ShaderCacheVersion)
{
Log(LogLevel::Error, "Shader cache file has bad version\n");
goto fileInvalid;
}
if (Platform::FileRead(&numPrograms, 4, 1, file) != 1)
{
Log(LogLevel::Error, "Shader cache file invalid program count\n");
goto fileInvalid;
}
// not the best approach, because once changes pile up
// we read and overwrite the old files
for (u32 i = 0; i < numPrograms; i++)
{
int error = 3;
u32 length, binaryFormat;
u64 sourceHash;
error -= Platform::FileRead(&sourceHash, 8, 1, file);
error -= Platform::FileRead(&length, 4, 1, file);
error -= Platform::FileRead(&binaryFormat, 4, 1, file);
if (error != 0)
{
Log(LogLevel::Error, "Invalid shader cache entry\n");
goto fileInvalid;
}
u8* data = new u8[length];
if (Platform::FileRead(data, length, 1, file) != 1)
{
Log(LogLevel::Error, "Could not read shader cache entry data\n");
delete[] data;
goto fileInvalid;
}
ShaderCache.erase(sourceHash);
ShaderCache.emplace(sourceHash, ShaderCacheEntry(data, length, binaryFormat));
}
fileInvalid:
Platform::CloseFile(file);
}
void SaveShaderCache()
{
Platform::FileHandle* file = Platform::OpenLocalFile("shadercache", Platform::FileMode::ReadWrite);
if (file == nullptr)
{
Log(LogLevel::Error, "Could not open or create shader cache file\n");
return;
}
int written = 3;
u32 magic = ShaderCacheMagic, version = ShaderCacheVersion, numPrograms = ShaderCache.size();
written -= Platform::FileWrite(&magic, 4, 1, file);
written -= Platform::FileWrite(&version, 4, 1, file);
written -= Platform::FileWrite(&numPrograms, 4, 1, file);
if (written != 0)
{
Log(LogLevel::Error, "Could not write shader cache header\n");
goto writeError;
}
Platform::FileSeek(file, 0, Platform::FileSeekOrigin::End);
printf("new shaders %d\n", NewShaders.size());
for (u64 newShader : NewShaders)
{
int error = 4;
auto it = ShaderCache.find(newShader);
error -= Platform::FileWrite(&it->first, 8, 1, file);
error -= Platform::FileWrite(&it->second.Length, 4, 1, file);
error -= Platform::FileWrite(&it->second.BinaryFormat, 4, 1, file);
error -= Platform::FileWrite(it->second.Data, it->second.Length, 1, file);
if (error != 0)
{
Log(LogLevel::Error, "Could not insert new shader cache entry\n");
goto writeError;
}
}
writeError:
Platform::CloseFile(file);
NewShaders.clear();
}
bool CompilerShader(GLuint& id, const std::string& source, const std::string& name, const std::string& type)
{
int res;
if (!glCreateShader)
{
Log(LogLevel::Error, "OpenGL: Cannot build shader program, OpenGL hasn't been loaded\n");
return false;
}
const char* sourceC = source.c_str();
int len = source.length();
glShaderSource(id, 1, &sourceC, &len);
glCompileShader(id);
glGetShaderiv(id, GL_COMPILE_STATUS, &res);
if (res != GL_TRUE)
{
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &res);
if (res < 1) res = 1024;
char* log = new char[res+1];
glGetShaderInfoLog(id, res+1, NULL, log);
Log(LogLevel::Error, "OpenGL: failed to compile %s shader %s: %s\n", type.c_str(), name.c_str(), log);
Log(LogLevel::Debug, "shader source:\n--\n%s\n--\n", source.c_str());
delete[] log;
glDeleteShader(id);
return false;
}
return true;
}
bool LinkProgram(GLuint& result, GLuint* ids, int numIds)
{
int res;
if (!glLinkProgram)
{
Log(LogLevel::Error, "OpenGL: Cannot link shader program, OpenGL hasn't been loaded\n");
return false;
}
for (int i = 0; i < numIds; i++)
{
glAttachShader(result, ids[i]);
}
glLinkProgram(result);
for (int i = 0; i < numIds; i++)
glDetachShader(result, ids[i]);
glGetProgramiv(result, GL_LINK_STATUS, &res);
if (res != GL_TRUE)
{
glGetProgramiv(result, GL_INFO_LOG_LENGTH, &res);
if (res < 1) res = 1024;
char* log = new char[res+1];
glGetProgramInfoLog(result, res+1, NULL, log);
Log(LogLevel::Error, "OpenGL: failed to link shader program: %s\n", log);
delete[] log;
return false;
}
return true;
}
bool CompileComputeProgram(GLuint& result, const std::string& source, const std::string& name)
{
result = glCreateProgram();
/*u64 sourceHash = XXH64(source.data(), source.size(), 0);
auto it = ShaderCache.find(sourceHash);
if (it != ShaderCache.end())
{
glProgramBinary(result, it->second.BinaryFormat, it->second.Data, it->second.Length);
GLint linkStatus;
glGetProgramiv(result, GL_LINK_STATUS, &linkStatus);
if (linkStatus == GL_TRUE)
{
Log(LogLevel::Info, "Restored shader %s from cache\n", name.c_str());
return true;
}
else
{
}
}*/
Log(LogLevel::Error, "Shader %s from cache was rejected\n", name.c_str());
GLuint shader;
bool linkingSucess = false;
if (!glCreateShader || !glDeleteShader)
goto error;
shader = glCreateShader(GL_COMPUTE_SHADER);
if (!CompilerShader(shader, source, name, "compute"))
goto error;
linkingSucess = LinkProgram(result, &shader, 1);
error:
glDeleteShader(shader);
if (!linkingSucess)
{
glDeleteProgram(result);
}
/*else
{
GLint length;
GLenum format;
glGetProgramiv(result, GL_PROGRAM_BINARY_LENGTH, &length);
u8* buffer = new u8[length];
glGetProgramBinary(result, length, nullptr, &format, buffer);
ShaderCache.emplace(sourceHash, ShaderCacheEntry(buffer, length, format));
NewShaders.push_back(sourceHash);
}*/
return linkingSucess;
}
bool CompileVertexFragmentProgram(GLuint& result,
const std::string& vs, const std::string& fs,
const std::string& name,
const std::initializer_list<AttributeTarget>& vertexInAttrs,
const std::initializer_list<AttributeTarget>& fragmentOutAttrs)
{
GLuint shaders[2] =
{
glCreateShader(GL_VERTEX_SHADER),
glCreateShader(GL_FRAGMENT_SHADER)
};
result = glCreateProgram();
bool linkingSucess = false;
if (!CompilerShader(shaders[0], vs, name, "vertex"))
goto error;
if (!CompilerShader(shaders[1], fs, name, "fragment"))
goto error;
for (const AttributeTarget& target : vertexInAttrs)
{
glBindAttribLocation(result, target.Location, target.Name);
}
for (const AttributeTarget& target : fragmentOutAttrs)
{
glBindFragDataLocation(result, target.Location, target.Name);
}
linkingSucess = LinkProgram(result, shaders, 2);
error:
glDeleteShader(shaders[1]);
glDeleteShader(shaders[0]);
if (!linkingSucess)
glDeleteProgram(result);
return linkingSucess;
}
}
}