mirror of
https://github.com/yuzu-emu/yuzu-android
synced 2024-12-26 07:41:22 -08:00
gl_shader_util: Move shader utility code to a separate file
This commit is contained in:
parent
12fe7210d2
commit
b1ed64ac18
@ -83,18 +83,6 @@ void OGLSampler::Release() {
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handle = 0;
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}
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void OGLShader::Create(std::string_view source, GLenum type) {
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if (handle != 0) {
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return;
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}
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if (source.empty()) {
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return;
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}
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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handle = GLShader::LoadShader(source, type);
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}
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void OGLShader::Release() {
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if (handle == 0)
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return;
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@ -104,21 +92,6 @@ void OGLShader::Release() {
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handle = 0;
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}
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void OGLProgram::CreateFromSource(const char* vert_shader, const char* geo_shader,
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const char* frag_shader, bool separable_program,
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bool hint_retrievable) {
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OGLShader vert, geo, frag;
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if (vert_shader)
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vert.Create(vert_shader, GL_VERTEX_SHADER);
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if (geo_shader)
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geo.Create(geo_shader, GL_GEOMETRY_SHADER);
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if (frag_shader)
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frag.Create(frag_shader, GL_FRAGMENT_SHADER);
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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Create(separable_program, hint_retrievable, vert.handle, geo.handle, frag.handle);
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}
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void OGLProgram::Release() {
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if (handle == 0)
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return;
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@ -8,7 +8,6 @@
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#include <utility>
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#include <glad/glad.h>
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#include "common/common_types.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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namespace OpenGL {
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@ -128,8 +127,6 @@ public:
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return *this;
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}
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void Create(std::string_view source, GLenum type);
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void Release();
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GLuint handle = 0;
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@ -151,17 +148,6 @@ public:
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return *this;
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}
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template <typename... T>
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void Create(bool separable_program, bool hint_retrievable, T... shaders) {
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if (handle != 0)
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return;
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handle = GLShader::LoadProgram(separable_program, hint_retrievable, shaders...);
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}
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/// Creates a new internal OpenGL resource and stores the handle
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void CreateFromSource(const char* vert_shader, const char* geo_shader, const char* frag_shader,
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bool separable_program = false, bool hint_retrievable = false);
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/// Deletes the internal OpenGL resource
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void Release();
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@ -31,6 +31,7 @@
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_cache.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_state_tracker.h"
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#include "video_core/shader_cache.h"
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#include "video_core/shader_environment.h"
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@ -53,77 +54,6 @@ auto MakeSpan(Container& container) {
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return std::span(container.data(), container.size());
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}
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void AddShader(GLenum stage, GLuint program, std::span<const u32> code) {
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OGLShader shader;
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shader.handle = glCreateShader(stage);
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glShaderBinary(1, &shader.handle, GL_SHADER_BINARY_FORMAT_SPIR_V_ARB, code.data(),
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static_cast<GLsizei>(code.size_bytes()));
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glSpecializeShader(shader.handle, "main", 0, nullptr, nullptr);
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glAttachShader(program, shader.handle);
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if (!Settings::values.renderer_debug) {
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return;
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}
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GLint shader_status{};
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glGetShaderiv(shader.handle, GL_COMPILE_STATUS, &shader_status);
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if (shader_status == GL_FALSE) {
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LOG_ERROR(Render_OpenGL, "Failed to build shader");
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}
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GLint log_length{};
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glGetShaderiv(shader.handle, GL_INFO_LOG_LENGTH, &log_length);
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if (log_length == 0) {
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return;
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}
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std::string log(log_length, 0);
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glGetShaderInfoLog(shader.handle, log_length, nullptr, log.data());
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if (shader_status == GL_FALSE) {
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LOG_ERROR(Render_OpenGL, "{}", log);
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} else {
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LOG_WARNING(Render_OpenGL, "{}", log);
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}
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}
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void LinkProgram(GLuint program) {
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glLinkProgram(program);
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if (!Settings::values.renderer_debug) {
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return;
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}
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GLint link_status{};
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glGetProgramiv(program, GL_LINK_STATUS, &link_status);
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GLint log_length{};
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
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if (log_length == 0) {
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return;
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}
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std::string log(log_length, 0);
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glGetProgramInfoLog(program, log_length, nullptr, log.data());
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if (link_status == GL_FALSE) {
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LOG_ERROR(Render_OpenGL, "{}", log);
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} else {
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LOG_WARNING(Render_OpenGL, "{}", log);
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}
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}
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OGLAssemblyProgram CompileProgram(std::string_view code, GLenum target) {
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OGLAssemblyProgram program;
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glGenProgramsARB(1, &program.handle);
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glNamedProgramStringEXT(program.handle, target, GL_PROGRAM_FORMAT_ASCII_ARB,
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static_cast<GLsizei>(code.size()), code.data());
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if (Settings::values.renderer_debug) {
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const auto err = reinterpret_cast<const char*>(glGetString(GL_PROGRAM_ERROR_STRING_NV));
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if (err && *err) {
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if (std::strstr(err, "error")) {
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LOG_CRITICAL(Render_OpenGL, "\n{}", err);
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LOG_INFO(Render_OpenGL, "\n{}", code);
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} else {
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LOG_WARNING(Render_OpenGL, "\n{}", err);
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}
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}
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}
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return program;
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}
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GLenum Stage(size_t stage_index) {
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switch (stage_index) {
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case 0:
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@ -492,9 +422,8 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
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if (!device.UseAssemblyShaders()) {
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source_program.handle = glCreateProgram();
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}
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for (size_t index = uses_vertex_a && uses_vertex_b ? 1 : 0; index < Maxwell::MaxShaderProgram;
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++index) {
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const size_t first_index = uses_vertex_a && uses_vertex_b ? 1 : 0;
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for (size_t index = first_index; index < Maxwell::MaxShaderProgram; ++index) {
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if (key.unique_hashes[index] == 0) {
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continue;
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}
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@ -510,7 +439,7 @@ std::unique_ptr<GraphicsPipeline> ShaderCache::CreateGraphicsPipeline(
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assembly_programs[stage_index] = CompileProgram(code, AssemblyStage(stage_index));
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} else {
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const std::vector<u32> code{EmitSPIRV(profile, runtime_info, program, binding)};
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AddShader(Stage(stage_index), source_program.handle, code);
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AttachShader(Stage(stage_index), source_program.handle, code);
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}
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}
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if (!device.UseAssemblyShaders()) {
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@ -565,7 +494,7 @@ std::unique_ptr<ComputePipeline> ShaderCache::CreateComputePipeline(ShaderPools&
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} else {
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const std::vector<u32> code{EmitSPIRV(profile, program)};
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source_program.handle = glCreateProgram();
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AddShader(GL_COMPUTE_SHADER, source_program.handle, code);
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AttachShader(GL_COMPUTE_SHADER, source_program.handle, code);
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LinkProgram(source_program.handle);
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}
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return std::make_unique<ComputePipeline>(device, texture_cache, buffer_cache, gpu_memory,
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@ -5,57 +5,100 @@
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#include <string_view>
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#include <vector>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "common/settings.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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namespace OpenGL::GLShader {
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namespace OpenGL {
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namespace {
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std::string_view StageDebugName(GLenum type) {
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switch (type) {
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case GL_VERTEX_SHADER:
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return "vertex";
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case GL_GEOMETRY_SHADER:
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return "geometry";
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case GL_FRAGMENT_SHADER:
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return "fragment";
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case GL_COMPUTE_SHADER:
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return "compute";
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static void LogShader(GLuint shader) {
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GLint shader_status{};
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glGetShaderiv(shader, GL_COMPILE_STATUS, &shader_status);
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if (shader_status == GL_FALSE) {
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LOG_ERROR(Render_OpenGL, "Failed to build shader");
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}
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GLint log_length{};
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
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if (log_length == 0) {
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return;
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}
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std::string log(log_length, 0);
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glGetShaderInfoLog(shader, log_length, nullptr, log.data());
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if (shader_status == GL_FALSE) {
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LOG_ERROR(Render_OpenGL, "{}", log);
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} else {
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LOG_WARNING(Render_OpenGL, "{}", log);
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}
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UNIMPLEMENTED();
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return "unknown";
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}
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} // Anonymous namespace
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void AttachShader(GLenum stage, GLuint program, std::string_view code) {
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OGLShader shader;
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shader.handle = glCreateShader(stage);
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GLuint LoadShader(std::string_view source, GLenum type) {
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const std::string_view debug_type = StageDebugName(type);
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const GLuint shader_id = glCreateShader(type);
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const GLint length = static_cast<GLint>(code.size());
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const GLchar* const code_ptr = code.data();
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glShaderSource(shader.handle, 1, &code_ptr, &length);
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glCompileShader(shader.handle);
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glAttachShader(program, shader.handle);
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if (Settings::values.renderer_debug) {
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LogShader(shader.handle);
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}
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}
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const GLchar* source_string = source.data();
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const GLint source_length = static_cast<GLint>(source.size());
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void AttachShader(GLenum stage, GLuint program, std::span<const u32> code) {
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OGLShader shader;
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shader.handle = glCreateShader(stage);
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glShaderSource(shader_id, 1, &source_string, &source_length);
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LOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type);
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glCompileShader(shader_id);
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glShaderBinary(1, &shader.handle, GL_SHADER_BINARY_FORMAT_SPIR_V_ARB, code.data(),
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static_cast<GLsizei>(code.size_bytes()));
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glSpecializeShader(shader.handle, "main", 0, nullptr, nullptr);
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glAttachShader(program, shader.handle);
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if (Settings::values.renderer_debug) {
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LogShader(shader.handle);
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}
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}
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GLint result = GL_FALSE;
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GLint info_log_length;
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glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result);
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glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
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void LinkProgram(GLuint program) {
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glLinkProgram(program);
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if (!Settings::values.renderer_debug) {
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return;
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}
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GLint link_status{};
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glGetProgramiv(program, GL_LINK_STATUS, &link_status);
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if (info_log_length > 1) {
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std::string shader_error(info_log_length, ' ');
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glGetShaderInfoLog(shader_id, info_log_length, nullptr, &shader_error[0]);
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if (result == GL_TRUE) {
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LOG_DEBUG(Render_OpenGL, "{}", shader_error);
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} else {
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LOG_ERROR(Render_OpenGL, "Error compiling {} shader:\n{}", debug_type, shader_error);
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GLint log_length{};
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
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if (log_length == 0) {
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return;
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}
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std::string log(log_length, 0);
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glGetProgramInfoLog(program, log_length, nullptr, log.data());
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if (link_status == GL_FALSE) {
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LOG_ERROR(Render_OpenGL, "{}", log);
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} else {
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LOG_WARNING(Render_OpenGL, "{}", log);
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}
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}
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OGLAssemblyProgram CompileProgram(std::string_view code, GLenum target) {
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OGLAssemblyProgram program;
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glGenProgramsARB(1, &program.handle);
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glNamedProgramStringEXT(program.handle, target, GL_PROGRAM_FORMAT_ASCII_ARB,
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static_cast<GLsizei>(code.size()), code.data());
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if (Settings::values.renderer_debug) {
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const auto err = reinterpret_cast<const char*>(glGetString(GL_PROGRAM_ERROR_STRING_NV));
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if (err && *err) {
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if (std::strstr(err, "error")) {
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LOG_CRITICAL(Render_OpenGL, "\n{}", err);
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LOG_INFO(Render_OpenGL, "\n{}", code);
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} else {
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LOG_WARNING(Render_OpenGL, "\n{}", err);
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}
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}
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}
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return shader_id;
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return program;
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}
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} // namespace OpenGL::GLShader
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} // namespace OpenGL
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@ -4,92 +4,25 @@
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#pragma once
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#include <span>
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#include <string>
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#include <string_view>
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#include <vector>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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namespace OpenGL::GLShader {
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namespace OpenGL {
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/**
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* Utility function to log the source code of a list of shaders.
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* @param shaders The OpenGL shaders whose source we will print.
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*/
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template <typename... T>
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void LogShaderSource(T... shaders) {
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auto shader_list = {shaders...};
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void AttachShader(GLenum stage, GLuint program, std::string_view code);
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for (const auto& shader : shader_list) {
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if (shader == 0)
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continue;
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void AttachShader(GLenum stage, GLuint program, std::span<const u32> code);
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GLint source_length;
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glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &source_length);
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void LinkProgram(GLuint program);
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std::string source(source_length, ' ');
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glGetShaderSource(shader, source_length, nullptr, &source[0]);
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LOG_INFO(Render_OpenGL, "Shader source {}", source);
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}
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}
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OGLAssemblyProgram CompileProgram(std::string_view code, GLenum target);
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/**
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* Utility function to create and compile an OpenGL GLSL shader
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* @param source String of the GLSL shader program
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* @param type Type of the shader (GL_VERTEX_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER)
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*/
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GLuint LoadShader(std::string_view source, GLenum type);
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/**
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* Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader)
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* @param separable_program whether to create a separable program
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* @param shaders ID of shaders to attach to the program
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* @returns Handle of the newly created OpenGL program object
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*/
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template <typename... T>
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GLuint LoadProgram(bool separable_program, bool hint_retrievable, T... shaders) {
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// Link the program
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LOG_DEBUG(Render_OpenGL, "Linking program...");
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GLuint program_id = glCreateProgram();
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((shaders == 0 ? (void)0 : glAttachShader(program_id, shaders)), ...);
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if (separable_program) {
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glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE);
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}
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if (hint_retrievable) {
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glProgramParameteri(program_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
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}
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glLinkProgram(program_id);
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// Check the program
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GLint result = GL_FALSE;
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GLint info_log_length;
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glGetProgramiv(program_id, GL_LINK_STATUS, &result);
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glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length);
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if (info_log_length > 1) {
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std::string program_error(info_log_length, ' ');
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glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]);
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if (result == GL_TRUE) {
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LOG_DEBUG(Render_OpenGL, "{}", program_error);
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} else {
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LOG_ERROR(Render_OpenGL, "Error linking shader:\n{}", program_error);
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}
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}
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if (result == GL_FALSE) {
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// There was a problem linking the shader, print the source for debugging purposes.
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LogShaderSource(shaders...);
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}
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ASSERT_MSG(result == GL_TRUE, "Shader not linked");
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((shaders == 0 ? (void)0 : glDetachShader(program_id, shaders)), ...);
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return program_id;
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}
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} // namespace OpenGL::GLShader
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} // namespace OpenGL
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@ -24,6 +24,7 @@
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#include "video_core/host_shaders/opengl_present_frag.h"
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#include "video_core/host_shaders/opengl_present_vert.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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#include "video_core/textures/decoders.h"
|
||||
@ -230,13 +231,10 @@ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color
|
||||
|
||||
void RendererOpenGL::InitOpenGLObjects() {
|
||||
// Create shader programs
|
||||
OGLShader vertex_shader;
|
||||
vertex_shader.Create(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
|
||||
|
||||
OGLShader fragment_shader;
|
||||
fragment_shader.Create(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER);
|
||||
|
||||
present_program.Create(false, false, vertex_shader.handle, fragment_shader.handle);
|
||||
present_program.handle = glCreateProgram();
|
||||
AttachShader(GL_VERTEX_SHADER, present_program.handle, HostShaders::OPENGL_PRESENT_VERT);
|
||||
AttachShader(GL_FRAGMENT_SHADER, present_program.handle, HostShaders::OPENGL_PRESENT_FRAG);
|
||||
LinkProgram(present_program.handle);
|
||||
|
||||
// Generate presentation sampler
|
||||
present_sampler.Create();
|
||||
|
@ -17,6 +17,7 @@
|
||||
#include "video_core/host_shaders/opengl_copy_bgra_comp.h"
|
||||
#include "video_core/host_shaders/pitch_unswizzle_comp.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_manager.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_util.h"
|
||||
#include "video_core/renderer_opengl/gl_texture_cache.h"
|
||||
#include "video_core/renderer_opengl/util_shaders.h"
|
||||
#include "video_core/texture_cache/accelerated_swizzle.h"
|
||||
@ -40,13 +41,12 @@ using VideoCommon::Accelerated::MakeBlockLinearSwizzle3DParams;
|
||||
using VideoCore::Surface::BytesPerBlock;
|
||||
|
||||
namespace {
|
||||
|
||||
OGLProgram MakeProgram(std::string_view source) {
|
||||
OGLShader shader;
|
||||
shader.Create(source, GL_COMPUTE_SHADER);
|
||||
|
||||
OGLProgram program;
|
||||
program.Create(true, false, shader.handle);
|
||||
OGLShader shader;
|
||||
program.handle = glCreateProgram();
|
||||
AttachShader(GL_COMPUTE_SHADER, program.handle, source);
|
||||
LinkProgram(program.handle);
|
||||
return program;
|
||||
}
|
||||
|
||||
@ -54,7 +54,6 @@ size_t NumPixelsInCopy(const VideoCommon::ImageCopy& copy) {
|
||||
return static_cast<size_t>(copy.extent.width * copy.extent.height *
|
||||
copy.src_subresource.num_layers);
|
||||
}
|
||||
|
||||
} // Anonymous namespace
|
||||
|
||||
UtilShaders::UtilShaders(ProgramManager& program_manager_)
|
||||
|
Loading…
Reference in New Issue
Block a user