dolphin/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp

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// Copyright 2011 Dolphin Emulator Project
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// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include <limits>
#include <memory>
#include <string>
#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
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#include "Common/GL/GLInterfaceBase.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
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#include "Common/Timer.h"
#include "Core/ConfigManager.h"
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#include "Core/Host.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/StreamBuffer.h"
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#include "VideoBackends/OGL/VertexManager.h"
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#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/Debugger.h"
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#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
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#include "VideoCommon/UberShaderPixel.h"
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoCommon.h"
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namespace OGL
{
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static constexpr u32 UBO_LENGTH = 32 * 1024 * 1024;
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std::unique_ptr<ProgramShaderCache::SharedContextAsyncShaderCompiler>
ProgramShaderCache::s_async_compiler;
u32 ProgramShaderCache::s_ubo_buffer_size;
s32 ProgramShaderCache::s_ubo_align;
GLuint ProgramShaderCache::s_attributeless_VBO = 0;
GLuint ProgramShaderCache::s_attributeless_VAO = 0;
GLuint ProgramShaderCache::s_last_VAO = 0;
static std::unique_ptr<StreamBuffer> s_buffer;
static int num_failures = 0;
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static LinearDiskCache<SHADERUID, u8> s_program_disk_cache;
static LinearDiskCache<UBERSHADERUID, u8> s_uber_program_disk_cache;
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static GLuint CurrentProgram = 0;
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
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ProgramShaderCache::UberPCache ProgramShaderCache::ubershaders;
ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
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ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_uber_entry;
SHADERUID ProgramShaderCache::last_uid;
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UBERSHADERUID ProgramShaderCache::last_uber_uid;
static std::string s_glsl_header = "";
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static std::string GetGLSLVersionString()
{
GlslVersion v = g_ogl_config.eSupportedGLSLVersion;
switch (v)
{
case GlslEs300:
return "#version 300 es";
case GlslEs310:
return "#version 310 es";
case GlslEs320:
return "#version 320 es";
case Glsl130:
return "#version 130";
case Glsl140:
return "#version 140";
case Glsl150:
return "#version 150";
case Glsl330:
return "#version 330";
case Glsl400:
return "#version 400";
case Glsl430:
return "#version 430";
default:
// Shouldn't ever hit this
return "#version ERROR";
}
}
void SHADER::SetProgramVariables()
{
// Bind UBO and texture samplers
if (!g_ActiveConfig.backend_info.bSupportsBindingLayout)
{
// glsl shader must be bind to set samplers if we don't support binding layout
Bind();
GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
GLint GSBlock_id = glGetUniformBlockIndex(glprogid, "GSBlock");
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GLint UBERBlock_id = glGetUniformBlockIndex(glprogid, "UBERBlock");
if (PSBlock_id != -1)
glUniformBlockBinding(glprogid, PSBlock_id, 1);
if (VSBlock_id != -1)
glUniformBlockBinding(glprogid, VSBlock_id, 2);
if (GSBlock_id != -1)
glUniformBlockBinding(glprogid, GSBlock_id, 3);
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if (UBERBlock_id != -1)
glUniformBlockBinding(glprogid, UBERBlock_id, 4);
// Bind Texture Samplers
for (int a = 0; a <= 9; ++a)
{
std::string name = StringFromFormat(a < 8 ? "samp[%d]" : "samp%d", a);
// Still need to get sampler locations since we aren't binding them statically in the shaders
int loc = glGetUniformLocation(glprogid, name.c_str());
if (loc != -1)
glUniform1i(loc, a);
}
}
}
void SHADER::SetProgramBindings(bool is_compute)
{
if (!is_compute)
{
if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
{
// So we do support extended blending
// So we need to set a few more things here.
// Bind our out locations
glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0");
glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1");
}
// Need to set some attribute locations
glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "posmtx");
glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "rawcolor0");
glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "rawcolor1");
glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0");
glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
glBindAttribLocation(glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
}
for (int i = 0; i < 8; i++)
{
std::string attrib_name = StringFromFormat("rawtex%d", i);
glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB + i, attrib_name.c_str());
}
}
void SHADER::Bind() const
{
if (CurrentProgram != glprogid)
{
INCSTAT(stats.thisFrame.numShaderChanges);
glUseProgram(glprogid);
CurrentProgram = glprogid;
}
}
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void SHADER::DestroyShaders()
{
if (vsid)
{
glDeleteShader(vsid);
vsid = 0;
}
if (gsid)
{
glDeleteShader(gsid);
gsid = 0;
}
if (psid)
{
glDeleteShader(psid);
psid = 0;
}
}
void ProgramShaderCache::UploadConstants()
{
if (PixelShaderManager::dirty || VertexShaderManager::dirty || GeometryShaderManager::dirty)
{
auto buffer = s_buffer->Map(s_ubo_buffer_size, s_ubo_align);
memcpy(buffer.first, &PixelShaderManager::constants, sizeof(PixelShaderConstants));
memcpy(buffer.first + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align),
&VertexShaderManager::constants, sizeof(VertexShaderConstants));
memcpy(buffer.first + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align) +
Common::AlignUp(sizeof(VertexShaderConstants), s_ubo_align),
&GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
s_buffer->Unmap(s_ubo_buffer_size);
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->m_buffer, buffer.second,
sizeof(PixelShaderConstants));
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->m_buffer,
buffer.second + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align),
sizeof(VertexShaderConstants));
glBindBufferRange(GL_UNIFORM_BUFFER, 3, s_buffer->m_buffer,
buffer.second + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align) +
Common::AlignUp(sizeof(VertexShaderConstants), s_ubo_align),
sizeof(GeometryShaderConstants));
PixelShaderManager::dirty = false;
VertexShaderManager::dirty = false;
GeometryShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, s_ubo_buffer_size);
}
}
SHADER* ProgramShaderCache::SetShader(PrimitiveType primitive_type,
const GLVertexFormat* vertex_format)
{
if (g_ActiveConfig.bDisableSpecializedShaders)
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return SetUberShader(primitive_type, vertex_format);
SHADERUID uid;
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std::memset(&uid, 0, sizeof(uid));
uid.puid = GetPixelShaderUid();
uid.vuid = GetVertexShaderUid();
uid.guid = GetGeometryShaderUid(primitive_type);
ClearUnusedPixelShaderUidBits(APIType::OpenGL, &uid.puid);
// Check if the shader is already set
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if (last_entry && uid == last_uid)
{
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last_entry->shader.Bind();
BindVertexFormat(vertex_format);
return &last_entry->shader;
}
// Check if shader is already in cache
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auto iter = pshaders.find(uid);
if (iter != pshaders.end())
{
PCacheEntry* entry = &iter->second;
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if (entry->pending)
return SetUberShader(primitive_type, vertex_format);
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last_uid = uid;
last_entry = entry;
BindVertexFormat(vertex_format);
last_entry->shader.Bind();
return &last_entry->shader;
}
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// Compile the new shader program.
PCacheEntry& newentry = pshaders[uid];
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newentry.in_cache = false;
newentry.pending = false;
// Can we background compile this shader? Requires background shader compiling to be enabled,
// and all ubershaders to have been successfully compiled.
if (g_ActiveConfig.CanBackgroundCompileShaders() && !ubershaders.empty() && s_async_compiler)
{
newentry.pending = true;
s_async_compiler->QueueWorkItem(s_async_compiler->CreateWorkItem<ShaderCompileWorkItem>(uid));
return SetUberShader(primitive_type, vertex_format);
}
// Synchronous shader compiling.
ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
ShaderCode vcode = GenerateVertexShaderCode(APIType::OpenGL, host_config, uid.vuid.GetUidData());
ShaderCode pcode = GeneratePixelShaderCode(APIType::OpenGL, host_config, uid.puid.GetUidData());
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ShaderCode gcode;
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
!uid.guid.GetUidData()->IsPassthrough())
gcode = GenerateGeometryShaderCode(APIType::OpenGL, host_config, uid.guid.GetUidData());
if (!CompileShader(newentry.shader, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer()))
return nullptr;
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, pshaders.size());
last_uid = uid;
last_entry = &newentry;
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BindVertexFormat(vertex_format);
last_entry->shader.Bind();
return &last_entry->shader;
}
SHADER* ProgramShaderCache::SetUberShader(PrimitiveType primitive_type,
const GLVertexFormat* vertex_format)
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{
UBERSHADERUID uid;
std::memset(&uid, 0, sizeof(uid));
uid.puid = UberShader::GetPixelShaderUid();
uid.vuid = UberShader::GetVertexShaderUid();
uid.guid = GetGeometryShaderUid(primitive_type);
UberShader::ClearUnusedPixelShaderUidBits(APIType::OpenGL, &uid.puid);
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// We need to use the ubershader vertex format with all attributes enabled.
// Otherwise, the NV driver can generate variants for the vertex shaders.
const GLVertexFormat* uber_vertex_format = static_cast<const GLVertexFormat*>(
VertexLoaderManager::GetUberVertexFormat(vertex_format->GetVertexDeclaration()));
// Check if the shader is already set
if (last_uber_entry && last_uber_uid == uid)
{
BindVertexFormat(uber_vertex_format);
last_uber_entry->shader.Bind();
return &last_uber_entry->shader;
}
// Check if shader is already in cache
auto iter = ubershaders.find(uid);
if (iter != ubershaders.end())
{
PCacheEntry* entry = &iter->second;
last_uber_uid = uid;
last_uber_entry = entry;
BindVertexFormat(uber_vertex_format);
last_uber_entry->shader.Bind();
return &last_uber_entry->shader;
}
// Make an entry in the table
PCacheEntry& newentry = ubershaders[uid];
newentry.in_cache = false;
newentry.pending = false;
ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
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ShaderCode vcode =
UberShader::GenVertexShader(APIType::OpenGL, host_config, uid.vuid.GetUidData());
ShaderCode pcode =
UberShader::GenPixelShader(APIType::OpenGL, host_config, uid.puid.GetUidData());
ShaderCode gcode;
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
!uid.guid.GetUidData()->IsPassthrough())
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{
gcode = GenerateGeometryShaderCode(APIType::OpenGL, host_config, uid.guid.GetUidData());
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}
if (!CompileShader(newentry.shader, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer()))
{
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return nullptr;
}
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last_uber_uid = uid;
last_uber_entry = &newentry;
BindVertexFormat(uber_vertex_format);
last_uber_entry->shader.Bind();
return &last_uber_entry->shader;
}
bool ProgramShaderCache::CompileShader(SHADER& shader, const std::string& vcode,
const std::string& pcode, const std::string& gcode)
{
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
{
static int counter = 0;
std::string filename =
StringFromFormat("%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(filename, vcode.c_str());
filename = StringFromFormat("%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(filename, pcode.c_str());
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if (!gcode.empty())
{
filename =
StringFromFormat("%sgs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(filename, gcode.c_str());
}
}
#endif
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shader.vsid = CompileSingleShader(GL_VERTEX_SHADER, vcode);
shader.psid = CompileSingleShader(GL_FRAGMENT_SHADER, pcode);
// Optional geometry shader
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shader.gsid = 0;
if (!gcode.empty())
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shader.gsid = CompileSingleShader(GL_GEOMETRY_SHADER, gcode);
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if (!shader.vsid || !shader.psid || (!gcode.empty() && !shader.gsid))
{
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shader.Destroy();
return false;
}
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// Create and link the program.
shader.glprogid = glCreateProgram();
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glAttachShader(shader.glprogid, shader.vsid);
glAttachShader(shader.glprogid, shader.psid);
if (shader.gsid)
glAttachShader(shader.glprogid, shader.gsid);
if (g_ogl_config.bSupportsGLSLCache)
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glProgramParameteri(shader.glprogid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
shader.SetProgramBindings(false);
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glLinkProgram(shader.glprogid);
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if (!CheckProgramLinkResult(shader.glprogid, vcode, pcode, gcode))
{
// Don't try to use this shader
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shader.Destroy();
return false;
}
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// For drivers that don't support binding layout, we need to bind it here.
shader.SetProgramVariables();
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// Original shaders aren't needed any more.
shader.DestroyShaders();
return true;
}
bool ProgramShaderCache::CompileComputeShader(SHADER& shader, const std::string& code)
{
// We need to enable GL_ARB_compute_shader for drivers that support the extension,
// but not GLSL 4.3. Mesa is one example.
std::string header;
if (g_ActiveConfig.backend_info.bSupportsComputeShaders &&
g_ogl_config.eSupportedGLSLVersion < Glsl430)
{
header = "#extension GL_ARB_compute_shader : enable\n";
}
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std::string full_code = header + code;
GLuint shader_id = CompileSingleShader(GL_COMPUTE_SHADER, full_code);
if (!shader_id)
return false;
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shader.glprogid = glCreateProgram();
glAttachShader(shader.glprogid, shader_id);
shader.SetProgramBindings(true);
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glLinkProgram(shader.glprogid);
// original shaders aren't needed any more
glDeleteShader(shader_id);
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if (!CheckProgramLinkResult(shader.glprogid, full_code, "", ""))
{
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shader.Destroy();
return false;
}
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shader.SetProgramVariables();
return true;
}
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GLuint ProgramShaderCache::CompileSingleShader(GLenum type, const std::string& code)
{
GLuint result = glCreateShader(type);
const char* src[] = {s_glsl_header.c_str(), code.c_str()};
glShaderSource(result, 2, src, nullptr);
glCompileShader(result);
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if (!CheckShaderCompileResult(result, type, code))
{
// Don't try to use this shader
glDeleteShader(result);
return 0;
}
return result;
}
bool ProgramShaderCache::CheckShaderCompileResult(GLuint id, GLenum type, const std::string& code)
{
GLint compileStatus;
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glGetShaderiv(id, GL_COMPILE_STATUS, &compileStatus);
GLsizei length = 0;
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glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
if (compileStatus != GL_TRUE || (length > 1 && DEBUG_GLSL))
{
std::string info_log;
info_log.resize(length);
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glGetShaderInfoLog(id, length, &length, &info_log[0]);
const char* prefix = "";
switch (type)
{
case GL_VERTEX_SHADER:
prefix = "vs";
break;
case GL_GEOMETRY_SHADER:
prefix = "gs";
break;
case GL_FRAGMENT_SHADER:
prefix = "ps";
break;
case GL_COMPUTE_SHADER:
prefix = "cs";
break;
}
ERROR_LOG(VIDEO, "%s Shader info log:\n%s", prefix, info_log.c_str());
std::string filename = StringFromFormat(
"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), prefix, num_failures++);
std::ofstream file;
File::OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << code << info_log;
file.close();
if (compileStatus != GL_TRUE)
{
PanicAlert("Failed to compile %s shader: %s\n"
"Debug info (%s, %s, %s):\n%s",
prefix, filename.c_str(), g_ogl_config.gl_vendor, g_ogl_config.gl_renderer,
g_ogl_config.gl_version, info_log.c_str());
}
}
if (compileStatus != GL_TRUE)
{
// Compile failed
ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
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return false;
}
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return true;
}
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bool ProgramShaderCache::CheckProgramLinkResult(GLuint id, const std::string& vcode,
const std::string& pcode, const std::string& gcode)
{
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GLint linkStatus;
glGetProgramiv(id, GL_LINK_STATUS, &linkStatus);
GLsizei length = 0;
glGetProgramiv(id, GL_INFO_LOG_LENGTH, &length);
if (linkStatus != GL_TRUE || (length > 1 && DEBUG_GLSL))
{
std::string info_log;
info_log.resize(length);
glGetProgramInfoLog(id, length, &length, &info_log[0]);
ERROR_LOG(VIDEO, "Program info log:\n%s", info_log.c_str());
std::string filename =
StringFromFormat("%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
File::OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << vcode << s_glsl_header << pcode;
if (!gcode.empty())
file << s_glsl_header << gcode;
file << info_log;
file.close();
if (linkStatus != GL_TRUE)
{
PanicAlert("Failed to link shaders: %s\n"
"Debug info (%s, %s, %s):\n%s",
filename.c_str(), g_ogl_config.gl_vendor, g_ogl_config.gl_renderer,
g_ogl_config.gl_version, info_log.c_str());
return false;
}
}
return true;
}
ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram()
{
return *last_entry;
}
void ProgramShaderCache::Init()
{
// We have to get the UBO alignment here because
// if we generate a buffer that isn't aligned
// then the UBO will fail.
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &s_ubo_align);
s_ubo_buffer_size =
static_cast<u32>(Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align) +
Common::AlignUp(sizeof(VertexShaderConstants), s_ubo_align) +
Common::AlignUp(sizeof(GeometryShaderConstants), s_ubo_align));
// We multiply by *4*4 because we need to get down to basic machine units.
// So multiply by four to get how many floats we have from vec4s
// Then once more to get bytes
s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, UBO_LENGTH);
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// The GPU shader code appears to be context-specific on Mesa/i965.
// This means that if we compiled the ubershaders asynchronously, they will be recompiled
// on the main thread the first time they are used, causing stutter. Nouveau has been
// reported to crash if draw calls are invoked on the shared context threads. For now,
// disable asynchronous compilation on Mesa.
if (!DriverDetails::HasBug(DriverDetails::BUG_SHARED_CONTEXT_SHADER_COMPILATION))
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s_async_compiler = std::make_unique<SharedContextAsyncShaderCompiler>();
// Read our shader cache, only if supported and enabled
if (g_ogl_config.bSupportsGLSLCache && g_ActiveConfig.bShaderCache)
LoadProgramBinaries();
CreateHeader();
CreateAttributelessVAO();
CurrentProgram = 0;
last_entry = nullptr;
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last_uber_entry = nullptr;
if (g_ActiveConfig.CanPrecompileUberShaders())
{
if (s_async_compiler)
s_async_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderPrecompilerThreads());
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PrecompileUberShaders();
}
if (s_async_compiler)
{
// No point using the async compiler without workers.
s_async_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
if (!s_async_compiler->HasWorkerThreads())
s_async_compiler.reset();
}
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}
void ProgramShaderCache::RetrieveAsyncShaders()
{
if (s_async_compiler)
s_async_compiler->RetrieveWorkItems();
}
void ProgramShaderCache::Reload()
{
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if (s_async_compiler)
{
s_async_compiler->WaitUntilCompletion();
s_async_compiler->RetrieveWorkItems();
}
const bool use_cache = g_ogl_config.bSupportsGLSLCache && g_ActiveConfig.bShaderCache;
if (use_cache)
SaveProgramBinaries();
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s_program_disk_cache.Close();
s_uber_program_disk_cache.Close();
DestroyShaders();
if (use_cache)
LoadProgramBinaries();
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if (g_ActiveConfig.CanPrecompileUberShaders())
PrecompileUberShaders();
CurrentProgram = 0;
last_entry = nullptr;
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last_uber_entry = nullptr;
last_uid = {};
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last_uber_uid = {};
}
void ProgramShaderCache::Shutdown()
{
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if (s_async_compiler)
{
s_async_compiler->WaitUntilCompletion();
s_async_compiler->StopWorkerThreads();
s_async_compiler->RetrieveWorkItems();
s_async_compiler.reset();
}
// store all shaders in cache on disk
if (g_ogl_config.bSupportsGLSLCache && g_ActiveConfig.bShaderCache)
SaveProgramBinaries();
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s_program_disk_cache.Close();
s_uber_program_disk_cache.Close();
DestroyShaders();
s_buffer.reset();
glBindVertexArray(0);
glDeleteBuffers(1, &s_attributeless_VBO);
glDeleteVertexArrays(1, &s_attributeless_VAO);
s_attributeless_VBO = 0;
s_attributeless_VAO = 0;
s_last_VAO = 0;
}
void ProgramShaderCache::CreateAttributelessVAO()
{
glGenVertexArrays(1, &s_attributeless_VAO);
// In a compatibility context, we require a valid, bound array buffer.
glGenBuffers(1, &s_attributeless_VBO);
// Initialize the buffer with nothing. 16 floats is an arbitrary size that may work around driver
// issues.
glBindBuffer(GL_ARRAY_BUFFER, s_attributeless_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 16, nullptr, GL_STATIC_DRAW);
// We must also define vertex attribute 0.
glBindVertexArray(s_attributeless_VAO);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(0);
}
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void ProgramShaderCache::BindVertexFormat(const GLVertexFormat* vertex_format)
{
u32 new_VAO = vertex_format ? vertex_format->VAO : s_attributeless_VAO;
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if (s_last_VAO == new_VAO)
return;
glBindVertexArray(new_VAO);
s_last_VAO = new_VAO;
}
void ProgramShaderCache::InvalidateVertexFormat()
{
s_last_VAO = 0;
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}
GLuint ProgramShaderCache::CreateProgramFromBinary(const u8* value, u32 value_size)
{
const u8* binary = value + sizeof(GLenum);
GLint binary_size = value_size - sizeof(GLenum);
GLenum prog_format;
std::memcpy(&prog_format, value, sizeof(GLenum));
GLuint progid = glCreateProgram();
glProgramBinary(progid, prog_format, binary, binary_size);
GLint success;
glGetProgramiv(progid, GL_LINK_STATUS, &success);
if (!success)
{
glDeleteProgram(progid);
return 0;
}
return progid;
}
bool ProgramShaderCache::CreateCacheEntryFromBinary(PCacheEntry* entry, const u8* value,
u32 value_size)
{
entry->in_cache = true;
entry->pending = false;
entry->shader.glprogid = CreateProgramFromBinary(value, value_size);
if (entry->shader.glprogid == 0)
return false;
entry->shader.SetProgramVariables();
return true;
}
void ProgramShaderCache::LoadProgramBinaries()
{
GLint Supported;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
if (!Supported)
{
ERROR_LOG(VIDEO, "GL_ARB_get_program_binary is supported, but no binary format is known. So "
"disable shader cache.");
g_ogl_config.bSupportsGLSLCache = false;
}
else
{
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// Load game-specific shaders.
std::string cache_filename =
GetDiskShaderCacheFileName(APIType::OpenGL, "ProgramBinaries", true, true);
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ProgramShaderCacheInserter<SHADERUID> inserter(pshaders);
s_program_disk_cache.OpenAndRead(cache_filename, inserter);
// Load global ubershaders.
cache_filename =
GetDiskShaderCacheFileName(APIType::OpenGL, "UberProgramBinaries", false, true);
ProgramShaderCacheInserter<UBERSHADERUID> uber_inserter(ubershaders);
s_uber_program_disk_cache.OpenAndRead(cache_filename, uber_inserter);
}
SETSTAT(stats.numPixelShadersAlive, pshaders.size());
}
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static bool GetProgramBinary(const ProgramShaderCache::PCacheEntry& entry, std::vector<u8>& data)
{
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// Clear any prior error code
glGetError();
GLint link_status = GL_FALSE, delete_status = GL_TRUE, binary_size = 0;
glGetProgramiv(entry.shader.glprogid, GL_LINK_STATUS, &link_status);
glGetProgramiv(entry.shader.glprogid, GL_DELETE_STATUS, &delete_status);
glGetProgramiv(entry.shader.glprogid, GL_PROGRAM_BINARY_LENGTH, &binary_size);
if (glGetError() != GL_NO_ERROR || link_status == GL_FALSE || delete_status == GL_TRUE ||
binary_size == 0)
{
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return false;
}
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data.resize(binary_size + sizeof(GLenum));
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GLsizei length = binary_size;
GLenum prog_format;
glGetProgramBinary(entry.shader.glprogid, binary_size, &length, &prog_format,
&data[sizeof(GLenum)]);
if (glGetError() != GL_NO_ERROR)
return false;
std::memcpy(&data[0], &prog_format, sizeof(prog_format));
return true;
}
template <typename CacheMapType, typename DiskCacheType>
static void SaveProgramBinaryMap(CacheMapType& program_map, DiskCacheType& disk_cache)
{
std::vector<u8> binary_data;
for (auto& entry : program_map)
{
if (entry.second.in_cache || entry.second.pending)
continue;
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// Entry is now in cache (even if it fails, we don't want to try to save it again).
entry.second.in_cache = true;
if (!GetProgramBinary(entry.second, binary_data))
continue;
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disk_cache.Append(entry.first, &binary_data[0], static_cast<u32>(binary_data.size()));
}
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disk_cache.Sync();
}
void ProgramShaderCache::SaveProgramBinaries()
{
SaveProgramBinaryMap(pshaders, s_program_disk_cache);
SaveProgramBinaryMap(ubershaders, s_uber_program_disk_cache);
}
void ProgramShaderCache::DestroyShaders()
{
glUseProgram(0);
for (auto& entry : pshaders)
entry.second.Destroy();
pshaders.clear();
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for (auto& entry : ubershaders)
entry.second.Destroy();
ubershaders.clear();
}
void ProgramShaderCache::CreateHeader()
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{
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;
}
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
// Precision defines for GLSL ES
"%s\n"
"%s\n"
"%s\n"
"%s\n"
"%s\n"
"%s\n"
// Silly differences
"#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"
// hlsl to glsl function translation
"#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 SSBO_BINDING(x) layout(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",
// 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(), 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;" : "");
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}
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void ProgramShaderCache::PrecompileUberShaders()
{
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bool success = true;
UberShader::EnumerateVertexShaderUids([&](const UberShader::VertexShaderUid& vuid) {
UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& puid) {
// UIDs must have compatible texgens, a mismatching combination will never be queried.
if (vuid.GetUidData()->num_texgens != puid.GetUidData()->num_texgens)
return;
EnumerateGeometryShaderUids([&](const GeometryShaderUid& guid) {
if (guid.GetUidData()->numTexGens != vuid.GetUidData()->num_texgens)
return;
UBERSHADERUID uid;
std::memcpy(&uid.vuid, &vuid, sizeof(uid.vuid));
std::memcpy(&uid.puid, &puid, sizeof(uid.puid));
std::memcpy(&uid.guid, &guid, sizeof(uid.guid));
// The ubershader may already exist if shader caching is enabled.
if (!success || ubershaders.find(uid) != ubershaders.end())
return;
PCacheEntry& entry = ubershaders[uid];
entry.in_cache = false;
entry.pending = false;
// Multi-context path?
if (s_async_compiler)
{
entry.pending = true;
s_async_compiler->QueueWorkItem(
s_async_compiler->CreateWorkItem<UberShaderCompileWorkItem>(uid));
return;
}
ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
ShaderCode vcode =
UberShader::GenVertexShader(APIType::OpenGL, host_config, uid.vuid.GetUidData());
ShaderCode pcode =
UberShader::GenPixelShader(APIType::OpenGL, host_config, uid.puid.GetUidData());
ShaderCode gcode;
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
!uid.guid.GetUidData()->IsPassthrough())
{
GenerateGeometryShaderCode(APIType::OpenGL, host_config, uid.guid.GetUidData());
}
// Always background compile, even when it's not supported.
// This way hopefully the driver can still compile the shaders in parallel.
if (!CompileShader(entry.shader, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer()))
{
// Stop compiling shaders if any of them fail, no point continuing.
success = false;
return;
}
});
});
});
if (s_async_compiler)
{
s_async_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
static_cast<int>(completed), static_cast<int>(total));
});
s_async_compiler->RetrieveWorkItems();
Host_UpdateProgressDialog("", -1, -1);
}
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if (!success)
{
PanicAlert("One or more ubershaders failed to compile. Disabling ubershaders.");
for (auto& it : ubershaders)
it.second.Destroy();
ubershaders.clear();
}
}
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bool ProgramShaderCache::SharedContextAsyncShaderCompiler::WorkerThreadInitMainThread(void** param)
{
SharedContextData* ctx_data = new SharedContextData();
ctx_data->context = GLInterface->CreateSharedContext();
if (!ctx_data->context)
{
PanicAlert("Failed to create shared context for shader compiling.");
delete ctx_data;
return false;
}
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*param = ctx_data;
return true;
}
bool ProgramShaderCache::SharedContextAsyncShaderCompiler::WorkerThreadInitWorkerThread(void* param)
{
SharedContextData* ctx_data = reinterpret_cast<SharedContextData*>(param);
if (!ctx_data->context->MakeCurrent())
{
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PanicAlert("Failed to make shared context current.");
ctx_data->context->Shutdown();
delete ctx_data;
return false;
}
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CreatePrerenderArrays(ctx_data);
return true;
}
void ProgramShaderCache::SharedContextAsyncShaderCompiler::WorkerThreadExit(void* param)
{
SharedContextData* ctx_data = reinterpret_cast<SharedContextData*>(param);
DestroyPrerenderArrays(ctx_data);
ctx_data->context->Shutdown();
delete ctx_data;
}
ProgramShaderCache::ShaderCompileWorkItem::ShaderCompileWorkItem(const SHADERUID& uid)
{
std::memcpy(&m_uid, &uid, sizeof(m_uid));
}
bool ProgramShaderCache::ShaderCompileWorkItem::Compile()
{
ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
ShaderCode vcode =
GenerateVertexShaderCode(APIType::OpenGL, host_config, m_uid.vuid.GetUidData());
ShaderCode pcode = GeneratePixelShaderCode(APIType::OpenGL, host_config, m_uid.puid.GetUidData());
ShaderCode gcode;
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
!m_uid.guid.GetUidData()->IsPassthrough())
gcode = GenerateGeometryShaderCode(APIType::OpenGL, host_config, m_uid.guid.GetUidData());
CompileShader(m_program, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer());
DrawPrerenderArray(m_program,
static_cast<PrimitiveType>(m_uid.guid.GetUidData()->primitive_type));
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return true;
}
void ProgramShaderCache::ShaderCompileWorkItem::Retrieve()
{
auto iter = pshaders.find(m_uid);
if (iter != pshaders.end() && !iter->second.pending)
{
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// Main thread already compiled this shader.
m_program.Destroy();
return;
}
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PCacheEntry& entry = pshaders[m_uid];
entry.shader = m_program;
entry.in_cache = false;
entry.pending = false;
}
ProgramShaderCache::UberShaderCompileWorkItem::UberShaderCompileWorkItem(const UBERSHADERUID& uid)
{
std::memcpy(&m_uid, &uid, sizeof(m_uid));
}
bool ProgramShaderCache::UberShaderCompileWorkItem::Compile()
{
ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
ShaderCode vcode =
UberShader::GenVertexShader(APIType::OpenGL, host_config, m_uid.vuid.GetUidData());
ShaderCode pcode =
UberShader::GenPixelShader(APIType::OpenGL, host_config, m_uid.puid.GetUidData());
ShaderCode gcode;
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
!m_uid.guid.GetUidData()->IsPassthrough())
gcode = GenerateGeometryShaderCode(APIType::OpenGL, host_config, m_uid.guid.GetUidData());
CompileShader(m_program, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer());
DrawPrerenderArray(m_program,
static_cast<PrimitiveType>(m_uid.guid.GetUidData()->primitive_type));
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return true;
}
void ProgramShaderCache::UberShaderCompileWorkItem::Retrieve()
{
auto iter = ubershaders.find(m_uid);
if (iter != ubershaders.end() && !iter->second.pending)
{
// Main thread already compiled this shader.
m_program.Destroy();
return;
}
PCacheEntry& entry = ubershaders[m_uid];
entry.shader = m_program;
entry.in_cache = false;
entry.pending = false;
}
void ProgramShaderCache::CreatePrerenderArrays(SharedContextData* data)
{
// Create a framebuffer object to render into.
// This is because in EGL, and potentially GLX, we have a surfaceless context.
glGenTextures(1, &data->prerender_FBO_tex);
glBindTexture(GL_TEXTURE_2D_ARRAY, data->prerender_FBO_tex);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glGenTextures(1, &data->prerender_FBO_depth);
glBindTexture(GL_TEXTURE_2D_ARRAY, data->prerender_FBO_depth);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT32F, 1, 1, 1, 0, GL_DEPTH_COMPONENT,
GL_FLOAT, nullptr);
glGenFramebuffers(1, &data->prerender_FBO);
glBindFramebuffer(GL_FRAMEBUFFER, data->prerender_FBO);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, data->prerender_FBO_tex, 0, 0);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, data->prerender_FBO_depth, 0, 0);
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// Create VAO for the prerender vertices.
// We don't use the normal VAO map, since we need to change the VBO pointer.
glGenVertexArrays(1, &data->prerender_VAO);
glBindVertexArray(data->prerender_VAO);
// Create and populate the prerender VBO. We need enough space to draw 3 triangles.
static constexpr float vbo_data[] = {0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f};
constexpr u32 vbo_stride = sizeof(float) * 3;
glGenBuffers(1, &data->prerender_VBO);
glBindBuffer(GL_ARRAY_BUFFER, data->prerender_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vbo_data), vbo_data, GL_STATIC_DRAW);
// We only need a position in our prerender vertex.
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 3, GL_FLOAT, GL_FALSE, vbo_stride, nullptr);
// The other attributes have to be active to avoid variant generation.
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
glVertexAttribIPointer(SHADER_POSMTX_ATTRIB, 1, GL_UNSIGNED_BYTE, vbo_stride, nullptr);
for (u32 i = 0; i < 3; i++)
{
glEnableVertexAttribArray(SHADER_NORM0_ATTRIB + i);
glVertexAttribPointer(SHADER_NORM0_ATTRIB + i, 3, GL_FLOAT, GL_FALSE, vbo_stride, nullptr);
}
for (u32 i = 0; i < 2; i++)
{
glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB + i);
glVertexAttribPointer(SHADER_COLOR0_ATTRIB + i, 4, GL_UNSIGNED_BYTE, GL_TRUE, vbo_stride,
nullptr);
}
for (u32 i = 0; i < 8; i++)
{
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB + i);
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB + i, 3, GL_FLOAT, GL_FALSE, vbo_stride, nullptr);
}
// We need an index buffer to set up the same drawing state on Mesa.
static constexpr u16 ibo_data[] = {0, 1, 2};
glGenBuffers(1, &data->prerender_IBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data->prerender_IBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(ibo_data), ibo_data, GL_STATIC_DRAW);
// Mesa also requires the primitive restart state matches?
if (g_ActiveConfig.backend_info.bSupportsPrimitiveRestart)
{
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3)
{
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
}
else
{
if (GLExtensions::Version() >= 310)
{
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(65535);
}
else
{
glEnableClientState(GL_PRIMITIVE_RESTART_NV);
glPrimitiveRestartIndexNV(65535);
}
}
}
}
void ProgramShaderCache::DestroyPrerenderArrays(SharedContextData* data)
{
if (data->prerender_VAO)
{
glDeleteVertexArrays(1, &data->prerender_VAO);
data->prerender_VAO = 0;
}
if (data->prerender_VBO)
{
glDeleteBuffers(1, &data->prerender_VBO);
data->prerender_VBO = 0;
}
if (data->prerender_IBO)
{
glDeleteBuffers(1, &data->prerender_IBO);
data->prerender_IBO = 0;
}
if (data->prerender_FBO)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &data->prerender_FBO);
data->prerender_FBO = 0;
}
if (data->prerender_FBO_tex)
{
glDeleteTextures(1, &data->prerender_FBO_tex);
data->prerender_FBO_tex = 0;
}
if (data->prerender_FBO_depth)
{
glDeleteTextures(1, &data->prerender_FBO_depth);
data->prerender_FBO_depth = 0;
}
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}
void ProgramShaderCache::DrawPrerenderArray(const SHADER& shader, PrimitiveType primitive_type)
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{
// This is called on a worker thread, so we don't want to use the normal binding process.
glUseProgram(shader.glprogid);
// The number of primitives drawn depends on the type.
switch (primitive_type)
{
case PrimitiveType::Points:
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glDrawElements(GL_POINTS, 1, GL_UNSIGNED_SHORT, nullptr);
break;
case PrimitiveType::Lines:
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glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, nullptr);
break;
case PrimitiveType::Triangles:
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glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, nullptr);
break;
case PrimitiveType::TriangleStrip:
glDrawElements(GL_TRIANGLE_STRIP, 3, GL_UNSIGNED_SHORT, nullptr);
break;
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}
// Has to be finished by the time the main thread picks it up.
GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glClientWaitSync(sync, GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
glDeleteSync(sync);
}
} // namespace OGL