// Copyright 2011 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/OGL/ProgramShaderCache.h" #include #include #include "Common/Align.h" #include "Common/CommonTypes.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "Common/StringUtil.h" #include "Core/ConfigManager.h" #include "VideoBackends/OGL/Render.h" #include "VideoBackends/OGL/StreamBuffer.h" #include "VideoCommon/Debugger.h" #include "VideoCommon/GeometryShaderManager.h" #include "VideoCommon/ImageWrite.h" #include "VideoCommon/PixelShaderManager.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/VertexShaderManager.h" #include "VideoCommon/VideoCommon.h" namespace OGL { static const u32 UBO_LENGTH = 32 * 1024 * 1024; u32 ProgramShaderCache::s_ubo_buffer_size; s32 ProgramShaderCache::s_ubo_align; static std::unique_ptr s_buffer; static int num_failures = 0; static LinearDiskCache g_program_disk_cache; static GLuint CurrentProgram = 0; ProgramShaderCache::PCache ProgramShaderCache::pshaders; ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry; SHADERUID ProgramShaderCache::last_uid; static std::string s_glsl_header = ""; static std::string GetGLSLVersionString() { GLSL_VERSION v = g_ogl_config.eSupportedGLSLVersion; switch (v) { case GLSLES_300: return "#version 300 es"; case GLSLES_310: return "#version 310 es"; case GLSLES_320: return "#version 320 es"; case GLSL_130: return "#version 130"; case GLSL_140: return "#version 140"; case GLSL_150: return "#version 150"; case GLSL_330: return "#version 330"; case GLSL_400: return "#version 400"; case GLSL_430: 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"); 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); // 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, "color0"); glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "color1"); 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("tex%d", i); glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB + i, attrib_name.c_str()); } } void SHADER::Bind() { if (CurrentProgram != glprogid) { INCSTAT(stats.thisFrame.numShaderChanges); glUseProgram(glprogid); CurrentProgram = glprogid; } } 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(u32 primitive_type) { SHADERUID uid; GetShaderId(&uid, primitive_type); // Check if the shader is already set if (last_entry) { if (uid == last_uid) { GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); last_entry->shader.Bind(); return &last_entry->shader; } } last_uid = uid; // Check if shader is already in cache PCache::iterator iter = pshaders.find(uid); if (iter != pshaders.end()) { PCacheEntry* entry = &iter->second; last_entry = entry; GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); last_entry->shader.Bind(); return &last_entry->shader; } // Make an entry in the table PCacheEntry& newentry = pshaders[uid]; last_entry = &newentry; newentry.in_cache = 0; ShaderCode vcode = GenerateVertexShaderCode(APIType::OpenGL, uid.vuid.GetUidData()); ShaderCode pcode = GeneratePixelShaderCode(APIType::OpenGL, uid.puid.GetUidData()); ShaderCode gcode; if (g_ActiveConfig.backend_info.bSupportsGeometryShaders && !uid.guid.GetUidData()->IsPassthrough()) gcode = GenerateGeometryShaderCode(APIType::OpenGL, uid.guid.GetUidData()); #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++); SaveData(filename, vcode.GetBuffer()); filename = StringFromFormat("%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++); SaveData(filename, pcode.GetBuffer()); if (!gcode.GetBuffer().empty()) { filename = StringFromFormat("%sgs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++); SaveData(filename, gcode.GetBuffer()); } } #endif if (!CompileShader(newentry.shader, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer())) { GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); return nullptr; } INCSTAT(stats.numPixelShadersCreated); SETSTAT(stats.numPixelShadersAlive, pshaders.size()); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); last_entry->shader.Bind(); return &last_entry->shader; } bool ProgramShaderCache::CompileShader(SHADER& shader, const std::string& vcode, const std::string& pcode, const std::string& gcode) { GLuint vsid = CompileSingleShader(GL_VERTEX_SHADER, vcode); GLuint psid = CompileSingleShader(GL_FRAGMENT_SHADER, pcode); // Optional geometry shader GLuint gsid = 0; if (!gcode.empty()) gsid = CompileSingleShader(GL_GEOMETRY_SHADER, gcode); if (!vsid || !psid || (!gcode.empty() && !gsid)) { glDeleteShader(vsid); glDeleteShader(psid); glDeleteShader(gsid); return false; } GLuint pid = shader.glprogid = glCreateProgram(); glAttachShader(pid, vsid); glAttachShader(pid, psid); if (gsid) glAttachShader(pid, gsid); if (g_ogl_config.bSupportsGLSLCache) glProgramParameteri(pid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE); shader.SetProgramBindings(false); glLinkProgram(pid); // original shaders aren't needed any more glDeleteShader(vsid); glDeleteShader(psid); glDeleteShader(gsid); GLint linkStatus; glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus); GLsizei length = 0; glGetProgramiv(pid, GL_INFO_LOG_LENGTH, &length); if (linkStatus != GL_TRUE || (length > 1 && DEBUG_GLSL)) { std::string info_log; info_log.resize(length); glGetProgramInfoLog(pid, 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; 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()); } } if (linkStatus != GL_TRUE) { // Compile failed ERROR_LOG(VIDEO, "Program linking failed; see info log"); // Don't try to use this shader glDeleteProgram(pid); return false; } shader.SetProgramVariables(); 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 < GLSL_430) { header = "#extension GL_ARB_compute_shader : enable\n"; } GLuint shader_id = CompileSingleShader(GL_COMPUTE_SHADER, header + code); if (!shader_id) return false; GLuint pid = shader.glprogid = glCreateProgram(); glAttachShader(pid, shader_id); if (g_ogl_config.bSupportsGLSLCache) glProgramParameteri(pid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE); shader.SetProgramBindings(true); glLinkProgram(pid); // original shaders aren't needed any more glDeleteShader(shader_id); GLint linkStatus; glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus); GLsizei length = 0; glGetProgramiv(pid, GL_INFO_LOG_LENGTH, &length); if (linkStatus != GL_TRUE || (length > 1 && DEBUG_GLSL)) { std::string info_log; info_log.resize(length); glGetProgramInfoLog(pid, 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; OpenFStream(file, filename, std::ios_base::out); file << s_glsl_header << code; 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()); } } if (linkStatus != GL_TRUE) { // Compile failed ERROR_LOG(VIDEO, "Program linking failed; see info log"); // Don't try to use this shader glDeleteProgram(pid); return false; } return true; } GLuint ProgramShaderCache::CompileSingleShader(GLuint 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); GLint compileStatus; glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus); GLsizei length = 0; glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length); if (compileStatus != GL_TRUE || (length > 1 && DEBUG_GLSL)) { std::string info_log; info_log.resize(length); glGetShaderInfoLog(result, 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; 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"); // Don't try to use this shader glDeleteShader(result); return 0; } return result; } void ProgramShaderCache::GetShaderId(SHADERUID* uid, u32 primitive_type) { uid->puid = GetPixelShaderUid(); uid->vuid = GetVertexShaderUid(); uid->guid = GetGeometryShaderUid(primitive_type); } 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(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); // Read our shader cache, only if supported and enabled if (g_ogl_config.bSupportsGLSLCache && g_ActiveConfig.bShaderCache) { 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 { if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX))) File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX)); std::string cache_filename = StringFromFormat("%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(), SConfig::GetInstance().GetGameID().c_str()); ProgramShaderCacheInserter inserter; g_program_disk_cache.OpenAndRead(cache_filename, inserter); } SETSTAT(stats.numPixelShadersAlive, pshaders.size()); } CreateHeader(); CurrentProgram = 0; last_entry = nullptr; } void ProgramShaderCache::Shutdown() { // store all shaders in cache on disk if (g_ogl_config.bSupportsGLSLCache) { for (auto& entry : pshaders) { // Clear any prior error code glGetError(); if (entry.second.in_cache) { continue; } GLint link_status = GL_FALSE, delete_status = GL_TRUE, binary_size = 0; glGetProgramiv(entry.second.shader.glprogid, GL_LINK_STATUS, &link_status); glGetProgramiv(entry.second.shader.glprogid, GL_DELETE_STATUS, &delete_status); glGetProgramiv(entry.second.shader.glprogid, GL_PROGRAM_BINARY_LENGTH, &binary_size); if (glGetError() != GL_NO_ERROR || link_status == GL_FALSE || delete_status == GL_TRUE || !binary_size) { continue; } std::vector data(binary_size + sizeof(GLenum)); u8* binary = &data[sizeof(GLenum)]; GLenum* prog_format = (GLenum*)&data[0]; glGetProgramBinary(entry.second.shader.glprogid, binary_size, nullptr, prog_format, binary); if (glGetError() != GL_NO_ERROR) { continue; } g_program_disk_cache.Append(entry.first, &data[0], binary_size + sizeof(GLenum)); } g_program_disk_cache.Sync(); g_program_disk_cache.Close(); } glUseProgram(0); for (auto& entry : pshaders) { entry.second.Destroy(); } pshaders.clear(); s_buffer.reset(); } void ProgramShaderCache::CreateHeader() { GLSL_VERSION v = g_ogl_config.eSupportedGLSLVersion; bool is_glsles = v >= GLSLES_300; 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 ES_TEXBUF_TYPE::TEXBUF_EXT: SupportedESTextureBuffer = "#extension GL_EXT_texture_buffer : enable"; break; case ES_TEXBUF_TYPE::TEXBUF_OES: SupportedESTextureBuffer = "#extension GL_OES_texture_buffer : enable"; break; case ES_TEXBUF_TYPE::TEXBUF_CORE: case ES_TEXBUF_TYPE::TEXBUF_NONE: 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"; } } 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 // 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 < GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : "", earlyz_string.c_str(), (g_ActiveConfig.backend_info.bSupportsBindingLayout && v < GLSLES_310) ? "#extension GL_ARB_shading_language_420pack : enable" : "", (g_ogl_config.bSupportsMSAA && v < GLSL_150) ? "#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 < GLSL_400 && g_ActiveConfig.backend_info.bSupportsGSInstancing ? "#extension GL_ARB_gpu_shader5 : enable" : "", v < GLSL_400 && 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 < GLSL_140 && 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 < GLSL_430) || (is_glsles && v < GLSLES_310)) ? "#extension GL_ARB_shader_image_load_store : enable" : "", is_glsles ? "precision highp float;" : "", is_glsles ? "precision highp int;" : "", is_glsles ? "precision highp sampler2DArray;" : "", (is_glsles && g_ActiveConfig.backend_info.bSupportsPaletteConversion) ? "precision highp usamplerBuffer;" : "", v > GLSLES_300 ? "precision highp sampler2DMS;" : "", v >= GLSLES_310 ? "precision highp image2DArray;" : ""); } void ProgramShaderCache::ProgramShaderCacheInserter::Read(const SHADERUID& key, const u8* value, u32 value_size) { const u8* binary = value + sizeof(GLenum); GLenum* prog_format = (GLenum*)value; GLint binary_size = value_size - sizeof(GLenum); PCacheEntry entry; entry.in_cache = 1; entry.shader.glprogid = glCreateProgram(); glProgramBinary(entry.shader.glprogid, *prog_format, binary, binary_size); GLint success; glGetProgramiv(entry.shader.glprogid, GL_LINK_STATUS, &success); if (success) { pshaders[key] = entry; entry.shader.SetProgramVariables(); } else { glDeleteProgram(entry.shader.glprogid); } } } // namespace OGL