// Copyright 2011 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include "Common/GL/GLUtil.h" #include "VideoCommon/AsyncShaderCompiler.h" namespace OGL { class OGLShader; class GLVertexFormat; class StreamBuffer; struct SHADER { void Destroy() { DestroyShaders(); if (glprogid) { glDeleteProgram(glprogid); glprogid = 0; } } GLuint vsid = 0; GLuint gsid = 0; GLuint psid = 0; GLuint glprogid = 0; void SetProgramVariables(); void SetProgramBindings(bool is_compute); void Bind() const; void DestroyShaders(); }; struct PipelineProgramKey { u64 vertex_shader_id; u64 geometry_shader_id; u64 pixel_shader_id; bool operator==(const PipelineProgramKey& rhs) const; bool operator!=(const PipelineProgramKey& rhs) const; bool operator<(const PipelineProgramKey& rhs) const; }; struct PipelineProgramKeyHash { std::size_t operator()(const PipelineProgramKey& key) const; }; struct PipelineProgram { PipelineProgramKey key; SHADER shader; std::atomic_size_t reference_count{1}; bool binary_retrieved = false; }; class ProgramShaderCache { public: static void BindVertexFormat(const GLVertexFormat* vertex_format); static bool IsValidVertexFormatBound(); static void InvalidateVertexFormat(); static void InvalidateVertexFormatIfBound(GLuint vao); static void InvalidateLastProgram(); static bool CompileComputeShader(SHADER& shader, std::string_view code); static GLuint CompileSingleShader(GLenum type, std::string_view code); static bool CheckShaderCompileResult(GLuint id, GLenum type, std::string_view code); static bool CheckProgramLinkResult(GLuint id, std::string_view vcode, std::string_view pcode, std::string_view gcode); static StreamBuffer* GetUniformBuffer(); static u32 GetUniformBufferAlignment(); static void UploadConstants(); static void UploadConstants(const void* data, u32 data_size); static void Init(); static void Shutdown(); static void CreateHeader(); // This counter increments with each shader object allocated, in order to give it a unique ID. // Since the shaders can be destroyed after a pipeline is created, we can't use the shader pointer // as a key for GL programs. For the same reason, we can't use the GL objects either. This ID is // guaranteed to be unique for the emulation session, even if the memory allocator or GL driver // re-uses pointers, therefore we won't have any collisions where the shaders attached to a // pipeline do not match the pipeline configuration. static u64 GenerateShaderID(); static PipelineProgram* GetPipelineProgram(const GLVertexFormat* vertex_format, const OGLShader* vertex_shader, const OGLShader* geometry_shader, const OGLShader* pixel_shader, const void* cache_data, size_t cache_data_size); static void ReleasePipelineProgram(PipelineProgram* prog); private: typedef std::unordered_map, PipelineProgramKeyHash> PipelineProgramMap; static void CreateAttributelessVAO(); static PipelineProgramMap s_pipeline_programs; static std::mutex s_pipeline_program_lock; static u32 s_ubo_buffer_size; static s32 s_ubo_align; static GLuint s_attributeless_VBO; static GLuint s_attributeless_VAO; static GLuint s_last_VAO; }; class SharedContextAsyncShaderCompiler : public VideoCommon::AsyncShaderCompiler { protected: bool WorkerThreadInitMainThread(void** param) override; bool WorkerThreadInitWorkerThread(void* param) override; void WorkerThreadExit(void* param) override; }; } // namespace OGL