// Copyright 2011 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/OGL/ProgramShaderCache.h" #include #include #include #include #include "Common/Align.h" #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "Common/FileUtil.h" #include "Common/GL/GLContext.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "Common/StringUtil.h" #include "Common/Timer.h" #include "Core/ConfigManager.h" #include "Core/Host.h" #include "VideoBackends/OGL/OGLShader.h" #include "VideoBackends/OGL/Render.h" #include "VideoBackends/OGL/StreamBuffer.h" #include "VideoBackends/OGL/VertexManager.h" #include "VideoCommon/AsyncShaderCompiler.h" #include "VideoCommon/DriverDetails.h" #include "VideoCommon/GeometryShaderManager.h" #include "VideoCommon/ImageWrite.h" #include "VideoCommon/PixelShaderManager.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VertexShaderManager.h" #include "VideoCommon/VideoCommon.h" namespace OGL { static constexpr u32 UBO_LENGTH = 32 * 1024 * 1024; 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 s_buffer; static int num_failures = 0; static GLuint CurrentProgram = 0; ProgramShaderCache::PipelineProgramMap ProgramShaderCache::s_pipeline_programs; std::mutex ProgramShaderCache::s_pipeline_program_lock; static std::string s_glsl_header = ""; static std::atomic s_shader_counter{0}; static thread_local bool s_is_shared_context = false; 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() { if (g_ActiveConfig.backend_info.bSupportsBindingLayout) return; // To set uniform blocks/uniforms, the program must be active. We restore the // current binding at the end of this method to maintain the invariant. glUseProgram(glprogid); // Bind UBO and texture samplers GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock"); GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock"); GLint GSBlock_id = glGetUniformBlockIndex(glprogid, "GSBlock"); 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); if (UBERBlock_id != -1) glUniformBlockBinding(glprogid, UBERBlock_id, 4); // Bind Texture Samplers for (int a = 0; a < 8; ++a) { // Still need to get sampler locations since we aren't binding them statically in the shaders int loc = glGetUniformLocation(glprogid, StringFromFormat("samp[%d]", a).c_str()); if (loc < 0) loc = glGetUniformLocation(glprogid, StringFromFormat("samp%d", a).c_str()); if (loc >= 0) glUniform1i(loc, a); } // Restore previous program binding. glUseProgram(CurrentProgram); } 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; } } void SHADER::DestroyShaders() { if (vsid) { glDeleteShader(vsid); vsid = 0; } if (gsid) { glDeleteShader(gsid); gsid = 0; } if (psid) { glDeleteShader(psid); psid = 0; } } bool PipelineProgramKey::operator!=(const PipelineProgramKey& rhs) const { return !operator==(rhs); } bool PipelineProgramKey::operator==(const PipelineProgramKey& rhs) const { return std::tie(vertex_shader_id, geometry_shader_id, pixel_shader_id) == std::tie(rhs.vertex_shader_id, rhs.geometry_shader_id, rhs.pixel_shader_id); } bool PipelineProgramKey::operator<(const PipelineProgramKey& rhs) const { return std::tie(vertex_shader_id, geometry_shader_id, pixel_shader_id) < std::tie(rhs.vertex_shader_id, rhs.geometry_shader_id, rhs.pixel_shader_id); } std::size_t PipelineProgramKeyHash::operator()(const PipelineProgramKey& key) const { // We would really want std::hash_combine for this.. std::hash hasher; return hasher(key.vertex_shader_id) + hasher(key.geometry_shader_id) + hasher(key.pixel_shader_id); } StreamBuffer* ProgramShaderCache::GetUniformBuffer() { return s_buffer.get(); } u32 ProgramShaderCache::GetUniformBufferAlignment() { return s_ubo_align; } 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); } } void ProgramShaderCache::UploadConstants(const void* data, u32 data_size) { // allocate and copy const u32 alloc_size = Common::AlignUp(data_size, s_ubo_align); auto buffer = s_buffer->Map(alloc_size, s_ubo_align); std::memcpy(buffer.first, data, data_size); s_buffer->Unmap(alloc_size); // bind the same sub-buffer to all stages for (u32 index = 1; index <= 3; index++) glBindBufferRange(GL_UNIFORM_BUFFER, index, s_buffer->m_buffer, buffer.second, data_size); ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size); } 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++); SaveData(filename, vcode.c_str()); filename = StringFromFormat("%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++); SaveData(filename, pcode.c_str()); if (!gcode.empty()) { filename = StringFromFormat("%sgs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++); SaveData(filename, gcode.c_str()); } } #endif shader.vsid = CompileSingleShader(GL_VERTEX_SHADER, vcode); shader.psid = CompileSingleShader(GL_FRAGMENT_SHADER, pcode); // Optional geometry shader shader.gsid = 0; if (!gcode.empty()) shader.gsid = CompileSingleShader(GL_GEOMETRY_SHADER, gcode); if (!shader.vsid || !shader.psid || (!gcode.empty() && !shader.gsid)) { shader.Destroy(); return false; } // Create and link the program. shader.glprogid = glCreateProgram(); glAttachShader(shader.glprogid, shader.vsid); glAttachShader(shader.glprogid, shader.psid); if (shader.gsid) glAttachShader(shader.glprogid, shader.gsid); if (g_ogl_config.bSupportsGLSLCache) glProgramParameteri(shader.glprogid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE); shader.SetProgramBindings(false); glLinkProgram(shader.glprogid); if (!CheckProgramLinkResult(shader.glprogid, vcode, pcode, gcode)) { // Don't try to use this shader shader.Destroy(); return false; } // For drivers that don't support binding layout, we need to bind it here. shader.SetProgramVariables(); // 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"; } std::string full_code = header + code; GLuint shader_id = CompileSingleShader(GL_COMPUTE_SHADER, full_code); if (!shader_id) return false; shader.glprogid = glCreateProgram(); glAttachShader(shader.glprogid, shader_id); shader.SetProgramBindings(true); glLinkProgram(shader.glprogid); // original shaders aren't needed any more glDeleteShader(shader_id); if (!CheckProgramLinkResult(shader.glprogid, full_code, "", "")) { shader.Destroy(); return false; } shader.SetProgramVariables(); return true; } 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); 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; glGetShaderiv(id, GL_COMPILE_STATUS, &compileStatus); GLsizei length = 0; glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length); if (compileStatus != GL_TRUE || length > 1) { std::string info_log; info_log.resize(length); 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; } if (compileStatus != GL_TRUE) { ERROR_LOG(VIDEO, "%s failed compilation:\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(); 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()); return false; } WARN_LOG(VIDEO, "%s compiled with warnings:\n%s", prefix, info_log.c_str()); } return true; } bool ProgramShaderCache::CheckProgramLinkResult(GLuint id, const std::string& vcode, const std::string& pcode, const std::string& gcode) { GLint linkStatus; glGetProgramiv(id, GL_LINK_STATUS, &linkStatus); GLsizei length = 0; glGetProgramiv(id, GL_INFO_LOG_LENGTH, &length); if (linkStatus != GL_TRUE || length > 1) { std::string info_log; info_log.resize(length); glGetProgramInfoLog(id, length, &length, &info_log[0]); if (linkStatus != GL_TRUE) { ERROR_LOG(VIDEO, "Program failed linking:\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(); 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; } WARN_LOG(VIDEO, "Program linked with warnings:\n%s", info_log.c_str()); } return true; } 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); CreateHeader(); CreateAttributelessVAO(); CurrentProgram = 0; } void ProgramShaderCache::Shutdown() { 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; // All pipeline programs should have been released. DEBUG_ASSERT(s_pipeline_programs.empty()); s_pipeline_programs.clear(); } 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); } void ProgramShaderCache::BindVertexFormat(const GLVertexFormat* vertex_format) { u32 new_VAO = vertex_format ? vertex_format->VAO : s_attributeless_VAO; if (s_last_VAO == new_VAO) return; glBindVertexArray(new_VAO); s_last_VAO = new_VAO; } bool ProgramShaderCache::IsValidVertexFormatBound() { return s_last_VAO != 0 && s_last_VAO != s_attributeless_VAO; } void ProgramShaderCache::InvalidateVertexFormat() { s_last_VAO = 0; } void ProgramShaderCache::InvalidateLastProgram() { CurrentProgram = 0; } const PipelineProgram* ProgramShaderCache::GetPipelineProgram(const GLVertexFormat* vertex_format, const OGLShader* vertex_shader, const OGLShader* geometry_shader, const OGLShader* pixel_shader) { PipelineProgramKey key = {vertex_shader ? vertex_shader->GetID() : 0, geometry_shader ? geometry_shader->GetID() : 0, pixel_shader ? pixel_shader->GetID() : 0}; { std::lock_guard guard(s_pipeline_program_lock); auto iter = s_pipeline_programs.find(key); if (iter != s_pipeline_programs.end()) { iter->second->reference_count++; return iter->second.get(); } } // We temporarily change the vertex array to the pipeline's vertex format. // This can prevent the NVIDIA OpenGL driver from recompiling on first use. GLuint vao = vertex_format ? vertex_format->VAO : s_attributeless_VAO; if (s_is_shared_context || vao != s_last_VAO) glBindVertexArray(vao); std::unique_ptr prog = std::make_unique(); prog->key = key; // Attach shaders. ASSERT(vertex_shader && vertex_shader->GetStage() == ShaderStage::Vertex); ASSERT(pixel_shader && pixel_shader->GetStage() == ShaderStage::Pixel); prog->shader.glprogid = glCreateProgram(); glAttachShader(prog->shader.glprogid, vertex_shader->GetGLShaderID()); glAttachShader(prog->shader.glprogid, pixel_shader->GetGLShaderID()); if (geometry_shader) { ASSERT(geometry_shader->GetStage() == ShaderStage::Geometry); glAttachShader(prog->shader.glprogid, geometry_shader->GetGLShaderID()); } // Link program. prog->shader.SetProgramBindings(false); glLinkProgram(prog->shader.glprogid); // Restore VAO binding after linking. if (!s_is_shared_context && vao != s_last_VAO) glBindVertexArray(s_last_VAO); if (!ProgramShaderCache::CheckProgramLinkResult(prog->shader.glprogid, {}, {}, {})) { prog->shader.Destroy(); return nullptr; } // Lock to insert. A duplicate program may have been created in the meantime. std::lock_guard guard(s_pipeline_program_lock); auto iter = s_pipeline_programs.find(key); if (iter != s_pipeline_programs.end()) { // Destroy this program, and use the one which was created first. prog->shader.Destroy(); iter->second->reference_count++; return iter->second.get(); } // Set program variables on the shader which will be returned. // This is only needed for drivers which don't support binding layout. prog->shader.SetProgramVariables(); // If this is a shared context, ensure we sync before we return the program to // the main thread. If we don't do this, some driver can lock up (e.g. AMD). if (s_is_shared_context) glFinish(); auto ip = s_pipeline_programs.emplace(key, std::move(prog)); return ip.first->second.get(); } void ProgramShaderCache::ReleasePipelineProgram(const PipelineProgram* prog) { auto iter = s_pipeline_programs.find(prog->key); ASSERT(iter != s_pipeline_programs.end() && prog == iter->second.get()); if (--iter->second->reference_count == 0) { iter->second->shader.Destroy(); s_pipeline_programs.erase(iter); } } void ProgramShaderCache::CreateHeader() { 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 API_OPENGL 1\n" "#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" "#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 TEXEL_BUFFER_BINDING(x) layout(binding = x)\n" "#define SSBO_BINDING(x) layout(binding = x)\n" "#define IMAGE_BINDING(format, x) layout(format, 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" "#define TEXEL_BUFFER_BINDING(x)\n" "#define SSBO_BINDING(x)\n" "#define IMAGE_BINDING(format, x) layout(format)\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;" : ""); } u64 ProgramShaderCache::GenerateShaderID() { return s_shader_counter++; } bool SharedContextAsyncShaderCompiler::WorkerThreadInitMainThread(void** param) { std::unique_ptr context = static_cast(g_renderer.get())->GetMainGLContext()->CreateSharedContext(); if (!context) { PanicAlert("Failed to create shared context for shader compiling."); return false; } *param = context.release(); return true; } bool SharedContextAsyncShaderCompiler::WorkerThreadInitWorkerThread(void* param) { GLContext* context = static_cast(param); if (!context->MakeCurrent()) return false; s_is_shared_context = true; if (g_ActiveConfig.backend_info.bSupportsPrimitiveRestart) GLUtil::EnablePrimitiveRestart(context); return true; } void SharedContextAsyncShaderCompiler::WorkerThreadExit(void* param) { GLContext* context = static_cast(param); context->ClearCurrent(); delete context; } } // namespace OGL