133 lines
3.9 KiB
C++
133 lines
3.9 KiB
C++
// Copyright 2011 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <atomic>
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#include <memory>
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#include <mutex>
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#include <string_view>
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#include <unordered_map>
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#include "Common/GL/GLUtil.h"
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#include "VideoCommon/AsyncShaderCompiler.h"
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namespace OGL
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{
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class OGLShader;
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class GLVertexFormat;
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class StreamBuffer;
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struct SHADER
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{
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void Destroy()
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{
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DestroyShaders();
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if (glprogid)
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{
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glDeleteProgram(glprogid);
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glprogid = 0;
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}
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}
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GLuint vsid = 0;
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GLuint gsid = 0;
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GLuint psid = 0;
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GLuint glprogid = 0;
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void SetProgramVariables();
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void SetProgramBindings(bool is_compute);
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void Bind() const;
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void DestroyShaders();
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};
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struct PipelineProgramKey
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{
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u64 vertex_shader_id;
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u64 geometry_shader_id;
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u64 pixel_shader_id;
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bool operator==(const PipelineProgramKey& rhs) const;
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bool operator<(const PipelineProgramKey& rhs) const;
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};
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struct PipelineProgramKeyHash
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{
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std::size_t operator()(const PipelineProgramKey& key) const;
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};
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struct PipelineProgram
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{
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PipelineProgramKey key{};
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SHADER shader;
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std::atomic_size_t reference_count{1};
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bool binary_retrieved = false;
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};
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class ProgramShaderCache
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{
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public:
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static void BindVertexFormat(const GLVertexFormat* vertex_format);
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static void ReBindVertexFormat();
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static bool IsValidVertexFormatBound();
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static void InvalidateVertexFormat();
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static void InvalidateVertexFormatIfBound(GLuint vao);
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static void InvalidateLastProgram();
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static bool CompileComputeShader(SHADER& shader, std::string_view code);
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static GLuint CompileSingleShader(GLenum type, std::string_view code);
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static bool CheckShaderCompileResult(GLuint id, GLenum type, std::string_view code);
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static bool CheckProgramLinkResult(GLuint id, std::string_view vcode, std::string_view pcode,
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std::string_view gcode);
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static StreamBuffer* GetUniformBuffer();
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static u32 GetUniformBufferAlignment();
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static void UploadConstants();
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static void UploadConstants(const void* data, u32 data_size);
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static void Init();
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static void Shutdown();
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static void CreateHeader();
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// This counter increments with each shader object allocated, in order to give it a unique ID.
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// Since the shaders can be destroyed after a pipeline is created, we can't use the shader pointer
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// as a key for GL programs. For the same reason, we can't use the GL objects either. This ID is
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// guaranteed to be unique for the emulation session, even if the memory allocator or GL driver
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// re-uses pointers, therefore we won't have any collisions where the shaders attached to a
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// pipeline do not match the pipeline configuration.
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static u64 GenerateShaderID();
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static PipelineProgram* GetPipelineProgram(const GLVertexFormat* vertex_format,
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const OGLShader* vertex_shader,
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const OGLShader* geometry_shader,
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const OGLShader* pixel_shader, const void* cache_data,
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size_t cache_data_size);
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static void ReleasePipelineProgram(PipelineProgram* prog);
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private:
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using PipelineProgramMap =
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std::unordered_map<PipelineProgramKey, std::unique_ptr<PipelineProgram>,
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PipelineProgramKeyHash>;
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static void CreateAttributelessVAO();
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static PipelineProgramMap s_pipeline_programs;
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static std::mutex s_pipeline_program_lock;
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static u32 s_ubo_buffer_size;
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static s32 s_ubo_align;
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static GLuint s_attributeless_VBO;
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static GLuint s_attributeless_VAO;
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static GLuint s_last_VAO;
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};
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class SharedContextAsyncShaderCompiler : public VideoCommon::AsyncShaderCompiler
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{
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protected:
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bool WorkerThreadInitMainThread(void** param) override;
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bool WorkerThreadInitWorkerThread(void* param) override;
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void WorkerThreadExit(void* param) override;
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};
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} // namespace OGL
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