/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2021 PCSX2 Dev Team * * PCSX2 is free software: you can redistribute it and/or modify it under the terms * of the GNU Lesser General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with PCSX2. * If not, see . */ #include "common/PrecompiledHeader.h" #include "common/GL/Program.h" #include "common/Assertions.h" #include "common/Console.h" #include "common/StringUtil.h" #include #include namespace GL { GLuint Program::s_last_program_id = 0; static GLuint s_next_bad_shader_id = 1; Program::Program() = default; Program::Program(Program&& prog) { m_program_id = prog.m_program_id; prog.m_program_id = 0; m_vertex_shader_id = prog.m_vertex_shader_id; prog.m_vertex_shader_id = 0; m_fragment_shader_id = prog.m_fragment_shader_id; prog.m_fragment_shader_id = 0; m_uniform_locations = std::move(prog.m_uniform_locations); } Program::~Program() { Destroy(); } GLuint Program::CompileShader(GLenum type, const std::string_view source) { GLuint id = glCreateShader(type); std::array sources = {{source.data()}}; std::array source_lengths = {{static_cast(source.size())}}; glShaderSource(id, static_cast(sources.size()), sources.data(), source_lengths.data()); glCompileShader(id); GLint status = GL_FALSE; glGetShaderiv(id, GL_COMPILE_STATUS, &status); GLint info_log_length = 0; glGetShaderiv(id, GL_INFO_LOG_LENGTH, &info_log_length); if (status == GL_FALSE || info_log_length > 0) { std::string info_log; info_log.resize(info_log_length + 1); glGetShaderInfoLog(id, info_log_length, &info_log_length, &info_log[0]); if (status == GL_TRUE) { Console.Warning("Shader compiled with warnings:\n%s", info_log.c_str()); } else { Console.Error("Shader failed to compile:\n%s", info_log.c_str()); std::ofstream ofs(StringUtil::StdStringFromFormat("bad_shader_%u.txt", s_next_bad_shader_id++).c_str(), std::ofstream::out | std::ofstream::binary); if (ofs.is_open()) { ofs.write(sources[0], source_lengths[0]); ofs << "\n\nCompile failed, info log:\n"; ofs << info_log; ofs.close(); } glDeleteShader(id); return 0; } } return id; } void Program::ResetLastProgram() { s_last_program_id = 0; } bool Program::Compile(const std::string_view vertex_shader, const std::string_view geometry_shader, const std::string_view fragment_shader) { GLuint vertex_shader_id = 0; if (!vertex_shader.empty()) { vertex_shader_id = CompileShader(GL_VERTEX_SHADER, vertex_shader); if (vertex_shader_id == 0) return false; } GLuint geometry_shader_id = 0; if (!geometry_shader.empty()) { geometry_shader_id = CompileShader(GL_GEOMETRY_SHADER, geometry_shader); if (geometry_shader_id == 0) return false; } GLuint fragment_shader_id = 0; if (!fragment_shader.empty()) { fragment_shader_id = CompileShader(GL_FRAGMENT_SHADER, fragment_shader); if (fragment_shader_id == 0) { glDeleteShader(vertex_shader_id); return false; } } m_program_id = glCreateProgram(); if (vertex_shader_id != 0) glAttachShader(m_program_id, vertex_shader_id); if (geometry_shader_id != 0) glAttachShader(m_program_id, geometry_shader_id); if (fragment_shader_id != 0) glAttachShader(m_program_id, fragment_shader_id); return true; } bool Program::CreateFromBinary(const void* data, u32 data_length, u32 data_format) { GLuint prog = glCreateProgram(); glProgramBinary(prog, static_cast(data_format), data, data_length); GLint link_status; glGetProgramiv(prog, GL_LINK_STATUS, &link_status); if (link_status != GL_TRUE) { Console.Error("Failed to create GL program from binary: status %d", link_status); glDeleteProgram(prog); return false; } m_program_id = prog; return true; } bool Program::GetBinary(std::vector* out_data, u32* out_data_format) { GLint binary_size = 0; glGetProgramiv(m_program_id, GL_PROGRAM_BINARY_LENGTH, &binary_size); if (binary_size == 0) { Console.Warning("glGetProgramiv(GL_PROGRAM_BINARY_LENGTH) returned 0"); return false; } GLenum format = 0; out_data->resize(static_cast(binary_size)); glGetProgramBinary(m_program_id, binary_size, &binary_size, &format, out_data->data()); if (binary_size == 0) { Console.Warning("glGetProgramBinary() failed"); return false; } else if (static_cast(binary_size) != out_data->size()) { Console.Warning("Size changed from %zu to %d after glGetProgramBinary()", out_data->size(), binary_size); out_data->resize(static_cast(binary_size)); } *out_data_format = static_cast(format); DevCon.WriteLn("Program binary retrieved, %zu bytes, format %u", out_data->size(), *out_data_format); return true; } void Program::SetBinaryRetrievableHint() { glProgramParameteri(m_program_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE); } void Program::BindAttribute(GLuint index, const char* name) { glBindAttribLocation(m_program_id, index, name); } void Program::BindDefaultAttributes() { BindAttribute(0, "a_position"); BindAttribute(1, "a_texcoord"); BindAttribute(2, "a_color"); } void Program::BindFragData(GLuint index /*= 0*/, const char* name /*= "o_col0"*/) { glBindFragDataLocation(m_program_id, index, name); } void Program::BindFragDataIndexed(GLuint color_number /*= 0*/, const char* name /*= "o_col0"*/) { if (GLAD_GL_VERSION_3_3 || GLAD_GL_ARB_blend_func_extended) { glBindFragDataLocationIndexed(m_program_id, color_number, 0, name); return; } else if (GLAD_GL_EXT_blend_func_extended) { glBindFragDataLocationIndexedEXT(m_program_id, color_number, 0, name); return; } Console.Error("BindFragDataIndexed() called without ARB or EXT extension, we'll probably crash."); glBindFragDataLocationIndexed(m_program_id, color_number, 0, name); } bool Program::Link() { glLinkProgram(m_program_id); if (m_vertex_shader_id != 0) glDeleteShader(m_vertex_shader_id); m_vertex_shader_id = 0; if (m_fragment_shader_id != 0) glDeleteShader(m_fragment_shader_id); m_fragment_shader_id = 0; GLint status = GL_FALSE; glGetProgramiv(m_program_id, GL_LINK_STATUS, &status); GLint info_log_length = 0; glGetProgramiv(m_program_id, GL_INFO_LOG_LENGTH, &info_log_length); if (status == GL_FALSE || info_log_length > 0) { std::string info_log; info_log.resize(info_log_length + 1); glGetProgramInfoLog(m_program_id, info_log_length, &info_log_length, &info_log[0]); if (status == GL_TRUE) { Console.Error("Program linked with warnings:\n%s", info_log.c_str()); } else { Console.Error("Program failed to link:\n%s", info_log.c_str()); glDeleteProgram(m_program_id); m_program_id = 0; return false; } } return true; } void Program::Bind() const { if (s_last_program_id == m_program_id) return; glUseProgram(m_program_id); s_last_program_id = m_program_id; } void Program::Destroy() { if (m_vertex_shader_id != 0) { glDeleteShader(m_vertex_shader_id); m_vertex_shader_id = 0; } if (m_fragment_shader_id != 0) { glDeleteShader(m_fragment_shader_id); m_fragment_shader_id = 0; } if (m_program_id != 0) { glDeleteProgram(m_program_id); m_program_id = 0; } m_uniform_locations.clear(); } int Program::RegisterUniform(const char* name) { int id = static_cast(m_uniform_locations.size()); m_uniform_locations.push_back(glGetUniformLocation(m_program_id, name)); return id; } void Program::Uniform1ui(int index, u32 x) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform1ui(location, x); } void Program::Uniform2ui(int index, u32 x, u32 y) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform2ui(location, x, y); } void Program::Uniform3ui(int index, u32 x, u32 y, u32 z) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform3ui(location, x, y, z); } void Program::Uniform4ui(int index, u32 x, u32 y, u32 z, u32 w) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform4ui(location, x, y, z, w); } void Program::Uniform1i(int index, s32 x) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform1i(location, x); } void Program::Uniform2i(int index, s32 x, s32 y) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform2i(location, x, y); } void Program::Uniform3i(int index, s32 x, s32 y, s32 z) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform3i(location, x, y, z); } void Program::Uniform4i(int index, s32 x, s32 y, s32 z, s32 w) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform4i(location, x, y, z, w); } void Program::Uniform1f(int index, float x) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform1f(location, x); } void Program::Uniform2f(int index, float x, float y) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform2f(location, x, y); } void Program::Uniform3f(int index, float x, float y, float z) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform3f(location, x, y, z); } void Program::Uniform4f(int index, float x, float y, float z, float w) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform4f(location, x, y, z, w); } void Program::Uniform2uiv(int index, const u32* v) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform2uiv(location, 1, v); } void Program::Uniform3uiv(int index, const u32* v) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform3uiv(location, 1, v); } void Program::Uniform4uiv(int index, const u32* v) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform4uiv(location, 1, v); } void Program::Uniform2iv(int index, const s32* v) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform2iv(location, 1, v); } void Program::Uniform3iv(int index, const s32* v) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform3iv(location, 1, v); } void Program::Uniform4iv(int index, const s32* v) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform4iv(location, 1, v); } void Program::Uniform2fv(int index, const float* v) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform2fv(location, 1, v); } void Program::Uniform3fv(int index, const float* v) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform3fv(location, 1, v); } void Program::Uniform4fv(int index, const float* v) const { pxAssert(static_cast(index) < m_uniform_locations.size()); const GLint location = m_uniform_locations[index]; if (location >= 0) glUniform4fv(location, 1, v); } void Program::Uniform1ui(const char* name, u32 x) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform1ui(location, x); } void Program::Uniform2ui(const char* name, u32 x, u32 y) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform2ui(location, x, y); } void Program::Uniform3ui(const char* name, u32 x, u32 y, u32 z) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform3ui(location, x, y, z); } void Program::Uniform4ui(const char* name, u32 x, u32 y, u32 z, u32 w) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform4ui(location, x, y, z, w); } void Program::Uniform1i(const char* name, s32 x) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform1i(location, x); } void Program::Uniform2i(const char* name, s32 x, s32 y) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform2i(location, x, y); } void Program::Uniform3i(const char* name, s32 x, s32 y, s32 z) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform3i(location, x, y, z); } void Program::Uniform4i(const char* name, s32 x, s32 y, s32 z, s32 w) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform4i(location, x, y, z, w); } void Program::Uniform1f(const char* name, float x) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform1f(location, x); } void Program::Uniform2f(const char* name, float x, float y) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform2f(location, x, y); } void Program::Uniform3f(const char* name, float x, float y, float z) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform3f(location, x, y, z); } void Program::Uniform4f(const char* name, float x, float y, float z, float w) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform4f(location, x, y, z, w); } void Program::Uniform2uiv(const char* name, const u32* v) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform2uiv(location, 1, v); } void Program::Uniform3uiv(const char* name, const u32* v) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform3uiv(location, 1, v); } void Program::Uniform4uiv(const char* name, const u32* v) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform4uiv(location, 1, v); } void Program::Uniform2iv(const char* name, const s32* v) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform2iv(location, 1, v); } void Program::Uniform3iv(const char* name, const s32* v) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform3iv(location, 1, v); } void Program::Uniform4iv(const char* name, const s32* v) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform4iv(location, 1, v); } void Program::Uniform2fv(const char* name, const float* v) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform2fv(location, 1, v); } void Program::Uniform3fv(const char* name, const float* v) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform3fv(location, 1, v); } void Program::Uniform4fv(const char* name, const float* v) const { const GLint location = glGetUniformLocation(m_program_id, name); if (location >= 0) glUniform4fv(location, 1, v); } void Program::BindUniformBlock(const char* name, u32 index) { const GLint location = glGetUniformBlockIndex(m_program_id, name); if (location >= 0) glUniformBlockBinding(m_program_id, location, index); } void Program::SetName(const std::string_view& name) { if (name.empty()) return; #ifdef _DEBUG glObjectLabel(GL_PROGRAM, m_program_id, name.length(), name.data()); #endif } void Program::SetFormattedName(const char* format, ...) { va_list ap; va_start(ap, format); std::string n = StringUtil::StdStringFromFormatV(format, ap); va_end(ap); SetName(n); } Program& Program::operator=(Program&& prog) { Destroy(); m_program_id = prog.m_program_id; prog.m_program_id = 0; m_vertex_shader_id = prog.m_vertex_shader_id; prog.m_vertex_shader_id = 0; m_fragment_shader_id = prog.m_fragment_shader_id; prog.m_fragment_shader_id = 0; m_uniform_locations = std::move(prog.m_uniform_locations); return *this; } } // namespace GL