xemu/hw/xbox/nv2a/pgraph/gl/shaders.c

853 lines
26 KiB
C

/*
* Geforce NV2A PGRAPH OpenGL Renderer
*
* Copyright (c) 2015 espes
* Copyright (c) 2015 Jannik Vogel
* Copyright (c) 2020-2025 Matt Borgerson
*
* This library 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 Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, see <http://www.gnu.org/licenses/>.
*/
#include "qemu/osdep.h"
#include "qemu/fast-hash.h"
#include "qemu/mstring.h"
#include "xemu-version.h"
#include "ui/xemu-settings.h"
#include "hw/xbox/nv2a/pgraph/util.h"
#include "debug.h"
#include "renderer.h"
static GLenum get_gl_primitive_mode(enum ShaderPolygonMode polygon_mode, enum ShaderPrimitiveMode primitive_mode)
{
if (polygon_mode == POLY_MODE_POINT) {
return GL_POINTS;
}
switch (primitive_mode) {
case PRIM_TYPE_POINTS: return GL_POINTS;
case PRIM_TYPE_LINES: return GL_LINES;
case PRIM_TYPE_LINE_LOOP: return GL_LINE_LOOP;
case PRIM_TYPE_LINE_STRIP: return GL_LINE_STRIP;
case PRIM_TYPE_TRIANGLES: return GL_TRIANGLES;
case PRIM_TYPE_TRIANGLE_STRIP: return GL_TRIANGLE_STRIP;
case PRIM_TYPE_TRIANGLE_FAN: return GL_TRIANGLE_FAN;
case PRIM_TYPE_QUADS: return GL_LINES_ADJACENCY;
case PRIM_TYPE_QUAD_STRIP: return GL_LINE_STRIP_ADJACENCY;
case PRIM_TYPE_POLYGON:
if (polygon_mode == POLY_MODE_LINE) {
return GL_LINE_LOOP;
} else if (polygon_mode == POLY_MODE_FILL) {
return GL_TRIANGLE_FAN;
}
assert(!"PRIM_TYPE_POLYGON with invalid polygon_mode");
return 0;
default:
assert(!"Invalid primitive_mode");
return 0;
}
}
static GLuint create_gl_shader(GLenum gl_shader_type,
const char *code,
const char *name)
{
GLint compiled = 0;
NV2A_GL_DGROUP_BEGIN("Creating new %s", name);
NV2A_DPRINTF("compile new %s, code:\n%s\n", name, code);
GLuint shader = glCreateShader(gl_shader_type);
glShaderSource(shader, 1, &code, 0);
glCompileShader(shader);
/* Check it compiled */
compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLchar* log;
GLint log_length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
log = g_malloc(log_length * sizeof(GLchar));
glGetShaderInfoLog(shader, log_length, NULL, log);
fprintf(stderr, "%s\n\n" "nv2a: %s compilation failed: %s\n", code, name, log);
g_free(log);
NV2A_GL_DGROUP_END();
abort();
}
NV2A_GL_DGROUP_END();
return shader;
}
static void set_texture_sampler_uniforms(ShaderBinding *binding)
{
for (int i = 0; i < NV2A_MAX_TEXTURES; i++) {
char samplerName[16];
snprintf(samplerName, sizeof(samplerName), "texSamp%d", i);
GLint texSampLoc =
glGetUniformLocation(binding->gl_program, samplerName);
if (texSampLoc >= 0) {
glUniform1i(texSampLoc, i);
}
}
}
static void update_shader_uniform_locs(ShaderBinding *binding)
{
char tmp[64];
for (int i = 0; i < ARRAY_SIZE(binding->uniform_locs.vsh); i++) {
const char *name = VshUniformInfo[i].name;
if (VshUniformInfo[i].count > 1) {
snprintf(tmp, sizeof(tmp), "%s[0]", name);
name = tmp;
}
binding->uniform_locs.vsh[i] = glGetUniformLocation(binding->gl_program, name);
}
for (int i = 0; i < ARRAY_SIZE(binding->uniform_locs.psh); i++) {
const char *name = PshUniformInfo[i].name;
if (PshUniformInfo[i].count > 1) {
snprintf(tmp, sizeof(tmp), "%s[0]", name);
name = tmp;
}
binding->uniform_locs.psh[i] = glGetUniformLocation(binding->gl_program, name);
}
}
static void shader_module_cache_entry_init(Lru *lru, LruNode *node,
const void *key)
{
ShaderModuleCacheEntry *module =
container_of(node, ShaderModuleCacheEntry, node);
memcpy(&module->key, key, sizeof(ShaderModuleCacheKey));
const char *kind_str;
MString *code;
switch (module->key.kind) {
case GL_VERTEX_SHADER:
kind_str = "vertex shader";
code = pgraph_glsl_gen_vsh(&module->key.vsh.state,
module->key.vsh.glsl_opts);
break;
case GL_GEOMETRY_SHADER:
kind_str = "geometry shader";
code = pgraph_glsl_gen_geom(&module->key.geom.state,
module->key.geom.glsl_opts);
break;
case GL_FRAGMENT_SHADER:
kind_str = "fragment shader";
code = pgraph_glsl_gen_psh(&module->key.psh.state,
module->key.psh.glsl_opts);
break;
default:
assert(!"Invalid shader module kind");
kind_str = "unknown";
code = NULL;
}
module->gl_shader =
create_gl_shader(module->key.kind, mstring_get_str(code), kind_str);
mstring_unref(code);
}
static void shader_module_cache_entry_post_evict(Lru *lru, LruNode *node)
{
ShaderModuleCacheEntry *module =
container_of(node, ShaderModuleCacheEntry, node);
glDeleteShader(module->gl_shader);
}
static bool shader_module_cache_entry_compare(Lru *lru, LruNode *node,
const void *key)
{
ShaderModuleCacheEntry *module =
container_of(node, ShaderModuleCacheEntry, node);
return memcmp(&module->key, key, sizeof(ShaderModuleCacheKey));
}
static GLuint get_shader_module_for_key(PGRAPHGLState *r,
const ShaderModuleCacheKey *key)
{
uint64_t hash = fast_hash((void *)key, sizeof(ShaderModuleCacheKey));
LruNode *node = lru_lookup(&r->shader_module_cache, hash, key);
ShaderModuleCacheEntry *module =
container_of(node, ShaderModuleCacheEntry, node);
return module->gl_shader;
}
static void generate_shaders(PGRAPHGLState *r, ShaderBinding *binding)
{
GLuint program = glCreateProgram();
ShaderState *state = &binding->state;
ShaderModuleCacheKey key;
bool need_geometry_shader = pgraph_glsl_need_geom(&state->geom);
if (need_geometry_shader) {
memset(&key, 0, sizeof(key));
key.kind = GL_GEOMETRY_SHADER;
key.geom.state = state->geom;
glAttachShader(program, get_shader_module_for_key(r, &key));
}
/* create the vertex shader */
memset(&key, 0, sizeof(key));
key.kind = GL_VERTEX_SHADER;
key.vsh.state = state->vsh;
key.vsh.glsl_opts.prefix_outputs = need_geometry_shader;
glAttachShader(program, get_shader_module_for_key(r, &key));
/* generate a fragment shader from register combiners */
memset(&key, 0, sizeof(key));
key.kind = GL_FRAGMENT_SHADER;
key.psh.state = state->psh;
glAttachShader(program, get_shader_module_for_key(r, &key));
/* link the program */
glLinkProgram(program);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if(!linked) {
GLchar log[2048];
glGetProgramInfoLog(program, 2048, NULL, log);
fprintf(stderr, "nv2a: shader linking failed: %s\n", log);
abort();
}
glUseProgram(program);
binding->gl_program = program;
binding->gl_primitive_mode = get_gl_primitive_mode(
state->geom.polygon_front_mode, state->geom.primitive_mode);
binding->initialized = true;
set_texture_sampler_uniforms(binding);
/* validate the program */
GLint valid = 0;
glValidateProgram(program);
glGetProgramiv(program, GL_VALIDATE_STATUS, &valid);
if (!valid) {
GLchar log[1024];
glGetProgramInfoLog(program, 1024, NULL, log);
fprintf(stderr, "nv2a: shader validation failed: %s\n", log);
abort();
}
update_shader_uniform_locs(binding);
}
static const char *shader_gl_vendor = NULL;
static void shader_create_cache_folder(void)
{
char *shader_path = g_strdup_printf("%sshaders", xemu_settings_get_base_path());
qemu_mkdir(shader_path);
g_free(shader_path);
}
static char *shader_get_lru_cache_path(void)
{
return g_strdup_printf("%s/shader_cache_list", xemu_settings_get_base_path());
}
static void shader_write_lru_list_entry_to_disk(Lru *lru, LruNode *node, void *opaque)
{
FILE *lru_list_file = (FILE*) opaque;
size_t written = fwrite(&node->hash, sizeof(uint64_t), 1, lru_list_file);
if (written != 1) {
fprintf(stderr, "nv2a: Failed to write shader list entry %llx to disk\n",
(unsigned long long) node->hash);
}
}
void pgraph_gl_shader_write_cache_reload_list(PGRAPHState *pg)
{
PGRAPHGLState *r = pg->gl_renderer_state;
if (!g_config.perf.cache_shaders) {
qatomic_set(&r->shader_cache_writeback_pending, false);
qemu_event_set(&r->shader_cache_writeback_complete);
return;
}
char *shader_lru_path = shader_get_lru_cache_path();
qemu_thread_join(&r->shader_disk_thread);
FILE *lru_list = qemu_fopen(shader_lru_path, "wb");
g_free(shader_lru_path);
if (!lru_list) {
fprintf(stderr, "nv2a: Failed to open shader LRU cache for writing\n");
return;
}
lru_visit_active(&r->shader_cache, shader_write_lru_list_entry_to_disk, lru_list);
fclose(lru_list);
lru_flush(&r->shader_cache);
qatomic_set(&r->shader_cache_writeback_pending, false);
qemu_event_set(&r->shader_cache_writeback_complete);
}
bool pgraph_gl_shader_load_from_memory(ShaderBinding *binding)
{
assert(glGetError() == GL_NO_ERROR);
if (!binding->program) {
return false;
}
GLuint gl_program = glCreateProgram();
glProgramBinary(gl_program, binding->program_format, binding->program,
binding->program_size);
GLint gl_error = glGetError();
if (gl_error != GL_NO_ERROR) {
NV2A_DPRINTF(
"failed to load shader binary from disk: GL error code %d\n",
gl_error);
glDeleteProgram(gl_program);
return false;
}
glUseProgram(gl_program);
g_free(binding->program);
binding->program = NULL;
binding->gl_program = gl_program;
binding->gl_primitive_mode =
get_gl_primitive_mode(binding->state.geom.polygon_front_mode,
binding->state.geom.primitive_mode);
binding->initialized = true;
set_texture_sampler_uniforms(binding);
glValidateProgram(gl_program);
GLint valid = 0;
glGetProgramiv(gl_program, GL_VALIDATE_STATUS, &valid);
if (!valid) {
GLchar log[1024];
glGetProgramInfoLog(gl_program, 1024, NULL, log);
NV2A_DPRINTF("failed to load shader binary from disk: %s\n", log);
glDeleteProgram(gl_program);
return false;
}
update_shader_uniform_locs(binding);
return true;
}
static char *shader_get_bin_directory(uint64_t hash)
{
const char *cfg_dir = xemu_settings_get_base_path();
char *shader_bin_dir =
g_strdup_printf("%s/shaders/%04x", cfg_dir, (uint32_t)(hash >> 48));
return shader_bin_dir;
}
static char *shader_get_binary_path(const char *shader_bin_dir, uint64_t hash)
{
uint64_t bin_mask = (uint64_t)0xffff << 48;
return g_strdup_printf("%s/%012" PRIx64, shader_bin_dir, hash & ~bin_mask);
}
static void shader_load_from_disk(PGRAPHState *pg, uint64_t hash)
{
PGRAPHGLState *r = pg->gl_renderer_state;
char *shader_bin_dir = shader_get_bin_directory(hash);
char *shader_path = shader_get_binary_path(shader_bin_dir, hash);
char *cached_xemu_version = NULL;
char *cached_gl_vendor = NULL;
void *program_buffer = NULL;
uint64_t cached_xemu_version_len;
uint64_t gl_vendor_len;
GLenum program_binary_format;
ShaderState state;
size_t shader_size;
g_free(shader_bin_dir);
qemu_mutex_lock(&r->shader_cache_lock);
if (lru_contains_hash(&r->shader_cache, hash)) {
qemu_mutex_unlock(&r->shader_cache_lock);
return;
}
qemu_mutex_unlock(&r->shader_cache_lock);
FILE *shader_file = qemu_fopen(shader_path, "rb");
if (!shader_file) {
goto error;
}
size_t nread;
#define READ_OR_ERR(data, data_len) \
do { \
nread = fread(data, data_len, 1, shader_file); \
if (nread != 1) { \
fclose(shader_file); \
goto error; \
} \
} while (0)
READ_OR_ERR(&cached_xemu_version_len, sizeof(cached_xemu_version_len));
cached_xemu_version = g_malloc(cached_xemu_version_len +1);
READ_OR_ERR(cached_xemu_version, cached_xemu_version_len);
if (strcmp(cached_xemu_version, xemu_version) != 0) {
fclose(shader_file);
goto error;
}
READ_OR_ERR(&gl_vendor_len, sizeof(gl_vendor_len));
cached_gl_vendor = g_malloc(gl_vendor_len);
READ_OR_ERR(cached_gl_vendor, gl_vendor_len);
if (strcmp(cached_gl_vendor, shader_gl_vendor) != 0) {
fclose(shader_file);
goto error;
}
READ_OR_ERR(&program_binary_format, sizeof(program_binary_format));
READ_OR_ERR(&state, sizeof(state));
READ_OR_ERR(&shader_size, sizeof(shader_size));
program_buffer = g_malloc(shader_size);
READ_OR_ERR(program_buffer, shader_size);
#undef READ_OR_ERR
fclose(shader_file);
g_free(shader_path);
g_free(cached_xemu_version);
g_free(cached_gl_vendor);
qemu_mutex_lock(&r->shader_cache_lock);
LruNode *node = lru_lookup(&r->shader_cache, hash, &state);
ShaderBinding *binding = container_of(node, ShaderBinding, node);
/* If we happened to regenerate this shader already, then we may as well use the new one */
if (binding->initialized) {
qemu_mutex_unlock(&r->shader_cache_lock);
return;
}
binding->program_format = program_binary_format;
binding->program_size = shader_size;
binding->program = program_buffer;
binding->cached = true;
qemu_mutex_unlock(&r->shader_cache_lock);
return;
error:
/* Delete the shader so it won't be loaded again */
qemu_unlink(shader_path);
g_free(shader_path);
g_free(program_buffer);
g_free(cached_xemu_version);
g_free(cached_gl_vendor);
}
static void *shader_reload_lru_from_disk(void *arg)
{
if (!g_config.perf.cache_shaders) {
return NULL;
}
PGRAPHState *pg = (PGRAPHState*) arg;
char *shader_lru_path = shader_get_lru_cache_path();
FILE *lru_shaders_list = qemu_fopen(shader_lru_path, "rb");
g_free(shader_lru_path);
if (!lru_shaders_list) {
return NULL;
}
uint64_t hash;
while (fread(&hash, sizeof(uint64_t), 1, lru_shaders_list) == 1) {
shader_load_from_disk(pg, hash);
}
return NULL;
}
static void shader_cache_entry_init(Lru *lru, LruNode *node, const void *state)
{
ShaderBinding *binding = container_of(node, ShaderBinding, node);
memcpy(&binding->state, state, sizeof(ShaderState));
binding->initialized = false;
binding->cached = false;
binding->program = NULL;
binding->save_thread = NULL;
}
static void shader_cache_entry_post_evict(Lru *lru, LruNode *node)
{
ShaderBinding *binding = container_of(node, ShaderBinding, node);
if (binding->save_thread) {
qemu_thread_join(binding->save_thread);
g_free(binding->save_thread);
}
glDeleteProgram(binding->gl_program);
if (binding->program) {
g_free(binding->program);
}
binding->cached = false;
binding->save_thread = NULL;
binding->program = NULL;
memset(&binding->state, 0, sizeof(ShaderState));
}
static bool shader_cache_entry_compare(Lru *lru, LruNode *node, const void *key)
{
ShaderBinding *binding = container_of(node, ShaderBinding, node);
return memcmp(&binding->state, key, sizeof(ShaderState));
}
void pgraph_gl_init_shaders(PGRAPHState *pg)
{
PGRAPHGLState *r = pg->gl_renderer_state;
qemu_mutex_init(&r->shader_cache_lock);
qemu_event_init(&r->shader_cache_writeback_complete, false);
if (!shader_gl_vendor) {
shader_gl_vendor = (const char *) glGetString(GL_VENDOR);
}
shader_create_cache_folder();
/* FIXME: Make this configurable */
const size_t shader_cache_size = 50*1024;
lru_init(&r->shader_cache);
r->shader_cache_entries = malloc(shader_cache_size * sizeof(ShaderBinding));
assert(r->shader_cache_entries != NULL);
for (int i = 0; i < shader_cache_size; i++) {
lru_add_free(&r->shader_cache, &r->shader_cache_entries[i].node);
}
r->shader_cache.init_node = shader_cache_entry_init;
r->shader_cache.compare_nodes = shader_cache_entry_compare;
r->shader_cache.post_node_evict = shader_cache_entry_post_evict;
qemu_thread_create(&r->shader_disk_thread, "pgraph.renderer_state->shader_cache",
shader_reload_lru_from_disk, pg, QEMU_THREAD_JOINABLE);
/* FIXME: Make this configurable */
const size_t shader_module_cache_size = 50*1024;
lru_init(&r->shader_module_cache);
r->shader_module_cache_entries =
g_malloc_n(shader_module_cache_size, sizeof(ShaderModuleCacheEntry));
assert(r->shader_module_cache_entries != NULL);
for (int i = 0; i < shader_module_cache_size; i++) {
lru_add_free(&r->shader_module_cache, &r->shader_module_cache_entries[i].node);
}
r->shader_module_cache.init_node = shader_module_cache_entry_init;
r->shader_module_cache.compare_nodes = shader_module_cache_entry_compare;
r->shader_module_cache.post_node_evict = shader_module_cache_entry_post_evict;
}
void pgraph_gl_finalize_shaders(PGRAPHState *pg)
{
PGRAPHGLState *r = pg->gl_renderer_state;
// Clear out shader cache
pgraph_gl_shader_write_cache_reload_list(pg); // FIXME: also flushes, rename for clarity
free(r->shader_cache_entries);
r->shader_cache_entries = NULL;
lru_flush(&r->shader_module_cache);
g_free(r->shader_module_cache_entries);
r->shader_module_cache_entries = NULL;
qemu_mutex_destroy(&r->shader_cache_lock);
}
static void *shader_write_to_disk(void *arg)
{
ShaderBinding *binding = (ShaderBinding*) arg;
char *shader_bin = shader_get_bin_directory(binding->node.hash);
char *shader_path = shader_get_binary_path(shader_bin, binding->node.hash);
static uint64_t gl_vendor_len;
if (gl_vendor_len == 0) {
gl_vendor_len = (uint64_t) (strlen(shader_gl_vendor) + 1);
}
static uint64_t xemu_version_len = 0;
if (xemu_version_len == 0) {
xemu_version_len = (uint64_t) (strlen(xemu_version) + 1);
}
qemu_mkdir(shader_bin);
g_free(shader_bin);
FILE *shader_file = qemu_fopen(shader_path, "wb");
if (!shader_file) {
goto error;
}
size_t written;
#define WRITE_OR_ERR(data, data_size) \
do { \
written = fwrite(data, data_size, 1, shader_file); \
if (written != 1) { \
fclose(shader_file); \
goto error; \
} \
} while (0)
WRITE_OR_ERR(&xemu_version_len, sizeof(xemu_version_len));
WRITE_OR_ERR(xemu_version, xemu_version_len);
WRITE_OR_ERR(&gl_vendor_len, sizeof(gl_vendor_len));
WRITE_OR_ERR(shader_gl_vendor, gl_vendor_len);
WRITE_OR_ERR(&binding->program_format, sizeof(binding->program_format));
WRITE_OR_ERR(&binding->state, sizeof(binding->state));
WRITE_OR_ERR(&binding->program_size, sizeof(binding->program_size));
WRITE_OR_ERR(binding->program, binding->program_size);
#undef WRITE_OR_ERR
fclose(shader_file);
g_free(shader_path);
g_free(binding->program);
binding->program = NULL;
return NULL;
error:
fprintf(stderr, "nv2a: Failed to write shader binary file to %s\n", shader_path);
qemu_unlink(shader_path);
g_free(shader_path);
g_free(binding->program);
binding->program = NULL;
return NULL;
}
void pgraph_gl_shader_cache_to_disk(ShaderBinding *binding)
{
if (binding->cached) {
return;
}
GLint program_size;
glGetProgramiv(binding->gl_program, GL_PROGRAM_BINARY_LENGTH, &program_size);
if (binding->program) {
g_free(binding->program);
binding->program = NULL;
}
/* program_size might be zero on some systems, if no binary formats are supported */
if (program_size == 0) {
return;
}
binding->program = g_malloc(program_size);
GLsizei program_size_copied;
glGetProgramBinary(binding->gl_program, program_size, &program_size_copied,
&binding->program_format, binding->program);
assert(glGetError() == GL_NO_ERROR);
binding->program_size = program_size_copied;
binding->cached = true;
char name[24];
snprintf(name, sizeof(name), "scache-%llx", (unsigned long long) binding->node.hash);
binding->save_thread = g_malloc0(sizeof(QemuThread));
qemu_thread_create(binding->save_thread, name, shader_write_to_disk, binding, QEMU_THREAD_JOINABLE);
}
static void apply_uniform_updates(const UniformInfo *info, int *locs,
void *values, size_t count)
{
for (int i = 0; i < count; i++) {
if (locs[i] == -1) {
continue;
}
void *value = (char*)values + info[i].val_offs;
switch (info[i].type) {
case UniformElementType_uint:
glUniform1uiv(locs[i], info[i].count, value);
break;
case UniformElementType_int:
glUniform1iv(locs[i], info[i].count, value);
break;
case UniformElementType_ivec4:
glUniform4iv(locs[i], info[i].count, value);
break;
case UniformElementType_float:
glUniform1fv(locs[i], info[i].count, value);
break;
case UniformElementType_vec2:
glUniform2fv(locs[i], info[i].count, value);
break;
case UniformElementType_vec3:
glUniform3fv(locs[i], info[i].count, value);
break;
case UniformElementType_vec4:
glUniform4fv(locs[i], info[i].count, value);
break;
case UniformElementType_mat2:
glUniformMatrix2fv(locs[i], info[i].count, GL_FALSE, value);
break;
default:
g_assert_not_reached();
}
}
assert(glGetError() == GL_NO_ERROR);
}
// FIXME: Dirty tracking
// FIXME: Consider UBO to align with VK renderer
static void update_shader_uniforms(PGRAPHState *pg, ShaderBinding *binding)
{
PGRAPHGLState *r = pg->gl_renderer_state;
VshUniformValues vsh_values;
pgraph_glsl_set_vsh_uniform_values(pg, &binding->state.vsh,
binding->uniform_locs.vsh, &vsh_values);
apply_uniform_updates(VshUniformInfo, binding->uniform_locs.vsh,
&vsh_values, VshUniform__COUNT);
PshUniformValues psh_values;
pgraph_glsl_set_psh_uniform_values(pg, binding->uniform_locs.psh, &psh_values);
for (int i = 0; i < 4; i++) {
if (r->texture_binding[i] != NULL) {
float scale = r->texture_binding[i]->scale;
psh_values.texScale[i] = scale;
}
}
apply_uniform_updates(PshUniformInfo, binding->uniform_locs.psh,
&psh_values, PshUniform__COUNT);
}
void pgraph_gl_bind_shaders(PGRAPHState *pg)
{
PGRAPHGLState *r = pg->gl_renderer_state;
bool binding_changed = false;
if (r->shader_binding &&
!pgraph_glsl_check_shader_state_dirty(pg, &r->shader_binding->state)) {
nv2a_profile_inc_counter(NV2A_PROF_SHADER_BIND_NOTDIRTY);
goto update_uniforms;
}
ShaderBinding *old_binding = r->shader_binding;
ShaderState state = pgraph_glsl_get_shader_state(pg);
NV2A_GL_DGROUP_BEGIN("%s (%s)", __func__,
state.vsh.is_fixed_function ? "FF" : "PROG");
qemu_mutex_lock(&r->shader_cache_lock);
uint64_t shader_state_hash =
fast_hash((uint8_t *)&state, sizeof(ShaderState));
LruNode *node = lru_lookup(&r->shader_cache, shader_state_hash, &state);
ShaderBinding *binding = container_of(node, ShaderBinding, node);
if (!binding->initialized && !pgraph_gl_shader_load_from_memory(binding)) {
nv2a_profile_inc_counter(NV2A_PROF_SHADER_GEN);
generate_shaders(r, binding);
if (g_config.perf.cache_shaders) {
pgraph_gl_shader_cache_to_disk(binding);
}
}
assert(binding->initialized);
r->shader_binding = binding;
pg->program_data_dirty = false;
qemu_mutex_unlock(&r->shader_cache_lock);
binding_changed = (r->shader_binding != old_binding);
if (binding_changed) {
nv2a_profile_inc_counter(NV2A_PROF_SHADER_BIND);
glUseProgram(r->shader_binding->gl_program);
}
NV2A_GL_DGROUP_END();
update_uniforms:
assert(r->shader_binding);
assert(r->shader_binding->initialized);
update_shader_uniforms(pg, r->shader_binding);
}
GLuint pgraph_gl_compile_shader(const char *vs_src, const char *fs_src)
{
GLint status;
char err_buf[512];
// Compile vertex shader
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &vs_src, NULL);
glCompileShader(vs);
glGetShaderiv(vs, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
glGetShaderInfoLog(vs, sizeof(err_buf), NULL, err_buf);
err_buf[sizeof(err_buf)-1] = '\0';
fprintf(stderr, "Vertex shader compilation failed: %s\n", err_buf);
exit(1);
}
// Compile fragment shader
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &fs_src, NULL);
glCompileShader(fs);
glGetShaderiv(fs, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
glGetShaderInfoLog(fs, sizeof(err_buf), NULL, err_buf);
err_buf[sizeof(err_buf)-1] = '\0';
fprintf(stderr, "Fragment shader compilation failed: %s\n", err_buf);
exit(1);
}
// Link vertex and fragment shaders
GLuint prog = glCreateProgram();
glAttachShader(prog, vs);
glAttachShader(prog, fs);
glLinkProgram(prog);
glUseProgram(prog);
// Flag shaders for deletion (will still be retained for lifetime of prog)
glDeleteShader(vs);
glDeleteShader(fs);
return prog;
}