ryujinx/Ryujinx.Graphics.OpenGL/Program.cs

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using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
using System;
using System.Buffers.Binary;
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namespace Ryujinx.Graphics.OpenGL
{
class Program : IProgram
{
public int Handle { get; private set; }
public bool IsLinked
{
get
{
if (_status == ProgramLinkStatus.Incomplete)
{
CheckProgramLink(true);
}
return _status == ProgramLinkStatus.Success;
}
}
private ProgramLinkStatus _status = ProgramLinkStatus.Incomplete;
private IShader[] _shaders;
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public bool HasFragmentShader;
public int FragmentOutputMap { get; }
public Program(IShader[] shaders, int fragmentOutputMap)
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{
Handle = GL.CreateProgram();
GL.ProgramParameter(Handle, ProgramParameterName.ProgramBinaryRetrievableHint, 1);
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for (int index = 0; index < shaders.Length; index++)
{
Shader shader = (Shader)shaders[index];
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if (shader.IsFragment)
{
HasFragmentShader = true;
}
GL.AttachShader(Handle, shader.Handle);
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}
GL.LinkProgram(Handle);
_shaders = shaders;
FragmentOutputMap = fragmentOutputMap;
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}
public Program(ReadOnlySpan<byte> code, bool hasFragmentShader, int fragmentOutputMap)
{
BinaryFormat binaryFormat = (BinaryFormat)BinaryPrimitives.ReadInt32LittleEndian(code.Slice(code.Length - 4, 4));
Handle = GL.CreateProgram();
unsafe
{
fixed (byte* ptr = code)
{
GL.ProgramBinary(Handle, binaryFormat, (IntPtr)ptr, code.Length - 4);
}
}
HasFragmentShader = hasFragmentShader;
FragmentOutputMap = fragmentOutputMap;
}
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public void Bind()
{
GL.UseProgram(Handle);
}
public ProgramLinkStatus CheckProgramLink(bool blocking)
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{
if (!blocking && HwCapabilities.SupportsParallelShaderCompile)
{
GL.GetProgram(Handle, (GetProgramParameterName)ArbParallelShaderCompile.CompletionStatusArb, out int completed);
if (completed == 0)
{
return ProgramLinkStatus.Incomplete;
}
}
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GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out int status);
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if (_shaders != null)
{
for (int index = 0; index < _shaders.Length; index++)
{
int shaderHandle = ((Shader)_shaders[index]).Handle;
GL.DetachShader(Handle, shaderHandle);
}
_shaders = null;
}
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if (status == 0)
{
// Use GL.GetProgramInfoLog(Handle), it may be too long to print on the log.
_status = ProgramLinkStatus.Failure;
Logger.Debug?.Print(LogClass.Gpu, "Shader linking failed.");
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}
else
{
_status = ProgramLinkStatus.Success;
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}
return _status;
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}
public byte[] GetBinary()
{
GL.GetProgram(Handle, (GetProgramParameterName)All.ProgramBinaryLength, out int size);
byte[] data = new byte[size + 4];
GL.GetProgramBinary(Handle, size, out _, out BinaryFormat binFormat, data);
BinaryPrimitives.WriteInt32LittleEndian(data.AsSpan().Slice(size, 4), (int)binFormat);
return data;
}
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public void Dispose()
{
if (Handle != 0)
{
GL.DeleteProgram(Handle);
Handle = 0;
}
}
}
}