6b23a2c125
* Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
87 lines
2.3 KiB
C#
87 lines
2.3 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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struct OglShaderProgram
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{
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public OglShaderStage Vertex;
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public OglShaderStage TessControl;
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public OglShaderStage TessEvaluation;
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public OglShaderStage Geometry;
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public OglShaderStage Fragment;
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}
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class OglShaderStage : IDisposable
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{
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public int Handle { get; private set; }
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public bool IsCompiled { get; private set; }
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public GalShaderType Type { get; private set; }
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public string Code { get; private set; }
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public IEnumerable<CBufferDescriptor> ConstBufferUsage { get; private set; }
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public IEnumerable<TextureDescriptor> TextureUsage { get; private set; }
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public OglShaderStage(
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GalShaderType type,
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string code,
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IEnumerable<CBufferDescriptor> constBufferUsage,
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IEnumerable<TextureDescriptor> textureUsage)
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{
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Type = type;
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Code = code;
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ConstBufferUsage = constBufferUsage;
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TextureUsage = textureUsage;
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}
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public void Compile()
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{
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if (Handle == 0)
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{
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Handle = GL.CreateShader(OglEnumConverter.GetShaderType(Type));
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CompileAndCheck(Handle, Code);
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}
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing && Handle != 0)
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{
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GL.DeleteShader(Handle);
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Handle = 0;
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}
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}
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public static void CompileAndCheck(int handle, string code)
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{
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GL.ShaderSource(handle, code);
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GL.CompileShader(handle);
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CheckCompilation(handle);
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}
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private static void CheckCompilation(int handle)
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{
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int status = 0;
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GL.GetShader(handle, ShaderParameter.CompileStatus, out status);
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if (status == 0)
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{
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throw new ShaderException(GL.GetShaderInfoLog(handle));
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}
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}
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}
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} |