#include "stdafx.h" #include "program.h" #include "state_tracker.hpp" #include "Emu/system_config.h" namespace gl { namespace glsl { void shader::precompile() { const char* str = source.c_str(); const GLint length = ::narrow(source.length()); if (g_cfg.video.log_programs) { std::string base_name; switch (type) { case ::glsl::program_domain::glsl_vertex_program: base_name = "shaderlog/VertexProgram"; break; case ::glsl::program_domain::glsl_fragment_program: base_name = "shaderlog/FragmentProgram"; break; case ::glsl::program_domain::glsl_compute_program: base_name = "shaderlog/ComputeProgram"; break; } fs::file(fs::get_cache_dir() + base_name + std::to_string(m_id) + ".glsl", fs::rewrite).write(str, length); } glShaderSource(m_id, 1, &str, &length); m_init_fence.create(); flush_command_queue(m_init_fence); } void shader::create(::glsl::program_domain type_, const std::string & src) { type = type_; source = src; GLenum shader_type{}; switch (type) { case ::glsl::program_domain::glsl_vertex_program: shader_type = GL_VERTEX_SHADER; break; case ::glsl::program_domain::glsl_fragment_program: shader_type = GL_FRAGMENT_SHADER; break; case ::glsl::program_domain::glsl_compute_program: shader_type = GL_COMPUTE_SHADER; break; default: rsx_log.fatal("gl::glsl::shader::compile(): Unhandled shader type (%d)", +type_); return; } m_id = glCreateShader(shader_type); precompile(); } shader& shader::compile() { std::lock_guard lock(m_compile_lock); if (m_is_compiled) { // Another thread compiled this already return *this; } ensure(!m_init_fence.is_empty()); // Do not attempt to compile a shader_view!! m_init_fence.server_wait_sync(); glCompileShader(m_id); GLint status = GL_FALSE; glGetShaderiv(m_id, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { GLint length = 0; glGetShaderiv(m_id, GL_INFO_LOG_LENGTH, &length); std::string error_msg; if (length) { std::unique_ptr buf(new char[length + 1]); glGetShaderInfoLog(m_id, length, nullptr, buf.get()); error_msg = buf.get(); } rsx_log.fatal("Compilation failed: %s\nsource: %s", error_msg, source); } m_compiled_fence.create(); flush_command_queue(m_compiled_fence); m_is_compiled = true; return *this; } bool program::uniforms_t::has_location(const std::string & name, int* location) { auto found = locations.find(name); if (found != locations.end()) { if (location) { *location = found->second; } return (found->second >= 0); } auto result = glGetUniformLocation(m_program.id(), name.c_str()); locations[name] = result; if (location) { *location = result; } return (result >= 0); } GLint program::uniforms_t::location(const std::string& name) { auto found = locations.find(name); if (found != locations.end()) { if (found->second >= 0) { return found->second; } else { rsx_log.fatal("%s not found.", name); return -1; } } auto result = glGetUniformLocation(m_program.id(), name.c_str()); if (result < 0) { rsx_log.fatal("%s not found.", name); return result; } locations[name] = result; return result; } void program::link(std::function init_func) { glLinkProgram(m_id); GLint status = GL_FALSE; glGetProgramiv(m_id, GL_LINK_STATUS, &status); if (status == GL_FALSE) { GLint length = 0; glGetProgramiv(m_id, GL_INFO_LOG_LENGTH, &length); std::string error_msg; if (length) { std::unique_ptr buf(new char[length + 1]); glGetProgramInfoLog(m_id, length, nullptr, buf.get()); error_msg = buf.get(); } rsx_log.fatal("Linkage failed: %s", error_msg); } else { if (init_func) { init_func(this); } m_fence.create(); flush_command_queue(m_fence); } } void program::validate() { glValidateProgram(m_id); GLint status = GL_FALSE; glGetProgramiv(m_id, GL_VALIDATE_STATUS, &status); if (status == GL_FALSE) { GLint length = 0; glGetProgramiv(m_id, GL_INFO_LOG_LENGTH, &length); std::string error_msg; if (length) { std::unique_ptr buf(new char[length + 1]); glGetProgramInfoLog(m_id, length, nullptr, buf.get()); error_msg = buf.get(); } rsx_log.error("Validation failed: %s", error_msg.c_str()); } } } }