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@ -5,57 +5,100 @@ |
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#include <string_view>
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#include <vector>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "common/settings.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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namespace OpenGL::GLShader { |
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namespace { |
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namespace OpenGL { |
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std::string_view StageDebugName(GLenum type) { |
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switch (type) { |
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case GL_VERTEX_SHADER: |
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return "vertex"; |
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case GL_GEOMETRY_SHADER: |
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return "geometry"; |
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case GL_FRAGMENT_SHADER: |
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return "fragment"; |
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case GL_COMPUTE_SHADER: |
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return "compute"; |
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static void LogShader(GLuint shader) { |
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GLint shader_status{}; |
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glGetShaderiv(shader, GL_COMPILE_STATUS, &shader_status); |
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if (shader_status == GL_FALSE) { |
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LOG_ERROR(Render_OpenGL, "Failed to build shader"); |
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} |
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GLint log_length{}; |
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length); |
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if (log_length == 0) { |
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return; |
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} |
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std::string log(log_length, 0); |
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glGetShaderInfoLog(shader, log_length, nullptr, log.data()); |
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if (shader_status == GL_FALSE) { |
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LOG_ERROR(Render_OpenGL, "{}", log); |
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} else { |
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LOG_WARNING(Render_OpenGL, "{}", log); |
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} |
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UNIMPLEMENTED(); |
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return "unknown"; |
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} |
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} // Anonymous namespace
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void AttachShader(GLenum stage, GLuint program, std::string_view code) { |
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OGLShader shader; |
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shader.handle = glCreateShader(stage); |
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GLuint LoadShader(std::string_view source, GLenum type) { |
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const std::string_view debug_type = StageDebugName(type); |
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const GLuint shader_id = glCreateShader(type); |
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const GLint length = static_cast<GLint>(code.size()); |
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const GLchar* const code_ptr = code.data(); |
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glShaderSource(shader.handle, 1, &code_ptr, &length); |
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glCompileShader(shader.handle); |
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glAttachShader(program, shader.handle); |
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if (Settings::values.renderer_debug) { |
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LogShader(shader.handle); |
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} |
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} |
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const GLchar* source_string = source.data(); |
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const GLint source_length = static_cast<GLint>(source.size()); |
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void AttachShader(GLenum stage, GLuint program, std::span<const u32> code) { |
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OGLShader shader; |
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shader.handle = glCreateShader(stage); |
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glShaderSource(shader_id, 1, &source_string, &source_length); |
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LOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type); |
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glCompileShader(shader_id); |
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glShaderBinary(1, &shader.handle, GL_SHADER_BINARY_FORMAT_SPIR_V_ARB, code.data(), |
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static_cast<GLsizei>(code.size_bytes())); |
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glSpecializeShader(shader.handle, "main", 0, nullptr, nullptr); |
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glAttachShader(program, shader.handle); |
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if (Settings::values.renderer_debug) { |
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LogShader(shader.handle); |
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} |
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} |
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void LinkProgram(GLuint program) { |
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glLinkProgram(program); |
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if (!Settings::values.renderer_debug) { |
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return; |
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} |
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GLint link_status{}; |
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glGetProgramiv(program, GL_LINK_STATUS, &link_status); |
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GLint result = GL_FALSE; |
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GLint info_log_length; |
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glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result); |
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glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &info_log_length); |
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GLint log_length{}; |
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length); |
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if (log_length == 0) { |
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return; |
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} |
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std::string log(log_length, 0); |
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glGetProgramInfoLog(program, log_length, nullptr, log.data()); |
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if (link_status == GL_FALSE) { |
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LOG_ERROR(Render_OpenGL, "{}", log); |
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} else { |
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LOG_WARNING(Render_OpenGL, "{}", log); |
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} |
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} |
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if (info_log_length > 1) { |
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std::string shader_error(info_log_length, ' '); |
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glGetShaderInfoLog(shader_id, info_log_length, nullptr, &shader_error[0]); |
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if (result == GL_TRUE) { |
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LOG_DEBUG(Render_OpenGL, "{}", shader_error); |
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} else { |
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LOG_ERROR(Render_OpenGL, "Error compiling {} shader:\n{}", debug_type, shader_error); |
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OGLAssemblyProgram CompileProgram(std::string_view code, GLenum target) { |
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OGLAssemblyProgram program; |
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glGenProgramsARB(1, &program.handle); |
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glNamedProgramStringEXT(program.handle, target, GL_PROGRAM_FORMAT_ASCII_ARB, |
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static_cast<GLsizei>(code.size()), code.data()); |
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if (Settings::values.renderer_debug) { |
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const auto err = reinterpret_cast<const char*>(glGetString(GL_PROGRAM_ERROR_STRING_NV)); |
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if (err && *err) { |
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if (std::strstr(err, "error")) { |
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LOG_CRITICAL(Render_OpenGL, "\n{}", err); |
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LOG_INFO(Render_OpenGL, "\n{}", code); |
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} else { |
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LOG_WARNING(Render_OpenGL, "\n{}", err); |
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} |
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} |
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} |
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return shader_id; |
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return program; |
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} |
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} // namespace OpenGL::GLShader
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} // namespace OpenGL
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