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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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+
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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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-
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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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+
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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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