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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using OpenTK.Graphics.OpenGL;
namespace Ryujinx.Graphics.OpenGL
{
class Program : IProgram
{
private const int StageShift = 5;
private const int SbStageShift = 4;
public int Handle { get; private set; }
public bool IsLinked { get; private set; }
private int[] _ubBindingPoints;
private int[] _sbBindingPoints;
private int[] _textureUnits;
public Program(IShader[] shaders)
{
_ubBindingPoints = new int[32 * 6];
_sbBindingPoints = new int[16 * 6];
_textureUnits = new int[32 * 6];
for (int index = 0; index < _ubBindingPoints.Length; index++)
{
_ubBindingPoints[index] = -1;
}
for (int index = 0; index < _sbBindingPoints.Length; index++)
{
_sbBindingPoints[index] = -1;
}
for (int index = 0; index < _textureUnits.Length; index++)
{
_textureUnits[index] = -1;
}
Handle = GL.CreateProgram();
for (int index = 0; index < shaders.Length; index++)
{
int shaderHandle = ((Shader)shaders[index]).Handle;
GL.AttachShader(Handle, shaderHandle);
}
GL.LinkProgram(Handle);
CheckProgramLink();
Bind();
int extraBlockindex = GL.GetUniformBlockIndex(Handle, "Extra");
if (extraBlockindex >= 0)
{
GL.UniformBlockBinding(Handle, extraBlockindex, 0);
}
int ubBindingPoint = 1;
int sbBindingPoint = 0;
int textureUnit = 0;
for (int index = 0; index < shaders.Length; index++)
{
Shader shader = (Shader)shaders[index];
foreach (BufferDescriptor descriptor in shader.Info.CBuffers)
{
int location = GL.GetUniformBlockIndex(Handle, descriptor.Name);
if (location < 0)
{
continue;
}
GL.UniformBlockBinding(Handle, location, ubBindingPoint);
int bpIndex = (int)shader.Stage << StageShift | descriptor.Slot;
_ubBindingPoints[bpIndex] = ubBindingPoint;
ubBindingPoint++;
}
foreach (BufferDescriptor descriptor in shader.Info.SBuffers)
{
int location = GL.GetProgramResourceIndex(Handle, ProgramInterface.ShaderStorageBlock, descriptor.Name);
if (location < 0)
{
continue;
}
GL.ShaderStorageBlockBinding(Handle, location, sbBindingPoint);
int bpIndex = (int)shader.Stage << SbStageShift | descriptor.Slot;
_sbBindingPoints[bpIndex] = sbBindingPoint;
sbBindingPoint++;
}
int samplerIndex = 0;
foreach (TextureDescriptor descriptor in shader.Info.Textures)
{
int location = GL.GetUniformLocation(Handle, descriptor.Name);
if (location < 0)
{
continue;
}
GL.Uniform1(location, textureUnit);
int uIndex = (int)shader.Stage << StageShift | samplerIndex++;
_textureUnits[uIndex] = textureUnit;
textureUnit++;
}
}
}
public void Bind()
{
GL.UseProgram(Handle);
}
public int GetUniformBufferBindingPoint(ShaderStage stage, int index)
{
return _ubBindingPoints[(int)stage << StageShift | index];
}
public int GetStorageBufferBindingPoint(ShaderStage stage, int index)
{
return _sbBindingPoints[(int)stage << SbStageShift | index];
}
public int GetTextureUnit(ShaderStage stage, int index)
{
return _textureUnits[(int)stage << StageShift | index];
}
private void CheckProgramLink()
{
int status = 0;
GL.GetProgram(Handle, GetProgramParameterName.LinkStatus, out status);
if (status == 0)
{
// throw new System.Exception(GL.GetProgramInfoLog(Handle));
}
else
{
IsLinked = true;
}
}
public void Dispose()
{
if (Handle != 0)
{
GL.DeleteProgram(Handle);
Handle = 0;
}
}
}
}
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