Files
Xenia-Canary/src/xenia/gpu/gl4/gl4_shader.cc
2016-02-05 16:02:14 -06:00

299 lines
8.6 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/gl4/gl4_shader.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
namespace xe {
namespace gpu {
namespace gl4 {
GL4Shader::GL4Shader(ShaderType shader_type, uint64_t data_hash,
const uint32_t* dword_ptr, uint32_t dword_count)
: Shader(shader_type, data_hash, dword_ptr, dword_count) {}
GL4Shader::~GL4Shader() {
glDeleteProgram(program_);
glDeleteVertexArrays(1, &vao_);
}
bool GL4Shader::Prepare() {
// Build static vertex array descriptor.
if (!PrepareVertexArrayObject()) {
XELOGE("Unable to prepare vertex shader array object");
return false;
}
bool success = true;
if (!CompileShader()) {
host_error_log_ = GetShaderInfoLog();
success = false;
}
if (success && !LinkProgram()) {
host_error_log_ = GetProgramInfoLog();
success = false;
}
if (success) {
host_binary_ = GetBinary();
host_disassembly_ = GetHostDisasmNV(host_binary_);
}
is_valid_ = success;
return success;
}
bool GL4Shader::LoadFromBinary(const uint8_t* blob, GLenum binary_format,
size_t length) {
program_ = glCreateProgram();
glProgramBinary(program_, binary_format, blob, GLsizei(length));
GLint link_status = 0;
glGetProgramiv(program_, GL_LINK_STATUS, &link_status);
if (!link_status) {
// Failed to link. Not fatal - just clean up so we can get generated later.
XELOGD("GL4Shader::LoadFromBinary failed. Log:\n%s",
GetProgramInfoLog().c_str());
glDeleteProgram(program_);
program_ = 0;
return false;
}
// Build static vertex array descriptor.
if (!PrepareVertexArrayObject()) {
XELOGE("Unable to prepare vertex shader array object");
return false;
}
// Success!
host_binary_ = GetBinary();
host_disassembly_ = GetHostDisasmNV(host_binary_);
is_valid_ = true;
return true;
}
bool GL4Shader::PrepareVertexArrayObject() {
glCreateVertexArrays(1, &vao_);
for (const auto& vertex_binding : vertex_bindings()) {
for (const auto& attrib : vertex_binding.attributes) {
auto comp_count = GetVertexFormatComponentCount(
attrib.fetch_instr.attributes.data_format);
GLenum comp_type = 0;
bool is_signed = attrib.fetch_instr.attributes.is_signed;
switch (attrib.fetch_instr.attributes.data_format) {
case VertexFormat::k_8_8_8_8:
comp_type = is_signed ? GL_BYTE : GL_UNSIGNED_BYTE;
break;
case VertexFormat::k_2_10_10_10:
comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
comp_count = 1;
break;
case VertexFormat::k_10_11_11:
comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
comp_count = 1;
break;
case VertexFormat::k_11_11_10:
assert_true(is_signed);
comp_type = is_signed ? GL_R11F_G11F_B10F : 0;
break;
case VertexFormat::k_16_16:
comp_type = is_signed ? GL_SHORT : GL_UNSIGNED_SHORT;
break;
case VertexFormat::k_16_16_FLOAT:
comp_type = GL_HALF_FLOAT;
break;
case VertexFormat::k_16_16_16_16:
comp_type = is_signed ? GL_SHORT : GL_UNSIGNED_SHORT;
break;
case VertexFormat::k_16_16_16_16_FLOAT:
comp_type = GL_HALF_FLOAT;
break;
case VertexFormat::k_32:
comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
break;
case VertexFormat::k_32_32:
comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
break;
case VertexFormat::k_32_32_32_32:
comp_type = is_signed ? GL_INT : GL_UNSIGNED_INT;
break;
case VertexFormat::k_32_FLOAT:
comp_type = GL_FLOAT;
break;
case VertexFormat::k_32_32_FLOAT:
comp_type = GL_FLOAT;
break;
case VertexFormat::k_32_32_32_FLOAT:
comp_type = GL_FLOAT;
break;
case VertexFormat::k_32_32_32_32_FLOAT:
comp_type = GL_FLOAT;
break;
default:
assert_unhandled_case(attrib.fetch_instr.attributes.data_format);
return false;
}
glEnableVertexArrayAttrib(vao_, attrib.attrib_index);
glVertexArrayAttribBinding(vao_, attrib.attrib_index,
vertex_binding.binding_index);
glVertexArrayAttribFormat(vao_, attrib.attrib_index, comp_count,
comp_type,
!attrib.fetch_instr.attributes.is_integer,
attrib.fetch_instr.attributes.offset * 4);
}
}
return true;
}
bool GL4Shader::CompileShader() {
assert_zero(program_);
shader_ =
glCreateShader(shader_type_ == ShaderType::kVertex ? GL_VERTEX_SHADER
: GL_FRAGMENT_SHADER);
if (!shader_) {
XELOGE("OpenGL could not create a shader object!");
return false;
}
auto source_str = GetTranslatedBinaryString();
auto source_str_ptr = source_str.c_str();
GLint source_length = GLint(source_str.length());
glShaderSource(shader_, 1, &source_str_ptr, &source_length);
glCompileShader(shader_);
GLint status = 0;
glGetShaderiv(shader_, GL_COMPILE_STATUS, &status);
return status == GL_TRUE;
}
bool GL4Shader::LinkProgram() {
program_ = glCreateProgram();
if (!program_) {
XELOGE("OpenGL could not create a shader program!");
return false;
}
glAttachShader(program_, shader_);
// Enable TFB
if (shader_type_ == ShaderType::kVertex) {
const GLchar* feedbackVaryings = "gl_Position";
glTransformFeedbackVaryings(program_, 1, &feedbackVaryings,
GL_SEPARATE_ATTRIBS);
}
glProgramParameteri(program_, GL_PROGRAM_SEPARABLE, GL_TRUE);
glLinkProgram(program_);
GLint link_status = 0;
glGetProgramiv(program_, GL_LINK_STATUS, &link_status);
if (!link_status) {
assert_always("Unable to link generated shader");
return false;
}
return true;
}
std::string GL4Shader::GetShaderInfoLog() {
if (!shader_) {
return "GL4Shader::GetShaderInfoLog(): Program is NULL";
}
std::string log;
GLint log_length = 0;
glGetShaderiv(shader_, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0) {
log.resize(log_length - 1);
glGetShaderInfoLog(shader_, log_length, &log_length, &log[0]);
}
return log;
}
std::string GL4Shader::GetProgramInfoLog() {
if (!program_) {
return "GL4Shader::GetProgramInfoLog(): Program is NULL";
}
std::string log;
GLint log_length = 0;
glGetProgramiv(program_, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0) {
log.resize(log_length - 1);
glGetProgramInfoLog(program_, log_length, &log_length, &log[0]);
}
return log;
}
std::vector<uint8_t> GL4Shader::GetBinary(GLenum* binary_format) {
std::vector<uint8_t> binary;
// Get program binary, if it's available.
GLint binary_length = 0;
glGetProgramiv(program_, GL_PROGRAM_BINARY_LENGTH, &binary_length);
if (binary_length) {
binary.resize(binary_length);
GLenum binary_format_tmp = 0;
glGetProgramBinary(program_, binary_length, &binary_length,
&binary_format_tmp, binary.data());
if (binary_format) {
*binary_format = binary_format_tmp;
}
}
return binary;
}
std::string GL4Shader::GetHostDisasmNV(const std::vector<uint8_t>& binary) {
// If we are on nvidia, we can find the disassembly string.
// I haven't been able to figure out from the format how to do this
// without a search like this.
std::string disasm;
const char* disasm_start = nullptr;
size_t search_offset = 0;
const char* search_start = reinterpret_cast<const char*>(binary.data());
while (true) {
auto p = reinterpret_cast<const char*>(memchr(
binary.data() + search_offset, '!', binary.size() - search_offset));
if (!p) {
break;
}
if (p[0] == '!' && p[1] == '!' && p[2] == 'N' && p[3] == 'V') {
disasm_start = p;
break;
}
search_offset = p - search_start;
++search_offset;
}
if (disasm_start) {
disasm = std::string(disasm_start);
} else {
disasm = std::string("Shader disassembly not available.");
}
return disasm;
}
} // namespace gl4
} // namespace gpu
} // namespace xe