// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <map>
#include <memory>
#include <set>
#include <tuple>
#include <glad/glad.h>
#include "common/assert.h"
#include "common/common_types.h"
#include "video_core/rasterizer_cache.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_decompiler.h"
#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
#include "video_core/renderer_opengl/gl_shader_gen.h"
namespace OpenGL {
class CachedShader;
class RasterizerOpenGL;
struct UnspecializedShader;
using Shader = std::shared_ptr<CachedShader>;
using CachedProgram = std::shared_ptr<OGLProgram>;
using Maxwell = Tegra::Engines::Maxwell3D::Regs;
using PrecompiledPrograms = std::map<ShaderDiskCacheUsage, CachedProgram>;
using PrecompiledShaders = std::map<u64, GLShader::ProgramResult>;
class CachedShader final : public RasterizerCacheObject {
public:
explicit CachedShader(VAddr addr, u64 unique_identifier, Maxwell::ShaderProgram program_type,
ShaderDiskCacheOpenGL& disk_cache,
const PrecompiledPrograms& precompiled_programs,
ProgramCode&& program_code, ProgramCode&& program_code_b);
explicit CachedShader(VAddr addr, u64 unique_identifier, Maxwell::ShaderProgram program_type,
ShaderDiskCacheOpenGL& disk_cache,
const PrecompiledPrograms& precompiled_programs,
GLShader::ProgramResult result);
VAddr GetAddr() const override {
return addr;
}
std::size_t GetSizeInBytes() const override {
return shader_length;
}
// We do not have to flush this cache as things in it are never modified by us.
void Flush() override {}
/// Gets the shader entries for the shader
const GLShader::ShaderEntries& GetShaderEntries() const {
return entries;
}
/// Gets the GL program handle for the shader
std::tuple<GLuint, BaseBindings> GetProgramHandle(GLenum primitive_mode,
BaseBindings base_bindings);
private:
// Geometry programs. These are needed because GLSL needs an input topology but it's not
// declared by the hardware. Workaround this issue by generating a different shader per input
// topology class.
struct GeometryPrograms {
CachedProgram points;
CachedProgram lines;
CachedProgram lines_adjacency;
CachedProgram triangles;
CachedProgram triangles_adjacency;
};
GLuint GetGeometryShader(GLenum primitive_mode, BaseBindings base_bindings);
/// Generates a geometry shader or returns one that already exists.
GLuint LazyGeometryProgram(CachedProgram& target_program, BaseBindings base_bindings,
GLenum primitive_mode);
CachedProgram TryLoadProgram(GLenum primitive_mode, BaseBindings base_bindings) const;
ShaderDiskCacheUsage GetUsage(GLenum primitive_mode, BaseBindings base_bindings) const;
const VAddr addr;
const u64 unique_identifier;
const Maxwell::ShaderProgram program_type;
ShaderDiskCacheOpenGL& disk_cache;
const PrecompiledPrograms& precompiled_programs;
std::size_t shader_length{};
GLShader::ShaderEntries entries;
std::string code;
std::map<BaseBindings, CachedProgram> programs;
std::map<BaseBindings, GeometryPrograms> geometry_programs;
std::map<u32, GLuint> cbuf_resource_cache;
std::map<u32, GLuint> gmem_resource_cache;
std::map<u32, GLint> uniform_cache;
};
class ShaderCacheOpenGL final : public RasterizerCache<Shader> {
public:
explicit ShaderCacheOpenGL(RasterizerOpenGL& rasterizer);
/// Loads disk cache for the current game
void LoadDiskCache();
/// Gets the current specified shader stage program
Shader GetStageProgram(Maxwell::ShaderProgram program);
private:
std::map<u64, UnspecializedShader> GenerateUnspecializedShaders(
const std::vector<ShaderDiskCacheRaw>& raws);
CachedProgram GeneratePrecompiledProgram(
std::vector<ShaderDiskCachePrecompiledEntry>& precompiled,
const ShaderDiskCachePrecompiledEntry& precompiled_entry,
const std::set<GLenum>& supported_formats);
std::array<Shader, Maxwell::MaxShaderProgram> last_shaders;
ShaderDiskCacheOpenGL disk_cache;
PrecompiledShaders precompiled_shaders;
PrecompiledPrograms precompiled_programs;
};
} // namespace OpenGL