dolphin/Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp

236 lines
6.4 KiB
C++
Raw Normal View History

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <math.h>
#include "Globals.h"
#include "Profiler.h"
#include "VideoConfig.h"
#include "Statistics.h"
#include "GLUtil.h"
#include "Render.h"
#include "VertexShaderGen.h"
#include "VertexShaderManager.h"
#include "VertexShaderCache.h"
#include "VertexManager.h"
#include "VertexLoader.h"
#include "XFMemory.h"
#include "ImageWrite.h"
#include "FileUtil.h"
VertexShaderCache::VSCache VertexShaderCache::vshaders;
bool VertexShaderCache::s_displayCompileAlert;
GLuint VertexShaderCache::CurrentShader;
bool VertexShaderCache::ShaderEnabled;
static VERTEXSHADER *pShaderLast = NULL;
static int s_nMaxVertexInstructions;
void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
float f[4] = { f1, f2, f3, f4 };
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
}
void SetVSConstant4fv(unsigned int const_number, const float *f)
{
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
}
void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
{
for (unsigned int i = 0; i < count; i++,f+=4)
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, f);
}
void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
{
for (unsigned int i = 0; i < count; i++)
{
float buf[4];
buf[0] = *f++;
buf[1] = *f++;
buf[2] = *f++;
buf[3] = 0.f;
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, buf);
}
}
void VertexShaderCache::Init()
{
glEnable(GL_VERTEX_PROGRAM_ARB);
ShaderEnabled = true;
CurrentShader = 0;
memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid));
s_displayCompileAlert = true;
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
#if CG_VERSION_NUM == 2100
if (strstr((const char*)glGetString(GL_VENDOR), "ATI") != NULL)
{
s_nMaxVertexInstructions = 4096;
}
#endif
}
void VertexShaderCache::Shutdown()
{
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); iter++)
iter->second.Destroy();
vshaders.clear();
}
VERTEXSHADER* VertexShaderCache::GetShader(u32 components)
{
DVSTARTPROFILE();
VERTEXSHADERUID uid;
GetVertexShaderId(&uid, components);
if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
{
return pShaderLast;
}
memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
VSCache::iterator iter = vshaders.find(uid);
if (iter != vshaders.end()) {
iter->second.frameCount = frameCount;
VSCacheEntry &entry = iter->second;
if (&entry.shader != pShaderLast) {
pShaderLast = &entry.shader;
}
return pShaderLast;
}
//Make an entry in the table
VSCacheEntry& entry = vshaders[uid];
entry.frameCount = frameCount;
pShaderLast = &entry.shader;
const char *code = GenerateVertexShaderCode(components, API_OPENGL);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);
SaveData(szTemp, code);
}
#endif
if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) {
ERROR_LOG(VIDEO, "failed to create vertex shader");
return NULL;
}
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, vshaders.size());
return pShaderLast;
}
bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
{
// Reset GL error before compiling shaders. Yeah, we need to investigate the causes of these.
GLenum err = GL_REPORT_ERROR();
if (err != GL_NO_ERROR)
{
ERROR_LOG(VIDEO, "glError %08x before VS!", err);
}
#if defined HAVE_CG && HAVE_CG
char stropt[64];
sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
if (!cgIsProgram(tempprog)) {
if (s_displayCompileAlert) {
PanicAlert("Failed to create vertex shader");
s_displayCompileAlert = false;
}
cgDestroyProgram(tempprog);
ERROR_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
ERROR_LOG(VIDEO, pstrprogram);
return false;
}
if (cgGetError() != CG_NO_ERROR)
{
WARN_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
WARN_LOG(VIDEO, pstrprogram);
}
// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
// It SHOULD not have any nasty side effects though - but you never know...
char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
char *plocal = strstr(pcompiledprog, "program.local");
while (plocal != NULL) {
const char* penv = " program.env";
memcpy(plocal, penv, 13);
plocal = strstr(plocal + 13, "program.local");
}
glGenProgramsARB(1, &vs.glprogid);
SetCurrentShader(vs.glprogid);
glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
err = GL_REPORT_ERROR();
if (err != GL_NO_ERROR) {
ERROR_LOG(VIDEO, pstrprogram);
ERROR_LOG(VIDEO, pcompiledprog);
}
cgDestroyProgram(tempprog);
#endif
#if defined(_DEBUG) || defined(DEBUGFAST)
vs.strprog = pstrprogram;
#endif
return true;
}
void VertexShaderCache::DisableShader()
{
if (ShaderEnabled)
{
glDisable(GL_VERTEX_PROGRAM_ARB);
ShaderEnabled = false;
}
}
void VertexShaderCache::SetCurrentShader(GLuint Shader)
{
if (!ShaderEnabled)
{
glEnable(GL_VERTEX_PROGRAM_ARB);
ShaderEnabled= true;
}
if (CurrentShader != Shader)
{
if(Shader != 0)
CurrentShader = Shader;
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
}
}