2009-02-23 06:15:48 +00:00
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// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <math.h>
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#include "Globals.h"
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#include "Profiler.h"
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#include "Config.h"
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#include "Statistics.h"
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#include "GLUtil.h"
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#include <Cg/cg.h>
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#include <Cg/cgGL.h>
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#include "Render.h"
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#include "VertexShaderGen.h"
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#include "VertexShaderManager.h"
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#include "VertexShaderCache.h"
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#include "VertexManager.h"
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#include "VertexLoader.h"
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#include "XFMemory.h"
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#include "ImageWrite.h"
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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static VERTEXSHADER *pShaderLast = NULL;
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static int s_nMaxVertexInstructions;
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void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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{
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glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB, const_number, f1, f2, f3, f4);
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}
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void SetVSConstant4fv(int const_number, const float *f)
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{
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
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}
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void VertexShaderCache::Init()
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{
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glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
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}
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void VertexShaderCache::Shutdown()
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{
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for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); iter++)
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iter->second.Destroy();
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vshaders.clear();
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}
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VERTEXSHADER* VertexShaderCache::GetShader(u32 components)
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{
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DVSTARTPROFILE();
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VERTEXSHADERUID uid;
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u32 zbufrender = (bpmem.ztex2.op == ZTEXTURE_ADD) || Renderer::GetZBufferTarget() != 0;
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GetVertexShaderId(uid, components, zbufrender);
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VSCache::iterator iter = vshaders.find(uid);
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if (iter != vshaders.end()) {
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iter->second.frameCount = frameCount;
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VSCacheEntry &entry = iter->second;
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if (&entry.shader != pShaderLast) {
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pShaderLast = &entry.shader;
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}
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return pShaderLast;
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}
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VSCacheEntry& entry = vshaders[uid];
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const char *code = GenerateVertexShader(components, Renderer::GetZBufferTarget() != 0);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_Config.iLog & CONF_SAVESHADERS && code) {
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%s/vs_%04i.txt", FULL_DUMP_DIR, counter++);
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SaveData(szTemp, code);
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}
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#endif
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if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) {
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ERROR_LOG("failed to create vertex shader\n");
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return NULL;
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}
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//Make an entry in the table
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entry.frameCount = frameCount;
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pShaderLast = &entry.shader;
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, vshaders.size());
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return pShaderLast;
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}
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void VertexShaderCache::Cleanup()
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{
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VSCache::iterator iter = vshaders.begin();
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while (iter != vshaders.end()) {
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VSCacheEntry &entry = iter->second;
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if (entry.frameCount < frameCount - 200) {
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entry.Destroy();
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#ifdef _WIN32
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iter = vshaders.erase(iter);
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#else
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vshaders.erase(iter++);
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#endif
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}
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else {
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++iter;
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}
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}
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SETSTAT(stats.numVertexShadersAlive, vshaders.size());
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}
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bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
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{
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char stropt[64];
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sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
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const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
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CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
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if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
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ERROR_LOG("Failed to load vs %s:\n", cgGetLastListing(g_cgcontext));
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ERROR_LOG(pstrprogram);
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return false;
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}
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//ERROR_LOG(pstrprogram);
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//ERROR_LOG("id: %d\n", g_Config.iSaveTargetId);
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char* pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
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char* plocal = strstr(pcompiledprog, "program.local");
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while (plocal != NULL) {
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const char* penv = " program.env";
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memcpy(plocal, penv, 13);
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plocal = strstr(plocal+13, "program.local");
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}
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glGenProgramsARB(1, &vs.glprogid);
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vs.glprogid);
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glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
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GLenum err = GL_NO_ERROR;
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GL_REPORT_ERROR();
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if (err != GL_NO_ERROR) {
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ERROR_LOG(pstrprogram);
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ERROR_LOG(pcompiledprog);
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}
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cgDestroyProgram(tempprog);
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// printf("Compiled vertex shader %i\n", vs.glprogid);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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vs.strprog = pstrprogram;
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#endif
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return true;
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}
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