Polish shader uid checking.

This commit is contained in:
NeoBrainX 2013-04-29 21:00:39 +02:00
parent 77dae3496a
commit 02afec5076
13 changed files with 120 additions and 43 deletions

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@ -392,7 +392,7 @@ static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE Api
// compute window position if needed because binding semantic WPOS is not widely supported // compute window position if needed because binding semantic WPOS is not widely supported
if (numTexgen < 7) if (numTexgen < 7)
{ {
for (int i = 0; i < numTexgen; ++i) for (unsigned int i = 0; i < numTexgen; ++i)
out.Write(",\n in %s float3 uv%d : TEXCOORD%d", optCentroid, i, i); out.Write(",\n in %s float3 uv%d : TEXCOORD%d", optCentroid, i, i);
out.Write(",\n in %s float4 clipPos : TEXCOORD%d", optCentroid, numTexgen); out.Write(",\n in %s float4 clipPos : TEXCOORD%d", optCentroid, numTexgen);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
@ -1190,13 +1190,6 @@ static void WriteFog(T& out, pixel_shader_uid_data& uid_data)
void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components) void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
{ {
GeneratePixelShader<PixelShaderUid>(object, dstAlphaMode, ApiType, components); GeneratePixelShader<PixelShaderUid>(object, dstAlphaMode, ApiType, components);
if (g_ActiveConfig.bEnableShaderDebugging)
{
PixelShaderCode code;
GeneratePixelShaderCode(code, dstAlphaMode, API_OPENGL, components);
CheckForUidMismatch<PixelShaderUid,PixelShaderCode>(code, object, "Pixel", "p");
}
} }
void GeneratePixelShaderCode(PixelShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components) void GeneratePixelShaderCode(PixelShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)

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@ -113,6 +113,9 @@ public:
template<class T> template<class T>
inline T& GetUidData() { return data; } inline T& GetUidData() { return data; }
const uid_data& GetUidData() const { return data; }
size_t GetUidDataSize() const { return sizeof(values); }
private: private:
union union
{ {
@ -217,42 +220,68 @@ struct LightingUidData
* Checks if there has been * Checks if there has been
*/ */
template<class UidT, class CodeT> template<class UidT, class CodeT>
void CheckForUidMismatch(CodeT& new_code, const UidT& new_uid, const char* shader_type, const char* dump_prefix) class UidChecker
{ {
// TODO: Might be sensitive to config changes public:
static std::map<UidT,std::string> s_shaders; void Invalidate()
static std::vector<UidT> s_uids;
bool uid_is_indexed = std::find(s_uids.begin(), s_uids.end(), new_uid) != s_uids.end();
if (!uid_is_indexed)
{ {
s_uids.push_back(new_uid); m_shaders.clear();
s_shaders[new_uid] = new_code.GetBuffer(); m_uids.clear();
} }
else
void AddToIndexAndCheck(CodeT& new_code, const UidT& new_uid, const char* shader_type, const char* dump_prefix)
{ {
// uid is already in the index => check if there's a shader with the same uid but different code bool uid_is_indexed = std::find(m_uids.begin(), m_uids.end(), new_uid) != m_uids.end();
auto& old_code = s_shaders[new_uid]; if (!uid_is_indexed)
if (strcmp(old_code.c_str(), new_code.GetBuffer()) != 0)
{ {
static int num_failures = 0; m_uids.push_back(new_uid);
m_shaders[new_uid] = new_code.GetBuffer();
}
else
{
// uid is already in the index => check if there's a shader with the same uid but different code
auto& old_code = m_shaders[new_uid];
if (strcmp(old_code.c_str(), new_code.GetBuffer()) != 0)
{
static int num_failures = 0;
char szTemp[MAX_PATH]; char szTemp[MAX_PATH];
sprintf(szTemp, "%s%ssuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), sprintf(szTemp, "%s%ssuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
dump_prefix, dump_prefix,
++num_failures); ++num_failures);
// TODO: Should also dump uids // TODO: Should also dump uids
std::ofstream file; std::ofstream file;
OpenFStream(file, szTemp, std::ios_base::out); OpenFStream(file, szTemp, std::ios_base::out);
file << "Old shader code:\n" << old_code; file << "Old shader code:\n" << old_code;
file << "\n\nNew shader code:\n" << new_code.GetBuffer(); file << "\n\nNew shader code:\n" << new_code.GetBuffer();
file.close(); file << "\n\nShader uid:\n";
for (unsigned int i = 0; i < new_uid.GetUidDataSize(); ++i)
{
u32 value = ((u32*)&new_uid.GetUidData())[i];
if ((i % 4) == 0)
{
unsigned int last_value = (i+3 < new_uid.GetUidDataSize()-1) ? i+3 : new_uid.GetUidDataSize();
file << std::setfill(' ') << std::dec;
file << "Values " << std::setw(2) << i << " - " << last_value << ": ";
}
// TODO: Make this more idiot-proof file << std::setw(8) << std::setfill('0') << std::hex << value << std::setw(1);
ERROR_LOG(VIDEO, "%s shader uid mismatch!", shader_type); if ((i % 4) < 3)
file << ' ';
else
file << std::endl;
}
file.close();
ERROR_LOG(VIDEO, "%s shader uid mismatch! See %s for details", shader_type, szTemp);
}
} }
} }
}
private:
std::map<UidT,std::string> m_shaders;
std::vector<UidT> m_uids;
};
#endif // _SHADERGENCOMMON_H #endif // _SHADERGENCOMMON_H

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@ -538,13 +538,6 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type) void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type)
{ {
GenerateVertexShader<VertexShaderUid>(object, components, api_type); GenerateVertexShader<VertexShaderUid>(object, components, api_type);
if (g_ActiveConfig.bEnableShaderDebugging)
{
VertexShaderCode code;
GenerateVertexShaderCode(code, components, API_OPENGL);
CheckForUidMismatch<VertexShaderUid,VertexShaderCode>(code, object, "Vertex", "v");
}
} }
void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type) void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type)

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@ -29,6 +29,7 @@ namespace DX11
PixelShaderCache::PSCache PixelShaderCache::PixelShaders; PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry; const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
PixelShaderUid PixelShaderCache::last_uid; PixelShaderUid PixelShaderCache::last_uid;
UidChecker<PixelShaderUid,PixelShaderCode> PixelShaderCache::pixel_uid_checker;
LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache; LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
@ -412,7 +413,8 @@ void PixelShaderCache::Clear()
{ {
for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++) for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++)
iter->second.Destroy(); iter->second.Destroy();
PixelShaders.clear(); PixelShaders.clear();
pixel_uid_checker.Invalidate();
last_entry = NULL; last_entry = NULL;
} }
@ -450,6 +452,12 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{ {
PixelShaderUid uid; PixelShaderUid uid;
GetPixelShaderUid(uid, dstAlphaMode, API_D3D11, components); GetPixelShaderUid(uid, dstAlphaMode, API_D3D11, components);
if (g_ActiveConfig.bEnableShaderDebugging)
{
PixelShaderCode code;
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D11, components);
pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
}
// Check if the shader is already set // Check if the shader is already set
if (last_entry) if (last_entry)

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@ -52,6 +52,8 @@ private:
static PSCache PixelShaders; static PSCache PixelShaders;
static const PSCacheEntry* last_entry; static const PSCacheEntry* last_entry;
static PixelShaderUid last_uid; static PixelShaderUid last_uid;
static UidChecker<PixelShaderUid,PixelShaderCode> pixel_uid_checker;
}; };
} // namespace DX11 } // namespace DX11

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@ -25,6 +25,7 @@ namespace DX11 {
VertexShaderCache::VSCache VertexShaderCache::vshaders; VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry; const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
VertexShaderUid VertexShaderCache::last_uid; VertexShaderUid VertexShaderCache::last_uid;
UidChecker<VertexShaderUid,VertexShaderCode> VertexShaderCache::vertex_uid_checker;
static ID3D11VertexShader* SimpleVertexShader = NULL; static ID3D11VertexShader* SimpleVertexShader = NULL;
static ID3D11VertexShader* ClearVertexShader = NULL; static ID3D11VertexShader* ClearVertexShader = NULL;
@ -174,6 +175,7 @@ void VertexShaderCache::Clear()
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter) for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
iter->second.Destroy(); iter->second.Destroy();
vshaders.clear(); vshaders.clear();
vertex_uid_checker.Invalidate();
last_entry = NULL; last_entry = NULL;
} }
@ -197,6 +199,13 @@ bool VertexShaderCache::SetShader(u32 components)
{ {
VertexShaderUid uid; VertexShaderUid uid;
GetVertexShaderUid(uid, components, API_D3D11); GetVertexShaderUid(uid, components, API_D3D11);
if (g_ActiveConfig.bEnableShaderDebugging)
{
VertexShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D11);
vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
}
if (last_entry) if (last_entry)
{ {
if (uid == last_uid) if (uid == last_uid)

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@ -59,6 +59,8 @@ private:
static VSCache vshaders; static VSCache vshaders;
static const VSCacheEntry* last_entry; static const VSCacheEntry* last_entry;
static VertexShaderUid last_uid; static VertexShaderUid last_uid;
static UidChecker<VertexShaderUid,VertexShaderCode> vertex_uid_checker;
}; };
} // namespace DX11 } // namespace DX11

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@ -31,6 +31,7 @@ namespace DX9
PixelShaderCache::PSCache PixelShaderCache::PixelShaders; PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry; const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
PixelShaderUid PixelShaderCache::last_uid; PixelShaderUid PixelShaderCache::last_uid;
UidChecker<PixelShaderUid,PixelShaderCode> PixelShaderCache::pixel_uid_checker;
static LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache; static LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
static std::set<u32> unique_shaders; static std::set<u32> unique_shaders;
@ -284,6 +285,7 @@ void PixelShaderCache::Clear()
for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++) for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++)
iter->second.Destroy(); iter->second.Destroy();
PixelShaders.clear(); PixelShaders.clear();
pixel_uid_checker.Invalidate();
last_entry = NULL; last_entry = NULL;
} }
@ -322,6 +324,12 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30; const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
PixelShaderUid uid; PixelShaderUid uid;
GetPixelShaderUid(uid, dstAlphaMode, API_D3D9, components); GetPixelShaderUid(uid, dstAlphaMode, API_D3D9, components);
if (g_ActiveConfig.bEnableShaderDebugging)
{
PixelShaderCode code;
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D9, components);
pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
}
// Check if the shader is already set // Check if the shader is already set
if (last_entry) if (last_entry)

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@ -44,6 +44,8 @@ private:
static PSCache PixelShaders; static PSCache PixelShaders;
static const PSCacheEntry *last_entry; static const PSCacheEntry *last_entry;
static PixelShaderUid last_uid; static PixelShaderUid last_uid;
static UidChecker<PixelShaderUid,PixelShaderCode> pixel_uid_checker;
static void Clear(); static void Clear();
public: public:

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@ -26,6 +26,7 @@ namespace DX9
VertexShaderCache::VSCache VertexShaderCache::vshaders; VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry; const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
VertexShaderUid VertexShaderCache::last_uid; VertexShaderUid VertexShaderCache::last_uid;
UidChecker<VertexShaderUid,VertexShaderCode> VertexShaderCache::vertex_uid_checker;
#define MAX_SSAA_SHADERS 3 #define MAX_SSAA_SHADERS 3
@ -150,6 +151,7 @@ void VertexShaderCache::Clear()
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter) for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
iter->second.Destroy(); iter->second.Destroy();
vshaders.clear(); vshaders.clear();
vertex_uid_checker.Invalidate();
last_entry = NULL; last_entry = NULL;
} }
@ -176,6 +178,13 @@ bool VertexShaderCache::SetShader(u32 components)
{ {
VertexShaderUid uid; VertexShaderUid uid;
GetVertexShaderUid(uid, components, API_D3D9); GetVertexShaderUid(uid, components, API_D3D9);
if (g_ActiveConfig.bEnableShaderDebugging)
{
VertexShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D9);
vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
}
if (last_entry) if (last_entry)
{ {
if (uid == last_uid) if (uid == last_uid)

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@ -38,6 +38,9 @@ private:
static VSCache vshaders; static VSCache vshaders;
static const VSCacheEntry *last_entry; static const VSCacheEntry *last_entry;
static VertexShaderUid last_uid; static VertexShaderUid last_uid;
static UidChecker<VertexShaderUid,VertexShaderCode> vertex_uid_checker;
static void Clear(); static void Clear();
public: public:

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@ -29,6 +29,8 @@ static GLuint CurrentProgram = 0;
ProgramShaderCache::PCache ProgramShaderCache::pshaders; ProgramShaderCache::PCache ProgramShaderCache::pshaders;
ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry; ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
SHADERUID ProgramShaderCache::last_uid; SHADERUID ProgramShaderCache::last_uid;
UidChecker<PixelShaderUid,PixelShaderCode> ProgramShaderCache::pixel_uid_checker;
UidChecker<VertexShaderUid,VertexShaderCode> ProgramShaderCache::vertex_uid_checker;
static char s_glsl_header[1024] = ""; static char s_glsl_header[1024] = "";
@ -351,6 +353,17 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
{ {
GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL, components); GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL, components);
GetVertexShaderUid(uid->vuid, components, API_OPENGL); GetVertexShaderUid(uid->vuid, components, API_OPENGL);
if (g_ActiveConfig.bEnableShaderDebugging)
{
PixelShaderCode pcode;
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
pixel_uid_checker.AddToIndexAndCheck(pcode, uid->puid, "Pixel", "p");
VertexShaderCode vcode;
GenerateVertexShaderCode(vcode, components, API_OPENGL);
vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
}
} }
ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram(void) ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram(void)
@ -448,6 +461,9 @@ void ProgramShaderCache::Shutdown(void)
iter->second.Destroy(); iter->second.Destroy();
pshaders.clear(); pshaders.clear();
pixel_uid_checker.Invalidate();
vertex_uid_checker.Invalidate();
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO) if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{ {
delete s_buffer; delete s_buffer;

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@ -106,6 +106,9 @@ private:
static PCacheEntry* last_entry; static PCacheEntry* last_entry;
static SHADERUID last_uid; static SHADERUID last_uid;
static UidChecker<PixelShaderUid,PixelShaderCode> pixel_uid_checker;
static UidChecker<VertexShaderUid,VertexShaderCode> vertex_uid_checker;
static GLintptr s_vs_data_size; static GLintptr s_vs_data_size;
static GLintptr s_ps_data_size; static GLintptr s_ps_data_size;
static GLintptr s_vs_data_offset; static GLintptr s_vs_data_offset;