Almost there.

This commit is contained in:
Ryan Houdek 2011-12-07 22:04:34 -06:00
parent 164b56ff73
commit 33c24f0a15
6 changed files with 175 additions and 88 deletions

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@ -1263,7 +1263,7 @@ static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
compindex = bpmem.alphaFunc.comp1 % 8;
WRITE(p, tevAlphaFuncsTable[compindex],alphaRef[1]);//lookup the second component from the alpha function table
WRITE(p, ")){ocol0 = 0;%s%s discard;%s}\n",
WRITE(p, ")){ocol0 = float4(0.0);%s%s discard;%s}\n",
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "ocol1 = 0;" : "",
DepthTextureEnable ? "depth = 1.f;" : "",
(ApiType != API_D3D11) ? "return;" : "");

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@ -291,7 +291,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
}
else
{
WRITE(p, "int posmtx = fposmtx;\n");
WRITE(p, "int posmtx = int(fposmtx);\n");
}
WRITE(p, "float4 pos = float4(dot("I_TRANSFORMMATRICES"[posmtx], rawpos), dot("I_TRANSFORMMATRICES"[posmtx+1], rawpos), dot("I_TRANSFORMMATRICES"[posmtx+2], rawpos), 1);\n");

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@ -38,8 +38,8 @@ namespace OGL
{
static int s_nMaxPixelInstructions;
static GLuint s_ColorMatrixProgram = 0;
static GLuint s_DepthMatrixProgram = 0;
static FRAGMENTSHADER s_ColorMatrixProgram;
static FRAGMENTSHADER s_DepthMatrixProgram;
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
PIXELSHADERUID PixelShaderCache::s_curuid;
bool PixelShaderCache::s_displayCompileAlert;
@ -56,12 +56,12 @@ bool (*pCompilePixelShader)(FRAGMENTSHADER&, const char*);
GLuint PixelShaderCache::GetDepthMatrixProgram()
{
return s_DepthMatrixProgram;
return s_DepthMatrixProgram.glprogid;
}
GLuint PixelShaderCache::GetColorMatrixProgram()
{
return s_ColorMatrixProgram;
return s_ColorMatrixProgram.glprogid;
}
void PixelShaderCache::Init()
@ -105,7 +105,66 @@ void PixelShaderCache::Init()
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&maxinst);
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB, (GLint *)&maxattribs);
INFO_LOG(VIDEO, "pixel max_alu=%d, max_inst=%d, max_attrib=%d", s_nMaxPixelInstructions, maxinst, maxattribs);
if(g_ActiveConfig.bUseGLSL)
{
char pmatrixprog[2048];
sprintf(pmatrixprog, "#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect samp0;\n"
"uniform vec4 "I_COLORS"[7];\n"
"void main(){\n"
"vec4 Temp0, Temp1;\n"
"vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
"Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
"Temp0 = Temp0 * "I_COLORS"[%d];\n"
"Temp0 = Temp0 + K0;\n"
"Temp0 = floor(Temp0);\n"
"Temp0 = Temp0 * "I_COLORS"[%d];\n"
"Temp1.x = dot(Temp0, "I_COLORS"[%d]);\n"
"Temp1.y = dot(Temp0, "I_COLORS"[%d]);\n"
"Temp1.z = dot(Temp0, "I_COLORS"[%d]);\n"
"Temp1.w = dot(Temp0, "I_COLORS"[%d]);\n"
"gl_FragData[0] = Temp1 + "I_COLORS"[%d];\n"
"}\n", C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
if(!pCompilePixelShader(s_ColorMatrixProgram, pmatrixprog))
{
ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
s_ColorMatrixProgram.Destroy();
}
sprintf(pmatrixprog, "#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect samp0;\n"
"uniform vec4 "I_COLORS"[5];\n"
"void main(){\n"
"vec4 R0, R1, R2;\n"
"vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
"vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
"R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
"R0.x = R2.x * K0.x;\n"
"R0.x = floor(R0).x;\n"
"R0.yzw = (R0 - R0.x).yzw;\n"
"R0.yzw = (R0 * K0.z).yzw;\n"
"R0.y = floor(R0).y;\n"
"R0.zw = (R0 - R0.y).zw;\n"
"R0.zw = (R0 * K0.z).zw;\n"
"R0.z = floor(R0).z;\n"
"R0.w = R0.x;\n"
"R0 = R0 * K0.y;\n"
"R0.w = (R0 * K1.x).w;\n"
"R0.w = floor(R0).w;\n"
"R0.w = (R0 * K1.y).w;\n"
"R1.x = dot(R0, "I_COLORS"[%d]);\n"
"R1.y = dot(R0, "I_COLORS"[%d]);\n"
"R1.z = dot(R0, "I_COLORS"[%d]);\n"
"R1.w = dot(R0, "I_COLORS"[%d]);\n"
"gl_FragData[0] = R1 * "I_COLORS"[%d];\n"
"}\n", C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
if(!pCompilePixelShader(s_DepthMatrixProgram, pmatrixprog))
{
ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
s_DepthMatrixProgram.Destroy();
}
}
else
{
char pmatrixprog[2048];
sprintf(pmatrixprog, "!!ARBfp1.0"
"TEMP R0;\n"
@ -121,16 +180,15 @@ void PixelShaderCache::Init()
"DP4 R1.z, R0, program.env[%d];\n"
"DP4 R1.w, R0, program.env[%d];\n"
"ADD result.color, R1, program.env[%d];\n"
"END\n",C_COLORMATRIX+5,C_COLORMATRIX+6, C_COLORMATRIX, C_COLORMATRIX+1, C_COLORMATRIX+2, C_COLORMATRIX+3, C_COLORMATRIX+4);
glGenProgramsARB(1, &s_ColorMatrixProgram);
SetCurrentShader(s_ColorMatrixProgram);
"END\n",C_COLORS+5,C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
glGenProgramsARB(1, &s_ColorMatrixProgram.glprogid);
SetCurrentShader(s_ColorMatrixProgram.glprogid);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
GLenum err = GL_REPORT_ERROR();
if (err != GL_NO_ERROR) {
ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
glDeleteProgramsARB(1, &s_ColorMatrixProgram);
s_ColorMatrixProgram = 0;
s_ColorMatrixProgram.Destroy();
}
sprintf(pmatrixprog, "!!ARBfp1.0\n"
@ -177,26 +235,24 @@ void PixelShaderCache::Init()
"DP4 R1.z, R0, program.env[%d];\n"
"DP4 R1.w, R0, program.env[%d];\n"
"ADD result.color, R1, program.env[%d];\n"
"END\n", C_COLORMATRIX, C_COLORMATRIX+1, C_COLORMATRIX+2, C_COLORMATRIX+3, C_COLORMATRIX+4);
glGenProgramsARB(1, &s_DepthMatrixProgram);
SetCurrentShader(s_DepthMatrixProgram);
"END\n", C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
glGenProgramsARB(1, &s_DepthMatrixProgram.glprogid);
SetCurrentShader(s_DepthMatrixProgram.glprogid);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
err = GL_REPORT_ERROR();
if (err != GL_NO_ERROR) {
ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
glDeleteProgramsARB(1, &s_DepthMatrixProgram);
s_DepthMatrixProgram = 0;
s_DepthMatrixProgram.Destroy();
}
}
}
void PixelShaderCache::Shutdown()
{
glDeleteProgramsARB(1, &s_ColorMatrixProgram);
s_ColorMatrixProgram = 0;
glDeleteProgramsARB(1, &s_DepthMatrixProgram);
s_DepthMatrixProgram = 0;
s_ColorMatrixProgram.Destroy();
s_DepthMatrixProgram.Destroy();
PSCache::iterator iter = PixelShaders.begin();
for (; iter != PixelShaders.end(); iter++)
iter->second.Destroy();
@ -235,7 +291,6 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
// Make an entry in the table
PSCacheEntry& newentry = PixelShaders[uid];
last_entry = &newentry;
newentry.shader.bGLSL = g_ActiveConfig.bUseGLSL;
const char *code = GeneratePixelShaderCode(dstAlphaMode, g_ActiveConfig.bUseGLSL ? API_GLSL : API_OPENGL, components);
if (g_ActiveConfig.bEnableShaderDebugging && code)
@ -320,7 +375,6 @@ bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
FILE *fp = fopen(szTemp, "wb");
fwrite(pstrprogram, strlen(pstrprogram), 1, fp);
fclose(fp);
if(strstr(infoLog, "warning") != NULL || strstr(infoLog, "error") != NULL)
exit(0);
delete[] infoLog;
@ -339,6 +393,7 @@ bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
(void)GL_REPORT_ERROR();
ps.glprogid = result;
ps.bGLSL = true;
return true;
}
void PixelShaderCache::SetPSSampler(const char * name, unsigned int Tex)
@ -462,6 +517,7 @@ bool CompileCGPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
}
glGenProgramsARB(1, &ps.glprogid);
ps.bGLSL = false;
PixelShaderCache::SetCurrentShader(ps.glprogid);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);

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@ -42,6 +42,7 @@
#include "ImageWrite.h"
#include "MemoryUtil.h"
#include "PixelShaderCache.h"
#include "ProgramShaderCache.h"
#include "PixelShaderManager.h"
#include "Render.h"
#include "Statistics.h"
@ -296,6 +297,12 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
glViewport(0, 0, virtualW, virtualH);
if(g_ActiveConfig.bUseGLSL)
{
ProgramShaderCache::SetBothShaders((srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(), 0);
PixelShaderCache::SetPSSampler("samp0", 0);
}
else
PixelShaderCache::SetCurrentShader((srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
PixelShaderManager::SetColorMatrix(colmat); // set transformation
GL_REPORT_ERRORD();

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@ -129,9 +129,6 @@ void VertexManager::vFlush()
//glBufferData(GL_ARRAY_BUFFER, s_pCurBufferPointer - LocalVBuffer, LocalVBuffer, GL_STREAM_DRAW);
GL_REPORT_ERRORD();
// setup the pointers
if (g_nativeVertexFmt)
g_nativeVertexFmt->SetupVertexPointers();
GL_REPORT_ERRORD();
u32 usedtextures = 0;
@ -222,6 +219,21 @@ void VertexManager::vFlush()
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();
// setup the pointers
if (g_nativeVertexFmt)
g_nativeVertexFmt->SetupVertexPointers();
GL_REPORT_ERRORD();
if(g_ActiveConfig.bUseGLSL)
for (int i = 0; i < 8; i++)
{
if (usedtextures & (1 << i))
{
char tmp[16];
sprintf(tmp, "samp%d", i); // Bake this in to something so we don't have to sprintf?
PixelShaderCache::SetPSSampler(tmp, i);
}
}
Draw();
// run through vertex groups again to set alpha
@ -232,6 +244,17 @@ void VertexManager::vFlush()
{
ProgramShaderCache::SetBothShaders(ps->glprogid, 0);
PixelShaderManager::SetConstants(); // Need to set these again
if (g_nativeVertexFmt)
g_nativeVertexFmt->SetupVertexPointers();
for (int i = 0; i < 8; i++)
{
if (usedtextures & (1 << i))
{
char tmp[16];
sprintf(tmp, "samp%d", i); // Bake this in to something so we don't have to sprintf?
PixelShaderCache::SetPSSampler(tmp, i);
}
}
}
else
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid);

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@ -125,7 +125,6 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
// Make an entry in the table
VSCacheEntry& entry = vshaders[uid];
last_entry = &entry;
entry.shader.bGLSL = g_ActiveConfig.bUseGLSL;
const char *code = GenerateVertexShaderCode(components, g_ActiveConfig.bUseGLSL ? API_GLSL : API_OPENGL);
GetSafeVertexShaderId(&entry.safe_uid, components);
@ -223,6 +222,7 @@ bool CompileGLSLVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
(void)GL_REPORT_ERROR();
vs.glprogid = result;
vs.bGLSL = true;
return true;
}
void SetVSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
@ -352,6 +352,7 @@ bool CompileCGVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
plocal = strstr(plocal + 13, "program.local");
}
glGenProgramsARB(1, &vs.glprogid);
vs.bGLSL = false;
VertexShaderCache::SetCurrentShader(vs.glprogid);
glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);