OpenGL: Reimplement shader uid debugging.

This commit is contained in:
NeoBrainX 2013-03-29 14:54:44 +01:00
parent f2a8fbb314
commit 41c4108ce6
2 changed files with 67 additions and 2 deletions

View File

@ -51,6 +51,11 @@ public:
return memcmp(this->values, obj.values, sizeof(values)) == 0;
}
bool operator != (const ShaderUid& obj) const
{
return memcmp(this->values, obj.values, sizeof(values)) != 0;
}
// TODO: Store last frame used and order by that? makes much more sense anyway...
bool operator < (const ShaderUid& obj) const
{

View File

@ -23,6 +23,9 @@
#include "ImageWrite.h"
#include "Render.h"
#include <algorithm>
#include <type_traits>
namespace OGL
{
@ -353,14 +356,71 @@ GLuint ProgramShaderCache::CompileSingleShader (GLuint type, const char* code )
return result;
}
template<class UidT> UidT GetPartialUid(const SHADERUID& uid);
template<> PixelShaderUid GetPartialUid(const SHADERUID& uid) { return uid.puid; }
template<> VertexShaderUid GetPartialUid(const SHADERUID& uid) { return uid.vuid; }
template<class CodeT> const std::string& GetShaderCode(const SHADER& shader);
template<> const std::string& GetShaderCode<PixelShaderCode>(const SHADER& shader) { return shader.strpprog; }
template<> const std::string& GetShaderCode<VertexShaderCode>(const SHADER& shader) { return shader.strvprog; }
template<class UidT, class CodeT>
void CheckForUidMismatch(const ProgramShaderCache::PCache& cache, CodeT& new_code, const UidT& new_uid)
{
static std::map<UidT,std::string> s_shaders;
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);
s_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 = s_shaders[new_uid];
if (strcmp(old_code.c_str(), new_code.GetBuffer()) != 0)
{
static int num_failures = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%s%ssuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
std::is_same<UidT,PixelShaderUid>::value ? "p" : std::is_same<UidT,VertexShaderUid>::value ? "v" : "o",
++num_failures);
// TODO: Should also dump uids
std::ofstream file;
OpenFStream(file, szTemp, std::ios_base::out);
file << "Old shader code:\n" << old_code;
file << "\n\nNew shader code:\n" << new_code.GetBuffer();
file.close();
// TODO: Make this more idiot-proof
ERROR_LOG(VIDEO, "%s shader uid mismatch!",
std::is_same<UidT,PixelShaderUid>::value ? "Pixel" : std::is_same<UidT,VertexShaderUid>::value ? "Vertex" : "Other");
}
}
}
void ProgramShaderCache::GetShaderId ( SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 components )
void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 components)
{
GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL, components);
GetVertexShaderUid(uid->vuid, components, API_OPENGL);
}
if (g_ActiveConfig.bEnableShaderDebugging)
{
PixelShaderCode pcode;
VertexShaderCode vcode;
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
GenerateVertexShaderCode(vcode, components, API_OPENGL);
CheckForUidMismatch<PixelShaderUid,PixelShaderCode>(pshaders, pcode, uid->puid);
CheckForUidMismatch<VertexShaderUid,VertexShaderCode>(pshaders, vcode, uid->vuid);
}
}
ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram(void)