fix formatting uglies introduced in glsl-master branch
This commit is contained in:
parent
f59063c8e7
commit
4bc14c3473
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@ -581,7 +581,7 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string &title, con
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// GLSL Option
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{
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if(strstr(choice_backend->GetString(choice_backend->GetSelection()).ToAscii(), "OpenGL") != NULL)
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if (strstr(choice_backend->GetString(choice_backend->GetSelection()).ToAscii(), "OpenGL") != NULL)
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{
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wxCheckBox* const cb_GLSL = CreateCheckBox(page_advanced, _("Use GLSL Shaders"), wxGetTranslation(GLSL_desc), vconfig.bUseGLSL);
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szr_misc->Add(cb_GLSL);
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@ -112,7 +112,7 @@ protected:
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void Event_ProgressiveScan(wxCommandEvent &ev)
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{
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SConfig::GetInstance().m_SYSCONF->SetData("IPL.PGS", ev.GetInt());
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SConfig::GetInstance().m_LocalCoreStartupParameter.bProgressive = ev.GetInt();
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SConfig::GetInstance().m_LocalCoreStartupParameter.bProgressive = !!ev.GetInt();
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ev.Skip();
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}
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@ -502,23 +502,25 @@ static void BuildSwapModeTable()
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const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num)
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{
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if(ApiType == API_GLSL)
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if (ApiType == API_GLSL)
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return ""; // Nothing to do here
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static char result[64];
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sprintf(result, " : register(%s%d)", prefix, num);
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return result;
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}
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const char* WriteBinding(API_TYPE ApiType, const u32 num)
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{
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if(ApiType != API_GLSL || !g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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if (ApiType != API_GLSL || !g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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return "";
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static char result[64];
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sprintf(result, "layout(binding = %d) ", num);
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return result;
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}
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const char *WriteLocation(API_TYPE ApiType)
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{
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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return "";
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static char result[64];
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sprintf(result, "uniform ");
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@ -550,7 +552,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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}
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DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth ;
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if(ApiType == API_GLSL)
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if (ApiType == API_GLSL)
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{
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// A few required defines and ones that will make our lives a lot easier
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding || g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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@ -564,7 +566,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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else
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WRITE(p, "#version 120\n");
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if(g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
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if (g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
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WRITE(p, "#extension GL_ARB_explicit_attrib_location : enable\n");
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// Silly differences
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WRITE(p, "#define float2 vec2\n");
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@ -593,7 +595,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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{
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// Declare samplers
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if(ApiType != API_D3D11)
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if (ApiType != API_D3D11)
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{
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WRITE(p, "uniform sampler2D ");
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}
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@ -609,7 +611,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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bfirst = false;
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}
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WRITE(p, ";\n");
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if(ApiType == API_D3D11)
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if (ApiType == API_D3D11)
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{
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WRITE(p, "Texture2D ");
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bfirst = true;
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@ -623,7 +625,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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}
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WRITE(p, "\n");
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "layout(std140) uniform PSBlock {\n");
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WRITE(p, "%sfloat4 "I_COLORS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_COLORS));
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@ -639,13 +641,13 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, "%sfloat4 "I_PLIGHTS"[40] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PLIGHTS));
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WRITE(p, "%sfloat4 "I_PMATERIALS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PMATERIALS));
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "};\n");
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if(ApiType != API_GLSL)
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if (ApiType != API_GLSL)
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{
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WRITE(p, "void main(\n");
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if(ApiType != API_D3D11)
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if (ApiType != API_D3D11)
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{
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WRITE(p, " out float4 ocol0 : COLOR0,%s%s\n in float4 rawpos : %s,\n",
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dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : COLOR1," : "",
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@ -693,7 +695,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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// Once we switch to GLSL 1.3 we will bind a lot of these.
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if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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{
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// This won't get hit unless we support GL 3.3
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WRITE(p, " layout(location = 0) out float4 ocol0;\n");
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@ -703,7 +705,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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{
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WRITE(p, " float4 ocol0;\n");
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}
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if(DepthTextureEnable)
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if (DepthTextureEnable)
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WRITE(p, " float depth;\n"); // TODO: Passed to Vertex Shader right?
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WRITE(p, " float4 rawpos = gl_FragCoord;\n");
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@ -716,13 +718,13 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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for (int i = 0; i < numTexgen; ++i)
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WRITE(p, " float3 uv%d = gl_TexCoord[%d].xyz;\n", i, i);
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WRITE(p, " float4 clipPos = gl_TexCoord[%d];\n", numTexgen);
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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WRITE(p, " float4 Normal = gl_TexCoord[%d];\n", numTexgen + 1);
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}
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else
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{
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// wpos is in w of first 4 texcoords
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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for (int i = 0; i < 8; ++i)
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WRITE(p, " float4 uv%d = gl_TexCoord[%d];\n", i, i);
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@ -767,7 +769,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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" float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);\n"
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" float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);\n\n");
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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if (xfregs.numTexGen.numTexGens < 7)
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{
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@ -814,7 +816,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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}
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// indirect texture map lookup
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for(u32 i = 0; i < bpmem.genMode.numindstages; ++i)
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for (u32 i = 0; i < bpmem.genMode.numindstages; ++i)
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{
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if (nIndirectStagesUsed & (1<<i))
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{
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@ -834,7 +836,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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for (int i = 0; i < numStages; i++)
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WriteStage(p, i, ApiType); //build the equation for this stage
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if(numStages)
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if (numStages)
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{
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// The results of the last texenv stage are put onto the screen,
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// regardless of the used destination register
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@ -850,25 +852,25 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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// alpha test will always fail, so restart the shader and just make it an empty function
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p = pmainstart;
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WRITE(p, "ocol0 = vec4(0.0f);\n");
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if(DepthTextureEnable)
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if (DepthTextureEnable)
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WRITE(p, "depth = 1.f;\n");
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if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, "ocol1 = vec4(0.0f);\n");
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if(ApiType == API_GLSL)
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if (ApiType == API_GLSL)
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{
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// Once we switch to GLSL 1.3 and bind variables, we won't need to do this
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if (dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, "gl_FragData[0] = ocol0;\n");
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if(DepthTextureEnable)
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WRITE(p, "gl_FragDepth = depth;\n");
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if (DepthTextureEnable)
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WRITE(p, "gl_FragDepth = depth;\n");
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}
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WRITE(p, "discard;\n");
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if(ApiType != API_D3D11)
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if (ApiType != API_D3D11)
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WRITE(p, "return;\n");
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}
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else
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{
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if((bpmem.fog.c_proj_fsel.fsel != 0) || DepthTextureEnable)
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if ((bpmem.fog.c_proj_fsel.fsel != 0) || DepthTextureEnable)
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{
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// the screen space depth value = far z + (clip z / clip w) * z range
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@ -911,9 +913,9 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, " ocol0.a = "I_ALPHA"[0].a;\n");
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}
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if(ApiType == API_GLSL)
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if (ApiType == API_GLSL)
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{
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if(DepthTextureEnable)
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if (DepthTextureEnable)
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WRITE(p, "gl_FragDepth = depth;\n");
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if (dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, "gl_FragData[0] = ocol0;\n");
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@ -1060,7 +1062,7 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
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TevStageCombiner::AlphaCombiner &ac = bpmem.combiners[n].alphaC;
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// blah1
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if(cc.a == TEVCOLORARG_RASA || cc.a == TEVCOLORARG_RASC
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if (cc.a == TEVCOLORARG_RASA || cc.a == TEVCOLORARG_RASC
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|| cc.b == TEVCOLORARG_RASA || cc.b == TEVCOLORARG_RASC
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|| cc.c == TEVCOLORARG_RASA || cc.c == TEVCOLORARG_RASC
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|| cc.d == TEVCOLORARG_RASA || cc.d == TEVCOLORARG_RASC
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@ -1075,10 +1077,10 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
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if (bpmem.tevorders[n/2].getEnable(n&1))
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{
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if(!bHasIndStage)
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if (!bHasIndStage)
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{
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// calc tevcord
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if(bHasTexCoord)
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if (bHasTexCoord)
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WRITE(p, "tevcoord.xy = uv%d.xy;\n", texcoord);
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else
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WRITE(p, "tevcoord.xy = float2(0.0f, 0.0f);\n");
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@ -1099,7 +1101,7 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
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int kc = bpmem.tevksel[n / 2].getKC(n & 1);
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int ka = bpmem.tevksel[n / 2].getKA(n & 1);
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WRITE(p, "konsttemp = float4(%s, %s);\n", tevKSelTableC[kc], tevKSelTableA[ka]);
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if(kc > 7 || ka > 7)
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if (kc > 7 || ka > 7)
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{
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WRITE(p, "ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f);\n");
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}
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@ -1110,9 +1112,9 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
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}
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if(cc.a == TEVCOLORARG_CPREV || cc.a == TEVCOLORARG_APREV
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|| cc.b == TEVCOLORARG_CPREV || cc.b == TEVCOLORARG_APREV
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|| cc.c == TEVCOLORARG_CPREV || cc.c == TEVCOLORARG_APREV
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|| ac.a == TEVALPHAARG_APREV || ac.b == TEVALPHAARG_APREV || ac.c == TEVALPHAARG_APREV)
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|| cc.b == TEVCOLORARG_CPREV || cc.b == TEVCOLORARG_APREV
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|| cc.c == TEVCOLORARG_CPREV || cc.c == TEVCOLORARG_APREV
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|| ac.a == TEVALPHAARG_APREV || ac.b == TEVALPHAARG_APREV || ac.c == TEVALPHAARG_APREV)
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WRITE(p, "cprev = frac(prev * (255.0f/256.0f)) * (256.0f/255.0f);\n");
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@ -1150,7 +1152,7 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
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if (cc.shift > TEVSCALE_1)
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WRITE(p, "%s*(", tevScaleTable[cc.shift]);
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if(!(cc.d == TEVCOLORARG_ZERO && cc.op == TEVOP_ADD))
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if (!(cc.d == TEVCOLORARG_ZERO && cc.op == TEVOP_ADD))
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WRITE(p, "%s%s", tevCInputTable[cc.d], tevOpTable[cc.op]);
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if (cc.a == cc.b)
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@ -1197,7 +1199,7 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
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if (ac.shift > TEVSCALE_1)
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WRITE(p, "%s*(", tevScaleTable[ac.shift]);
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if(!(ac.d == TEVALPHAARG_ZERO && ac.op == TEVOP_ADD))
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if (!(ac.d == TEVALPHAARG_ZERO && ac.op == TEVOP_ADD))
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WRITE(p, "%s.a%s", tevAInputTable[ac.d], tevOpTable[ac.op]);
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if (ac.a == ac.b)
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@ -1213,7 +1215,7 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
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WRITE(p, "%s",tevBiasTable[ac.bias]);
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if (ac.shift>0)
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if (ac.shift > 0)
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WRITE(p, ")");
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}
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@ -1303,7 +1305,7 @@ static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
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};
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int Pretest = AlphaPreTest();
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if(Pretest >= 0)
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if (Pretest >= 0)
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{
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return Pretest != 0;
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}
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@ -1339,7 +1341,8 @@ static const char *tevFogFuncsTable[] =
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static void WriteFog(char *&p)
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{
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if(bpmem.fog.c_proj_fsel.fsel == 0)return;//no Fog
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if (bpmem.fog.c_proj_fsel.fsel == 0)
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return; // no Fog
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if (bpmem.fog.c_proj_fsel.proj == 0)
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{
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@ -1357,7 +1360,7 @@ static void WriteFog(char *&p)
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// x_adjust = sqrt((x-center)^2 + k^2)/k
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// ze *= x_adjust
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//this is complitly teorical as the real hard seems to use a table intead of calculate the values.
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if(bpmem.fogRange.Base.Enabled)
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if (bpmem.fogRange.Base.Enabled)
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{
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WRITE (p, " float x_adjust = (2.0f * (clipPos.x / "I_FOG"[2].y)) - 1.0f - "I_FOG"[2].x;\n");
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WRITE (p, " x_adjust = sqrt(x_adjust * x_adjust + "I_FOG"[2].z * "I_FOG"[2].z) / "I_FOG"[2].z;\n");
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@ -1366,17 +1369,15 @@ static void WriteFog(char *&p)
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WRITE (p, " float fog = saturate(ze - "I_FOG"[1].z);\n");
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if(bpmem.fog.c_proj_fsel.fsel > 3)
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if (bpmem.fog.c_proj_fsel.fsel > 3)
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{
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WRITE(p, "%s", tevFogFuncsTable[bpmem.fog.c_proj_fsel.fsel]);
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}
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else
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{
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if(bpmem.fog.c_proj_fsel.fsel != 2)
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if (bpmem.fog.c_proj_fsel.fsel != 2)
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WARN_LOG(VIDEO, "Unknown Fog Type! %08x", bpmem.fog.c_proj_fsel.fsel);
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}
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WRITE(p, " prev.rgb = lerp(prev.rgb,"I_FOG"[0].rgb,fog);\n");
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}
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@ -66,17 +66,19 @@ u16 GetEncodedSampleCount(u32 format)
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default: return 1;
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}
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}
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const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num)
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{
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if(ApiType == API_GLSL)
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if (ApiType == API_GLSL)
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return ""; // Once we switch to GLSL 1.3 we can do something here
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static char result[64];
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sprintf(result, " : register(%s%d)", prefix, num);
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return result;
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}
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const char *WriteLocation(API_TYPE ApiType)
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{
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if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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||||
return "";
|
||||
static char result[64];
|
||||
sprintf(result, "uniform ");
|
||||
|
@ -90,12 +92,12 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
|
|||
// [0] left, top, right, bottom of source rectangle within source texture
|
||||
// [1] width and height of destination texture in pixels
|
||||
// Two were merged for GLSL
|
||||
if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
WRITE(p, "layout(std140%s) uniform PSBlock {\n", g_ActiveConfig.backend_info.bSupportsGLSLBinding ? ", binding = 1" : "");
|
||||
|
||||
WRITE(p, "%sfloat4 "I_COLORS"[2] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_COLORS));
|
||||
|
||||
if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
WRITE(p, "};\n");
|
||||
|
||||
float blkW = (float)TexDecoder_GetBlockWidthInTexels(format);
|
||||
|
@ -122,7 +124,7 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
|
|||
}
|
||||
|
||||
|
||||
if(ApiType == API_GLSL)
|
||||
if (ApiType == API_GLSL)
|
||||
{
|
||||
WRITE(p, " float4 ocol0;\n");
|
||||
WRITE(p, " float2 uv0 = gl_TexCoord[0].xy;\n");
|
||||
|
@ -131,7 +133,7 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
|
|||
else
|
||||
{
|
||||
WRITE(p,"void main(\n");
|
||||
if(ApiType != API_D3D11)
|
||||
if (ApiType != API_D3D11)
|
||||
{
|
||||
WRITE(p," out float4 ocol0 : COLOR0,\n");
|
||||
}
|
||||
|
@ -163,12 +165,12 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
|
|||
|
||||
WRITE(p, " sampleUv = sampleUv * "I_COLORS"[0].xy;\n");
|
||||
|
||||
if(ApiType == API_OPENGL || ApiType == API_GLSL)
|
||||
if (ApiType == API_OPENGL || ApiType == API_GLSL)
|
||||
WRITE(p," sampleUv.y = "I_COLORS"[1].y - sampleUv.y;\n");
|
||||
|
||||
WRITE(p, " sampleUv = sampleUv + "I_COLORS"[1].zw;\n");
|
||||
|
||||
if(ApiType != API_OPENGL && ApiType != API_GLSL)
|
||||
if (ApiType != API_OPENGL && ApiType != API_GLSL)
|
||||
{
|
||||
WRITE(p, " sampleUv = sampleUv + float2(0.0f,1.0f);\n");// still to determine the reason for this
|
||||
WRITE(p, " sampleUv = sampleUv / "I_COLORS"[0].zw;\n");
|
||||
|
@ -182,17 +184,17 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
|
|||
// [0] left, top, right, bottom of source rectangle within source texture
|
||||
// [1] width and height of destination texture in pixels
|
||||
// Two were merged for GLSL
|
||||
if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
WRITE(p, "layout(std140%s) uniform PSBlock {\n", g_ActiveConfig.backend_info.bSupportsGLSLBinding ? ", binding = 1" : "");
|
||||
WRITE(p, "%sfloat4 "I_COLORS"[2] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_COLORS));
|
||||
if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
WRITE(p, "};\n");
|
||||
|
||||
float blkW = (float)TexDecoder_GetBlockWidthInTexels(format);
|
||||
float blkH = (float)TexDecoder_GetBlockHeightInTexels(format);
|
||||
|
||||
// 32 bit textures (RGBA8 and Z24) are store in 2 cache line increments
|
||||
if(ApiType == API_OPENGL)
|
||||
if (ApiType == API_OPENGL)
|
||||
{
|
||||
WRITE(p,"uniform samplerRECT samp0 : register(s0);\n");
|
||||
}
|
||||
|
@ -212,7 +214,7 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
|
|||
WRITE(p, "Texture2D Tex0 : register(t0);\n");
|
||||
}
|
||||
|
||||
if(ApiType == API_GLSL)
|
||||
if (ApiType == API_GLSL)
|
||||
{
|
||||
WRITE(p, " float4 ocol0;\n");
|
||||
WRITE(p, " float2 uv0 = gl_TexCoord[0].xy;\n");
|
||||
|
@ -249,18 +251,17 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
|
|||
WRITE(p, " float xl = floor(x2 / %f);\n", blkW);
|
||||
WRITE(p, " float xib = x2 - (xl * %f);\n", blkW);
|
||||
WRITE(p, " float halfxb = floor(xb / 2);\n");
|
||||
|
||||
|
||||
WRITE(p, " sampleUv.x = xib + (halfxb * %f);\n", blkW);
|
||||
WRITE(p, " sampleUv.y = yb + xoff;\n");
|
||||
WRITE(p, " sampleUv = sampleUv * "I_COLORS"[0].xy;\n");
|
||||
|
||||
if(ApiType == API_OPENGL || ApiType == API_GLSL)
|
||||
if (ApiType == API_OPENGL || ApiType == API_GLSL)
|
||||
WRITE(p," sampleUv.y = "I_COLORS"[1].y - sampleUv.y;\n");
|
||||
|
||||
WRITE(p, " sampleUv = sampleUv + "I_COLORS"[1].zw;\n");
|
||||
|
||||
if(ApiType != API_OPENGL && ApiType != API_GLSL)
|
||||
if (ApiType != API_OPENGL && ApiType != API_GLSL)
|
||||
{
|
||||
WRITE(p, " sampleUv = sampleUv + float2(0.0f,1.0f);\n");// still to determine the reason for this
|
||||
WRITE(p, " sampleUv = sampleUv / "I_COLORS"[0].zw;\n");
|
||||
|
@ -281,7 +282,7 @@ void WriteSampleColor(char*& p, const char* colorComp, const char* dest, API_TYP
|
|||
|
||||
// the increment of sampleUv.x is delayed, so we perform it here. see WriteIncrementSampleX.
|
||||
const char* texSampleIncrementUnit;
|
||||
if(ApiType != API_OPENGL || ApiType != API_GLSL)
|
||||
if (ApiType != API_OPENGL || ApiType != API_GLSL)
|
||||
texSampleIncrementUnit = I_COLORS"[0].x / "I_COLORS"[0].z";
|
||||
else
|
||||
texSampleIncrementUnit = I_COLORS"[0].x";
|
||||
|
@ -292,7 +293,7 @@ void WriteSampleColor(char*& p, const char* colorComp, const char* dest, API_TYP
|
|||
|
||||
void WriteColorToIntensity(char*& p, const char* src, const char* dest)
|
||||
{
|
||||
if(!IntensityConstantAdded)
|
||||
if (!IntensityConstantAdded)
|
||||
{
|
||||
WRITE(p, " float4 IntensityConst = float4(0.257f,0.504f,0.098f,0.0625f);\n");
|
||||
IntensityConstantAdded = true;
|
||||
|
@ -328,7 +329,7 @@ void WriteToBitDepth(char*& p, u8 depth, const char* src, const char* dest)
|
|||
|
||||
void WriteEncoderEnd(char* p, API_TYPE ApiType)
|
||||
{
|
||||
if(ApiType == API_GLSL)
|
||||
if (ApiType == API_GLSL)
|
||||
WRITE(p, "gl_FragData[0] = ocol0;\n");
|
||||
WRITE(p, "}\n");
|
||||
IntensityConstantAdded = false;
|
||||
|
@ -337,22 +338,22 @@ void WriteEncoderEnd(char* p, API_TYPE ApiType)
|
|||
|
||||
void WriteI8Encoder(char* p, API_TYPE ApiType)
|
||||
{
|
||||
WriteSwizzler(p, GX_TF_I8,ApiType);
|
||||
WriteSwizzler(p, GX_TF_I8, ApiType);
|
||||
WRITE(p, " float3 texSample;\n");
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgb", "texSample", ApiType);
|
||||
WriteColorToIntensity(p, "texSample", "ocol0.b");
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgb", "texSample", ApiType);
|
||||
WriteColorToIntensity(p, "texSample", "ocol0.g");
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgb", "texSample", ApiType);
|
||||
WriteColorToIntensity(p, "texSample", "ocol0.r");
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgb", "texSample", ApiType);
|
||||
WriteColorToIntensity(p, "texSample", "ocol0.a");
|
||||
|
||||
WRITE(p, " ocol0.rgba += IntensityConst.aaaa;\n"); // see WriteColorToIntensity
|
||||
|
@ -362,40 +363,40 @@ void WriteI8Encoder(char* p, API_TYPE ApiType)
|
|||
|
||||
void WriteI4Encoder(char* p, API_TYPE ApiType)
|
||||
{
|
||||
WriteSwizzler(p, GX_TF_I4,ApiType);
|
||||
WriteSwizzler(p, GX_TF_I4, ApiType);
|
||||
WRITE(p, " float3 texSample;\n");
|
||||
WRITE(p, " float4 color0;\n");
|
||||
WRITE(p, " float4 color1;\n");
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgb", "texSample", ApiType);
|
||||
WriteColorToIntensity(p, "texSample", "color0.b");
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgb", "texSample", ApiType);
|
||||
WriteColorToIntensity(p, "texSample", "color1.b");
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgb", "texSample", ApiType);
|
||||
WriteColorToIntensity(p, "texSample", "color0.g");
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgb", "texSample", ApiType);
|
||||
WriteColorToIntensity(p, "texSample", "color1.g");
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgb", "texSample", ApiType);
|
||||
WriteColorToIntensity(p, "texSample", "color0.r");
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgb", "texSample", ApiType);
|
||||
WriteColorToIntensity(p, "texSample", "color1.r");
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgb", "texSample", ApiType);
|
||||
WriteColorToIntensity(p, "texSample", "color0.a");
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "rgb", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgb", "texSample", ApiType);
|
||||
WriteColorToIntensity(p, "texSample", "color1.a");
|
||||
|
||||
WRITE(p, " color0.rgba += IntensityConst.aaaa;\n");
|
||||
|
@ -410,15 +411,15 @@ void WriteI4Encoder(char* p, API_TYPE ApiType)
|
|||
|
||||
void WriteIA8Encoder(char* p,API_TYPE ApiType)
|
||||
{
|
||||
WriteSwizzler(p, GX_TF_IA8,ApiType);
|
||||
WriteSwizzler(p, GX_TF_IA8, ApiType);
|
||||
WRITE(p, " float4 texSample;\n");
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgba", "texSample", ApiType);
|
||||
WRITE(p, " ocol0.b = texSample.a;\n");
|
||||
WriteColorToIntensity(p, "texSample", "ocol0.g");
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgba", "texSample", ApiType);
|
||||
WRITE(p, " ocol0.r = texSample.a;\n");
|
||||
WriteColorToIntensity(p, "texSample", "ocol0.a");
|
||||
|
||||
|
@ -429,27 +430,27 @@ void WriteIA8Encoder(char* p,API_TYPE ApiType)
|
|||
|
||||
void WriteIA4Encoder(char* p,API_TYPE ApiType)
|
||||
{
|
||||
WriteSwizzler(p, GX_TF_IA4,ApiType);
|
||||
WriteSwizzler(p, GX_TF_IA4, ApiType);
|
||||
WRITE(p, " float4 texSample;\n");
|
||||
WRITE(p, " float4 color0;\n");
|
||||
WRITE(p, " float4 color1;\n");
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgba", "texSample", ApiType);
|
||||
WRITE(p, " color0.b = texSample.a;\n");
|
||||
WriteColorToIntensity(p, "texSample", "color1.b");
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgba", "texSample", ApiType);
|
||||
WRITE(p, " color0.g = texSample.a;\n");
|
||||
WriteColorToIntensity(p, "texSample", "color1.g");
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgba", "texSample", ApiType);
|
||||
WRITE(p, " color0.r = texSample.a;\n");
|
||||
WriteColorToIntensity(p, "texSample", "color1.r");
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgba", "texSample", ApiType);
|
||||
WRITE(p, " color0.a = texSample.a;\n");
|
||||
WriteColorToIntensity(p, "texSample", "color1.a");
|
||||
|
||||
|
@ -464,11 +465,11 @@ void WriteIA4Encoder(char* p,API_TYPE ApiType)
|
|||
|
||||
void WriteRGB565Encoder(char* p,API_TYPE ApiType)
|
||||
{
|
||||
WriteSwizzler(p, GX_TF_RGB565,ApiType);
|
||||
WriteSwizzler(p, GX_TF_RGB565, ApiType);
|
||||
|
||||
WriteSampleColor(p, "rgb", "float3 texSample0",ApiType);
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteSampleColor(p, "rgb", "float3 texSample1",ApiType);
|
||||
WriteSampleColor(p, "rgb", "float3 texSample0", ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
WriteSampleColor(p, "rgb", "float3 texSample1", ApiType);
|
||||
WRITE(p, " float2 texRs = float2(texSample0.r, texSample1.r);\n");
|
||||
WRITE(p, " float2 texGs = float2(texSample0.g, texSample1.g);\n");
|
||||
WRITE(p, " float2 texBs = float2(texSample0.b, texSample1.b);\n");
|
||||
|
@ -488,14 +489,14 @@ void WriteRGB565Encoder(char* p,API_TYPE ApiType)
|
|||
|
||||
void WriteRGB5A3Encoder(char* p,API_TYPE ApiType)
|
||||
{
|
||||
WriteSwizzler(p, GX_TF_RGB5A3,ApiType);
|
||||
WriteSwizzler(p, GX_TF_RGB5A3, ApiType);
|
||||
|
||||
WRITE(p, " float4 texSample;\n");
|
||||
WRITE(p, " float color0;\n");
|
||||
WRITE(p, " float gUpper;\n");
|
||||
WRITE(p, " float gLower;\n");
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgba", "texSample", ApiType);
|
||||
|
||||
// 0.8784 = 224 / 255 which is the maximum alpha value that can be represented in 3 bits
|
||||
WRITE(p, "if(texSample.a > 0.878f) {\n");
|
||||
|
@ -522,9 +523,9 @@ void WriteRGB5A3Encoder(char* p,API_TYPE ApiType)
|
|||
WRITE(p, "}\n");
|
||||
|
||||
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgba", "texSample", ApiType);
|
||||
|
||||
WRITE(p, "if(texSample.a > 0.878f) {\n");
|
||||
|
||||
|
@ -555,21 +556,21 @@ void WriteRGB5A3Encoder(char* p,API_TYPE ApiType)
|
|||
|
||||
void WriteRGBA4443Encoder(char* p,API_TYPE ApiType)
|
||||
{
|
||||
WriteSwizzler(p, GX_TF_RGB5A3,ApiType);
|
||||
WriteSwizzler(p, GX_TF_RGB5A3, ApiType);
|
||||
|
||||
WRITE(p, " float4 texSample;\n");
|
||||
WRITE(p, " float4 color0;\n");
|
||||
WRITE(p, " float4 color1;\n");
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgba", "texSample", ApiType);
|
||||
WriteToBitDepth(p, 3, "texSample.a", "color0.b");
|
||||
WriteToBitDepth(p, 4, "texSample.r", "color1.b");
|
||||
WriteToBitDepth(p, 4, "texSample.g", "color0.g");
|
||||
WriteToBitDepth(p, 4, "texSample.b", "color1.g");
|
||||
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgba", "texSample", ApiType);
|
||||
WriteToBitDepth(p, 3, "texSample.a", "color0.r");
|
||||
WriteToBitDepth(p, 4, "texSample.r", "color1.r");
|
||||
WriteToBitDepth(p, 4, "texSample.g", "color0.a");
|
||||
|
@ -581,7 +582,7 @@ void WriteRGBA4443Encoder(char* p,API_TYPE ApiType)
|
|||
|
||||
void WriteRGBA8Encoder(char* p,API_TYPE ApiType)
|
||||
{
|
||||
Write32BitSwizzler(p, GX_TF_RGBA8,ApiType);
|
||||
Write32BitSwizzler(p, GX_TF_RGBA8, ApiType);
|
||||
|
||||
WRITE(p, " float cl1 = xb - (halfxb * 2);\n");
|
||||
WRITE(p, " float cl0 = 1.0f - cl1;\n");
|
||||
|
@ -590,15 +591,15 @@ void WriteRGBA8Encoder(char* p,API_TYPE ApiType)
|
|||
WRITE(p, " float4 color0;\n");
|
||||
WRITE(p, " float4 color1;\n");
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgba", "texSample", ApiType);
|
||||
WRITE(p, " color0.b = texSample.a;\n");
|
||||
WRITE(p, " color0.g = texSample.r;\n");
|
||||
WRITE(p, " color1.b = texSample.g;\n");
|
||||
WRITE(p, " color1.g = texSample.b;\n");
|
||||
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample",ApiType);
|
||||
WriteSampleColor(p, "rgba", "texSample", ApiType);
|
||||
WRITE(p, " color0.r = texSample.a;\n");
|
||||
WRITE(p, " color0.a = texSample.r;\n");
|
||||
WRITE(p, " color1.r = texSample.g;\n");
|
||||
|
@ -611,32 +612,32 @@ void WriteRGBA8Encoder(char* p,API_TYPE ApiType)
|
|||
|
||||
void WriteC4Encoder(char* p, const char* comp,API_TYPE ApiType)
|
||||
{
|
||||
WriteSwizzler(p, GX_CTF_R4,ApiType);
|
||||
WriteSwizzler(p, GX_CTF_R4, ApiType);
|
||||
WRITE(p, " float4 color0;\n");
|
||||
WRITE(p, " float4 color1;\n");
|
||||
|
||||
WriteSampleColor(p, comp, "color0.b",ApiType);
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteSampleColor(p, comp, "color0.b", ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, comp, "color1.b",ApiType);
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteSampleColor(p, comp, "color1.b", ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, comp, "color0.g",ApiType);
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteSampleColor(p, comp, "color0.g", ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, comp, "color1.g",ApiType);
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteSampleColor(p, comp, "color1.g", ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, comp, "color0.r",ApiType);
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteSampleColor(p, comp, "color0.r", ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, comp, "color1.r",ApiType);
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteSampleColor(p, comp, "color1.r", ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, comp, "color0.a",ApiType);
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteSampleColor(p, comp, "color0.a", ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, comp, "color1.a",ApiType);
|
||||
WriteSampleColor(p, comp, "color1.a", ApiType);
|
||||
|
||||
WriteToBitDepth(p, 4, "color0", "color0");
|
||||
WriteToBitDepth(p, 4, "color1", "color1");
|
||||
|
@ -647,45 +648,45 @@ void WriteC4Encoder(char* p, const char* comp,API_TYPE ApiType)
|
|||
|
||||
void WriteC8Encoder(char* p, const char* comp,API_TYPE ApiType)
|
||||
{
|
||||
WriteSwizzler(p, GX_CTF_R8,ApiType);
|
||||
WriteSwizzler(p, GX_CTF_R8, ApiType);
|
||||
|
||||
WriteSampleColor(p, comp, "ocol0.b",ApiType);
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteSampleColor(p, comp, "ocol0.b", ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, comp, "ocol0.g",ApiType);
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteSampleColor(p, comp, "ocol0.g", ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, comp, "ocol0.r",ApiType);
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteSampleColor(p, comp, "ocol0.r", ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, comp, "ocol0.a",ApiType);
|
||||
WriteSampleColor(p, comp, "ocol0.a", ApiType);
|
||||
|
||||
WriteEncoderEnd(p, ApiType);
|
||||
}
|
||||
|
||||
void WriteCC4Encoder(char* p, const char* comp,API_TYPE ApiType)
|
||||
{
|
||||
WriteSwizzler(p, GX_CTF_RA4,ApiType);
|
||||
WriteSwizzler(p, GX_CTF_RA4, ApiType);
|
||||
WRITE(p, " float2 texSample;\n");
|
||||
WRITE(p, " float4 color0;\n");
|
||||
WRITE(p, " float4 color1;\n");
|
||||
|
||||
WriteSampleColor(p, comp, "texSample",ApiType);
|
||||
WriteSampleColor(p, comp, "texSample", ApiType);
|
||||
WRITE(p, " color0.b = texSample.x;\n");
|
||||
WRITE(p, " color1.b = texSample.y;\n");
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, comp, "texSample",ApiType);
|
||||
WriteSampleColor(p, comp, "texSample", ApiType);
|
||||
WRITE(p, " color0.g = texSample.x;\n");
|
||||
WRITE(p, " color1.g = texSample.y;\n");
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, comp, "texSample",ApiType);
|
||||
WriteSampleColor(p, comp, "texSample", ApiType);
|
||||
WRITE(p, " color0.r = texSample.x;\n");
|
||||
WRITE(p, " color1.r = texSample.y;\n");
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, comp, "texSample",ApiType);
|
||||
WriteSampleColor(p, comp, "texSample", ApiType);
|
||||
WRITE(p, " color0.a = texSample.x;\n");
|
||||
WRITE(p, " color1.a = texSample.y;\n");
|
||||
|
||||
|
@ -698,35 +699,35 @@ void WriteCC4Encoder(char* p, const char* comp,API_TYPE ApiType)
|
|||
|
||||
void WriteCC8Encoder(char* p, const char* comp, API_TYPE ApiType)
|
||||
{
|
||||
WriteSwizzler(p, GX_CTF_RA8,ApiType);
|
||||
WriteSwizzler(p, GX_CTF_RA8, ApiType);
|
||||
|
||||
WriteSampleColor(p, comp, "ocol0.bg",ApiType);
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteSampleColor(p, comp, "ocol0.bg", ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, comp, "ocol0.ra",ApiType);
|
||||
WriteSampleColor(p, comp, "ocol0.ra", ApiType);
|
||||
|
||||
WriteEncoderEnd(p, ApiType);
|
||||
}
|
||||
|
||||
void WriteZ8Encoder(char* p, const char* multiplier,API_TYPE ApiType)
|
||||
{
|
||||
WriteSwizzler(p, GX_CTF_Z8M,ApiType);
|
||||
WriteSwizzler(p, GX_CTF_Z8M, ApiType);
|
||||
|
||||
WRITE(p, " float depth;\n");
|
||||
|
||||
WriteSampleColor(p, "b", "depth",ApiType);
|
||||
WriteSampleColor(p, "b", "depth", ApiType);
|
||||
WRITE(p, "ocol0.b = frac(depth * %s);\n", multiplier);
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "b", "depth",ApiType);
|
||||
WriteSampleColor(p, "b", "depth", ApiType);
|
||||
WRITE(p, "ocol0.g = frac(depth * %s);\n", multiplier);
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "b", "depth",ApiType);
|
||||
WriteSampleColor(p, "b", "depth", ApiType);
|
||||
WRITE(p, "ocol0.r = frac(depth * %s);\n", multiplier);
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "b", "depth",ApiType);
|
||||
WriteSampleColor(p, "b", "depth", ApiType);
|
||||
WRITE(p, "ocol0.a = frac(depth * %s);\n", multiplier);
|
||||
|
||||
WriteEncoderEnd(p, ApiType);
|
||||
|
@ -734,14 +735,14 @@ void WriteZ8Encoder(char* p, const char* multiplier,API_TYPE ApiType)
|
|||
|
||||
void WriteZ16Encoder(char* p,API_TYPE ApiType)
|
||||
{
|
||||
WriteSwizzler(p, GX_TF_Z16,ApiType);
|
||||
WriteSwizzler(p, GX_TF_Z16, ApiType);
|
||||
|
||||
WRITE(p, " float depth;\n");
|
||||
WRITE(p, " float3 expanded;\n");
|
||||
|
||||
// byte order is reversed
|
||||
|
||||
WriteSampleColor(p, "b", "depth",ApiType);
|
||||
WriteSampleColor(p, "b", "depth", ApiType);
|
||||
|
||||
WRITE(p, " depth *= 16777215.0f;\n");
|
||||
WRITE(p, " expanded.r = floor(depth / (256 * 256));\n");
|
||||
|
@ -751,9 +752,9 @@ void WriteZ16Encoder(char* p,API_TYPE ApiType)
|
|||
WRITE(p, " ocol0.b = expanded.g / 255;\n");
|
||||
WRITE(p, " ocol0.g = expanded.r / 255;\n");
|
||||
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "b", "depth",ApiType);
|
||||
WriteSampleColor(p, "b", "depth", ApiType);
|
||||
|
||||
WRITE(p, " depth *= 16777215.0f;\n");
|
||||
WRITE(p, " expanded.r = floor(depth / (256 * 256));\n");
|
||||
|
@ -768,14 +769,14 @@ void WriteZ16Encoder(char* p,API_TYPE ApiType)
|
|||
|
||||
void WriteZ16LEncoder(char* p,API_TYPE ApiType)
|
||||
{
|
||||
WriteSwizzler(p, GX_CTF_Z16L,ApiType);
|
||||
WriteSwizzler(p, GX_CTF_Z16L, ApiType);
|
||||
|
||||
WRITE(p, " float depth;\n");
|
||||
WRITE(p, " float3 expanded;\n");
|
||||
|
||||
// byte order is reversed
|
||||
|
||||
WriteSampleColor(p, "b", "depth",ApiType);
|
||||
WriteSampleColor(p, "b", "depth", ApiType);
|
||||
|
||||
WRITE(p, " depth *= 16777215.0f;\n");
|
||||
WRITE(p, " expanded.r = floor(depth / (256 * 256));\n");
|
||||
|
@ -787,9 +788,9 @@ void WriteZ16LEncoder(char* p,API_TYPE ApiType)
|
|||
WRITE(p, " ocol0.b = expanded.b / 255;\n");
|
||||
WRITE(p, " ocol0.g = expanded.g / 255;\n");
|
||||
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
|
||||
WriteSampleColor(p, "b", "depth",ApiType);
|
||||
WriteSampleColor(p, "b", "depth", ApiType);
|
||||
|
||||
WRITE(p, " depth *= 16777215.0f;\n");
|
||||
WRITE(p, " expanded.r = floor(depth / (256 * 256));\n");
|
||||
|
@ -806,7 +807,7 @@ void WriteZ16LEncoder(char* p,API_TYPE ApiType)
|
|||
|
||||
void WriteZ24Encoder(char* p, API_TYPE ApiType)
|
||||
{
|
||||
Write32BitSwizzler(p, GX_TF_Z24X8,ApiType);
|
||||
Write32BitSwizzler(p, GX_TF_Z24X8, ApiType);
|
||||
|
||||
WRITE(p, " float cl = xb - (halfxb * 2);\n");
|
||||
|
||||
|
@ -815,19 +816,19 @@ void WriteZ24Encoder(char* p, API_TYPE ApiType)
|
|||
WRITE(p, " float3 expanded0;\n");
|
||||
WRITE(p, " float3 expanded1;\n");
|
||||
|
||||
WriteSampleColor(p, "b", "depth0",ApiType);
|
||||
WriteIncrementSampleX(p,ApiType);
|
||||
WriteSampleColor(p, "b", "depth1",ApiType);
|
||||
WriteSampleColor(p, "b", "depth0", ApiType);
|
||||
WriteIncrementSampleX(p, ApiType);
|
||||
WriteSampleColor(p, "b", "depth1", ApiType);
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
WRITE(p, " depth%i *= 16777215.0f;\n", i);
|
||||
WRITE(p, " depth%i *= 16777215.0f;\n", i);
|
||||
|
||||
WRITE(p, " expanded%i.r = floor(depth%i / (256 * 256));\n", i, i);
|
||||
WRITE(p, " depth%i -= expanded%i.r * 256 * 256;\n", i, i);
|
||||
WRITE(p, " expanded%i.g = floor(depth%i / 256);\n", i, i);
|
||||
WRITE(p, " depth%i -= expanded%i.g * 256;\n", i, i);
|
||||
WRITE(p, " expanded%i.b = depth%i;\n", i, i);
|
||||
WRITE(p, " expanded%i.r = floor(depth%i / (256 * 256));\n", i, i);
|
||||
WRITE(p, " depth%i -= expanded%i.r * 256 * 256;\n", i, i);
|
||||
WRITE(p, " expanded%i.g = floor(depth%i / 256);\n", i, i);
|
||||
WRITE(p, " depth%i -= expanded%i.g * 256;\n", i, i);
|
||||
WRITE(p, " expanded%i.b = depth%i;\n", i, i);
|
||||
}
|
||||
|
||||
WRITE(p, " if(cl > 0.5f) {\n");
|
||||
|
@ -854,7 +855,7 @@ const char *GenerateEncodingShader(u32 format,API_TYPE ApiType)
|
|||
|
||||
char *p = text;
|
||||
|
||||
if(ApiType == API_GLSL)
|
||||
if (ApiType == API_GLSL)
|
||||
{
|
||||
// A few required defines and ones that will make our lives a lot easier
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding || g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
|
@ -881,76 +882,76 @@ const char *GenerateEncodingShader(u32 format,API_TYPE ApiType)
|
|||
WRITE(p, "#ifdef GL_ARB_texture_rectangle\n #extension GL_ARB_texture_rectangle : require\n#endif\n");
|
||||
}
|
||||
|
||||
switch(format)
|
||||
switch (format)
|
||||
{
|
||||
case GX_TF_I4:
|
||||
WriteI4Encoder(p,ApiType);
|
||||
WriteI4Encoder(p, ApiType);
|
||||
break;
|
||||
case GX_TF_I8:
|
||||
WriteI8Encoder(p,ApiType);
|
||||
WriteI8Encoder(p, ApiType);
|
||||
break;
|
||||
case GX_TF_IA4:
|
||||
WriteIA4Encoder(p,ApiType);
|
||||
WriteIA4Encoder(p, ApiType);
|
||||
break;
|
||||
case GX_TF_IA8:
|
||||
WriteIA8Encoder(p,ApiType);
|
||||
WriteIA8Encoder(p, ApiType);
|
||||
break;
|
||||
case GX_TF_RGB565:
|
||||
WriteRGB565Encoder(p,ApiType);
|
||||
WriteRGB565Encoder(p, ApiType);
|
||||
break;
|
||||
case GX_TF_RGB5A3:
|
||||
WriteRGB5A3Encoder(p,ApiType);
|
||||
WriteRGB5A3Encoder(p, ApiType);
|
||||
break;
|
||||
case GX_TF_RGBA8:
|
||||
WriteRGBA8Encoder(p,ApiType);
|
||||
WriteRGBA8Encoder(p, ApiType);
|
||||
break;
|
||||
case GX_CTF_R4:
|
||||
WriteC4Encoder(p, "r",ApiType);
|
||||
WriteC4Encoder(p, "r", ApiType);
|
||||
break;
|
||||
case GX_CTF_RA4:
|
||||
WriteCC4Encoder(p, "ar",ApiType);
|
||||
WriteCC4Encoder(p, "ar", ApiType);
|
||||
break;
|
||||
case GX_CTF_RA8:
|
||||
WriteCC8Encoder(p, "ar",ApiType);
|
||||
WriteCC8Encoder(p, "ar", ApiType);
|
||||
break;
|
||||
case GX_CTF_A8:
|
||||
WriteC8Encoder(p, "a",ApiType);
|
||||
WriteC8Encoder(p, "a", ApiType);
|
||||
break;
|
||||
case GX_CTF_R8:
|
||||
WriteC8Encoder(p, "r",ApiType);
|
||||
WriteC8Encoder(p, "r", ApiType);
|
||||
break;
|
||||
case GX_CTF_G8:
|
||||
WriteC8Encoder(p, "g",ApiType);
|
||||
WriteC8Encoder(p, "g", ApiType);
|
||||
break;
|
||||
case GX_CTF_B8:
|
||||
WriteC8Encoder(p, "b",ApiType);
|
||||
WriteC8Encoder(p, "b", ApiType);
|
||||
break;
|
||||
case GX_CTF_RG8:
|
||||
WriteCC8Encoder(p, "rg",ApiType);
|
||||
WriteCC8Encoder(p, "rg", ApiType);
|
||||
break;
|
||||
case GX_CTF_GB8:
|
||||
WriteCC8Encoder(p, "gb",ApiType);
|
||||
WriteCC8Encoder(p, "gb", ApiType);
|
||||
break;
|
||||
case GX_TF_Z8:
|
||||
WriteC8Encoder(p, "b",ApiType);
|
||||
WriteC8Encoder(p, "b", ApiType);
|
||||
break;
|
||||
case GX_TF_Z16:
|
||||
WriteZ16Encoder(p,ApiType);
|
||||
WriteZ16Encoder(p, ApiType);
|
||||
break;
|
||||
case GX_TF_Z24X8:
|
||||
WriteZ24Encoder(p,ApiType);
|
||||
WriteZ24Encoder(p, ApiType);
|
||||
break;
|
||||
case GX_CTF_Z4:
|
||||
WriteC4Encoder(p, "b",ApiType);
|
||||
WriteC4Encoder(p, "b", ApiType);
|
||||
break;
|
||||
case GX_CTF_Z8M:
|
||||
WriteZ8Encoder(p, "256.0f",ApiType);
|
||||
WriteZ8Encoder(p, "256.0f", ApiType);
|
||||
break;
|
||||
case GX_CTF_Z8L:
|
||||
WriteZ8Encoder(p, "65536.0f" ,ApiType);
|
||||
WriteZ8Encoder(p, "65536.0f" , ApiType);
|
||||
break;
|
||||
case GX_CTF_Z16L:
|
||||
WriteZ16LEncoder(p,ApiType);
|
||||
WriteZ16LEncoder(p, ApiType);
|
||||
break;
|
||||
default:
|
||||
PanicAlert("Unknown texture copy format: 0x%x\n", format);
|
||||
|
|
|
@ -185,65 +185,64 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
|
|||
char *p = text;
|
||||
WRITE(p, "//Vertex Shader: comp:%x, \n", components);
|
||||
|
||||
if(ApiType == API_GLSL)
|
||||
if (ApiType == API_GLSL)
|
||||
{
|
||||
// A few required defines and ones that will make our lives a lot easier
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding || g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
WRITE(p, "#version 330 compatibility\n");
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
|
||||
WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n");
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
WRITE(p, "#extension GL_ARB_uniform_buffer_object : enable\n");
|
||||
WRITE(p, "#define ATTRIN in\n");
|
||||
WRITE(p, "#define ATTROUT out\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
WRITE(p, "#version 120\n");
|
||||
WRITE(p, "#define ATTRIN attribute\n");
|
||||
WRITE(p, "#define ATTROUT attribute\n");
|
||||
}
|
||||
if(g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
|
||||
WRITE(p, "#extension GL_ARB_explicit_attrib_location : enable\n");
|
||||
// Silly differences
|
||||
WRITE(p, "#define float2 vec2\n");
|
||||
WRITE(p, "#define float3 vec3\n");
|
||||
WRITE(p, "#define float4 vec4\n");
|
||||
// A few required defines and ones that will make our lives a lot easier
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding || g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
WRITE(p, "#version 330 compatibility\n");
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
|
||||
WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n");
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
WRITE(p, "#extension GL_ARB_uniform_buffer_object : enable\n");
|
||||
WRITE(p, "#define ATTRIN in\n");
|
||||
WRITE(p, "#define ATTROUT out\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
WRITE(p, "#version 120\n");
|
||||
WRITE(p, "#define ATTRIN attribute\n");
|
||||
WRITE(p, "#define ATTROUT attribute\n");
|
||||
}
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
|
||||
WRITE(p, "#extension GL_ARB_explicit_attrib_location : enable\n");
|
||||
// Silly differences
|
||||
WRITE(p, "#define float2 vec2\n");
|
||||
WRITE(p, "#define float3 vec3\n");
|
||||
WRITE(p, "#define float4 vec4\n");
|
||||
|
||||
// cg to glsl function translation
|
||||
WRITE(p, "#define frac(x) fract(x)\n");
|
||||
WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n");
|
||||
WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n");
|
||||
// cg to glsl function translation
|
||||
WRITE(p, "#define frac(x) fract(x)\n");
|
||||
WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n");
|
||||
WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n");
|
||||
}
|
||||
|
||||
// uniforms
|
||||
if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
WRITE(p, "layout(std140) uniform VSBlock {\n");
|
||||
|
||||
WRITE(p, "%sfloat4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
|
||||
WRITE(p, "%sfloat4 "I_PROJECTION"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PROJECTION));
|
||||
WRITE(p, "%sfloat4 "I_MATERIALS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_MATERIALS));
|
||||
WRITE(p, "%sfloat4 "I_LIGHTS"[40] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_LIGHTS));
|
||||
WRITE(p, "%sfloat4 "I_TEXMATRICES"[24] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
|
||||
WRITE(p, "%sfloat4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType),WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
|
||||
WRITE(p, "%sfloat4 "I_NORMALMATRICES"[32] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_NORMALMATRICES));
|
||||
WRITE(p, "%sfloat4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES));
|
||||
WRITE(p, "%sfloat4 "I_DEPTHPARAMS" %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_DEPTHPARAMS));
|
||||
WRITE(p, "%sfloat4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
|
||||
WRITE(p, "%sfloat4 "I_PROJECTION"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PROJECTION));
|
||||
WRITE(p, "%sfloat4 "I_MATERIALS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_MATERIALS));
|
||||
WRITE(p, "%sfloat4 "I_LIGHTS"[40] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_LIGHTS));
|
||||
WRITE(p, "%sfloat4 "I_TEXMATRICES"[24] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
|
||||
WRITE(p, "%sfloat4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType),WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
|
||||
WRITE(p, "%sfloat4 "I_NORMALMATRICES"[32] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_NORMALMATRICES));
|
||||
WRITE(p, "%sfloat4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES));
|
||||
WRITE(p, "%sfloat4 "I_DEPTHPARAMS" %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_DEPTHPARAMS));
|
||||
|
||||
if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
WRITE(p, "};\n");
|
||||
|
||||
|
||||
|
||||
p = GenerateVSOutputStruct(p, components, ApiType);
|
||||
|
||||
if(ApiType == API_GLSL)
|
||||
if(ApiType == API_GLSL)
|
||||
{
|
||||
if (components & VB_HAS_NRM0)
|
||||
WRITE(p, " float3 rawnorm0 = gl_Normal; // NORMAL0,\n");
|
||||
WRITE(p, " float3 rawnorm0 = gl_Normal; // NORMAL0,\n");
|
||||
|
||||
if(g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
|
||||
{
|
||||
if (components & VB_HAS_POSMTXIDX)
|
||||
WRITE(p, "layout(location = %d) ATTRIN float fposmtx;\n", SHADER_POSMTX_ATTRIB);
|
||||
|
@ -277,7 +276,6 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
|
|||
}
|
||||
else
|
||||
{
|
||||
|
||||
WRITE(p, "VS_OUTPUT main(\n");
|
||||
|
||||
// inputs
|
||||
|
@ -306,9 +304,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
|
|||
}
|
||||
if (components & VB_HAS_POSMTXIDX) {
|
||||
if (is_d3d)
|
||||
{
|
||||
WRITE(p, " float4 blend_indices : BLENDINDICES,\n");
|
||||
}
|
||||
else
|
||||
WRITE(p, " float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
|
||||
}
|
||||
|
@ -369,7 +365,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
|
|||
"float3 ldir, h;\n"
|
||||
"float dist, dist2, attn;\n");
|
||||
|
||||
if(xfregs.numChan.numColorChans == 0)
|
||||
if (xfregs.numChan.numColorChans == 0)
|
||||
{
|
||||
if (components & VB_HAS_COL0)
|
||||
WRITE(p, "o.colors_0 = color0;\n");
|
||||
|
@ -380,7 +376,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
|
|||
// TODO: This probably isn't necessary if pixel lighting is enabled.
|
||||
p = GenerateLightingShader(p, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
|
||||
|
||||
if(xfregs.numChan.numColorChans < 2)
|
||||
if (xfregs.numChan.numColorChans < 2)
|
||||
{
|
||||
if (components & VB_HAS_COL1)
|
||||
WRITE(p, "o.colors_1 = color1;\n");
|
||||
|
@ -570,30 +566,30 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
|
|||
//seems to get rather complicated
|
||||
}
|
||||
|
||||
if(ApiType == API_GLSL)
|
||||
if (ApiType == API_GLSL)
|
||||
{
|
||||
// Bit ugly here
|
||||
// Will look better when we bind uniforms in GLSL 1.3
|
||||
// clipPos/w needs to be done in pixel shader, not here
|
||||
|
||||
if (xfregs.numTexGen.numTexGens < 7) {
|
||||
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
|
||||
WRITE(p, " gl_TexCoord[%d].xyz = o.tex%d;\n", i, i);
|
||||
WRITE(p, " gl_TexCoord[%d] = o.clipPos;\n", xfregs.numTexGen.numTexGens);
|
||||
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
||||
WRITE(p, " gl_TexCoord[%d] = o.Normal;\n", xfregs.numTexGen.numTexGens + 1);
|
||||
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
|
||||
WRITE(p, " gl_TexCoord[%d].xyz = o.tex%d;\n", i, i);
|
||||
WRITE(p, " gl_TexCoord[%d] = o.clipPos;\n", xfregs.numTexGen.numTexGens);
|
||||
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
||||
WRITE(p, " gl_TexCoord[%d] = o.Normal;\n", xfregs.numTexGen.numTexGens + 1);
|
||||
} else {
|
||||
// clip position is in w of first 4 texcoords
|
||||
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
||||
{
|
||||
for (int i = 0; i < 8; ++i)
|
||||
WRITE(p, " gl_TexCoord[%d] = o.tex%d;\n", i, i);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
|
||||
WRITE(p, " gl_TexCoord[%d]%s = o.tex%d;\n", i, i < 4 ? ".xyzw" : ".xyz" , i);
|
||||
}
|
||||
// clip position is in w of first 4 texcoords
|
||||
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
||||
{
|
||||
for (int i = 0; i < 8; ++i)
|
||||
WRITE(p, " gl_TexCoord[%d] = o.tex%d;\n", i, i);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
|
||||
WRITE(p, " gl_TexCoord[%d]%s = o.tex%d;\n", i, i < 4 ? ".xyzw" : ".xyz" , i);
|
||||
}
|
||||
}
|
||||
WRITE(p, "gl_FrontColor = o.colors_0;\n");
|
||||
WRITE(p, "gl_FrontSecondaryColor = o.colors_1;\n");
|
||||
|
@ -601,8 +597,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
|
|||
WRITE(p, "}\n");
|
||||
}
|
||||
else
|
||||
WRITE(p, "return o;\n}\n");
|
||||
|
||||
WRITE(p, "return o;\n}\n");
|
||||
|
||||
if (text[sizeof(text) - 1] != 0x7C)
|
||||
PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
|
||||
|
|
|
@ -20,7 +20,6 @@
|
|||
#include "GLUtil.h"
|
||||
|
||||
#include <cmath>
|
||||
#include <assert.h>
|
||||
|
||||
#include "Statistics.h"
|
||||
#include "VideoConfig.h"
|
||||
|
@ -51,62 +50,63 @@ bool PixelShaderCache::ShaderEnabled;
|
|||
PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry = NULL;
|
||||
PIXELSHADERUID PixelShaderCache::last_uid;
|
||||
|
||||
void(*pSetPSConstant4f)(unsigned int, float, float, float, float);
|
||||
void(*pSetPSConstant4fv)(unsigned int, const float*);
|
||||
void(*pSetMultiPSConstant4fv)(unsigned int, unsigned int, const float*);
|
||||
void (*pSetPSConstant4f)(unsigned int, float, float, float, float);
|
||||
void (*pSetPSConstant4fv)(unsigned int, const float*);
|
||||
void (*pSetMultiPSConstant4fv)(unsigned int, unsigned int, const float*);
|
||||
bool (*pCompilePixelShader)(FRAGMENTSHADER&, const char*);
|
||||
|
||||
GLuint PixelShaderCache::GetDepthMatrixProgram()
|
||||
{
|
||||
return s_DepthMatrixProgram.glprogid;
|
||||
return s_DepthMatrixProgram.glprogid;
|
||||
}
|
||||
|
||||
GLuint PixelShaderCache::GetColorMatrixProgram()
|
||||
{
|
||||
return s_ColorMatrixProgram.glprogid;
|
||||
return s_ColorMatrixProgram.glprogid;
|
||||
}
|
||||
|
||||
void PixelShaderCache::Init()
|
||||
{
|
||||
ShaderEnabled = true;
|
||||
CurrentShader = 0;
|
||||
last_entry = NULL;
|
||||
GL_REPORT_ERRORD();
|
||||
ShaderEnabled = true;
|
||||
CurrentShader = 0;
|
||||
last_entry = NULL;
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
s_displayCompileAlert = true;
|
||||
s_displayCompileAlert = true;
|
||||
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
{
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
{
|
||||
pSetPSConstant4f = SetGLSLPSConstant4f;
|
||||
pSetPSConstant4fv = SetGLSLPSConstant4fv;
|
||||
pSetMultiPSConstant4fv = SetMultiGLSLPSConstant4fv;
|
||||
pCompilePixelShader = CompileGLSLPixelShader;
|
||||
}
|
||||
else
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
pSetPSConstant4f = SetCGPSConstant4f;
|
||||
pSetPSConstant4fv = SetCGPSConstant4fv;
|
||||
pSetMultiPSConstant4fv = SetMultiCGPSConstant4fv;
|
||||
pCompilePixelShader = CompileCGPixelShader;
|
||||
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
}
|
||||
}
|
||||
|
||||
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB, (GLint *)&s_nMaxPixelInstructions);
|
||||
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB, (GLint *)&s_nMaxPixelInstructions);
|
||||
|
||||
if(s_nMaxPixelInstructions == 0) // Some combination of drivers and hardware returns zero for some reason.
|
||||
s_nMaxPixelInstructions = 4096;
|
||||
if (strstr((const char*)glGetString(GL_VENDOR), "Humper") != NULL) s_nMaxPixelInstructions = 4096;
|
||||
if (s_nMaxPixelInstructions == 0) // Some combination of drivers and hardware returns zero for some reason.
|
||||
s_nMaxPixelInstructions = 4096;
|
||||
if (strstr((const char*)glGetString(GL_VENDOR), "Humper") != NULL) s_nMaxPixelInstructions = 4096;
|
||||
#if CG_VERSION_NUM == 2100
|
||||
if (strstr((const char*)glGetString(GL_VENDOR), "ATI") != NULL)
|
||||
{
|
||||
s_nMaxPixelInstructions = 4096;
|
||||
}
|
||||
if (strstr((const char*)glGetString(GL_VENDOR), "ATI") != NULL)
|
||||
{
|
||||
s_nMaxPixelInstructions = 4096;
|
||||
}
|
||||
#endif
|
||||
|
||||
int maxinst, maxattribs;
|
||||
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)
|
||||
int maxinst, maxattribs;
|
||||
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, "#version %s\n"
|
||||
|
@ -137,14 +137,14 @@ void PixelShaderCache::Init()
|
|||
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
|
||||
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
|
||||
C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
|
||||
|
||||
|
||||
|
||||
|
||||
if (!PixelShaderCache::CompilePixelShader(s_ColorMatrixProgram, pmatrixprog))
|
||||
{
|
||||
ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
|
||||
s_ColorMatrixProgram.Destroy();
|
||||
}
|
||||
|
||||
|
||||
sprintf(pmatrixprog, "#version %s\n"
|
||||
"#extension GL_ARB_texture_rectangle : enable\n"
|
||||
"%s\n"
|
||||
|
@ -183,7 +183,7 @@ void PixelShaderCache::Init()
|
|||
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
|
||||
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
|
||||
C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
|
||||
|
||||
|
||||
if (!PixelShaderCache::CompilePixelShader(s_DepthMatrixProgram, pmatrixprog))
|
||||
{
|
||||
ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
|
||||
|
@ -194,20 +194,20 @@ void PixelShaderCache::Init()
|
|||
{
|
||||
char pmatrixprog[2048];
|
||||
sprintf(pmatrixprog, "!!ARBfp1.0"
|
||||
"TEMP R0;\n"
|
||||
"TEMP R1;\n"
|
||||
"PARAM K0 = { 0.5, 0.5, 0.5, 0.5};\n"
|
||||
"TEX R0, fragment.texcoord[0], texture[0], RECT;\n"
|
||||
"MUL R0, R0, program.env[%d];\n"
|
||||
"ADD R0, R0, K0;\n"
|
||||
"FLR R0, R0;\n"
|
||||
"MUL R0, R0, program.env[%d];\n"
|
||||
"DP4 R1.x, R0, program.env[%d];\n"
|
||||
"DP4 R1.y, R0, program.env[%d];\n"
|
||||
"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_COLORS+5,C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
|
||||
"TEMP R0;\n"
|
||||
"TEMP R1;\n"
|
||||
"PARAM K0 = { 0.5, 0.5, 0.5, 0.5};\n"
|
||||
"TEX R0, fragment.texcoord[0], texture[0], RECT;\n"
|
||||
"MUL R0, R0, program.env[%d];\n"
|
||||
"ADD R0, R0, K0;\n"
|
||||
"FLR R0, R0;\n"
|
||||
"MUL R0, R0, program.env[%d];\n"
|
||||
"DP4 R1.x, R0, program.env[%d];\n"
|
||||
"DP4 R1.y, R0, program.env[%d];\n"
|
||||
"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_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);
|
||||
|
@ -219,50 +219,50 @@ void PixelShaderCache::Init()
|
|||
}
|
||||
|
||||
sprintf(pmatrixprog, "!!ARBfp1.0\n"
|
||||
"TEMP R0;\n"
|
||||
"TEMP R1;\n"
|
||||
"TEMP R2;\n"
|
||||
//16777215/16777216*256, 1/255, 256, 0
|
||||
"PARAM K0 = { 255.99998474121, 0.003921568627451, 256.0, 0.0};\n"
|
||||
"PARAM K1 = { 15.0, 0.066666666666, 0.0, 0.0};\n"
|
||||
//sample the depth value
|
||||
"TEX R2, fragment.texcoord[0], texture[0], RECT;\n"
|
||||
"TEMP R0;\n"
|
||||
"TEMP R1;\n"
|
||||
"TEMP R2;\n"
|
||||
//16777215/16777216*256, 1/255, 256, 0
|
||||
"PARAM K0 = { 255.99998474121, 0.003921568627451, 256.0, 0.0};\n"
|
||||
"PARAM K1 = { 15.0, 0.066666666666, 0.0, 0.0};\n"
|
||||
//sample the depth value
|
||||
"TEX R2, fragment.texcoord[0], texture[0], RECT;\n"
|
||||
|
||||
//scale from [0*16777216..1*16777216] to
|
||||
//[0*16777215..1*16777215], multiply by 256
|
||||
"MUL R0, R2.x, K0.x;\n" // *16777215/16777216*256
|
||||
//scale from [0*16777216..1*16777216] to
|
||||
//[0*16777215..1*16777215], multiply by 256
|
||||
"MUL R0, R2.x, K0.x;\n" // *16777215/16777216*256
|
||||
|
||||
//It is easy to get bad results due to low precision
|
||||
//here, for example converting like this:
|
||||
//MUL R0,R0,{ 65536, 256, 1, 16777216 }
|
||||
//FRC R0,R0
|
||||
//gives {?, 128/255, 254/255, ?} for depth value 254/255
|
||||
//on some gpus
|
||||
//It is easy to get bad results due to low precision
|
||||
//here, for example converting like this:
|
||||
//MUL R0,R0,{ 65536, 256, 1, 16777216 }
|
||||
//FRC R0,R0
|
||||
//gives {?, 128/255, 254/255, ?} for depth value 254/255
|
||||
//on some gpus
|
||||
|
||||
"FLR R0.x,R0;\n" //bits 31..24
|
||||
"FLR R0.x,R0;\n" //bits 31..24
|
||||
|
||||
"SUB R0.yzw,R0,R0.x;\n" //subtract bits 31..24 from rest
|
||||
"MUL R0.yzw,R0,K0.z;\n" // *256
|
||||
"FLR R0.y,R0;\n" //bits 23..16
|
||||
"SUB R0.yzw,R0,R0.x;\n" //subtract bits 31..24 from rest
|
||||
"MUL R0.yzw,R0,K0.z;\n" // *256
|
||||
"FLR R0.y,R0;\n" //bits 23..16
|
||||
|
||||
"SUB R0.zw,R0,R0.y;\n" //subtract bits 23..16 from rest
|
||||
"MUL R0.zw,R0,K0.z;\n" // *256
|
||||
"FLR R0.z,R0;\n" //bits 15..8
|
||||
"SUB R0.zw,R0,R0.y;\n" //subtract bits 23..16 from rest
|
||||
"MUL R0.zw,R0,K0.z;\n" // *256
|
||||
"FLR R0.z,R0;\n" //bits 15..8
|
||||
|
||||
"MOV R0.w,R0.x;\n" //duplicate bit 31..24
|
||||
"MOV R0.w,R0.x;\n" //duplicate bit 31..24
|
||||
|
||||
"MUL R0,R0,K0.y;\n" // /255
|
||||
"MUL R0,R0,K0.y;\n" // /255
|
||||
|
||||
"MUL R0.w,R0,K1.x;\n" // *15
|
||||
"FLR R0.w,R0;\n" //bits 31..28
|
||||
"MUL R0.w,R0,K1.y;\n" // /15
|
||||
"MUL R0.w,R0,K1.x;\n" // *15
|
||||
"FLR R0.w,R0;\n" //bits 31..28
|
||||
"MUL R0.w,R0,K1.y;\n" // /15
|
||||
|
||||
"DP4 R1.x, R0, program.env[%d];\n"
|
||||
"DP4 R1.y, R0, program.env[%d];\n"
|
||||
"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_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
|
||||
"DP4 R1.x, R0, program.env[%d];\n"
|
||||
"DP4 R1.y, R0, program.env[%d];\n"
|
||||
"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_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);
|
||||
|
@ -280,71 +280,71 @@ void PixelShaderCache::Shutdown()
|
|||
{
|
||||
s_ColorMatrixProgram.Destroy();
|
||||
s_DepthMatrixProgram.Destroy();
|
||||
PSCache::iterator iter = PixelShaders.begin();
|
||||
for (; iter != PixelShaders.end(); iter++)
|
||||
iter->second.Destroy();
|
||||
PixelShaders.clear();
|
||||
PSCache::iterator iter = PixelShaders.begin();
|
||||
for (; iter != PixelShaders.end(); iter++)
|
||||
iter->second.Destroy();
|
||||
PixelShaders.clear();
|
||||
}
|
||||
|
||||
FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
|
||||
{
|
||||
PIXELSHADERUID uid;
|
||||
GetPixelShaderId(&uid, dstAlphaMode, components);
|
||||
PIXELSHADERUID uid;
|
||||
GetPixelShaderId(&uid, dstAlphaMode, components);
|
||||
|
||||
// Check if the shader is already set
|
||||
if (last_entry)
|
||||
{
|
||||
if (uid == last_uid)
|
||||
// Check if the shader is already set
|
||||
if (last_entry)
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
|
||||
ValidatePixelShaderIDs(API_OPENGL, last_entry->safe_uid, last_entry->shader.strprog, dstAlphaMode, components);
|
||||
return &last_entry->shader;
|
||||
if (uid == last_uid)
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
|
||||
ValidatePixelShaderIDs(API_OPENGL, last_entry->safe_uid, last_entry->shader.strprog, dstAlphaMode, components);
|
||||
return &last_entry->shader;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
last_uid = uid;
|
||||
last_uid = uid;
|
||||
|
||||
PSCache::iterator iter = PixelShaders.find(uid);
|
||||
if (iter != PixelShaders.end())
|
||||
{
|
||||
PSCacheEntry &entry = iter->second;
|
||||
last_entry = &entry;
|
||||
PSCache::iterator iter = PixelShaders.find(uid);
|
||||
if (iter != PixelShaders.end())
|
||||
{
|
||||
PSCacheEntry &entry = iter->second;
|
||||
last_entry = &entry;
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
|
||||
ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, dstAlphaMode, components);
|
||||
return &last_entry->shader;
|
||||
}
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
|
||||
ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, dstAlphaMode, components);
|
||||
return &last_entry->shader;
|
||||
}
|
||||
|
||||
// Make an entry in the table
|
||||
PSCacheEntry& newentry = PixelShaders[uid];
|
||||
last_entry = &newentry;
|
||||
const char *code = GeneratePixelShaderCode(dstAlphaMode, g_ActiveConfig.bUseGLSL ? API_GLSL : API_OPENGL, components);
|
||||
// Make an entry in the table
|
||||
PSCacheEntry& newentry = PixelShaders[uid];
|
||||
last_entry = &newentry;
|
||||
const char *code = GeneratePixelShaderCode(dstAlphaMode, g_ActiveConfig.bUseGLSL ? API_GLSL : API_OPENGL, components);
|
||||
|
||||
if (g_ActiveConfig.bEnableShaderDebugging && code)
|
||||
{
|
||||
GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode, components);
|
||||
newentry.shader.strprog = code;
|
||||
}
|
||||
if (g_ActiveConfig.bEnableShaderDebugging && code)
|
||||
{
|
||||
GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode, components);
|
||||
newentry.shader.strprog = code;
|
||||
}
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
|
||||
static int counter = 0;
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
|
||||
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
|
||||
static int counter = 0;
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
|
||||
|
||||
SaveData(szTemp, code);
|
||||
}
|
||||
SaveData(szTemp, code);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (!code || !CompilePixelShader(newentry.shader, code)) {
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
||||
return NULL;
|
||||
}
|
||||
if (!code || !CompilePixelShader(newentry.shader, code)) {
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
INCSTAT(stats.numPixelShadersCreated);
|
||||
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
|
||||
return &last_entry->shader;
|
||||
INCSTAT(stats.numPixelShadersCreated);
|
||||
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
|
||||
return &last_entry->shader;
|
||||
}
|
||||
|
||||
bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
|
||||
|
@ -352,35 +352,32 @@ bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrpr
|
|||
return pCompilePixelShader(ps, pstrprogram);
|
||||
}
|
||||
|
||||
//Disable Fragment programs and reset the selected Program
|
||||
// Disable Fragment programs and reset the selected Program
|
||||
void PixelShaderCache::DisableShader()
|
||||
{
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
assert(true);
|
||||
if(ShaderEnabled)
|
||||
{
|
||||
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
ShaderEnabled = false;
|
||||
}
|
||||
if (ShaderEnabled)
|
||||
{
|
||||
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
ShaderEnabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
//bind a program if is diferent from the binded oone
|
||||
// bind a program if is different from the binded oone
|
||||
void PixelShaderCache::SetCurrentShader(GLuint Shader)
|
||||
{
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
assert(true);
|
||||
if(!ShaderEnabled)
|
||||
{
|
||||
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
ShaderEnabled = true;
|
||||
}
|
||||
if(CurrentShader != Shader)
|
||||
{
|
||||
if(Shader != 0)
|
||||
CurrentShader = Shader;
|
||||
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
|
||||
}
|
||||
if (!ShaderEnabled)
|
||||
{
|
||||
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
ShaderEnabled = true;
|
||||
}
|
||||
if (CurrentShader != Shader)
|
||||
{
|
||||
if (Shader != 0)
|
||||
CurrentShader = Shader;
|
||||
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
|
||||
}
|
||||
}
|
||||
|
||||
// GLSL Specific
|
||||
bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
|
||||
{
|
||||
|
@ -404,12 +401,12 @@ bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
|
|||
GLchar* infoLog = new GLchar[length];
|
||||
glGetShaderInfoLog(result, length, &charsWritten, infoLog);
|
||||
WARN_LOG(VIDEO, "PS Shader info log:\n%s", infoLog);
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "ps_%d.txt", result);
|
||||
FILE *fp = fopen(szTemp, "wb");
|
||||
fwrite(pstrprogram, strlen(pstrprogram), 1, fp);
|
||||
fclose(fp);
|
||||
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "ps_%d.txt", result);
|
||||
FILE *fp = fopen(szTemp, "wb");
|
||||
fwrite(pstrprogram, strlen(pstrprogram), 1, fp);
|
||||
fclose(fp);
|
||||
|
||||
delete[] infoLog;
|
||||
}
|
||||
// Don't try to use this shader
|
||||
|
@ -422,40 +419,43 @@ bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
|
|||
ps.bGLSL = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void SetPSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
|
||||
{
|
||||
PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
|
||||
for (int a = 0; a < NUM_UNIFORMS; ++a)
|
||||
if (!strcmp(name, UniformNames[a]))
|
||||
PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
|
||||
for (int a = 0; a < NUM_UNIFORMS; ++a)
|
||||
{
|
||||
if(tmp.UniformLocations[a] == -1)
|
||||
return;
|
||||
else
|
||||
{
|
||||
glUniform4fv(tmp.UniformLocations[a] + offset, count, f);
|
||||
return;
|
||||
}
|
||||
if (!strcmp(name, UniformNames[a]))
|
||||
{
|
||||
if (tmp.UniformLocations[a] == -1)
|
||||
return;
|
||||
else
|
||||
{
|
||||
glUniform4fv(tmp.UniformLocations[a] + offset, count, f);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
float const f[4] = {f1, f2, f3, f4};
|
||||
|
||||
float const f[4] = {f1, f2, f3, f4};
|
||||
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
ProgramShaderCache::SetMultiPSConstant4fv(const_number, f, 1);
|
||||
return;
|
||||
}
|
||||
for (unsigned int a = 0; a < 10; ++a)
|
||||
{
|
||||
if ( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
|
||||
for (unsigned int a = 0; a < 10; ++a)
|
||||
{
|
||||
unsigned int offset = const_number - PSVar_Loc[a].reg;
|
||||
SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f);
|
||||
return;
|
||||
if (const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - PSVar_Loc[a].reg;
|
||||
SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetGLSLPSConstant4fv(unsigned int const_number, const float *f)
|
||||
|
@ -465,15 +465,15 @@ void SetGLSLPSConstant4fv(unsigned int const_number, const float *f)
|
|||
ProgramShaderCache::SetMultiPSConstant4fv(const_number, f, 1);
|
||||
return;
|
||||
}
|
||||
for (unsigned int a = 0; a < 10; ++a)
|
||||
{
|
||||
if ( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
|
||||
for (unsigned int a = 0; a < 10; ++a)
|
||||
{
|
||||
unsigned int offset = const_number - PSVar_Loc[a].reg;
|
||||
SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f);
|
||||
return;
|
||||
if (const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - PSVar_Loc[a].reg;
|
||||
SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetMultiGLSLPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
|
@ -483,115 +483,117 @@ void SetMultiGLSLPSConstant4fv(unsigned int const_number, unsigned int count, co
|
|||
ProgramShaderCache::SetMultiPSConstant4fv(const_number, f, count);
|
||||
return;
|
||||
}
|
||||
for (unsigned int a = 0; a < 10; ++a)
|
||||
{
|
||||
if (const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
|
||||
for (unsigned int a = 0; a < 10; ++a)
|
||||
{
|
||||
unsigned int offset = const_number - PSVar_Loc[a].reg;
|
||||
SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f, count);
|
||||
return;
|
||||
if (const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - PSVar_Loc[a].reg;
|
||||
SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f, count);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// CG Specific
|
||||
|
||||
// CG Specific
|
||||
bool CompileCGPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
|
||||
{
|
||||
GLenum err = GL_REPORT_ERROR();
|
||||
if (err != GL_NO_ERROR)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "glError %08x before PS!", err);
|
||||
}
|
||||
GLenum err = GL_REPORT_ERROR();
|
||||
if (err != GL_NO_ERROR)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "glError %08x before PS!", err);
|
||||
}
|
||||
|
||||
#if defined HAVE_CG && HAVE_CG
|
||||
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgfProf, "main", NULL);
|
||||
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgfProf, "main", NULL);
|
||||
|
||||
// handle errors
|
||||
if (!cgIsProgram(tempprog))
|
||||
{
|
||||
cgDestroyProgram(tempprog);
|
||||
// handle errors
|
||||
if (!cgIsProgram(tempprog))
|
||||
{
|
||||
cgDestroyProgram(tempprog);
|
||||
|
||||
static int num_failures = 0;
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "bad_ps_%04i.txt", num_failures++);
|
||||
std::ofstream file(szTemp);
|
||||
file << pstrprogram;
|
||||
file.close();
|
||||
static int num_failures = 0;
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "bad_ps_%04i.txt", num_failures++);
|
||||
std::ofstream file(szTemp);
|
||||
file << pstrprogram;
|
||||
file.close();
|
||||
|
||||
PanicAlert("Failed to compile pixel shader %d!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%d):\n%s",
|
||||
num_failures - 1, szTemp,
|
||||
g_cgfProf,
|
||||
cgGetLastListing(g_cgcontext));
|
||||
PanicAlert("Failed to compile pixel shader %d!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%d):\n%s",
|
||||
num_failures - 1, szTemp,
|
||||
g_cgfProf,
|
||||
cgGetLastListing(g_cgcontext));
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// handle warnings
|
||||
if (cgGetError() != CG_NO_ERROR)
|
||||
{
|
||||
WARN_LOG(VIDEO, "Warnings on compile ps %s:", cgGetLastListing(g_cgcontext));
|
||||
WARN_LOG(VIDEO, "%s", 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, &ps.glprogid);
|
||||
ps.bGLSL = false;
|
||||
PixelShaderCache::SetCurrentShader(ps.glprogid);
|
||||
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
|
||||
|
||||
err = GL_REPORT_ERROR();
|
||||
if (err != GL_NO_ERROR)
|
||||
{
|
||||
GLint error_pos, native_limit;
|
||||
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &error_pos);
|
||||
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native_limit);
|
||||
// Error occur
|
||||
if (error_pos != -1) {
|
||||
const char *program_error = (const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB);
|
||||
char line[256];
|
||||
strncpy(line, (const char *)pcompiledprog + error_pos, 255);
|
||||
line[255] = 0;
|
||||
ERROR_LOG(VIDEO, "Error at %i: %s", error_pos, program_error);
|
||||
ERROR_LOG(VIDEO, "Line dump: \n%s", line);
|
||||
} else if (native_limit != -1) {
|
||||
ERROR_LOG(VIDEO, "Hit limit? %i", native_limit);
|
||||
// TODO
|
||||
return false;
|
||||
}
|
||||
ERROR_LOG(VIDEO, "%s", pstrprogram);
|
||||
ERROR_LOG(VIDEO, "%s", pcompiledprog);
|
||||
}
|
||||
|
||||
cgDestroyProgram(tempprog);
|
||||
// handle warnings
|
||||
if (cgGetError() != CG_NO_ERROR)
|
||||
{
|
||||
WARN_LOG(VIDEO, "Warnings on compile ps %s:", cgGetLastListing(g_cgcontext));
|
||||
WARN_LOG(VIDEO, "%s", 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, &ps.glprogid);
|
||||
ps.bGLSL = false;
|
||||
PixelShaderCache::SetCurrentShader(ps.glprogid);
|
||||
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
|
||||
|
||||
err = GL_REPORT_ERROR();
|
||||
if (err != GL_NO_ERROR)
|
||||
{
|
||||
GLint error_pos, native_limit;
|
||||
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &error_pos);
|
||||
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native_limit);
|
||||
// Error occur
|
||||
if (error_pos != -1) {
|
||||
const char *program_error = (const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB);
|
||||
char line[256];
|
||||
strncpy(line, (const char *)pcompiledprog + error_pos, 255);
|
||||
line[255] = 0;
|
||||
ERROR_LOG(VIDEO, "Error at %i: %s", error_pos, program_error);
|
||||
ERROR_LOG(VIDEO, "Line dump: \n%s", line);
|
||||
} else if (native_limit != -1) {
|
||||
ERROR_LOG(VIDEO, "Hit limit? %i", native_limit);
|
||||
// TODO
|
||||
}
|
||||
ERROR_LOG(VIDEO, "%s", pstrprogram);
|
||||
ERROR_LOG(VIDEO, "%s", pcompiledprog);
|
||||
}
|
||||
|
||||
cgDestroyProgram(tempprog);
|
||||
#endif
|
||||
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void SetCGPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
float f[4] = { f1, f2, f3, f4 };
|
||||
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
|
||||
float f[4] = { f1, f2, f3, f4 };
|
||||
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
|
||||
}
|
||||
|
||||
void SetCGPSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
|
||||
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
|
||||
}
|
||||
|
||||
void SetMultiCGPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
for (unsigned int i = 0; i < count; i++,f+=4)
|
||||
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number + i, f);
|
||||
for (unsigned int i = 0; i < count; i++,f+=4)
|
||||
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number + i, f);
|
||||
}
|
||||
|
||||
// Renderer functions
|
||||
void Renderer::SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
|
|
|
@ -34,7 +34,7 @@ struct FRAGMENTSHADER
|
|||
{
|
||||
if (glprogid)
|
||||
{
|
||||
if(bGLSL)
|
||||
if (bGLSL)
|
||||
glDeleteShader(glprogid);
|
||||
else
|
||||
glDeleteProgramsARB(1, &glprogid);
|
||||
|
|
|
@ -18,234 +18,247 @@
|
|||
#include "ProgramShaderCache.h"
|
||||
#include "MathUtil.h"
|
||||
|
||||
#include <assert.h>
|
||||
namespace OGL
|
||||
{
|
||||
GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0;
|
||||
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
|
||||
GLuint ProgramShaderCache::s_ps_vs_ubo;
|
||||
GLintptr ProgramShaderCache::s_vs_data_offset;
|
||||
|
||||
LinearDiskCache<PROGRAMUID, u8> g_program_disk_cache;
|
||||
GLenum ProgramFormat;
|
||||
GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0;
|
||||
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
|
||||
GLuint ProgramShaderCache::s_ps_vs_ubo;
|
||||
GLintptr ProgramShaderCache::s_vs_data_offset;
|
||||
|
||||
std::pair<u32, u32> ProgramShaderCache::CurrentShaderProgram;
|
||||
const char *UniformNames[NUM_UNIFORMS] = {
|
||||
// SAMPLERS
|
||||
"samp0","samp1","samp2","samp3","samp4","samp5","samp6","samp7",
|
||||
// PIXEL SHADER UNIFORMS
|
||||
I_COLORS,
|
||||
I_KCOLORS,
|
||||
I_ALPHA,
|
||||
I_TEXDIMS,
|
||||
I_ZBIAS ,
|
||||
I_INDTEXSCALE ,
|
||||
I_INDTEXMTX,
|
||||
I_FOG,
|
||||
I_PLIGHTS,
|
||||
I_PMATERIALS,
|
||||
// VERTEX SHADER UNIFORMS
|
||||
I_POSNORMALMATRIX,
|
||||
I_PROJECTION ,
|
||||
I_MATERIALS,
|
||||
I_LIGHTS,
|
||||
I_TEXMATRICES,
|
||||
I_TRANSFORMMATRICES ,
|
||||
I_NORMALMATRICES ,
|
||||
I_POSTTRANSFORMMATRICES,
|
||||
I_DEPTHPARAMS,
|
||||
};
|
||||
LinearDiskCache<PROGRAMUID, u8> g_program_disk_cache;
|
||||
GLenum ProgramFormat;
|
||||
|
||||
void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry, const PROGRAMUID &uid)
|
||||
std::pair<u32, u32> ProgramShaderCache::CurrentShaderProgram;
|
||||
const char *UniformNames[NUM_UNIFORMS] =
|
||||
{
|
||||
// SAMPLERS
|
||||
"samp0","samp1","samp2","samp3","samp4","samp5","samp6","samp7",
|
||||
// PIXEL SHADER UNIFORMS
|
||||
I_COLORS,
|
||||
I_KCOLORS,
|
||||
I_ALPHA,
|
||||
I_TEXDIMS,
|
||||
I_ZBIAS ,
|
||||
I_INDTEXSCALE ,
|
||||
I_INDTEXMTX,
|
||||
I_FOG,
|
||||
I_PLIGHTS,
|
||||
I_PMATERIALS,
|
||||
// VERTEX SHADER UNIFORMS
|
||||
I_POSNORMALMATRIX,
|
||||
I_PROJECTION ,
|
||||
I_MATERIALS,
|
||||
I_LIGHTS,
|
||||
I_TEXMATRICES,
|
||||
I_TRANSFORMMATRICES ,
|
||||
I_NORMALMATRICES ,
|
||||
I_POSTTRANSFORMMATRICES,
|
||||
I_DEPTHPARAMS,
|
||||
};
|
||||
|
||||
void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry, const PROGRAMUID &uid)
|
||||
{
|
||||
// Dunno why this is needed when I have the binding
|
||||
// points statically set in the shader source
|
||||
// We should only need these two functions when we don't support binding but do support UBO
|
||||
// Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
// Dunno why this is needed when I have the binding
|
||||
// points statically set in the shader source
|
||||
// We should only need these two functions when we don't support binding but do support UBO
|
||||
// Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
glUniformBlockBinding( entry.program.glprogid, 0, 1 );
|
||||
if(uid.uid.vsid != 0) // Some things have no vertex shader
|
||||
glUniformBlockBinding( entry.program.glprogid, 1, 2 );
|
||||
}
|
||||
|
||||
// We cache our uniform locations for now
|
||||
// Once we move up to a newer version of GLSL, ~1.30
|
||||
// We can remove this
|
||||
|
||||
//For some reason this fails on my hardware
|
||||
//glGetUniformIndices(entry.program.glprogid, NUM_UNIFORMS, UniformNames, entry.program.UniformLocations);
|
||||
//Got to do it this crappy way.
|
||||
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
for(int a = 8; a < NUM_UNIFORMS; ++a)
|
||||
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
|
||||
if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
|
||||
for(int a = 0; a < 8; ++a)
|
||||
{
|
||||
// Still need to get sampler locations since we aren't binding them statically in the shaders
|
||||
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
|
||||
if(entry.program.UniformLocations[a] != -1)
|
||||
glUniform1i(entry.program.UniformLocations[a], a);
|
||||
}
|
||||
glUniformBlockBinding(entry.program.glprogid, 0, 1);
|
||||
// Some things have no vertex shader
|
||||
if (uid.uid.vsid != 0)
|
||||
glUniformBlockBinding(entry.program.glprogid, 1, 2);
|
||||
}
|
||||
|
||||
// Need to get some attribute locations
|
||||
if(uid.uid.vsid != 0 && !g_ActiveConfig.backend_info.bSupportsGLSLATTRBind) // We have no vertex Shader
|
||||
// We cache our uniform locations for now
|
||||
// Once we move up to a newer version of GLSL, ~1.30
|
||||
// We can remove this
|
||||
|
||||
// (Sonicadvance): For some reason this fails on my hardware
|
||||
//glGetUniformIndices(entry.program.glprogid, NUM_UNIFORMS, UniformNames, entry.program.UniformLocations);
|
||||
// Got to do it this crappy way.
|
||||
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
for (int a = 8; a < NUM_UNIFORMS; ++a)
|
||||
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
|
||||
|
||||
if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
|
||||
{
|
||||
for (int a = 0; a < 8; ++a)
|
||||
{
|
||||
glBindAttribLocation(entry.program.glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
|
||||
glBindAttribLocation(entry.program.glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
|
||||
glBindAttribLocation(entry.program.glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
|
||||
// Still need to get sampler locations since we aren't binding them statically in the shaders
|
||||
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
|
||||
if (entry.program.UniformLocations[a] != -1)
|
||||
glUniform1i(entry.program.UniformLocations[a], a);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
|
||||
// Need to get some attribute locations
|
||||
if (uid.uid.vsid != 0 && !g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
|
||||
{
|
||||
PROGRAMUID uid;
|
||||
CurrentFShader = PS;
|
||||
CurrentVShader = VS;
|
||||
|
||||
|
||||
GetProgramShaderId(&uid, CurrentVShader, CurrentFShader);
|
||||
|
||||
if(uid.uid.id == 0)
|
||||
{
|
||||
CurrentProgram = 0;
|
||||
glUseProgram(0);
|
||||
return;
|
||||
}
|
||||
|
||||
// Fragment shaders can survive without Vertex Shaders
|
||||
// We have a valid fragment shader, let's create our program
|
||||
std::pair<u32, u32> ShaderPair = std::make_pair(uid.uid.psid, uid.uid.vsid);
|
||||
PCache::iterator iter = pshaders.find(ShaderPair);
|
||||
if (iter != pshaders.end())
|
||||
{
|
||||
PCacheEntry &entry = iter->second;
|
||||
glUseProgram(entry.program.glprogid);
|
||||
CurrentShaderProgram = ShaderPair;
|
||||
CurrentProgram = entry.program.glprogid;
|
||||
return;
|
||||
}
|
||||
PCacheEntry entry;
|
||||
entry.program.vsid = CurrentVShader;
|
||||
entry.program.psid = CurrentFShader;
|
||||
entry.program.uid = uid;
|
||||
entry.program.glprogid = glCreateProgram();
|
||||
|
||||
// Right, the program is created now
|
||||
// Let's attach everything
|
||||
if(entry.program.vsid != 0) // attaching zero vertex shader makes it freak out
|
||||
glAttachShader(entry.program.glprogid, entry.program.vsid);
|
||||
|
||||
glAttachShader(entry.program.glprogid, entry.program.psid);
|
||||
#ifdef GLEW_VERSION_4_0
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
|
||||
glProgramParameteri(entry.program.glprogid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
|
||||
#endif
|
||||
|
||||
glLinkProgram(entry.program.glprogid);
|
||||
|
||||
glUseProgram(entry.program.glprogid);
|
||||
|
||||
SetProgramVariables(entry, uid);
|
||||
|
||||
pshaders[ShaderPair] = entry;
|
||||
CurrentShaderProgram = ShaderPair;
|
||||
CurrentProgram = entry.program.glprogid;
|
||||
}
|
||||
|
||||
void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
|
||||
{
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, offset * sizeof(float) * 4,
|
||||
count * sizeof(float) * 4, f);
|
||||
}
|
||||
|
||||
void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
|
||||
{
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, s_vs_data_offset + offset * sizeof(float) * 4,
|
||||
count * sizeof(float) * 4, f);
|
||||
}
|
||||
|
||||
GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
|
||||
|
||||
PROGRAMSHADER ProgramShaderCache::GetShaderProgram(void)
|
||||
{
|
||||
return pshaders[CurrentShaderProgram].program;
|
||||
}
|
||||
void ProgramShaderCache::Init(void)
|
||||
{
|
||||
// We have to get the UBO alignment here because
|
||||
// if we generate a buffer that isn't aligned
|
||||
// then the UBO will fail.
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
GLint Align;
|
||||
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);
|
||||
|
||||
GLintptr const ps_data_size = ROUND_UP(C_PENVCONST_END * sizeof(float) * 4, Align);
|
||||
GLintptr const vs_data_size = ROUND_UP(C_VENVCONST_END * sizeof(float) * 4, Align);
|
||||
s_vs_data_offset = ps_data_size;
|
||||
|
||||
// We multiply by *4*4 because we need to get down to basic machine units.
|
||||
// So multiply by four to get how many floats we have from vec4s
|
||||
// Then once more to get bytes
|
||||
glGenBuffers(1, &s_ps_vs_ubo);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, s_ps_vs_ubo);
|
||||
glBufferData(GL_UNIFORM_BUFFER, ps_data_size + vs_data_size, NULL, GL_DYNAMIC_DRAW);
|
||||
|
||||
// Now bind the buffer to the index point
|
||||
// We know PS is 0 since we have it statically set in the shader
|
||||
// Repeat for VS shader
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_ps_vs_ubo, 0, ps_data_size);
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_ps_vs_ubo, s_vs_data_offset, vs_data_size);
|
||||
}
|
||||
#ifdef GLEW_VERSION_4_0
|
||||
// Read our shader cache, only if supported
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
|
||||
{
|
||||
char cache_filename[MAX_PATH];
|
||||
sprintf(cache_filename, "%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
|
||||
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
|
||||
ProgramShaderCacheInserter inserter;
|
||||
g_program_disk_cache.OpenAndRead(cache_filename, inserter);
|
||||
|
||||
GLint Supported;
|
||||
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
|
||||
|
||||
GLint *Formats = new GLint[Supported];
|
||||
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, Formats);
|
||||
ProgramFormat = (GLenum)Formats[0]; // We don't really care about format
|
||||
delete[] Formats;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void ProgramShaderCache::Shutdown(void)
|
||||
{
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
|
||||
{
|
||||
PCache::iterator iter = pshaders.begin();
|
||||
for (; iter != pshaders.end(); ++iter)
|
||||
g_program_disk_cache.Append(iter->second.program.uid, iter->second.program.Data(), iter->second.program.Size());
|
||||
|
||||
g_program_disk_cache.Sync();
|
||||
g_program_disk_cache.Close();
|
||||
}
|
||||
|
||||
PCache::iterator iter = pshaders.begin();
|
||||
for (; iter != pshaders.end(); ++iter)
|
||||
iter->second.Destroy();
|
||||
pshaders.clear();
|
||||
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
glDeleteBuffers(1, &s_ps_vs_ubo);
|
||||
s_ps_vs_ubo = 0;
|
||||
}
|
||||
// We have no vertex Shader
|
||||
glBindAttribLocation(entry.program.glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
|
||||
glBindAttribLocation(entry.program.glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
|
||||
glBindAttribLocation(entry.program.glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
|
||||
}
|
||||
}
|
||||
|
||||
void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
|
||||
{
|
||||
PROGRAMUID uid;
|
||||
CurrentFShader = PS;
|
||||
CurrentVShader = VS;
|
||||
|
||||
GetProgramShaderId(&uid, CurrentVShader, CurrentFShader);
|
||||
|
||||
if (uid.uid.id == 0)
|
||||
{
|
||||
CurrentProgram = 0;
|
||||
glUseProgram(0);
|
||||
return;
|
||||
}
|
||||
|
||||
// Fragment shaders can survive without Vertex Shaders
|
||||
// We have a valid fragment shader, let's create our program
|
||||
std::pair<u32, u32> ShaderPair = std::make_pair(uid.uid.psid, uid.uid.vsid);
|
||||
PCache::iterator iter = pshaders.find(ShaderPair);
|
||||
if (iter != pshaders.end())
|
||||
{
|
||||
PCacheEntry &entry = iter->second;
|
||||
glUseProgram(entry.program.glprogid);
|
||||
CurrentShaderProgram = ShaderPair;
|
||||
CurrentProgram = entry.program.glprogid;
|
||||
return;
|
||||
}
|
||||
|
||||
PCacheEntry entry;
|
||||
entry.program.vsid = CurrentVShader;
|
||||
entry.program.psid = CurrentFShader;
|
||||
entry.program.uid = uid;
|
||||
entry.program.glprogid = glCreateProgram();
|
||||
|
||||
// Right, the program is created now
|
||||
// Let's attach everything
|
||||
if (entry.program.vsid != 0) // attaching zero vertex shader makes it freak out
|
||||
glAttachShader(entry.program.glprogid, entry.program.vsid);
|
||||
|
||||
glAttachShader(entry.program.glprogid, entry.program.psid);
|
||||
|
||||
#ifdef GLEW_VERSION_4_0
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
|
||||
glProgramParameteri(entry.program.glprogid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
|
||||
#endif
|
||||
|
||||
glLinkProgram(entry.program.glprogid);
|
||||
|
||||
glUseProgram(entry.program.glprogid);
|
||||
|
||||
SetProgramVariables(entry, uid);
|
||||
|
||||
pshaders[ShaderPair] = entry;
|
||||
CurrentShaderProgram = ShaderPair;
|
||||
CurrentProgram = entry.program.glprogid;
|
||||
}
|
||||
|
||||
void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
|
||||
{
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, offset * sizeof(float) * 4,
|
||||
count * sizeof(float) * 4, f);
|
||||
}
|
||||
|
||||
void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
|
||||
{
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, s_vs_data_offset + offset * sizeof(float) * 4,
|
||||
count * sizeof(float) * 4, f);
|
||||
}
|
||||
|
||||
GLuint ProgramShaderCache::GetCurrentProgram(void)
|
||||
{
|
||||
return CurrentProgram;
|
||||
}
|
||||
|
||||
PROGRAMSHADER ProgramShaderCache::GetShaderProgram(void)
|
||||
{
|
||||
return pshaders[CurrentShaderProgram].program;
|
||||
}
|
||||
|
||||
void ProgramShaderCache::Init(void)
|
||||
{
|
||||
// We have to get the UBO alignment here because
|
||||
// if we generate a buffer that isn't aligned
|
||||
// then the UBO will fail.
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
GLint Align;
|
||||
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);
|
||||
|
||||
GLintptr const ps_data_size = ROUND_UP(C_PENVCONST_END * sizeof(float) * 4, Align);
|
||||
GLintptr const vs_data_size = ROUND_UP(C_VENVCONST_END * sizeof(float) * 4, Align);
|
||||
s_vs_data_offset = ps_data_size;
|
||||
|
||||
// We multiply by *4*4 because we need to get down to basic machine units.
|
||||
// So multiply by four to get how many floats we have from vec4s
|
||||
// Then once more to get bytes
|
||||
glGenBuffers(1, &s_ps_vs_ubo);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, s_ps_vs_ubo);
|
||||
glBufferData(GL_UNIFORM_BUFFER, ps_data_size + vs_data_size, NULL, GL_DYNAMIC_DRAW);
|
||||
|
||||
// Now bind the buffer to the index point
|
||||
// We know PS is 0 since we have it statically set in the shader
|
||||
// Repeat for VS shader
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_ps_vs_ubo, 0, ps_data_size);
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_ps_vs_ubo, s_vs_data_offset, vs_data_size);
|
||||
}
|
||||
|
||||
#ifdef GLEW_VERSION_4_0
|
||||
// Read our shader cache, only if supported
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
|
||||
{
|
||||
char cache_filename[MAX_PATH];
|
||||
sprintf(cache_filename, "%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
|
||||
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
|
||||
ProgramShaderCacheInserter inserter;
|
||||
g_program_disk_cache.OpenAndRead(cache_filename, inserter);
|
||||
|
||||
GLint Supported;
|
||||
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
|
||||
|
||||
GLint *Formats = new GLint[Supported];
|
||||
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, Formats);
|
||||
// We don't really care about format
|
||||
ProgramFormat = (GLenum)Formats[0];
|
||||
delete[] Formats;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void ProgramShaderCache::Shutdown(void)
|
||||
{
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
|
||||
{
|
||||
PCache::iterator iter = pshaders.begin();
|
||||
for (; iter != pshaders.end(); ++iter)
|
||||
g_program_disk_cache.Append(iter->second.program.uid, iter->second.program.Data(), iter->second.program.Size());
|
||||
|
||||
g_program_disk_cache.Sync();
|
||||
g_program_disk_cache.Close();
|
||||
}
|
||||
|
||||
PCache::iterator iter = pshaders.begin();
|
||||
for (; iter != pshaders.end(); ++iter)
|
||||
iter->second.Destroy();
|
||||
pshaders.clear();
|
||||
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
glDeleteBuffers(1, &s_ps_vs_ubo);
|
||||
s_ps_vs_ubo = 0;
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace OGL
|
||||
|
||||
void GetProgramShaderId(PROGRAMUID *uid, GLuint _v, GLuint _p)
|
||||
{
|
||||
uid->uid.vsid = _v;
|
||||
|
|
|
@ -15,8 +15,7 @@
|
|||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
#ifndef _ProgramShaderCache_H_
|
||||
#define _ProgramShaderCache_H_
|
||||
#pragma once
|
||||
|
||||
#include "GLUtil.h"
|
||||
|
||||
|
@ -28,18 +27,18 @@
|
|||
#include "LinearDiskCache.h"
|
||||
#include "ConfigManager.h"
|
||||
|
||||
union PID
|
||||
union PID
|
||||
{
|
||||
struct
|
||||
{
|
||||
struct {
|
||||
GLuint vsid, psid;
|
||||
};
|
||||
u64 id;
|
||||
};
|
||||
u64 id;
|
||||
};
|
||||
|
||||
class PROGRAMUID
|
||||
{
|
||||
public:
|
||||
|
||||
PID uid;
|
||||
|
||||
PROGRAMUID()
|
||||
|
@ -51,57 +50,63 @@ public:
|
|||
{
|
||||
uid.id = r.uid.id;
|
||||
}
|
||||
|
||||
PROGRAMUID(GLuint _v, GLuint _p)
|
||||
{
|
||||
uid.vsid = _v;
|
||||
uid.psid = _p;
|
||||
}
|
||||
|
||||
int GetNumValues() const
|
||||
u64 GetNumValues() const
|
||||
{
|
||||
return uid.id;
|
||||
}
|
||||
};
|
||||
|
||||
void GetProgramShaderId(PROGRAMUID *uid, GLuint _v, GLuint _p);
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
#define NUM_UNIFORMS 27
|
||||
|
||||
const int NUM_UNIFORMS = 27;
|
||||
extern const char *UniformNames[NUM_UNIFORMS];
|
||||
extern GLenum ProgramFormat;
|
||||
|
||||
struct PROGRAMSHADER
|
||||
{
|
||||
PROGRAMSHADER() : glprogid(0), vsid(0), psid(0), binaryLength(0){}
|
||||
GLuint glprogid; // opengl program id
|
||||
PROGRAMSHADER() : glprogid(0), vsid(0), psid(0), binaryLength(0) {}
|
||||
// opengl program id
|
||||
GLuint glprogid;
|
||||
GLuint vsid, psid;
|
||||
PROGRAMUID uid;
|
||||
GLint UniformLocations[NUM_UNIFORMS];
|
||||
GLint binaryLength;
|
||||
|
||||
// TODO at first glance looks bad - malloc/no free/pointer not saved in instance...
|
||||
u8 *Data()
|
||||
{
|
||||
#ifdef GLEW_VERSION_4_0
|
||||
#ifdef GLEW_VERSION_4_0
|
||||
glGetProgramiv(glprogid, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
|
||||
u8* binary = (u8*)malloc(binaryLength);
|
||||
glGetProgramBinary(glprogid, binaryLength, NULL, &ProgramFormat, binary);
|
||||
return binary;
|
||||
#else
|
||||
return NULL;
|
||||
#endif
|
||||
u8* binary = (u8*)malloc(binaryLength);
|
||||
glGetProgramBinary(glprogid, binaryLength, NULL, &ProgramFormat, binary);
|
||||
return binary;
|
||||
#else
|
||||
return NULL;
|
||||
#endif
|
||||
}
|
||||
|
||||
GLint Size()
|
||||
{
|
||||
#ifdef GLEW_VERSION_4_0
|
||||
if(!binaryLength)
|
||||
#ifdef GLEW_VERSION_4_0
|
||||
if (!binaryLength)
|
||||
glGetProgramiv(glprogid, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
|
||||
return binaryLength;
|
||||
#else
|
||||
#else
|
||||
return 0;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
class ProgramShaderCache
|
||||
{
|
||||
struct PCacheEntry
|
||||
|
@ -109,50 +114,54 @@ class ProgramShaderCache
|
|||
PROGRAMSHADER program;
|
||||
int frameCount;
|
||||
PCacheEntry() : frameCount(0) {}
|
||||
void Destroy() {
|
||||
|
||||
void Destroy()
|
||||
{
|
||||
glDeleteProgram(program.glprogid);
|
||||
program.glprogid = 0;
|
||||
}
|
||||
|
||||
u8* Data()
|
||||
{
|
||||
return program.Data();
|
||||
}
|
||||
|
||||
GLint Size()
|
||||
{
|
||||
return program.Size();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
class ProgramShaderCacheInserter : public LinearDiskCacheReader<PROGRAMUID, u8>
|
||||
{
|
||||
public:
|
||||
void Read(const PROGRAMUID &key, const u8 *value, u32 value_size)
|
||||
public:
|
||||
void Read(const PROGRAMUID &key, const u8 *value, u32 value_size)
|
||||
{
|
||||
#ifdef GLEW_VERSION_4_0
|
||||
PCacheEntry entry;
|
||||
|
||||
// The two shaders might not even exist anymore
|
||||
// But it is fine, no need to worry about that
|
||||
entry.program.vsid = key.uid.vsid;
|
||||
entry.program.psid = key.uid.psid;
|
||||
|
||||
entry.program.glprogid = glCreateProgram();
|
||||
|
||||
glProgramBinary(entry.program.glprogid, ProgramFormat, value, value_size);
|
||||
|
||||
GLint success;
|
||||
glGetProgramiv(entry.program.glprogid, GL_LINK_STATUS, &success);
|
||||
|
||||
if (success)
|
||||
{
|
||||
#ifdef GLEW_VERSION_4_0
|
||||
PCacheEntry entry;
|
||||
|
||||
// The two shaders might not even exist anymore
|
||||
// But it is fine, no need to worry about that
|
||||
entry.program.vsid = key.uid.vsid;
|
||||
entry.program.psid = key.uid.psid;
|
||||
|
||||
entry.program.glprogid = glCreateProgram();
|
||||
|
||||
glProgramBinary(entry.program.glprogid, ProgramFormat, value, value_size);
|
||||
|
||||
GLint success;
|
||||
glGetProgramiv(entry.program.glprogid, GL_LINK_STATUS, &success);
|
||||
|
||||
if (success)
|
||||
{
|
||||
pshaders[std::make_pair(key.uid.psid, key.uid.vsid)] = entry;
|
||||
glUseProgram(entry.program.glprogid);
|
||||
SetProgramVariables(entry, key);
|
||||
}
|
||||
#endif
|
||||
pshaders[std::make_pair(key.uid.psid, key.uid.vsid)] = entry;
|
||||
glUseProgram(entry.program.glprogid);
|
||||
SetProgramVariables(entry, key);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
typedef std::map<std::pair<u32, u32>, PCacheEntry> PCache;
|
||||
|
||||
static PCache pshaders;
|
||||
|
@ -162,7 +171,7 @@ class ProgramShaderCache
|
|||
static GLuint s_ps_vs_ubo;
|
||||
static GLintptr s_vs_data_offset;
|
||||
static void SetProgramVariables(PCacheEntry &entry, const PROGRAMUID &uid);
|
||||
|
||||
|
||||
public:
|
||||
static PROGRAMSHADER GetShaderProgram(void);
|
||||
static void SetBothShaders(GLuint PS, GLuint VS);
|
||||
|
@ -170,12 +179,9 @@ public:
|
|||
|
||||
static void SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count);
|
||||
static void SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count);
|
||||
|
||||
|
||||
static void Init(void);
|
||||
static void Shutdown(void);
|
||||
|
||||
};
|
||||
|
||||
} // namespace OGL
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1439,7 +1439,7 @@ void Renderer::ResetAPIState()
|
|||
{
|
||||
// Gets us to a reasonably sane state where it's possible to do things like
|
||||
// image copies with textured quads, etc.
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(0, 0);
|
||||
else
|
||||
{
|
||||
|
@ -1471,7 +1471,7 @@ void Renderer::RestoreAPIState()
|
|||
if (g_ActiveConfig.bWireFrame)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(0, 0);
|
||||
else
|
||||
{
|
||||
|
|
|
@ -208,7 +208,7 @@ void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
|
|||
if (pcfmt != PC_TEX_FMT_DXT1)
|
||||
{
|
||||
if (expanded_width != width)
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
|
||||
|
||||
if (bHaveMipMaps && autogen_mips)
|
||||
{
|
||||
|
@ -222,7 +222,7 @@ void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
|
|||
}
|
||||
|
||||
if (expanded_width != width)
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -297,7 +297,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
|
|||
|
||||
glViewport(0, 0, virtualW, virtualH);
|
||||
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders((srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(), 0);
|
||||
else
|
||||
PixelShaderCache::SetCurrentShader((srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
|
||||
|
@ -382,8 +382,8 @@ TextureCache::~TextureCache()
|
|||
{
|
||||
if (s_TempFramebuffer)
|
||||
{
|
||||
glDeleteFramebuffersEXT(1, (GLuint*)&s_TempFramebuffer);
|
||||
s_TempFramebuffer = 0;
|
||||
glDeleteFramebuffersEXT(1, (GLuint*)&s_TempFramebuffer);
|
||||
s_TempFramebuffer = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -61,9 +61,9 @@ static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
|
|||
void CreateRgbToYuyvProgram()
|
||||
{
|
||||
// Output is BGRA because that is slightly faster than RGBA.
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
{
|
||||
if(g_ActiveConfig.backend_info.bSupportsGLSLBinding)
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
|
||||
{
|
||||
const char *FProgram =
|
||||
"#version 330 compatibility\n"
|
||||
|
@ -132,9 +132,9 @@ void CreateRgbToYuyvProgram()
|
|||
|
||||
void CreateYuyvToRgbProgram()
|
||||
{
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
{
|
||||
if(g_ActiveConfig.backend_info.bSupportsGLSLBinding)
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
|
||||
{
|
||||
const char *FProgram =
|
||||
"#version 330 compatibility\n"
|
||||
|
@ -410,7 +410,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
|
|||
int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
|
||||
g_renderer->ResetAPIState();
|
||||
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(texconv_shader.glprogid, 0);
|
||||
else
|
||||
PixelShaderCache::SetCurrentShader(texconv_shader.glprogid);
|
||||
|
@ -470,7 +470,7 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
|
|||
s32 expandedWidth = (width + blkW) & (~blkW);
|
||||
s32 expandedHeight = (height + blkH) & (~blkH);
|
||||
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(texconv_shader.glprogid, 0);
|
||||
else
|
||||
PixelShaderCache::SetCurrentShader(texconv_shader.glprogid);
|
||||
|
@ -516,7 +516,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
|
|||
{
|
||||
g_renderer->ResetAPIState();
|
||||
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(s_rgbToYuyvProgram.glprogid, 0);
|
||||
else
|
||||
PixelShaderCache::SetCurrentShader(s_rgbToYuyvProgram.glprogid);
|
||||
|
@ -563,7 +563,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
|
|||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
|
||||
|
||||
// TODO: make this less slow. (How?)
|
||||
if((GLsizei)s_srcTextureWidth == (GLsizei)srcFmtWidth && (GLsizei)s_srcTextureHeight == (GLsizei)srcHeight)
|
||||
if ((GLsizei)s_srcTextureWidth == (GLsizei)srcFmtWidth && (GLsizei)s_srcTextureHeight == (GLsizei)srcHeight)
|
||||
{
|
||||
glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,0,0,s_srcTextureWidth, s_srcTextureHeight,
|
||||
GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
|
||||
|
@ -577,7 +577,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
|
|||
}
|
||||
|
||||
glViewport(0, 0, srcWidth, srcHeight);
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(s_yuyvToRgbProgram.glprogid, 0);
|
||||
else
|
||||
PixelShaderCache::SetCurrentShader(s_yuyvToRgbProgram.glprogid);
|
||||
|
|
|
@ -203,7 +203,7 @@ void VertexManager::vFlush()
|
|||
}
|
||||
VERTEXSHADER* vs = VertexShaderCache::SetShader(g_nativeVertexFmt->m_components);
|
||||
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(ps->glprogid, vs->glprogid);
|
||||
else
|
||||
{
|
||||
|
@ -226,10 +226,10 @@ void VertexManager::vFlush()
|
|||
if (useDstAlpha && !dualSourcePossible)
|
||||
{
|
||||
ps = PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
{
|
||||
ProgramShaderCache::SetBothShaders(ps->glprogid, 0);
|
||||
if(!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
PixelShaderManager::SetConstants(); // Need to set these again, if we don't support UBO
|
||||
if (g_nativeVertexFmt)
|
||||
g_nativeVertexFmt->SetupVertexPointers();
|
||||
|
|
|
@ -16,7 +16,6 @@
|
|||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
#include <math.h>
|
||||
#include <assert.h>
|
||||
|
||||
#include "Globals.h"
|
||||
#include "VideoConfig.h"
|
||||
|
@ -55,98 +54,97 @@ bool (*pCompileVertexShader)(VERTEXSHADER&, const char*);
|
|||
|
||||
void VertexShaderCache::Init()
|
||||
{
|
||||
ShaderEnabled = true;
|
||||
CurrentShader = 0;
|
||||
last_entry = NULL;
|
||||
ShaderEnabled = true;
|
||||
CurrentShader = 0;
|
||||
last_entry = NULL;
|
||||
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
{
|
||||
pSetVSConstant4f = SetGLSLVSConstant4f;
|
||||
pSetVSConstant4fv = SetGLSLVSConstant4fv;
|
||||
pSetMultiVSConstant4fv = SetMultiGLSLVSConstant4fv;
|
||||
pSetMultiVSConstant3fv = SetMultiGLSLVSConstant3fv;
|
||||
pCompileVertexShader = CompileGLSLVertexShader;
|
||||
}
|
||||
else
|
||||
{
|
||||
pSetVSConstant4f = SetCGVSConstant4f;
|
||||
pSetVSConstant4fv = SetCGVSConstant4fv;
|
||||
pSetMultiVSConstant4fv = SetMultiCGVSConstant4fv;
|
||||
pSetMultiVSConstant3fv = SetMultiCGVSConstant3fv;
|
||||
pCompileVertexShader = CompileCGVertexShader;
|
||||
glEnable(GL_VERTEX_PROGRAM_ARB);
|
||||
}
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
{
|
||||
pSetVSConstant4f = SetGLSLVSConstant4f;
|
||||
pSetVSConstant4fv = SetGLSLVSConstant4fv;
|
||||
pSetMultiVSConstant4fv = SetMultiGLSLVSConstant4fv;
|
||||
pSetMultiVSConstant3fv = SetMultiGLSLVSConstant3fv;
|
||||
pCompileVertexShader = CompileGLSLVertexShader;
|
||||
}
|
||||
else
|
||||
{
|
||||
pSetVSConstant4f = SetCGVSConstant4f;
|
||||
pSetVSConstant4fv = SetCGVSConstant4fv;
|
||||
pSetMultiVSConstant4fv = SetMultiCGVSConstant4fv;
|
||||
pSetMultiVSConstant3fv = SetMultiCGVSConstant3fv;
|
||||
pCompileVertexShader = CompileCGVertexShader;
|
||||
glEnable(GL_VERTEX_PROGRAM_ARB);
|
||||
}
|
||||
|
||||
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
|
||||
if (strstr((const char*)glGetString(GL_VENDOR), "Humper") != NULL) s_nMaxVertexInstructions = 4096;
|
||||
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
|
||||
if (strstr((const char*)glGetString(GL_VENDOR), "Humper") != NULL) s_nMaxVertexInstructions = 4096;
|
||||
#if CG_VERSION_NUM == 2100
|
||||
if (strstr((const char*)glGetString(GL_VENDOR), "ATI") != NULL)
|
||||
{
|
||||
s_nMaxVertexInstructions = 4096;
|
||||
}
|
||||
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();
|
||||
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
|
||||
iter->second.Destroy();
|
||||
vshaders.clear();
|
||||
}
|
||||
|
||||
|
||||
VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
|
||||
{
|
||||
VERTEXSHADERUID uid;
|
||||
GetVertexShaderId(&uid, components);
|
||||
if (last_entry)
|
||||
{
|
||||
if (uid == last_uid)
|
||||
VERTEXSHADERUID uid;
|
||||
GetVertexShaderId(&uid, components);
|
||||
if (last_entry)
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
ValidateVertexShaderIDs(API_OPENGL, vshaders[uid].safe_uid, vshaders[uid].shader.strprog, components);
|
||||
return &last_entry->shader;
|
||||
if (uid == last_uid)
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
ValidateVertexShaderIDs(API_OPENGL, vshaders[uid].safe_uid, vshaders[uid].shader.strprog, components);
|
||||
return &last_entry->shader;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
last_uid = uid;
|
||||
last_uid = uid;
|
||||
|
||||
VSCache::iterator iter = vshaders.find(uid);
|
||||
if (iter != vshaders.end())
|
||||
{
|
||||
VSCacheEntry &entry = iter->second;
|
||||
VSCache::iterator iter = vshaders.find(uid);
|
||||
if (iter != vshaders.end())
|
||||
{
|
||||
VSCacheEntry &entry = iter->second;
|
||||
last_entry = &entry;
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
ValidateVertexShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, components);
|
||||
return &last_entry->shader;
|
||||
}
|
||||
|
||||
// Make an entry in the table
|
||||
VSCacheEntry& entry = vshaders[uid];
|
||||
last_entry = &entry;
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
ValidateVertexShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, components);
|
||||
return &last_entry->shader;
|
||||
}
|
||||
|
||||
// Make an entry in the table
|
||||
VSCacheEntry& entry = vshaders[uid];
|
||||
last_entry = &entry;
|
||||
const char *code = GenerateVertexShaderCode(components, g_ActiveConfig.bUseGLSL ? API_GLSL : API_OPENGL);
|
||||
GetSafeVertexShaderId(&entry.safe_uid, components);
|
||||
const char *code = GenerateVertexShaderCode(components, g_ActiveConfig.bUseGLSL ? API_GLSL : API_OPENGL);
|
||||
GetSafeVertexShaderId(&entry.safe_uid, components);
|
||||
|
||||
#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).c_str(), counter++);
|
||||
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).c_str(), counter++);
|
||||
|
||||
SaveData(szTemp, code);
|
||||
}
|
||||
SaveData(szTemp, code);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) {
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
||||
return NULL;
|
||||
}
|
||||
if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) {
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
INCSTAT(stats.numVertexShadersCreated);
|
||||
SETSTAT(stats.numVertexShadersAlive, vshaders.size());
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
return &last_entry->shader;
|
||||
INCSTAT(stats.numVertexShadersCreated);
|
||||
SETSTAT(stats.numVertexShadersAlive, vshaders.size());
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
return &last_entry->shader;
|
||||
}
|
||||
|
||||
bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
|
||||
|
@ -156,32 +154,28 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
|
|||
|
||||
void VertexShaderCache::DisableShader()
|
||||
{
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
assert(true);
|
||||
if (ShaderEnabled)
|
||||
{
|
||||
glDisable(GL_VERTEX_PROGRAM_ARB);
|
||||
ShaderEnabled = false;
|
||||
}
|
||||
if (ShaderEnabled)
|
||||
{
|
||||
glDisable(GL_VERTEX_PROGRAM_ARB);
|
||||
ShaderEnabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void VertexShaderCache::SetCurrentShader(GLuint Shader)
|
||||
{
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
assert(true);
|
||||
if (!ShaderEnabled)
|
||||
{
|
||||
glEnable(GL_VERTEX_PROGRAM_ARB);
|
||||
ShaderEnabled= true;
|
||||
}
|
||||
if (CurrentShader != Shader)
|
||||
{
|
||||
if(Shader != 0)
|
||||
CurrentShader = Shader;
|
||||
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
|
||||
}
|
||||
if (!ShaderEnabled)
|
||||
{
|
||||
glEnable(GL_VERTEX_PROGRAM_ARB);
|
||||
ShaderEnabled= true;
|
||||
}
|
||||
if (CurrentShader != Shader)
|
||||
{
|
||||
if (Shader != 0)
|
||||
CurrentShader = Shader;
|
||||
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
|
||||
}
|
||||
}
|
||||
|
||||
// GLSL Specific
|
||||
bool CompileGLSLVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
|
||||
{
|
||||
|
@ -205,12 +199,12 @@ bool CompileGLSLVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
|
|||
GLchar* infoLog = new GLchar[length];
|
||||
glGetShaderInfoLog(result, length, &charsWritten, infoLog);
|
||||
WARN_LOG(VIDEO, "VS Shader info log:\n%s", infoLog);
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "vs_%d.txt", result);
|
||||
FILE *fp = fopen(szTemp, "wb");
|
||||
fwrite(pstrprogram, strlen(pstrprogram), 1, fp);
|
||||
fclose(fp);
|
||||
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "vs_%d.txt", result);
|
||||
FILE *fp = fopen(szTemp, "wb");
|
||||
fwrite(pstrprogram, strlen(pstrprogram), 1, fp);
|
||||
fclose(fp);
|
||||
|
||||
delete[] infoLog;
|
||||
}
|
||||
// Don't try to use this shader
|
||||
|
@ -223,39 +217,43 @@ bool CompileGLSLVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
|
|||
vs.bGLSL = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void SetVSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
|
||||
{
|
||||
PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
|
||||
for(int a = 0; a < NUM_UNIFORMS; ++a)
|
||||
if(!strcmp(name, UniformNames[a]))
|
||||
PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
|
||||
for (int a = 0; a < NUM_UNIFORMS; ++a)
|
||||
{
|
||||
if(tmp.UniformLocations[a] == -1)
|
||||
return;
|
||||
else
|
||||
{
|
||||
glUniform4fv(tmp.UniformLocations[a] + offset, count, f);
|
||||
return;
|
||||
}
|
||||
if (!strcmp(name, UniformNames[a]))
|
||||
{
|
||||
if (tmp.UniformLocations[a] == -1)
|
||||
return;
|
||||
else
|
||||
{
|
||||
glUniform4fv(tmp.UniformLocations[a] + offset, count, f);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
float const buf[4] = {f1, f2, f3, f4};
|
||||
|
||||
float const buf[4] = {f1, f2, f3, f4};
|
||||
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
ProgramShaderCache::SetMultiVSConstant4fv(const_number, buf, 1);
|
||||
return;
|
||||
}
|
||||
for( unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
for (unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
unsigned int offset = const_number - VSVar_Loc[a].reg;
|
||||
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, buf);
|
||||
return;
|
||||
if (const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - VSVar_Loc[a].reg;
|
||||
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, buf);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetGLSLVSConstant4fv(unsigned int const_number, const float *f)
|
||||
|
@ -265,15 +263,15 @@ void SetGLSLVSConstant4fv(unsigned int const_number, const float *f)
|
|||
ProgramShaderCache::SetMultiVSConstant4fv(const_number, f, 1);
|
||||
return;
|
||||
}
|
||||
for( unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
for (unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
unsigned int offset = const_number - VSVar_Loc[a].reg;
|
||||
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, f);
|
||||
return;
|
||||
if (const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - VSVar_Loc[a].reg;
|
||||
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, f);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetMultiGLSLVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
|
@ -283,157 +281,157 @@ void SetMultiGLSLVSConstant4fv(unsigned int const_number, unsigned int count, co
|
|||
ProgramShaderCache::SetMultiVSConstant4fv(const_number, f, count);
|
||||
return;
|
||||
}
|
||||
for( unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
for (unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
unsigned int offset = const_number - VSVar_Loc[a].reg;
|
||||
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, f, count);
|
||||
return;
|
||||
if (const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - VSVar_Loc[a].reg;
|
||||
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, f, count);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetMultiGLSLVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
float buf[4 * C_VENVCONST_END];
|
||||
for (unsigned int i = 0; i < count; i++)
|
||||
{
|
||||
buf[4*i ] = *f++;
|
||||
buf[4*i+1] = *f++;
|
||||
buf[4*i+2] = *f++;
|
||||
buf[4*i+3] = 0.f;
|
||||
}
|
||||
float buf[4 * C_VENVCONST_END];
|
||||
for (unsigned int i = 0; i < count; i++)
|
||||
{
|
||||
buf[4*i ] = *f++;
|
||||
buf[4*i+1] = *f++;
|
||||
buf[4*i+2] = *f++;
|
||||
buf[4*i+3] = 0.f;
|
||||
}
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
ProgramShaderCache::SetMultiVSConstant4fv(const_number, buf, count);
|
||||
return;
|
||||
}
|
||||
for( unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
for (unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
unsigned int offset = const_number - VSVar_Loc[a].reg;
|
||||
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, buf, count);
|
||||
return;
|
||||
if (const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - VSVar_Loc[a].reg;
|
||||
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, buf, count);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// CG Specific
|
||||
bool CompileCGVertexShader(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);
|
||||
}
|
||||
// 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
|
||||
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", NULL);
|
||||
if (!cgIsProgram(tempprog)) {
|
||||
static int num_failures = 0;
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "bad_vs_%04i.txt", num_failures++);
|
||||
std::ofstream file(szTemp);
|
||||
file << pstrprogram;
|
||||
file.close();
|
||||
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", NULL);
|
||||
if (!cgIsProgram(tempprog)) {
|
||||
static int num_failures = 0;
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "bad_vs_%04i.txt", num_failures++);
|
||||
std::ofstream file(szTemp);
|
||||
file << pstrprogram;
|
||||
file.close();
|
||||
|
||||
PanicAlert("Failed to compile vertex shader %d!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%d):\n%s",
|
||||
num_failures - 1, szTemp,
|
||||
g_cgfProf,
|
||||
cgGetLastListing(g_cgcontext));
|
||||
PanicAlert("Failed to compile vertex shader %d!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%d):\n%s",
|
||||
num_failures - 1, szTemp,
|
||||
g_cgfProf,
|
||||
cgGetLastListing(g_cgcontext));
|
||||
|
||||
cgDestroyProgram(tempprog);
|
||||
ERROR_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
|
||||
ERROR_LOG(VIDEO, "%s", pstrprogram);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (cgGetError() != CG_NO_ERROR)
|
||||
{
|
||||
WARN_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
|
||||
WARN_LOG(VIDEO, "%s", 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);
|
||||
vs.bGLSL = false;
|
||||
VertexShaderCache::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, "%s", pstrprogram);
|
||||
ERROR_LOG(VIDEO, "%s", pcompiledprog);
|
||||
}
|
||||
|
||||
cgDestroyProgram(tempprog);
|
||||
ERROR_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
|
||||
ERROR_LOG(VIDEO, "%s", pstrprogram);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (cgGetError() != CG_NO_ERROR)
|
||||
{
|
||||
WARN_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
|
||||
WARN_LOG(VIDEO, "%s", 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);
|
||||
vs.bGLSL = false;
|
||||
VertexShaderCache::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, "%s", pstrprogram);
|
||||
ERROR_LOG(VIDEO, "%s", pcompiledprog);
|
||||
}
|
||||
|
||||
cgDestroyProgram(tempprog);
|
||||
#endif
|
||||
|
||||
if (g_ActiveConfig.bEnableShaderDebugging)
|
||||
vs.strprog = pstrprogram;
|
||||
if (g_ActiveConfig.bEnableShaderDebugging)
|
||||
vs.strprog = pstrprogram;
|
||||
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
void SetCGVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB, const_number, f1, f2, f3, f4);
|
||||
glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB, const_number, f1, f2, f3, f4);
|
||||
}
|
||||
|
||||
void SetCGVSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
|
||||
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
|
||||
}
|
||||
|
||||
void SetMultiCGVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
if(GLEW_EXT_gpu_program_parameters)
|
||||
{
|
||||
glProgramEnvParameters4fvEXT(GL_VERTEX_PROGRAM_ARB, const_number, count, f);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (unsigned int i = 0; i < count; i++,f+=4)
|
||||
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, f);
|
||||
}
|
||||
if (GLEW_EXT_gpu_program_parameters)
|
||||
{
|
||||
glProgramEnvParameters4fvEXT(GL_VERTEX_PROGRAM_ARB, const_number, count, f);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (unsigned int i = 0; i < count; i++,f+=4)
|
||||
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, f);
|
||||
}
|
||||
}
|
||||
|
||||
void SetMultiCGVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
if(GLEW_EXT_gpu_program_parameters)
|
||||
{
|
||||
float buf[4 * C_VENVCONST_END];
|
||||
for (unsigned int i = 0; i < count; i++)
|
||||
if (GLEW_EXT_gpu_program_parameters)
|
||||
{
|
||||
buf[4*i ] = *f++;
|
||||
buf[4*i+1] = *f++;
|
||||
buf[4*i+2] = *f++;
|
||||
buf[4*i+3] = 0.f;
|
||||
float buf[4 * C_VENVCONST_END];
|
||||
for (unsigned int i = 0; i < count; i++)
|
||||
{
|
||||
buf[4*i ] = *f++;
|
||||
buf[4*i+1] = *f++;
|
||||
buf[4*i+2] = *f++;
|
||||
buf[4*i+3] = 0.f;
|
||||
}
|
||||
glProgramEnvParameters4fvEXT(GL_VERTEX_PROGRAM_ARB, const_number, count, buf);
|
||||
}
|
||||
glProgramEnvParameters4fvEXT(GL_VERTEX_PROGRAM_ARB, const_number, count, buf);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (unsigned int i = 0; i < count; i++)
|
||||
else
|
||||
{
|
||||
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);
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Renderer Functions
|
||||
|
@ -457,5 +455,4 @@ void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int cou
|
|||
pSetMultiVSConstant3fv(const_number, count, f);
|
||||
}
|
||||
|
||||
|
||||
} // namespace OGL
|
||||
|
|
|
@ -32,7 +32,7 @@ struct VERTEXSHADER
|
|||
VERTEXSHADER() : glprogid(0), bGLSL(0) {}
|
||||
void Destroy()
|
||||
{
|
||||
if(bGLSL)
|
||||
if (bGLSL)
|
||||
glDeleteShader(glprogid);
|
||||
else
|
||||
glDeleteProgramsARB(1, &glprogid);
|
||||
|
|
Loading…
Reference in New Issue