move efb2ram shaders to textureCache

This commit is contained in:
degasus 2013-01-11 15:24:43 +01:00
parent 60b8e4fb1c
commit 7c01c2bf11
3 changed files with 88 additions and 101 deletions

View File

@ -39,8 +39,6 @@ namespace OGL
{
static int s_nMaxPixelInstructions;
static FRAGMENTSHADER s_ColorMatrixProgram;
static FRAGMENTSHADER s_DepthMatrixProgram;
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
PIXELSHADERUID PixelShaderCache::s_curuid;
bool PixelShaderCache::s_displayCompileAlert;
@ -50,16 +48,6 @@ bool PixelShaderCache::ShaderEnabled;
PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry = NULL;
PIXELSHADERUID PixelShaderCache::last_uid;
GLuint PixelShaderCache::GetDepthMatrixProgram()
{
return s_DepthMatrixProgram.glprogid;
}
GLuint PixelShaderCache::GetColorMatrixProgram()
{
return s_ColorMatrixProgram.glprogid;
}
void PixelShaderCache::Init()
{
ShaderEnabled = true;
@ -68,94 +56,10 @@ void PixelShaderCache::Init()
GL_REPORT_ERRORD();
s_displayCompileAlert = true;
char pmatrixprog[2048];
sprintf(pmatrixprog, "#version 130\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"%s\n"
"uniform sampler2DRect samp0;\n"
"%s\n"
"%svec4 " I_COLORS"[7];\n"
"%s\n"
"out vec4 ocol0;\n"
"\n"
"void main(){\n"
" vec4 Temp0, Temp1;\n"
" vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
" Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
" Temp0 = Temp0 * " I_COLORS"[%d];\n"
" Temp0 = Temp0 + K0;\n"
" Temp0 = floor(Temp0);\n"
" Temp0 = Temp0 * " I_COLORS"[%d];\n"
" Temp1.x = dot(Temp0, " I_COLORS"[%d]);\n"
" Temp1.y = dot(Temp0, " I_COLORS"[%d]);\n"
" Temp1.z = dot(Temp0, " I_COLORS"[%d]);\n"
" Temp1.w = dot(Temp0, " I_COLORS"[%d]);\n"
" ocol0 = Temp1 + " I_COLORS"[%d];\n"
"}\n",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "#extension GL_ARB_uniform_buffer_object : enable" : "",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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 130\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"%s\n"
"uniform sampler2DRect samp0;\n"
"%s\n"
"%svec4 " I_COLORS"[5];\n"
"%s\n"
"out vec4 ocol0;\n"
"\n"
"void main(){\n"
" vec4 R0, R1, R2;\n"
" vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
" vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
" R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
" R0.x = R2.x * K0.x;\n"
" R0.x = floor(R0).x;\n"
" R0.yzw = (R0 - R0.x).yzw;\n"
" R0.yzw = (R0 * K0.z).yzw;\n"
" R0.y = floor(R0).y;\n"
" R0.zw = (R0 - R0.y).zw;\n"
" R0.zw = (R0 * K0.z).zw;\n"
" R0.z = floor(R0).z;\n"
" R0.w = R0.x;\n"
" R0 = R0 * K0.y;\n"
" R0.w = (R0 * K1.x).w;\n"
" R0.w = floor(R0).w;\n"
" R0.w = (R0 * K1.y).w;\n"
" R1.x = dot(R0, " I_COLORS"[%d]);\n"
" R1.y = dot(R0, " I_COLORS"[%d]);\n"
" R1.z = dot(R0, " I_COLORS"[%d]);\n"
" R1.w = dot(R0, " I_COLORS"[%d]);\n"
" ocol0 = R1 * " I_COLORS"[%d];\n"
"}\n",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "#extension GL_ARB_uniform_buffer_object : enable" : "",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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");
s_DepthMatrixProgram.Destroy();
}
}
void PixelShaderCache::Shutdown()
{
s_ColorMatrixProgram.Destroy();
s_DepthMatrixProgram.Destroy();
PSCache::iterator iter = PixelShaders.begin();
for (; iter != PixelShaders.end(); iter++)
iter->second.Destroy();

View File

@ -77,10 +77,6 @@ public:
static FRAGMENTSHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
static bool CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
static GLuint GetColorMatrixProgram();
static GLuint GetDepthMatrixProgram();
};
} // namespace OGL

View File

@ -57,6 +57,9 @@
namespace OGL
{
static FRAGMENTSHADER s_ColorMatrixProgram;
static FRAGMENTSHADER s_DepthMatrixProgram;
struct VBOCache {
GLuint vbo;
GLuint vao;
@ -310,7 +313,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
glViewport(0, 0, virtual_width, virtual_height);
ProgramShaderCache::SetBothShaders((srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(), 0);
ProgramShaderCache::SetBothShaders((srcFormat == PIXELFMT_Z24) ? s_DepthMatrixProgram.glprogid : s_ColorMatrixProgram.glprogid, 0);
PixelShaderManager::SetColorMatrix(colmat); // set transformation
GL_REPORT_ERRORD();
@ -450,11 +453,95 @@ void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, co
TextureCache::TextureCache()
{
char pmatrixprog[2048];
sprintf(pmatrixprog, "#version 130\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"%s\n"
"uniform sampler2DRect samp0;\n"
"%s\n"
"%svec4 " I_COLORS"[7];\n"
"%s\n"
"out vec4 ocol0;\n"
"\n"
"void main(){\n"
" vec4 Temp0, Temp1;\n"
" vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
" Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
" Temp0 = Temp0 * " I_COLORS"[%d];\n"
" Temp0 = Temp0 + K0;\n"
" Temp0 = floor(Temp0);\n"
" Temp0 = Temp0 * " I_COLORS"[%d];\n"
" Temp1.x = dot(Temp0, " I_COLORS"[%d]);\n"
" Temp1.y = dot(Temp0, " I_COLORS"[%d]);\n"
" Temp1.z = dot(Temp0, " I_COLORS"[%d]);\n"
" Temp1.w = dot(Temp0, " I_COLORS"[%d]);\n"
" ocol0 = Temp1 + " I_COLORS"[%d];\n"
"}\n",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "#extension GL_ARB_uniform_buffer_object : enable" : "",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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 130\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"%s\n"
"uniform sampler2DRect samp0;\n"
"%s\n"
"%svec4 " I_COLORS"[5];\n"
"%s\n"
"out vec4 ocol0;\n"
"\n"
"void main(){\n"
" vec4 R0, R1, R2;\n"
" vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
" vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
" R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
" R0.x = R2.x * K0.x;\n"
" R0.x = floor(R0).x;\n"
" R0.yzw = (R0 - R0.x).yzw;\n"
" R0.yzw = (R0 * K0.z).yzw;\n"
" R0.y = floor(R0).y;\n"
" R0.zw = (R0 - R0.y).zw;\n"
" R0.zw = (R0 * K0.z).zw;\n"
" R0.z = floor(R0).z;\n"
" R0.w = R0.x;\n"
" R0 = R0 * K0.y;\n"
" R0.w = (R0 * K1.x).w;\n"
" R0.w = floor(R0).w;\n"
" R0.w = (R0 * K1.y).w;\n"
" R1.x = dot(R0, " I_COLORS"[%d]);\n"
" R1.y = dot(R0, " I_COLORS"[%d]);\n"
" R1.z = dot(R0, " I_COLORS"[%d]);\n"
" R1.w = dot(R0, " I_COLORS"[%d]);\n"
" ocol0 = R1 * " I_COLORS"[%d];\n"
"}\n",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "#extension GL_ARB_uniform_buffer_object : enable" : "",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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");
s_DepthMatrixProgram.Destroy();
}
}
TextureCache::~TextureCache()
{
s_ColorMatrixProgram.Destroy();
s_DepthMatrixProgram.Destroy();
for(std::map<u64, VBOCache>::iterator it = s_VBO.begin(); it != s_VBO.end(); it++) {
glDeleteBuffers(1, &it->second.vbo);
glDeleteVertexArrays(1, &it->second.vao);