move efb2ram shaders to textureCache
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60b8e4fb1c
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7c01c2bf11
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@ -39,8 +39,6 @@ namespace OGL
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{
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static int s_nMaxPixelInstructions;
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static FRAGMENTSHADER s_ColorMatrixProgram;
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static FRAGMENTSHADER s_DepthMatrixProgram;
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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PIXELSHADERUID PixelShaderCache::s_curuid;
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bool PixelShaderCache::s_displayCompileAlert;
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@ -50,16 +48,6 @@ bool PixelShaderCache::ShaderEnabled;
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PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry = NULL;
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PIXELSHADERUID PixelShaderCache::last_uid;
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GLuint PixelShaderCache::GetDepthMatrixProgram()
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{
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return s_DepthMatrixProgram.glprogid;
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}
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GLuint PixelShaderCache::GetColorMatrixProgram()
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{
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return s_ColorMatrixProgram.glprogid;
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}
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void PixelShaderCache::Init()
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{
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ShaderEnabled = true;
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@ -68,94 +56,10 @@ void PixelShaderCache::Init()
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GL_REPORT_ERRORD();
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s_displayCompileAlert = true;
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char pmatrixprog[2048];
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sprintf(pmatrixprog, "#version 130\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"%s\n"
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"uniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 " I_COLORS"[7];\n"
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"%s\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 Temp0, Temp1;\n"
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" vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
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" Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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" Temp0 = Temp0 * " I_COLORS"[%d];\n"
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" Temp0 = Temp0 + K0;\n"
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" Temp0 = floor(Temp0);\n"
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" Temp0 = Temp0 * " I_COLORS"[%d];\n"
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" Temp1.x = dot(Temp0, " I_COLORS"[%d]);\n"
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" Temp1.y = dot(Temp0, " I_COLORS"[%d]);\n"
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" Temp1.z = dot(Temp0, " I_COLORS"[%d]);\n"
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" Temp1.w = dot(Temp0, " I_COLORS"[%d]);\n"
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" ocol0 = Temp1 + " I_COLORS"[%d];\n"
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"}\n",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "#extension GL_ARB_uniform_buffer_object : enable" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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if (!PixelShaderCache::CompilePixelShader(s_ColorMatrixProgram, pmatrixprog))
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{
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ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
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s_ColorMatrixProgram.Destroy();
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}
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sprintf(pmatrixprog, "#version 130\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"%s\n"
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"uniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 " I_COLORS"[5];\n"
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"%s\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 R0, R1, R2;\n"
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" vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
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" vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
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" R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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" R0.x = R2.x * K0.x;\n"
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" R0.x = floor(R0).x;\n"
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" R0.yzw = (R0 - R0.x).yzw;\n"
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" R0.yzw = (R0 * K0.z).yzw;\n"
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" R0.y = floor(R0).y;\n"
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" R0.zw = (R0 - R0.y).zw;\n"
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" R0.zw = (R0 * K0.z).zw;\n"
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" R0.z = floor(R0).z;\n"
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" R0.w = R0.x;\n"
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" R0 = R0 * K0.y;\n"
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" R0.w = (R0 * K1.x).w;\n"
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" R0.w = floor(R0).w;\n"
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" R0.w = (R0 * K1.y).w;\n"
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" R1.x = dot(R0, " I_COLORS"[%d]);\n"
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" R1.y = dot(R0, " I_COLORS"[%d]);\n"
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" R1.z = dot(R0, " I_COLORS"[%d]);\n"
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" R1.w = dot(R0, " I_COLORS"[%d]);\n"
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" ocol0 = R1 * " I_COLORS"[%d];\n"
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"}\n",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "#extension GL_ARB_uniform_buffer_object : enable" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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if (!PixelShaderCache::CompilePixelShader(s_DepthMatrixProgram, pmatrixprog))
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{
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ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
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s_DepthMatrixProgram.Destroy();
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}
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}
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void PixelShaderCache::Shutdown()
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{
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s_ColorMatrixProgram.Destroy();
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s_DepthMatrixProgram.Destroy();
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PSCache::iterator iter = PixelShaders.begin();
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for (; iter != PixelShaders.end(); iter++)
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iter->second.Destroy();
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@ -77,10 +77,6 @@ public:
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static FRAGMENTSHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
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static bool CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
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static GLuint GetColorMatrixProgram();
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static GLuint GetDepthMatrixProgram();
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};
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} // namespace OGL
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@ -57,6 +57,9 @@
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namespace OGL
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{
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static FRAGMENTSHADER s_ColorMatrixProgram;
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static FRAGMENTSHADER s_DepthMatrixProgram;
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struct VBOCache {
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GLuint vbo;
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GLuint vao;
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@ -310,7 +313,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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glViewport(0, 0, virtual_width, virtual_height);
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ProgramShaderCache::SetBothShaders((srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(), 0);
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ProgramShaderCache::SetBothShaders((srcFormat == PIXELFMT_Z24) ? s_DepthMatrixProgram.glprogid : s_ColorMatrixProgram.glprogid, 0);
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PixelShaderManager::SetColorMatrix(colmat); // set transformation
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GL_REPORT_ERRORD();
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@ -450,11 +453,95 @@ void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, co
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TextureCache::TextureCache()
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{
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char pmatrixprog[2048];
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sprintf(pmatrixprog, "#version 130\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"%s\n"
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"uniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 " I_COLORS"[7];\n"
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"%s\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 Temp0, Temp1;\n"
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" vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
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" Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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" Temp0 = Temp0 * " I_COLORS"[%d];\n"
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" Temp0 = Temp0 + K0;\n"
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" Temp0 = floor(Temp0);\n"
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" Temp0 = Temp0 * " I_COLORS"[%d];\n"
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" Temp1.x = dot(Temp0, " I_COLORS"[%d]);\n"
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" Temp1.y = dot(Temp0, " I_COLORS"[%d]);\n"
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" Temp1.z = dot(Temp0, " I_COLORS"[%d]);\n"
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" Temp1.w = dot(Temp0, " I_COLORS"[%d]);\n"
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" ocol0 = Temp1 + " I_COLORS"[%d];\n"
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"}\n",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "#extension GL_ARB_uniform_buffer_object : enable" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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if (!PixelShaderCache::CompilePixelShader(s_ColorMatrixProgram, pmatrixprog))
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{
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ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
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s_ColorMatrixProgram.Destroy();
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}
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sprintf(pmatrixprog, "#version 130\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"%s\n"
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"uniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 " I_COLORS"[5];\n"
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"%s\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 R0, R1, R2;\n"
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" vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
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" vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
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" R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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" R0.x = R2.x * K0.x;\n"
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" R0.x = floor(R0).x;\n"
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" R0.yzw = (R0 - R0.x).yzw;\n"
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" R0.yzw = (R0 * K0.z).yzw;\n"
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" R0.y = floor(R0).y;\n"
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" R0.zw = (R0 - R0.y).zw;\n"
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" R0.zw = (R0 * K0.z).zw;\n"
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" R0.z = floor(R0).z;\n"
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" R0.w = R0.x;\n"
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" R0 = R0 * K0.y;\n"
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" R0.w = (R0 * K1.x).w;\n"
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" R0.w = floor(R0).w;\n"
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" R0.w = (R0 * K1.y).w;\n"
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" R1.x = dot(R0, " I_COLORS"[%d]);\n"
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" R1.y = dot(R0, " I_COLORS"[%d]);\n"
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" R1.z = dot(R0, " I_COLORS"[%d]);\n"
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" R1.w = dot(R0, " I_COLORS"[%d]);\n"
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" ocol0 = R1 * " I_COLORS"[%d];\n"
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"}\n",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "#extension GL_ARB_uniform_buffer_object : enable" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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if (!PixelShaderCache::CompilePixelShader(s_DepthMatrixProgram, pmatrixprog))
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{
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ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
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s_DepthMatrixProgram.Destroy();
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}
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}
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TextureCache::~TextureCache()
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{
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s_ColorMatrixProgram.Destroy();
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s_DepthMatrixProgram.Destroy();
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for(std::map<u64, VBOCache>::iterator it = s_VBO.begin(); it != s_VBO.end(); it++) {
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glDeleteBuffers(1, &it->second.vbo);
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glDeleteVertexArrays(1, &it->second.vao);
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