Clean up various things.

This commit is contained in:
NeoBrainX 2011-09-29 23:32:05 +02:00
parent ddfe219293
commit 81c614fa07
13 changed files with 65 additions and 69 deletions

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@ -24,7 +24,7 @@
// Increment this every time you change shader generation code.
enum
{
LINEAR_DISKCACHE_VER = 6965
LINEAR_DISKCACHE_VER = 6966
};
// On disk format:

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@ -27,8 +27,6 @@
#include "VideoConfig.h"
#include "NativeVertexFormat.h"
PIXELSHADERUID last_pixel_shader_uid;
static int AlphaPreTest();
static void StageHash(int stage, u32* out)
@ -104,8 +102,9 @@ static void StageHash(int stage, u32* out)
// a unique identifier, basically containing all the bits. Yup, it's a lot ....
// It would likely be a lot more efficient to build this incrementally as the attributes
// are set...
void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode)
void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 components)
{
memset(uid->values, 0, sizeof(uid->values));
uid->values[0] |= bpmem.genMode.numtevstages; // 4
uid->values[0] |= bpmem.genMode.numtexgens << 4; // 4
uid->values[0] |= dstAlphaMode << 8; // 2
@ -192,13 +191,17 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode)
++ptr;
if (enablePL)
{
ptr += GetLightingShaderId(ptr);
*ptr++ = components;
}
uid->num_values = ptr - uid->values;
}
void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode)
void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode, u32 components)
{
memset(uid->values, 0, sizeof(uid->values));
u32* ptr = uid->values;
*ptr++ = dstAlphaMode; // 0
*ptr++ = bpmem.genMode.hex; // 1
@ -211,11 +214,11 @@ void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode)
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
// TODO: Include register states for lighting shader
*ptr++ = xfregs.color[0].hex;
*ptr++ = xfregs.alpha[0].hex;
*ptr++ = xfregs.color[1].hex;
*ptr++ = xfregs.alpha[1].hex;
*ptr++ = components;
}
for (unsigned int i = 0; i < 8; ++i)
@ -251,7 +254,7 @@ void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::
return;
PIXELSHADERUIDSAFE new_id;
GetSafePixelShaderId(&new_id, dstAlphaMode);
GetSafePixelShaderId(&new_id, dstAlphaMode, components);
if (!(old_id == new_id))
{
@ -874,13 +877,13 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
}
else if (bpmem.tevind[n].mid <= 7 && bHasTexCoord)
{ // s matrix
// TODO: Might become negative?
_assert_(bpmem.tevind[n].mid >= 5);
int mtxidx = 2*(bpmem.tevind[n].mid-5);
WRITE(p, "float2 indtevtrans%d = "I_INDTEXMTX"[%d].ww * uv%d.xy * indtevcrd%d.xx;\n", n, mtxidx, texcoord, n);
}
else if (bpmem.tevind[n].mid <= 11 && bHasTexCoord)
{ // t matrix
// TODO: Might become negative?
_assert_(bpmem.tevind[n].mid >= 9);
int mtxidx = 2*(bpmem.tevind[n].mid-9);
WRITE(p, "float2 indtevtrans%d = "I_INDTEXMTX"[%d].ww * uv%d.xy * indtevcrd%d.yy;\n", n, mtxidx, texcoord, n);
}

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@ -44,8 +44,8 @@
#define C_PLIGHTS (C_FOG + 3)
#define C_PMATERIALS (C_PLIGHTS + 40)
#define C_PENVCONST_END (C_PMATERIALS + 4)
#define PIXELSHADERUID_MAX_VALUES 69
#define PIXELSHADERUID_MAX_VALUES_SAFE 117
#define PIXELSHADERUID_MAX_VALUES 70
#define PIXELSHADERUID_MAX_VALUES_SAFE 120
// DO NOT make anything in this class virtual.
template<bool safe>
@ -53,14 +53,10 @@ class _PIXELSHADERUID
{
public:
u32 values[safe ? PIXELSHADERUID_MAX_VALUES_SAFE : PIXELSHADERUID_MAX_VALUES];
u16 num_values;
int num_values;
_PIXELSHADERUID()
{
memset(values, 0, sizeof(values));
if (safe) num_values = sizeof(values) / sizeof(values[0]);
else num_values = 0;
}
_PIXELSHADERUID(const _PIXELSHADERUID& r)
@ -119,13 +115,10 @@ enum DSTALPHA_MODE
const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
// TODO: Wtf, those need components as well! -.-
void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode);
void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode);
void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 components);
void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode, u32 components);
// Used to make sure that our optimized pixel shader IDs don't lose any possible shader code changes
void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::string& old_code, DSTALPHA_MODE dstAlphaMode, u32 components);
extern PIXELSHADERUID last_pixel_shader_uid;
#endif // GCOGL_PIXELSHADER_H

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@ -26,12 +26,11 @@
#include "VertexShaderGen.h"
#include "VideoConfig.h"
VERTEXSHADERUID last_vertex_shader_uid;
// Mash together all the inputs that contribute to the code of a generated vertex shader into
// a unique identifier, basically containing all the bits. Yup, it's a lot ....
void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components)
{
memset(uid->values, 0, sizeof(uid->values));
uid->values[0] = components |
(xfregs.numTexGen.numTexGens << 23) |
(xfregs.numChan.numColorChans << 27) |
@ -67,6 +66,7 @@ void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components)
void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components)
{
// Just store all used registers here without caring whether we need all bits or less.
memset(uid->values, 0, sizeof(uid->values));
u32* ptr = uid->values;
*ptr++ = components;
*ptr++ = xfregs.numTexGen.hex;

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@ -57,7 +57,6 @@ public:
_VERTEXSHADERUID()
{
memset(values, 0, sizeof(values));
}
_VERTEXSHADERUID(const _VERTEXSHADERUID& r)
@ -116,6 +115,4 @@ void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components);
// Used to make sure that our optimized vertex shader IDs don't lose any possible shader code changes
void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components);
extern VERTEXSHADERUID last_vertex_shader_uid;
#endif // GCOGL_VERTEXSHADER_H

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@ -413,7 +413,7 @@ void PixelShaderCache::Init()
PixelShaderCacheInserter inserter;
g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging) // TODO: Hacks..
if (g_Config.bEnableShaderDebugging)
Clear();
}

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@ -175,7 +175,7 @@ void VertexShaderCache::Init()
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging) // TODO: Hacks..
if (g_Config.bEnableShaderDebugging)
Clear();
}

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@ -284,7 +284,7 @@ void PixelShaderCache::Init()
PixelShaderCacheInserter inserter;
g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging) // TODO: Hacks..
if (g_Config.bEnableShaderDebugging)
Clear();
}

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@ -152,7 +152,7 @@ void VertexShaderCache::Init()
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging) // TODO: Hacks..
if (g_Config.bEnableShaderDebugging)
Clear();
}

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@ -44,7 +44,8 @@ bool PixelShaderCache::s_displayCompileAlert;
GLuint PixelShaderCache::CurrentShader;
bool PixelShaderCache::ShaderEnabled;
static FRAGMENTSHADER* pShaderLast = NULL;
PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry = NULL;
PIXELSHADERUID PixelShaderCache::last_uid;
GLuint PixelShaderCache::GetDepthMatrixProgram()
{
@ -61,10 +62,9 @@ void PixelShaderCache::Init()
glEnable(GL_FRAGMENT_PROGRAM_ARB);
ShaderEnabled = true;
CurrentShader = 0;
last_entry = NULL;
GL_REPORT_ERRORD();
memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));
s_displayCompileAlert = true;
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB, (GLint *)&s_nMaxPixelInstructions);
@ -184,41 +184,40 @@ void PixelShaderCache::Shutdown()
FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlphaMode);
GetPixelShaderId(&uid, dstAlphaMode, components);
// Check if the shader is already set - TODO: Use pShaderLast instead of PixelShaders[uid]?
if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
// Check if the shader is already set
if (last_entry)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, PixelShaders[uid].safe_uid, PixelShaders[uid].shader.strprog, dstAlphaMode, components);
return pShaderLast;
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;
}
}
memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
last_uid = uid;
PSCache::iterator iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
{
iter->second.frameCount = frameCount;
PSCacheEntry &entry = iter->second;
if (&entry.shader != pShaderLast)
pShaderLast = &entry.shader;
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, dstAlphaMode, components);
return pShaderLast;
return &last_entry->shader;
}
// Make an entry in the table
PSCacheEntry& newentry = PixelShaders[uid];
newentry.frameCount = frameCount;
pShaderLast = &newentry.shader;
last_entry = &newentry;
const char *code = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
if (g_ActiveConfig.bEnableShaderDebugging && code)
{
GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode);
GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode, components);
newentry.shader.strprog = code;
}
@ -240,7 +239,7 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return pShaderLast;
return &last_entry->shader;
}
bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)

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@ -47,8 +47,7 @@ class PixelShaderCache
struct PSCacheEntry
{
FRAGMENTSHADER shader;
int frameCount;
PSCacheEntry() : frameCount(0) {}
PSCacheEntry() {}
~PSCacheEntry() {}
void Destroy()
{
@ -66,6 +65,8 @@ class PixelShaderCache
static bool s_displayCompileAlert;
static GLuint CurrentShader;
static PSCacheEntry* last_entry;
static PIXELSHADERUID last_uid;
static bool ShaderEnabled;

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@ -41,7 +41,9 @@ VertexShaderCache::VSCache VertexShaderCache::vshaders;
GLuint VertexShaderCache::CurrentShader;
bool VertexShaderCache::ShaderEnabled;
static VERTEXSHADER *pShaderLast = NULL;
VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry = NULL;
VERTEXSHADERUID VertexShaderCache::last_uid;
static int s_nMaxVertexInstructions;
@ -50,7 +52,7 @@ void VertexShaderCache::Init()
glEnable(GL_VERTEX_PROGRAM_ARB);
ShaderEnabled = true;
CurrentShader = 0;
memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid));
last_entry = NULL;
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;
@ -74,31 +76,32 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
{
VERTEXSHADERUID uid;
GetVertexShaderId(&uid, components);
if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
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 pShaderLast;
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;
}
}
memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
last_uid = uid;
VSCache::iterator iter = vshaders.find(uid);
if (iter != vshaders.end())
{
iter->second.frameCount = frameCount;
VSCacheEntry &entry = iter->second;
if (&entry.shader != pShaderLast)
pShaderLast = &entry.shader;
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, components);
return pShaderLast;
return &last_entry->shader;
}
// Make an entry in the table
VSCacheEntry& entry = vshaders[uid];
entry.frameCount = frameCount;
pShaderLast = &entry.shader;
last_entry = &entry;
const char *code = GenerateVertexShaderCode(components, API_OPENGL);
GetSafeVertexShaderId(&entry.safe_uid, components);
@ -120,7 +123,7 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, vshaders.size());
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return pShaderLast;
return &last_entry->shader;
}
bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram)

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@ -32,9 +32,7 @@ struct VERTEXSHADER
VERTEXSHADER() : glprogid(0) {}
GLuint glprogid; // opengl program id
//#if defined(_DEBUG) || defined(DEBUGFAST)
std::string strprog;
//#endif
};
class VertexShaderCache
@ -43,8 +41,7 @@ class VertexShaderCache
{
VERTEXSHADER shader;
VERTEXSHADERUIDSAFE safe_uid;
int frameCount;
VSCacheEntry() : frameCount(0) {}
VSCacheEntry() {}
void Destroy() {
// printf("Destroying vs %i\n", shader.glprogid);
glDeleteProgramsARB(1, &shader.glprogid);
@ -56,6 +53,9 @@ class VertexShaderCache
static VSCache vshaders;
static VSCacheEntry* last_entry;
static VERTEXSHADERUID last_uid;
static GLuint CurrentShader;
static bool ShaderEnabled;