This commit is contained in:
kostamarino@hotmail.com 2011-10-01 00:24:07 +03:00
commit b127b121a5
22 changed files with 634 additions and 421 deletions

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@ -21,12 +21,10 @@
#include "Common.h"
#include <fstream>
// Update this to the current SVN revision every time you change shader generation code.
// We don't automatically get this from SVN_REV because that would mean regenerating the
// shader cache for every revision, graphics-related or not, which is simply annoying.
// Increment this every time you change shader generation code.
enum
{
LINEAR_DISKCACHE_VER = 6964
LINEAR_DISKCACHE_VER = 6967
};
// On disk format:

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@ -86,7 +86,7 @@ bool MsgAlert(bool yes_no, int Style, const char* format, ...)
va_list args;
va_start(args, format);
CharArrayFromFormatV(buffer, 2047, str_translator(format).c_str(), args);
CharArrayFromFormatV(buffer, sizeof(buffer)-1, str_translator(format).c_str(), args);
va_end(args);
ERROR_LOG(MASTER_LOG, "%s: %s", caption.c_str(), buffer);

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@ -21,6 +21,21 @@
#define WRITE p+=sprintf
int GetLightingShaderId(u32* out)
{
for (int i = 0; i < xfregs.numChan.numColorChans; ++i)
{
out[i] = xfregs.color[i].enablelighting ?
(u32)xfregs.color[i].hex :
(u32)xfregs.color[i].matsource;
out[i] |= (xfregs.alpha[i].enablelighting ?
(u32)xfregs.alpha[i].hex :
(u32)xfregs.alpha[i].matsource) << 15;
}
_assert_(xfregs.numChan.numColorChans <= 2);
return xfregs.numChan.numColorChans;
}
// coloralpha - 1 if color, 2 if alpha
char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char* lightsName, int coloralpha)
{

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@ -18,6 +18,9 @@
#ifndef _LIGHTINGSHADERGEN_H_
#define _LIGHTINGSHADERGEN_H_
#include "CommonTypes.h"
int GetLightingShaderId(u32* out);
char *GenerateLightingShader(char *p, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest);
#endif // _LIGHTINGSHADERGEN_H_

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@ -27,128 +27,264 @@
#include "VideoConfig.h"
#include "NativeVertexFormat.h"
PIXELSHADERUID last_pixel_shader_uid;
static int AlphaPreTest();
static void StageHash(int stage, u32* out)
{
out[0] |= bpmem.combiners[stage].colorC.hex & 0xFFFFFF; // 24
u32 alphaC = bpmem.combiners[stage].alphaC.hex & 0xFFFFF0; // 24, strip out tswap and rswap for now
out[0] |= (alphaC&0xF0) << 24; // 8
out[1] |= alphaC >> 8; // 16
// reserve 3 bits for bpmem.tevorders[stage/2].getTexMap
out[1] |= bpmem.tevorders[stage/2].getTexCoord(stage&1) << 19; // 3
out[1] |= bpmem.tevorders[stage/2].getEnable(stage&1) << 22; // 1
// reserve 3 bits for bpmem.tevorders[stage/2].getColorChan
bool bHasIndStage = bpmem.tevind[stage].IsActive() && bpmem.tevind[stage].bt < bpmem.genMode.numindstages;
out[2] |= bHasIndStage << 2; // 1
bool needstexcoord = false;
if (bHasIndStage)
{
out[2] |= (bpmem.tevind[stage].hex & 0x17FFFF) << 3; // 21, TODO: needs an explanation
needstexcoord = true;
}
TevStageCombiner::ColorCombiner& cc = bpmem.combiners[stage].colorC;
TevStageCombiner::AlphaCombiner& ac = bpmem.combiners[stage].alphaC;
if(cc.a == TEVCOLORARG_RASA || cc.a == TEVCOLORARG_RASC
|| cc.b == TEVCOLORARG_RASA || cc.b == TEVCOLORARG_RASC
|| cc.c == TEVCOLORARG_RASA || cc.c == TEVCOLORARG_RASC
|| cc.d == TEVCOLORARG_RASA || cc.d == TEVCOLORARG_RASC
|| ac.a == TEVALPHAARG_RASA || ac.b == TEVALPHAARG_RASA
|| ac.c == TEVALPHAARG_RASA || ac.d == TEVALPHAARG_RASA)
{
out[0] |= bpmem.combiners[stage].alphaC.rswap;
out[2] |= bpmem.tevksel[bpmem.combiners[stage].alphaC.rswap*2].swap1 << 24; // 2
out[2] |= bpmem.tevksel[bpmem.combiners[stage].alphaC.rswap*2].swap2 << 26; // 2
out[2] |= bpmem.tevksel[bpmem.combiners[stage].alphaC.rswap*2+1].swap1 << 28; // 2
out[2] |= bpmem.tevksel[bpmem.combiners[stage].alphaC.rswap*2+1].swap2 << 30; // 2
out[1] |= (bpmem.tevorders[stage/2].getColorChan(stage&1)&1) << 23;
out[2] |= (bpmem.tevorders[stage/2].getColorChan(stage&1)&0x6) >> 1;
}
out[3] |= bpmem.tevorders[stage/2].getEnable(stage&1);
if (bpmem.tevorders[stage/2].getEnable(stage&1))
{
if (bHasIndStage) needstexcoord = true;
out[0] |= bpmem.combiners[stage].alphaC.tswap;
out[3] |= bpmem.tevksel[bpmem.combiners[stage].alphaC.tswap*2].swap1 << 1; // 2
out[3] |= bpmem.tevksel[bpmem.combiners[stage].alphaC.tswap*2].swap2 << 3; // 2
out[3] |= bpmem.tevksel[bpmem.combiners[stage].alphaC.tswap*2+1].swap1 << 5; // 2
out[3] |= bpmem.tevksel[bpmem.combiners[stage].alphaC.tswap*2+1].swap2 << 7; // 2
out[1] |= bpmem.tevorders[stage/2].getTexMap(stage&1) << 16;
}
if (cc.a == TEVCOLORARG_KONST || cc.b == TEVCOLORARG_KONST || cc.c == TEVCOLORARG_KONST || cc.d == TEVCOLORARG_KONST
|| ac.a == TEVALPHAARG_KONST || ac.b == TEVALPHAARG_KONST || ac.c == TEVALPHAARG_KONST || ac.d == TEVALPHAARG_KONST)
{
out[3] |= bpmem.tevksel[stage/2].getKC(stage&1) << 9; // 5
out[3] |= bpmem.tevksel[stage/2].getKA(stage&1) << 14; // 5
}
if (needstexcoord)
{
out[1] |= bpmem.tevorders[stage/2].getTexCoord(stage&1) << 16;
}
}
// Mash together all the inputs that contribute to the code of a generated pixel shader into
// 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)
{
u32 numstages = bpmem.genMode.numtevstages + 1;
u32 projtexcoords = 0;
for (u32 i = 0; i < numstages; i++)
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
bool DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth;
uid->values[0] |= DepthTextureEnable << 10; // 1
bool enablePL = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
uid->values[0] |= enablePL << 11; // 1
if (!enablePL) uid->values[0] |= xfregs.numTexGen.numTexGens << 12; // 4
u32 alphaPreTest = AlphaPreTest()+1;
uid->values[0] |= alphaPreTest << 16; // 2
if (alphaPreTest == 1 || (alphaPreTest && !DepthTextureEnable && dstAlphaMode == DSTALPHA_ALPHA_PASS))
{
if (bpmem.tevorders[i/2].getEnable(i & 1))
{
int texcoord = bpmem.tevorders[i / 2].getTexCoord(i & 1);
if (xfregs.texMtxInfo[i].projection)
projtexcoords |= 1 << texcoord;
}
}
uid->values[0] = (u32)bpmem.genMode.numtevstages |
((u32)bpmem.genMode.numindstages << 4) |
((u32)bpmem.genMode.numtexgens << 7) |
((u32)dstAlphaMode << 11) |
((u32)((bpmem.alphaFunc.hex >> 16) & 0xff) << 13) |
(projtexcoords << 21) |
((u32)bpmem.ztex2.op << 29);
// swap table
for (int i = 0; i < 8; i += 2)
((u8*)&uid->values[1])[i / 2] = (bpmem.tevksel[i].hex & 0xf) | ((bpmem.tevksel[i + 1].hex & 0xf) << 4);
u32 enableZTexture = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth ? 1 : 0;
uid->values[2] = (u32)bpmem.fog.c_proj_fsel.fsel |
((u32)bpmem.fog.c_proj_fsel.proj << 3) |
((u32)enableZTexture << 4) | ((u32)bpmem.fogRange.Base.Enabled << 5);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
for (int i = 0; i < 2; ++i) {
uid->values[3 + i] = xfregs.color[i].enablelighting ?
(u32)xfregs.color[i].hex :
(u32)xfregs.color[i].matsource;
uid->values[3 + i] |= (xfregs.alpha[i].enablelighting ?
(u32)xfregs.alpha[i].hex :
(u32)xfregs.alpha[i].matsource) << 15;
}
}
uid->values[4] |= (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) << 31;
int hdr = 5;
u32 *pcurvalue = &uid->values[hdr];
for (u32 i = 0; i < numstages; ++i)
{
TevStageCombiner::ColorCombiner &cc = bpmem.combiners[i].colorC;
TevStageCombiner::AlphaCombiner &ac = bpmem.combiners[i].alphaC;
u32 val0 = cc.hex & 0xffffff;
u32 val1 = ac.hex & 0xffffff;
val0 |= bpmem.tevksel[i / 2].getKC(i & 1) << 24;
val1 |= bpmem.tevksel[i / 2].getKA(i & 1) << 24;
pcurvalue[0] = val0;
pcurvalue[1] = val1;
pcurvalue += 2;
// Courtesy of PreAlphaTest, we're done already ;)
// NOTE: The comment header of generated shaders depends on the value of bpmem.genmode.numindstages.. shouldnt really bother about that though.
uid->num_values = 1;
return;
}
for (u32 i = 0; i < numstages / 2; ++i)
for (unsigned int i = 0; i < bpmem.genMode.numtexgens; ++i)
{
u32 val0, val1;
if (bpmem.tevorders[i].hex & 0x40)
val0 = bpmem.tevorders[i].hex & 0x3ff;
if (18+i < 32)
uid->values[0] |= xfregs.texMtxInfo[i].projection << (18+i); // 1
else
val0 = bpmem.tevorders[i].hex & 0x380;
if (bpmem.tevorders[i].hex & 0x40000)
val1 = (bpmem.tevorders[i].hex & 0x3ff000) >> 12;
else
val1 = (bpmem.tevorders[i].hex & 0x380000) >> 12;
switch (i % 3) {
case 0: pcurvalue[0] = val0|(val1<<10); break;
case 1: pcurvalue[0] |= val0<<20; pcurvalue[1] = val1; pcurvalue++; break;
case 2: pcurvalue[1] |= (val0<<10)|(val1<<20); pcurvalue++; break;
default: PanicAlert("Unknown case for Tev Stages / 2: %08x", (i % 3));
}
uid->values[1] |= xfregs.texMtxInfo[i].projection << (i - 14); // 1
}
if (numstages & 1) { // odd
u32 val0;
if (bpmem.tevorders[bpmem.genMode.numtevstages/2].hex & 0x40)
val0 = bpmem.tevorders[bpmem.genMode.numtevstages/2].hex & 0x3ff;
else
val0 = bpmem.tevorders[bpmem.genMode.numtevstages/2].hex & 0x380;
uid->values[1] = bpmem.genMode.numindstages << 2; // 3
u32 indirectStagesUsed = 0;
for (unsigned int i = 0; i < bpmem.genMode.numindstages; ++i)
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
indirectStagesUsed |= (1 << bpmem.tevind[i].bt);
switch (bpmem.genMode.numtevstages % 3)
{
case 0: pcurvalue[0] = val0; break;
case 1: pcurvalue[0] |= val0 << 20; break;
case 2: pcurvalue[1] |= val0 << 10; pcurvalue++; break;
default: PanicAlert("Unknown case for Tev Stages: %08x", bpmem.genMode.numtevstages % 3);
}
}
assert(indirectStagesUsed == (indirectStagesUsed & 0xF));
if ((bpmem.genMode.numtevstages % 3) != 2)
++pcurvalue;
uid->values[1] |= indirectStagesUsed << 5; // 4;
uid->tevstages = (u32)(pcurvalue - &uid->values[0] - hdr);
for (u32 i = 0; i < bpmem.genMode.numindstages; ++i)
for (unsigned int i = 0; i < bpmem.genMode.numindstages; ++i)
{
u32 val = bpmem.tevind[i].hex & 0x1fffff; // 21 bits
switch (i % 3)
if (indirectStagesUsed & (1 << i))
{
case 0: pcurvalue[0] = val; break;
case 1: pcurvalue[0] |= val << 21; pcurvalue[1] = val >> 11; ++pcurvalue; break;
case 2: pcurvalue[0] |= val << 10; ++pcurvalue; break;
default: PanicAlert("Unknown case for Ind Stages: %08x", (i % 3));
uid->values[1] |= (bpmem.tevindref.getTexCoord(i) < bpmem.genMode.numtexgens) << (9 + 3*i); // 1
if (bpmem.tevindref.getTexCoord(i) < bpmem.genMode.numtexgens)
uid->values[1] |= bpmem.tevindref.getTexCoord(i) << (10 + 3*i); // 2
}
}
// yeah, well ....
uid->indstages = (u32)(pcurvalue - &uid->values[0] - (hdr - 1) - uid->tevstages);
u32* ptr = &uid->values[2];
for (int i = 0; i < bpmem.genMode.numtevstages+1; ++i)
{
StageHash(i, ptr);
ptr += 4; // max: ptr = &uid->values[66]
}
ptr[0] |= bpmem.alphaFunc.comp0; // 3
ptr[0] |= bpmem.alphaFunc.comp1 << 3; // 3
ptr[0] |= bpmem.alphaFunc.logic << 6; // 2
if (alphaPreTest == 0 || alphaPreTest == 2)
{
ptr[0] |= bpmem.fog.c_proj_fsel.fsel << 8; // 3
if (DepthTextureEnable)
{
ptr[0] |= bpmem.ztex2.op << 11; // 2
ptr[0] |= bpmem.zcontrol.zcomploc << 13; // 1
ptr[0] |= bpmem.zmode.testenable << 14; // 1
ptr[0] |= bpmem.zmode.updateenable << 15; // 1
}
}
if (dstAlphaMode != DSTALPHA_ALPHA_PASS)
{
if (bpmem.fog.c_proj_fsel.fsel != 0)
{
ptr[0] |= bpmem.fog.c_proj_fsel.proj << 16; // 1
ptr[0] |= bpmem.fogRange.Base.Enabled << 17; // 1
}
}
++ptr;
if (enablePL)
{
ptr += GetLightingShaderId(ptr);
*ptr++ = components;
}
uid->num_values = ptr - uid->values;
}
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
*ptr++ = bpmem.ztex2.hex; // 2
*ptr++ = bpmem.zcontrol.hex; // 3
*ptr++ = bpmem.zmode.hex; // 4
*ptr++ = g_ActiveConfig.bEnablePerPixelDepth; // 5
*ptr++ = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting; // 6
*ptr++ = xfregs.numTexGen.hex; // 7
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
*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)
*ptr++ = xfregs.texMtxInfo[i].hex; // 8-15
for (unsigned int i = 0; i < 16; ++i)
*ptr++ = bpmem.tevind[i].hex; // 16-31
*ptr++ = bpmem.tevindref.hex; // 32
for (int i = 0; i < bpmem.genMode.numtevstages+1; ++i) // up to 16 times
{
*ptr++ = bpmem.combiners[i].colorC.hex; // 33+5*i
*ptr++ = bpmem.combiners[i].alphaC.hex; // 34+5*i
*ptr++ = bpmem.tevind[i].hex; // 35+5*i
*ptr++ = bpmem.tevksel[i/2].hex; // 36+5*i
*ptr++ = bpmem.tevorders[i/2].hex; // 37+5*i
}
ptr = &uid->values[113];
*ptr++ = bpmem.alphaFunc.hex; // 113
*ptr++ = bpmem.fog.c_proj_fsel.hex; // 114
*ptr++ = bpmem.fogRange.Base.hex; // 115
_assert_((ptr - uid->values) == uid->GetNumValues());
}
void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::string& old_code, DSTALPHA_MODE dstAlphaMode, u32 components)
{
if (!g_ActiveConfig.bEnableShaderDebugging)
return;
PIXELSHADERUIDSAFE new_id;
GetSafePixelShaderId(&new_id, dstAlphaMode, components);
if (!(old_id == new_id))
{
std::string new_code(GeneratePixelShaderCode(dstAlphaMode, api, components));
if (old_code != new_code)
{
_assert_(old_id.GetNumValues() == new_id.GetNumValues());
char msg[8192];
char* ptr = msg;
ptr += sprintf(ptr, "Pixel shader IDs matched but unique IDs did not!\nUnique IDs (old <-> new):\n");
const int N = new_id.GetNumValues();
for (int i = 0; i < N/2; ++i)
ptr += sprintf(ptr, "%02d, %08X %08X | %08X %08X\n", 2*i, old_id.values[2*i], old_id.values[2*i+1],
new_id.values[2*i], new_id.values[2*i+1]);
if (N % 2)
ptr += sprintf(ptr, "%02d, %08X | %08X\n", N-1, old_id.values[N-1], new_id.values[N-1]);
static int num_failures = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%spsuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file(szTemp);
file << msg;
file << "\n\nOld shader code:\n" << old_code;
file << "\n\nNew shader code:\n" << new_code;
file.close();
PanicAlert("Unique pixel shader ID mismatch!\n\nReport this to the devs, along with the contents of %s.", szTemp);
}
}
}
// old tev->pixelshader notes
@ -165,7 +301,6 @@ static void SampleTexture(char *&p, const char *destination, const char *texcoor
// static void WriteAlphaCompare(char *&p, int num, int comp);
static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode);
static void WriteFog(char *&p);
static int AlphaPreTest();
static const char *tevKSelTableC[] = // KCSEL
{
@ -333,12 +468,6 @@ static const char *tevRasTable[] =
"float4(0.0f, 0.0f, 0.0f, 0.0f)", // zero
};
static const char *alphaRef[2] =
{
I_ALPHA"[0].r",
I_ALPHA"[0].g"
};
//static const char *tevTexFunc[] = { "tex2D", "texRECT" };
static const char *tevCOutputTable[] = { "prev.rgb", "c0.rgb", "c1.rgb", "c2.rgb" };
@ -353,23 +482,14 @@ static const char *tevIndFmtScale[] = {"255.0f", "31.0f", "15.0f", "7.0f" };
#define WRITE p+=sprintf
static const char *swapColors = "rgba";
static char swapModeTable[4][5];
static char text[16384];
static bool DepthTextureEnable;
struct RegisterState
{
bool ColorNeedOverflowControl;
bool AlphaNeedOverflowControl;
bool AuxStored;
};
static RegisterState RegisterStates[4];
static void BuildSwapModeTable()
{
static const char *swapColors = "rgba";
for (int i = 0; i < 4; i++)
{
swapModeTable[i][0] = swapColors[bpmem.tevksel[i*2].swap1];
@ -385,14 +505,14 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
text[sizeof(text) - 1] = 0x7C; // canary
BuildSwapModeTable();
BuildSwapModeTable(); // Needed for WriteStage
int numStages = bpmem.genMode.numtevstages + 1;
int numTexgen = bpmem.genMode.numtexgens;
char *p = text;
WRITE(p, "//Pixel Shader for TEV stages\n");
WRITE(p, "//%i TEV stages, %i texgens, %i IND stages\n",
numStages, numTexgen, bpmem.genMode.numindstages);
WRITE(p, "//%i TEV stages, %i texgens, XXX IND stages\n",
numStages, numTexgen/*, bpmem.genMode.numindstages*/);
int nIndirectStagesUsed = 0;
if (bpmem.genMode.numindstages > 0)
@ -505,10 +625,6 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
{
// alpha test will always fail, so restart the shader and just make it an empty function
WRITE(p, "ocol0 = 0;\n");
if(DepthTextureEnable)
WRITE(p, "depth = 1.f;\n");
if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "ocol1 = 0;\n");
WRITE(p, "discard;\n");
if(ApiType != API_D3D11)
WRITE(p, "return;\n");
@ -594,16 +710,6 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
}
}
RegisterStates[0].AlphaNeedOverflowControl = false;
RegisterStates[0].ColorNeedOverflowControl = false;
RegisterStates[0].AuxStored = false;
for(int i = 1; i < 4; i++)
{
RegisterStates[i].AlphaNeedOverflowControl = true;
RegisterStates[i].ColorNeedOverflowControl = true;
RegisterStates[i].AuxStored = false;
}
for (int i = 0; i < numStages; i++)
WriteStage(p, i, ApiType); //build the equation for this stage
@ -611,23 +717,13 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
{
// The results of the last texenv stage are put onto the screen,
// regardless of the used destination register
if(bpmem.combiners[numStages - 1].colorC.dest != 0)
{
bool retrieveFromAuxRegister = !RegisterStates[bpmem.combiners[numStages - 1].colorC.dest].ColorNeedOverflowControl && RegisterStates[bpmem.combiners[numStages - 1].colorC.dest].AuxStored;
WRITE(p, "prev.rgb = %s%s;\n", retrieveFromAuxRegister ? "c" : "" , tevCOutputTable[bpmem.combiners[numStages - 1].colorC.dest]);
RegisterStates[0].ColorNeedOverflowControl = RegisterStates[bpmem.combiners[numStages - 1].colorC.dest].ColorNeedOverflowControl;
}
if(bpmem.combiners[numStages - 1].alphaC.dest != 0)
{
bool retrieveFromAuxRegister = !RegisterStates[bpmem.combiners[numStages - 1].alphaC.dest].AlphaNeedOverflowControl && RegisterStates[bpmem.combiners[numStages - 1].alphaC.dest].AuxStored;
WRITE(p, "prev.a = %s%s;\n", retrieveFromAuxRegister ? "c" : "" , tevAOutputTable[bpmem.combiners[numStages - 1].alphaC.dest]);
RegisterStates[0].AlphaNeedOverflowControl = RegisterStates[bpmem.combiners[numStages - 1].alphaC.dest].AlphaNeedOverflowControl;
}
WRITE(p, "prev.rgb = %s;\n",tevCOutputTable[bpmem.combiners[numStages-1].colorC.dest]);
WRITE(p, "prev.a = %s;\n",tevAOutputTable[bpmem.combiners[numStages-1].alphaC.dest]);
}
// emulation of unisgned 8 overflow when casting if needed
if(RegisterStates[0].AlphaNeedOverflowControl || RegisterStates[0].ColorNeedOverflowControl)
WRITE(p, "prev = frac(prev * (255.0f/256.0f)) * (256.0f/255.0f);\n");
// emulation of unsigned 8 overflow when casting
WRITE(p, "prev = frac(4.0f + prev * (255.0f/256.0f)) * (256.0f/255.0f);\n");
// TODO: Why are we doing a second alpha pretest here?
if (!WriteAlphaTest(p, ApiType, dstAlphaMode))
{
// alpha test will always fail, so restart the shader and just make it an empty function
@ -742,10 +838,6 @@ static const char *TEVCMPAlphaOPTable[16] =
static void WriteStage(char *&p, int n, API_TYPE ApiType)
{
char *rasswap = swapModeTable[bpmem.combiners[n].alphaC.rswap];
char *texswap = swapModeTable[bpmem.combiners[n].alphaC.tswap];
int texcoord = bpmem.tevorders[n/2].getTexCoord(n&1);
bool bHasTexCoord = (u32)texcoord < bpmem.genMode.numtexgens;
bool bHasIndStage = bpmem.tevind[n].IsActive() && bpmem.tevind[n].bt < bpmem.genMode.numindstages;
@ -754,8 +846,11 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
if (!bHasTexCoord)
texcoord = 0;
WRITE(p, "// TEV stage %d\n", n);
if (bHasIndStage)
{
WRITE(p, "// indirect op\n");
// perform the indirect op on the incoming regular coordinates using indtex%d as the offset coords
if (bpmem.tevind[n].bs != ITBA_OFF)
{
@ -782,11 +877,13 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
}
else if (bpmem.tevind[n].mid <= 7 && bHasTexCoord)
{ // s matrix
_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
_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);
}
@ -825,11 +922,15 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
TevStageCombiner::ColorCombiner &cc = bpmem.combiners[n].colorC;
TevStageCombiner::AlphaCombiner &ac = bpmem.combiners[n].alphaC;
bool bCRas = cc.a == TEVCOLORARG_RASA || cc.a == TEVCOLORARG_RASC || cc.b == TEVCOLORARG_RASA || cc.b == TEVCOLORARG_RASC || cc.c == TEVCOLORARG_RASA || cc.c == TEVCOLORARG_RASC || cc.d == TEVCOLORARG_RASA || cc.d == TEVCOLORARG_RASC;
bool bARas = ac.a == TEVALPHAARG_RASA || ac.b == TEVALPHAARG_RASA || ac.c == TEVALPHAARG_RASA || ac.d == TEVALPHAARG_RASA;
if(bCRas || bARas)
// blah1
if(cc.a == TEVCOLORARG_RASA || cc.a == TEVCOLORARG_RASC
|| cc.b == TEVCOLORARG_RASA || cc.b == TEVCOLORARG_RASC
|| cc.c == TEVCOLORARG_RASA || cc.c == TEVCOLORARG_RASC
|| cc.d == TEVCOLORARG_RASA || cc.d == TEVCOLORARG_RASC
|| ac.a == TEVALPHAARG_RASA || ac.b == TEVALPHAARG_RASA
|| ac.c == TEVALPHAARG_RASA || ac.d == TEVALPHAARG_RASA)
{
char *rasswap = swapModeTable[bpmem.combiners[n].alphaC.rswap];
WRITE(p, "rastemp = %s.%s;\n", tevRasTable[bpmem.tevorders[n / 2].getColorChan(n & 1)], rasswap);
WRITE(p, "crastemp = frac(rastemp * (255.0f/256.0f)) * (256.0f/255.0f);\n");
}
@ -837,7 +938,6 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
if (bpmem.tevorders[n/2].getEnable(n&1))
{
int texmap = bpmem.tevorders[n/2].getTexMap(n&1);
if(!bHasIndStage)
{
// calc tevcord
@ -847,20 +947,20 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
WRITE(p, "tevcoord.xy = float2(0.0f, 0.0f);\n");
}
char *texswap = swapModeTable[bpmem.combiners[n].alphaC.tswap];
int texmap = bpmem.tevorders[n/2].getTexMap(n&1);
SampleTexture(p, "textemp", "tevcoord", texswap, texmap, ApiType);
}
else
WRITE(p, "textemp = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
int kc = bpmem.tevksel[n / 2].getKC(n & 1);
int ka = bpmem.tevksel[n / 2].getKA(n & 1);
bool bCKonst = cc.a == TEVCOLORARG_KONST || cc.b == TEVCOLORARG_KONST || cc.c == TEVCOLORARG_KONST || cc.d == TEVCOLORARG_KONST;
bool bAKonst = ac.a == TEVALPHAARG_KONST || ac.b == TEVALPHAARG_KONST || ac.c == TEVALPHAARG_KONST || ac.d == TEVALPHAARG_KONST;
if (bCKonst || bAKonst )
// blah2
if (cc.a == TEVCOLORARG_KONST || cc.b == TEVCOLORARG_KONST || cc.c == TEVCOLORARG_KONST || cc.d == TEVCOLORARG_KONST
|| ac.a == TEVALPHAARG_KONST || ac.b == TEVALPHAARG_KONST || ac.c == TEVALPHAARG_KONST || ac.d == TEVALPHAARG_KONST)
{
int kc = bpmem.tevksel[n / 2].getKC(n & 1);
int ka = bpmem.tevksel[n / 2].getKA(n & 1);
WRITE(p, "konsttemp = float4(%s, %s);\n", tevKSelTableC[kc], tevKSelTableA[ka]);
if(kc > 7 || ka > 7)
{
@ -872,100 +972,35 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
}
}
if(cc.a == TEVCOLORARG_CPREV
|| cc.a == TEVCOLORARG_APREV
|| cc.b == TEVCOLORARG_CPREV
|| cc.b == TEVCOLORARG_APREV
|| cc.c == TEVCOLORARG_CPREV
|| cc.c == TEVCOLORARG_APREV
|| ac.a == TEVALPHAARG_APREV
|| ac.b == TEVALPHAARG_APREV
|| ac.c == TEVALPHAARG_APREV)
{
if(RegisterStates[0].AlphaNeedOverflowControl || RegisterStates[0].ColorNeedOverflowControl)
{
WRITE(p, "cprev = frac(prev * (255.0f/256.0f)) * (256.0f/255.0f);\n");
RegisterStates[0].AlphaNeedOverflowControl = false;
RegisterStates[0].ColorNeedOverflowControl = false;
}
else
{
WRITE(p, "cprev = prev;\n");
}
RegisterStates[0].AuxStored = true;
}
if(cc.a == TEVCOLORARG_CPREV || cc.a == TEVCOLORARG_APREV
|| cc.b == TEVCOLORARG_CPREV || cc.b == TEVCOLORARG_APREV
|| cc.c == TEVCOLORARG_CPREV || cc.c == TEVCOLORARG_APREV
|| ac.a == TEVALPHAARG_APREV || ac.b == TEVALPHAARG_APREV || ac.c == TEVALPHAARG_APREV)
WRITE(p, "cprev = frac(prev * (255.0f/256.0f)) * (256.0f/255.0f);\n");
if(cc.a == TEVCOLORARG_C0
|| cc.a == TEVCOLORARG_A0
|| cc.b == TEVCOLORARG_C0
|| cc.b == TEVCOLORARG_A0
|| cc.c == TEVCOLORARG_C0
|| cc.c == TEVCOLORARG_A0
|| ac.a == TEVALPHAARG_A0
|| ac.b == TEVALPHAARG_A0
|| ac.c == TEVALPHAARG_A0)
{
if(RegisterStates[1].AlphaNeedOverflowControl || RegisterStates[1].ColorNeedOverflowControl)
{
WRITE(p, "cc0 = frac(c0 * (255.0f/256.0f)) * (256.0f/255.0f);\n");
RegisterStates[1].AlphaNeedOverflowControl = false;
RegisterStates[1].ColorNeedOverflowControl = false;
}
else
{
WRITE(p, "cc0 = c0;\n");
}
RegisterStates[1].AuxStored = true;
}
if(cc.a == TEVCOLORARG_C1
|| cc.a == TEVCOLORARG_A1
|| cc.b == TEVCOLORARG_C1
|| cc.b == TEVCOLORARG_A1
|| cc.c == TEVCOLORARG_C1
|| cc.c == TEVCOLORARG_A1
|| ac.a == TEVALPHAARG_A1
|| ac.b == TEVALPHAARG_A1
|| ac.c == TEVALPHAARG_A1)
{
if(RegisterStates[2].AlphaNeedOverflowControl || RegisterStates[2].ColorNeedOverflowControl)
{
WRITE(p, "cc1 = frac(c1 * (255.0f/256.0f)) * (256.0f/255.0f);\n");
RegisterStates[2].AlphaNeedOverflowControl = false;
RegisterStates[2].ColorNeedOverflowControl = false;
}
else
{
WRITE(p, "cc1 = c1;\n");
}
RegisterStates[2].AuxStored = true;
}
if(cc.a == TEVCOLORARG_C0 || cc.a == TEVCOLORARG_A0
|| cc.b == TEVCOLORARG_C0 || cc.b == TEVCOLORARG_A0
|| cc.c == TEVCOLORARG_C0 || cc.c == TEVCOLORARG_A0
|| ac.a == TEVALPHAARG_A0 || ac.b == TEVALPHAARG_A0 || ac.c == TEVALPHAARG_A0)
WRITE(p, "cc0 = frac(c0 * (255.0f/256.0f)) * (256.0f/255.0f);\n");
if(cc.a == TEVCOLORARG_C2
|| cc.a == TEVCOLORARG_A2
|| cc.b == TEVCOLORARG_C2
|| cc.b == TEVCOLORARG_A2
|| cc.c == TEVCOLORARG_C2
|| cc.c == TEVCOLORARG_A2
|| ac.a == TEVALPHAARG_A2
|| ac.b == TEVALPHAARG_A2
|| ac.c == TEVALPHAARG_A2)
{
if(RegisterStates[3].AlphaNeedOverflowControl || RegisterStates[3].ColorNeedOverflowControl)
{
if(cc.a == TEVCOLORARG_C1 || cc.a == TEVCOLORARG_A1
|| cc.b == TEVCOLORARG_C1 || cc.b == TEVCOLORARG_A1
|| cc.c == TEVCOLORARG_C1 || cc.c == TEVCOLORARG_A1
|| ac.a == TEVALPHAARG_A1 || ac.b == TEVALPHAARG_A1 || ac.c == TEVALPHAARG_A1)
WRITE(p, "cc1 = frac(c1 * (255.0f/256.0f)) * (256.0f/255.0f);\n");
if(cc.a == TEVCOLORARG_C2 || cc.a == TEVCOLORARG_A2
|| cc.b == TEVCOLORARG_C2 || cc.b == TEVCOLORARG_A2
|| cc.c == TEVCOLORARG_C2 || cc.c == TEVCOLORARG_A2
|| ac.a == TEVALPHAARG_A2 || ac.b == TEVALPHAARG_A2 || ac.c == TEVALPHAARG_A2)
WRITE(p, "cc2 = frac(c2 * (255.0f/256.0f)) * (256.0f/255.0f);\n");
RegisterStates[3].AlphaNeedOverflowControl = false;
RegisterStates[3].ColorNeedOverflowControl = false;
}
else
{
WRITE(p, "cc2 = c2;\n");
}
RegisterStates[3].AuxStored = true;
}
RegisterStates[cc.dest].ColorNeedOverflowControl = (cc.clamp == 0);
RegisterStates[cc.dest].AuxStored = false;
WRITE(p, "// color combine\n");
if (cc.clamp)
WRITE(p, "%s = saturate(", tevCOutputTable[cc.dest]);
else
@ -996,7 +1031,7 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
WRITE(p, "%s", tevBiasTable[cc.bias]);
if (cc.shift > 0)
if (cc.shift > TEVSCALE_1)
WRITE(p, ")");
}
else
@ -1012,8 +1047,7 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
WRITE(p, ")");
WRITE(p,";\n");
RegisterStates[ac.dest].AlphaNeedOverflowControl = (ac.clamp == 0);
RegisterStates[ac.dest].AuxStored = false;
WRITE(p, "// alpha combine\n");
// combine the alpha channel
if (ac.clamp)
WRITE(p, "%s = saturate(", tevAOutputTable[ac.dest]);
@ -1059,6 +1093,7 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
if (ac.clamp)
WRITE(p, ")");
WRITE(p, ";\n\n");
WRITE(p, "// TEV done\n");
}
void SampleTexture(char *&p, const char *destination, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType)
@ -1124,6 +1159,11 @@ static int AlphaPreTest()
static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode)
{
static const char *alphaRef[2] =
{
I_ALPHA"[0].r",
I_ALPHA"[0].g"
};
int Pretest = AlphaPreTest();
if(Pretest >= 0)
@ -1141,7 +1181,10 @@ static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
compindex = bpmem.alphaFunc.comp1 % 8;
WRITE(p, tevAlphaFuncsTable[compindex],alphaRef[1]);//lookup the second component from the alpha function table
WRITE(p, ")){ocol0 = 0;%s%sdiscard;%s}\n",dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "ocol1 = 0;" : "",DepthTextureEnable ? "depth = 1.f;" : "",(ApiType != API_D3D11)? "return;" : "");
WRITE(p, ")){ocol0 = 0;%s%s discard;%s}\n",
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "ocol1 = 0;" : "",
DepthTextureEnable ? "depth = 1.f;" : "",
(ApiType != API_D3D11) ? "return;" : "");
return true;
}
@ -1199,4 +1242,4 @@ static void WriteFog(char *&p)
WRITE(p, " prev.rgb = lerp(prev.rgb,"I_FOG"[0].rgb,fog);\n");
}
}

View File

@ -44,44 +44,42 @@
#define C_PLIGHTS (C_FOG + 3)
#define C_PMATERIALS (C_PLIGHTS + 40)
#define C_PENVCONST_END (C_PMATERIALS + 4)
#define PIXELSHADERUID_MAX_VALUES (5 + 32 + 6 + 11 + 2)
#define PIXELSHADERUID_MAX_VALUES 70
#define PIXELSHADERUID_MAX_VALUES_SAFE 120
// DO NOT make anything in this class virtual.
class PIXELSHADERUID
template<bool safe>
class _PIXELSHADERUID
{
public:
u32 values[PIXELSHADERUID_MAX_VALUES];
u16 tevstages, indstages;
u32 values[safe ? PIXELSHADERUID_MAX_VALUES_SAFE : PIXELSHADERUID_MAX_VALUES];
int num_values;
PIXELSHADERUID()
_PIXELSHADERUID()
{
memset(values, 0, PIXELSHADERUID_MAX_VALUES * 4);
tevstages = indstages = 0;
}
PIXELSHADERUID(const PIXELSHADERUID& r)
_PIXELSHADERUID(const _PIXELSHADERUID& r)
{
tevstages = r.tevstages;
indstages = r.indstages;
int N = GetNumValues();
_assert_(N <= PIXELSHADERUID_MAX_VALUES);
for (int i = 0; i < N; ++i)
values[i] = r.values[i];
num_values = r.num_values;
if (safe) memcpy(values, r.values, PIXELSHADERUID_MAX_VALUES_SAFE);
else memcpy(values, r.values, r.GetNumValues() * sizeof(values[0]));
}
int GetNumValues() const
{
return tevstages + indstages + 4;
if (safe) return (sizeof(values) / sizeof(u32));
else return num_values;
}
bool operator <(const PIXELSHADERUID& _Right) const
bool operator <(const _PIXELSHADERUID& _Right) const
{
if (values[0] < _Right.values[0])
return true;
else if (values[0] > _Right.values[0])
return false;
int N = GetNumValues();
for (int i = 1; i < N; ++i)
if (N < _Right.GetNumValues())
return true;
else if (N > _Right.GetNumValues())
return false;
for (int i = 0; i < N; ++i)
{
if (values[i] < _Right.values[i])
return true;
@ -91,12 +89,12 @@ public:
return false;
}
bool operator ==(const PIXELSHADERUID& _Right) const
bool operator ==(const _PIXELSHADERUID& _Right) const
{
if (values[0] != _Right.values[0])
return false;
int N = GetNumValues();
for (int i = 1; i < N; ++i)
if (N != _Right.GetNumValues())
return false;
for (int i = 0; i < N; ++i)
{
if (values[i] != _Right.values[i])
return false;
@ -104,6 +102,8 @@ public:
return true;
}
};
typedef _PIXELSHADERUID<false> PIXELSHADERUID;
typedef _PIXELSHADERUID<true> PIXELSHADERUIDSAFE;
// Different ways to achieve rendering with destination alpha
enum DSTALPHA_MODE
@ -114,8 +114,11 @@ enum DSTALPHA_MODE
};
const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode);
extern PIXELSHADERUID last_pixel_shader_uid;
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);
#endif // GCOGL_PIXELSHADER_H

View File

@ -26,25 +26,19 @@
#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) |
(xfregs.dualTexTrans.enabled << 29);
for (int i = 0; i < 2; ++i) {
uid->values[1+i] = xfregs.color[i].enablelighting ?
(u32)xfregs.color[i].hex :
(u32)xfregs.color[i].matsource;
uid->values[1+i] |= (xfregs.alpha[i].enablelighting ?
(u32)xfregs.alpha[i].hex :
(u32)xfregs.alpha[i].matsource) << 15;
}
// TODO: If pixel lighting is enabled, do we even have to bother about storing lighting related registers here?
GetLightingShaderId(&uid->values[1]);
uid->values[2] |= (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) << 31;
u32 *pcurvalue = &uid->values[3];
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) {
@ -69,6 +63,69 @@ 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;
*ptr++ = xfregs.numChan.hex;
*ptr++ = xfregs.dualTexTrans.hex;
for (int i = 0; i < 2; ++i) {
*ptr++ = xfregs.color[i].hex;
*ptr++ = xfregs.alpha[i].hex;
}
*ptr++ = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
for (unsigned int i = 0; i < 8; ++i) {
*ptr++ = xfregs.texMtxInfo[i].hex;
*ptr++ = xfregs.postMtxInfo[i].hex;
}
_assert_((ptr - uid->values) == uid->GetNumValues());
}
void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components)
{
if (!g_ActiveConfig.bEnableShaderDebugging)
return;
VERTEXSHADERUIDSAFE new_id;
GetSafeVertexShaderId(&new_id, components);
if (!(old_id == new_id))
{
std::string new_code(GenerateVertexShaderCode(components, api));
if (old_code != new_code)
{
_assert_(old_id.GetNumValues() == new_id.GetNumValues());
char msg[8192];
char* ptr = msg;
ptr += sprintf(ptr, "Vertex shader IDs matched but unique IDs did not!\nUnique IDs (old <-> new):\n");
const int N = new_id.GetNumValues();
for (int i = 0; i < N/2; ++i)
ptr += sprintf(ptr, "%02d, %08X %08X | %08X %08X\n", 2*i, old_id.values[2*i], old_id.values[2*i+1],
new_id.values[2*i], new_id.values[2*i+1]);
if (N % 2)
ptr += sprintf(ptr, "%02d, %08X | %08X\n", N-1, old_id.values[N-1], new_id.values[N-1]);
static int num_failures = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%svsuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file(szTemp);
file << msg;
file << "\n\nOld shader code:\n" << old_code;
file << "\n\nNew shader code:\n" << new_code;
file.close();
PanicAlert("Unique pixel shader ID mismatch!\n\nReport this to the devs, along with the contents of %s.", szTemp);
}
}
}
static char text[16384];
#define WRITE p+=sprintf
@ -244,7 +301,8 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
else
WRITE(p, "o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
// 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)

View File

@ -48,17 +48,18 @@
#define C_DEPTHPARAMS (C_POSTTRANSFORMMATRICES + 64)
#define C_VENVCONST_END (C_DEPTHPARAMS + 4)
class VERTEXSHADERUID
template<bool safe>
class _VERTEXSHADERUID
{
#define NUM_VSUID_VALUES_SAFE 25
public:
u32 values[9];
u32 values[safe ? NUM_VSUID_VALUES_SAFE : 9];
VERTEXSHADERUID()
_VERTEXSHADERUID()
{
memset(values, 0, sizeof(values));
}
VERTEXSHADERUID(const VERTEXSHADERUID& r)
_VERTEXSHADERUID(const _VERTEXSHADERUID& r)
{
for (size_t i = 0; i < sizeof(values) / sizeof(u32); ++i)
values[i] = r.values[i];
@ -66,10 +67,11 @@ public:
int GetNumValues() const
{
return (((values[0] >> 23) & 0xf) * 3 + 3) / 4 + 3; // numTexGens*3/4+1
if (safe) return NUM_VSUID_VALUES_SAFE;
else return (((values[0] >> 23) & 0xf) * 3 + 3) / 4 + 3; // numTexGens*3/4+1
}
bool operator <(const VERTEXSHADERUID& _Right) const
bool operator <(const _VERTEXSHADERUID& _Right) const
{
if (values[0] < _Right.values[0])
return true;
@ -86,7 +88,7 @@ public:
return false;
}
bool operator ==(const VERTEXSHADERUID& _Right) const
bool operator ==(const _VERTEXSHADERUID& _Right) const
{
if (values[0] != _Right.values[0])
return false;
@ -99,14 +101,18 @@ public:
return true;
}
};
typedef _VERTEXSHADERUID<false> VERTEXSHADERUID;
typedef _VERTEXSHADERUID<true> VERTEXSHADERUIDSAFE;
// components is included in the uid.
char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type);
const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type);
void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components);
extern VERTEXSHADERUID last_vertex_shader_uid;
void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components);
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);
#endif // GCOGL_VERTEXSHADER_H

View File

@ -96,6 +96,8 @@ void VideoConfig::Load(const char *ini_file)
iniFile.Get("Settings", "EnableOpenCL", &bEnableOpenCL, false);
iniFile.Get("Settings", "OMPDecoder", &bOMPDecoder, false);
iniFile.Get("Settings", "EnableShaderDebugging", &bEnableShaderDebugging, false);
iniFile.Get("Enhancements", "ForceFiltering", &bForceFiltering, 0);
iniFile.Get("Enhancements", "MaxAnisotropy", &iMaxAnisotropy, 0); // NOTE - this is x in (1 << x)
iniFile.Get("Enhancements", "PostProcessingShader", &sPostProcessingShader, "");
@ -231,6 +233,8 @@ void VideoConfig::Save(const char *ini_file)
iniFile.Set("Settings", "EnableOpenCL", bEnableOpenCL);
iniFile.Set("Settings", "OMPDecoder", bOMPDecoder);
iniFile.Set("Settings", "EnableShaderDebugging", bEnableShaderDebugging);
iniFile.Set("Enhancements", "ForceFiltering", bForceFiltering);
iniFile.Set("Enhancements", "MaxAnisotropy", iMaxAnisotropy);
iniFile.Set("Enhancements", "PostProcessingShader", sPostProcessingShader);

View File

@ -147,6 +147,9 @@ struct VideoConfig
// D3D only config, mostly to be merged into the above
int iAdapter;
// Debugging
bool bEnableShaderDebugging;
// Static config per API
// TODO: Move this out of VideoConfig
struct

View File

@ -41,6 +41,7 @@ namespace DX11
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
PIXELSHADERUID PixelShaderCache::last_uid;
LinearDiskCache<PIXELSHADERUID, u8> g_ps_disk_cache;
@ -412,6 +413,11 @@ void PixelShaderCache::Init()
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
PixelShaderCacheInserter inserter;
g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging)
Clear();
last_entry = NULL;
}
// ONLY to be used during shutdown.
@ -420,6 +426,8 @@ void PixelShaderCache::Clear()
for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++)
iter->second.Destroy();
PixelShaders.clear();
last_entry = NULL;
}
// Used in Swap() when AA mode has changed
@ -454,28 +462,31 @@ void PixelShaderCache::Shutdown()
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlphaMode);
GetPixelShaderId(&uid, dstAlphaMode, components);
// Check if the shader is already set
if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
if (last_entry)
{
PSCache::const_iterator iter = PixelShaders.find(uid);
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
return (iter != PixelShaders.end() && iter->second.shader);
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
ValidatePixelShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
return (last_entry->shader != NULL);
}
}
memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
last_uid = uid;
// Check if the shader is already in the cache
PSCache::iterator iter;
iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
{
iter->second.frameCount = frameCount;
const PSCacheEntry &entry = iter->second;
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
ValidatePixelShaderIDs(API_D3D11, entry.safe_uid, entry.code, dstAlphaMode, components);
return (entry.shader != NULL);
}
@ -491,12 +502,18 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
// Insert the bytecode into the caches
g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
g_ps_disk_cache.Sync();
bool result = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
pbytecode->Release();
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
PixelShaders[uid].code = code;
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return result;
return success;
}
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen)
@ -511,7 +528,6 @@ bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const void* byt
// Make an entry in the table
PSCacheEntry newentry;
newentry.shader = shader;
newentry.frameCount = frameCount;
PixelShaders[uid] = newentry;
last_entry = &PixelShaders[uid];

View File

@ -17,11 +17,12 @@
#pragma once
#include <map>
#include "PixelShaderGen.h"
#include <d3d11.h>
class PIXELSHADERUID;
#include <map>
enum DSTALPHA_MODE;
namespace DX11
@ -52,9 +53,11 @@ private:
struct PSCacheEntry
{
ID3D11PixelShader* shader;
int frameCount;
PSCacheEntry() : shader(NULL), frameCount(0) {}
PIXELSHADERUIDSAFE safe_uid;
std::string code;
PSCacheEntry() : shader(NULL) {}
void Destroy() { SAFE_RELEASE(shader); }
};
@ -62,6 +65,7 @@ private:
static PSCache PixelShaders;
static const PSCacheEntry* last_entry;
static PIXELSHADERUID last_uid;
};
} // namespace DX11

View File

@ -37,6 +37,7 @@ namespace DX11 {
VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
VERTEXSHADERUID VertexShaderCache::last_uid;
static ID3D11VertexShader* SimpleVertexShader = NULL;
static ID3D11VertexShader* ClearVertexShader = NULL;
@ -174,6 +175,11 @@ void VertexShaderCache::Init()
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging)
Clear();
last_entry = NULL;
}
void VertexShaderCache::Clear()
@ -181,6 +187,8 @@ void VertexShaderCache::Clear()
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
iter->second.Destroy();
vshaders.clear();
last_entry = NULL;
}
void VertexShaderCache::Shutdown()
@ -202,22 +210,26 @@ bool 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);
return (vshaders[uid].shader != NULL);
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, components);
return (last_entry->shader != NULL);
}
}
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;
const VSCacheEntry &entry = iter->second;
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_D3D11, entry.safe_uid, entry.code, components);
return (entry.shader != NULL);
}
@ -232,12 +244,18 @@ bool VertexShaderCache::SetShader(u32 components)
return false;
}
g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
g_vs_disk_cache.Sync();
bool result = InsertByteCode(uid, pbytecode);
bool success = InsertByteCode(uid, pbytecode);
pbytecode->Release();
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
vshaders[uid].code = code;
GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return result;
return success;
}
bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob)
@ -252,7 +270,6 @@ bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcod
// Make an entry in the table
VSCacheEntry entry;
entry.shader = shader;
entry.frameCount = frameCount;
entry.SetByteCode(bcodeblob);
vshaders[uid] = entry;

View File

@ -18,12 +18,12 @@
#ifndef _VERTEXSHADERCACHE_H
#define _VERTEXSHADERCACHE_H
#include <map>
#include "VertexShaderGen.h"
#include "D3DBase.h"
#include "D3DBlob.h"
class VERTEXSHADERUID;
#include <map>
namespace DX11 {
@ -51,9 +51,11 @@ private:
{
ID3D11VertexShader* shader;
D3DBlob* bytecode; // needed to initialize the input layout
int frameCount;
VSCacheEntry() : shader(NULL), bytecode(NULL), frameCount(0) {}
VERTEXSHADERUIDSAFE safe_uid;
std::string code;
VSCacheEntry() : shader(NULL), bytecode(NULL) {}
void SetByteCode(D3DBlob* blob)
{
SAFE_RELEASE(bytecode);
@ -70,6 +72,7 @@ private:
static VSCache vshaders;
static const VSCacheEntry* last_entry;
static VERTEXSHADERUID last_uid;
};
} // namespace DX11

View File

@ -43,6 +43,7 @@ namespace DX9
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
PIXELSHADERUID PixelShaderCache::last_uid;
static LinearDiskCache<PIXELSHADERUID, u8> g_ps_disk_cache;
static std::set<u32> unique_shaders;
@ -233,6 +234,8 @@ static LPDIRECT3DPIXELSHADER9 CreateCopyShader(int copyMatrixType, int depthConv
void PixelShaderCache::Init()
{
last_entry = NULL;
//program used for clear screen
{
char pprog[3072];
@ -283,6 +286,9 @@ void PixelShaderCache::Init()
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
PixelShaderCacheInserter inserter;
g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging)
Clear();
}
// ONLY to be used during shutdown.
@ -292,7 +298,7 @@ void PixelShaderCache::Clear()
iter->second.Destroy();
PixelShaders.clear();
memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));
last_entry = NULL;
}
void PixelShaderCache::Shutdown()
@ -326,41 +332,47 @@ void PixelShaderCache::Shutdown()
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{
const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlphaMode);
GetPixelShaderId(&uid, dstAlphaMode, components);
// Check if the shader is already set
if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
if (last_entry)
{
PSCache::const_iterator iter = PixelShaders.find(uid);
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return (iter != PixelShaders.end() && iter->second.shader);
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(api, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
return last_entry->shader != NULL;
}
}
memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
last_uid = uid;
// Check if the shader is already in the cache
PSCache::iterator iter;
iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
{
iter->second.frameCount = frameCount;
const PSCacheEntry &entry = iter->second;
last_entry = &entry;
if (entry.shader) D3D::SetPixelShader(entry.shader);
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(api, entry.safe_uid, entry.code, dstAlphaMode, components);
return (entry.shader != NULL);
}
// Need to compile a new shader
const char *code = GeneratePixelShaderCode(dstAlphaMode, ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30, components);
const char *code = GeneratePixelShaderCode(dstAlphaMode, api, components);
u32 code_hash = HashAdler32((const u8 *)code, strlen(code));
unique_shaders.insert(code_hash);
SETSTAT(stats.numUniquePixelShaders, unique_shaders.size());
if (g_ActiveConfig.bEnableShaderDebugging)
{
u32 code_hash = HashAdler32((const u8 *)code, strlen(code));
unique_shaders.insert(code_hash);
SETSTAT(stats.numUniquePixelShaders, unique_shaders.size());
}
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
@ -381,14 +393,19 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
// Insert the bytecode into the caches
g_ps_disk_cache.Append(uid, bytecode, bytecodelen);
g_ps_disk_cache.Sync();
// And insert it into the shader cache.
bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
delete [] bytecode;
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
PixelShaders[uid].code = code;
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return result;
return success;
}
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate)
@ -398,7 +415,6 @@ bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytec
// Make an entry in the table
PSCacheEntry newentry;
newentry.shader = shader;
newentry.frameCount = frameCount;
PixelShaders[uid] = newentry;
last_entry = &PixelShaders[uid];

View File

@ -40,9 +40,11 @@ private:
{
LPDIRECT3DPIXELSHADER9 shader;
bool owns_shader;
int frameCount;
PSCacheEntry() : shader(NULL), owns_shader(true), frameCount(0) {}
PIXELSHADERUIDSAFE safe_uid;
std::string code;
PSCacheEntry() : shader(NULL), owns_shader(true) {}
void Destroy()
{
if (shader && owns_shader)
@ -55,6 +57,7 @@ private:
static PSCache PixelShaders;
static const PSCacheEntry *last_entry;
static PIXELSHADERUID last_uid;
static void Clear();
public:

View File

@ -38,6 +38,7 @@ namespace DX9
VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
VERTEXSHADERUID VertexShaderCache::last_uid;
#define MAX_SSAA_SHADERS 3
@ -151,6 +152,11 @@ void VertexShaderCache::Init()
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging)
Clear();
last_entry = NULL;
}
void VertexShaderCache::Clear()
@ -159,7 +165,7 @@ void VertexShaderCache::Clear()
iter->second.Destroy();
vshaders.clear();
memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid));
last_entry = NULL;
}
void VertexShaderCache::Shutdown()
@ -184,23 +190,27 @@ bool 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);
return (vshaders[uid].shader != NULL);
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_D3D9, last_entry->safe_uid, last_entry->code, components);
return (last_entry->shader != NULL);
}
}
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;
const VSCacheEntry &entry = iter->second;
last_entry = &entry;
if (entry.shader) D3D::SetVertexShader(entry.shader);
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_D3D9, entry.safe_uid, entry.code, components);
return (entry.shader != NULL);
}
@ -213,12 +223,16 @@ bool VertexShaderCache::SetShader(u32 components)
return false;
}
g_vs_disk_cache.Append(uid, bytecode, bytecodelen);
g_vs_disk_cache.Sync();
bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
vshaders[uid].code = code;
GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
}
delete [] bytecode;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return result;
return success;
}
bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) {
@ -227,7 +241,6 @@ bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, const u8 *byt
// Make an entry in the table
VSCacheEntry entry;
entry.shader = shader;
entry.frameCount = frameCount;
vshaders[uid] = entry;
last_entry = &vshaders[uid];

View File

@ -34,11 +34,11 @@ private:
struct VSCacheEntry
{
LPDIRECT3DVERTEXSHADER9 shader;
int frameCount;
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string code;
#endif
VSCacheEntry() : shader(NULL), frameCount(0) {}
VERTEXSHADERUIDSAFE safe_uid;
VSCacheEntry() : shader(NULL) {}
void Destroy()
{
if (shader)
@ -51,6 +51,7 @@ private:
static VSCache vshaders;
static const VSCacheEntry *last_entry;
static VERTEXSHADERUID last_uid;
static void Clear();
public:

View File

@ -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);
@ -184,38 +184,43 @@ 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
if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
if (last_entry)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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);
return pShaderLast;
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];
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, components);
newentry.shader.strprog = code;
}
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
static int counter = 0;
@ -234,7 +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)
@ -318,9 +323,6 @@ bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrpr
cgDestroyProgram(tempprog);
#endif
#if defined(_DEBUG) || defined(DEBUGFAST)
ps.strprog = pstrprogram;
#endif
return true;
}

View File

@ -39,9 +39,7 @@ struct FRAGMENTSHADER
}
}
GLuint glprogid; // opengl program id
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string strprog;
#endif
};
class PixelShaderCache
@ -49,13 +47,13 @@ class PixelShaderCache
struct PSCacheEntry
{
FRAGMENTSHADER shader;
int frameCount;
PSCacheEntry() : frameCount(0) {}
PSCacheEntry() {}
~PSCacheEntry() {}
void Destroy()
{
shader.Destroy();
}
PIXELSHADERUIDSAFE safe_uid;
};
typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;
@ -67,6 +65,8 @@ class PixelShaderCache
static bool s_displayCompileAlert;
static GLuint CurrentShader;
static PSCacheEntry* last_entry;
static PIXELSHADERUID last_uid;
static bool ShaderEnabled;

View File

@ -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 +76,34 @@ 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);
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);
return pShaderLast;
ValidateVertexShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, components);
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);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
@ -118,7 +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)
@ -182,9 +187,8 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
cgDestroyProgram(tempprog);
#endif
#if defined(_DEBUG) || defined(DEBUGFAST)
vs.strprog = pstrprogram;
#endif
if (g_ActiveConfig.bEnableShaderDebugging)
vs.strprog = pstrprogram;
return true;
}

View File

@ -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
@ -42,8 +40,8 @@ class VertexShaderCache
struct VSCacheEntry
{
VERTEXSHADER shader;
int frameCount;
VSCacheEntry() : frameCount(0) {}
VERTEXSHADERUIDSAFE safe_uid;
VSCacheEntry() {}
void Destroy() {
// printf("Destroying vs %i\n", shader.glprogid);
glDeleteProgramsARB(1, &shader.glprogid);
@ -55,6 +53,9 @@ class VertexShaderCache
static VSCache vshaders;
static VSCacheEntry* last_entry;
static VERTEXSHADERUID last_uid;
static GLuint CurrentShader;
static bool ShaderEnabled;