merge Vertex and PixelShaderCache into ProgramShaderCache

this is the first step, uniform handling is still missing
This commit is contained in:
degasus 2013-02-13 13:12:19 +01:00
parent 818a376bd4
commit bbc292c210
15 changed files with 389 additions and 716 deletions

View File

@ -224,7 +224,6 @@
<ClInclude Include="Src\Globals.h" />
<ClInclude Include="Src\GLUtil.h" />
<ClInclude Include="Src\main.h" />
<ClInclude Include="Src\PixelShaderCache.h" />
<ClInclude Include="Src\PostProcessing.h" />
<ClInclude Include="Src\ProgramShaderCache.h" />
<ClInclude Include="Src\RasterFont.h" />
@ -234,7 +233,6 @@
<ClInclude Include="Src\TextureCache.h" />
<ClInclude Include="Src\TextureConverter.h" />
<ClInclude Include="Src\VertexManager.h" />
<ClInclude Include="Src\VertexShaderCache.h" />
<ClInclude Include="Src\VideoBackend.h" />
</ItemGroup>
<ItemGroup>

View File

@ -63,9 +63,6 @@
<ClInclude Include="Src\FramebufferManager.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="Src\PixelShaderCache.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="Src\PostProcessing.h">
<Filter>Render</Filter>
</ClInclude>
@ -78,9 +75,6 @@
<ClInclude Include="Src\TextureCache.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="Src\VertexShaderCache.h">
<Filter>Render</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="CMakeLists.txt" />

View File

@ -28,7 +28,6 @@
#include "Render.h"
#include "VertexShaderGen.h"
#include "ProgramShaderCache.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "OnScreenDisplay.h"
#include "StringUtil.h"
@ -38,136 +37,6 @@
namespace OGL
{
static int s_nMaxPixelInstructions;
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
PIXELSHADERUID PixelShaderCache::s_curuid;
bool PixelShaderCache::s_displayCompileAlert;
GLuint PixelShaderCache::CurrentShader;
bool PixelShaderCache::ShaderEnabled;
PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry = NULL;
PIXELSHADERUID PixelShaderCache::last_uid;
void PixelShaderCache::Init()
{
ShaderEnabled = true;
CurrentShader = 0;
last_entry = NULL;
GL_REPORT_ERRORD();
s_displayCompileAlert = true;
}
void PixelShaderCache::Shutdown()
{
PSCache::iterator iter = PixelShaders.begin();
for (; iter != PixelShaders.end(); iter++)
iter->second.Destroy();
PixelShaders.clear();
}
FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlphaMode, components);
// Check if the shader is already set
if (last_entry)
{
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, last_entry->safe_uid, last_entry->shader.strprog, dstAlphaMode, components);
return &last_entry->shader;
}
}
last_uid = uid;
PSCache::iterator iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
{
PSCacheEntry &entry = iter->second;
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, dstAlphaMode, components);
return &last_entry->shader;
}
// Make an entry in the table
PSCacheEntry& newentry = PixelShaders[uid];
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;
char szTemp[MAX_PATH];
sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(szTemp, code);
}
#endif
if (!code || !CompilePixelShader(newentry.shader, code)) {
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return NULL;
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return &last_entry->shader;
}
bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
{
GLuint result = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(result, 1, &pstrprogram, NULL);
glCompileShader(result);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
GLsizei length = 0;
glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
if (length > 1)
{
GLsizei charsWritten;
GLchar* infoLog = new GLchar[length];
glGetShaderInfoLog(result, length, &charsWritten, infoLog);
ERROR_LOG(VIDEO, "PS Shader info log:\n%s", infoLog);
char szTemp[MAX_PATH];
sprintf(szTemp, "ps_%d.txt", result);
FILE *fp = fopen(szTemp, "wb");
fwrite(infoLog, strlen(infoLog), 1, fp);
fwrite(pstrprogram, strlen(pstrprogram), 1, fp);
fclose(fp);
delete[] infoLog;
}
GLint compileStatus;
glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
if (compileStatus != GL_TRUE)
{
// Compile failed
ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
// Don't try to use this shader
glDeleteShader(result);
return false;
}
#endif
(void)GL_REPORT_ERROR();
ps.glprogid = result;
return true;
}
void SetPSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
{
ProgramShaderCache::PCacheEntry tmp = ProgramShaderCache::GetShaderProgram();
@ -175,11 +44,11 @@ void SetPSConstant4fvByName(const char * name, unsigned int offset, const float
{
if (!strcmp(name, UniformNames[a]))
{
if (tmp.UniformLocations[a] == -1)
if (tmp.shader.UniformLocations[a] == -1)
return;
else
{
glUniform4fv(tmp.UniformLocations[a] + offset, count, f);
glUniform4fv(tmp.shader.UniformLocations[a] + offset, count, f);
return;
}
}

View File

@ -1,83 +0,0 @@
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _PIXELSHADERCACHE_H_
#define _PIXELSHADERCACHE_H_
#include <map>
#include <string>
#include "BPMemory.h"
#include "PixelShaderGen.h"
namespace OGL
{
struct FRAGMENTSHADER
{
FRAGMENTSHADER() : glprogid(0) { }
void Destroy()
{
if (glprogid)
{
glDeleteShader(glprogid);
glprogid = 0;
}
}
GLuint glprogid; // opengl program id
std::string strprog;
};
class PixelShaderCache
{
struct PSCacheEntry
{
FRAGMENTSHADER shader;
PSCacheEntry() {}
~PSCacheEntry() {}
void Destroy()
{
shader.Destroy();
}
PIXELSHADERUIDSAFE safe_uid;
};
typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;
static PSCache PixelShaders;
static PIXELSHADERUID s_curuid; // the current pixel shader uid (progressively changed as memory is written)
static bool s_displayCompileAlert;
static GLuint CurrentShader;
static PSCacheEntry* last_entry;
static PIXELSHADERUID last_uid;
static bool ShaderEnabled;
public:
static void Init();
static void Shutdown();
static FRAGMENTSHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
static bool CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
};
} // namespace OGL
#endif // _PIXELSHADERCACHE_H_

View File

@ -20,7 +20,7 @@
#include "VideoConfig.h"
#include "GLUtil.h"
#include "PostProcessing.h"
#include "PixelShaderCache.h"
#include "ProgramShaderCache.h"
namespace OGL
{
@ -29,7 +29,7 @@ namespace PostProcessing
{
static std::string s_currentShader;
static FRAGMENTSHADER s_shader;
static SHADER s_shader;
void Init()
{
@ -63,10 +63,10 @@ bool ApplyShader()
std::string code;
if (File::ReadFileToString(true, s_currentShader.c_str(), code))
{
if (!PixelShaderCache::CompilePixelShader(s_shader, code.c_str()))
{
ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", s_currentShader.c_str());
}
//if (!ProgramShaderCache::CompileShader(s_shader, "#version130\n...", code.c_str()))
//{
// ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", s_currentShader.c_str());
//}
}
else
{
@ -78,7 +78,7 @@ bool ApplyShader()
// TODO: Convert PP shaders to GLSL
if (s_shader.glprogid != 0)
{
// SetBothShaders(s_shader, 0);
s_shader.Bind();
return true;
}
else

View File

@ -18,37 +18,30 @@
#include "ProgramShaderCache.h"
#include "MathUtil.h"
#include "StreamBuffer.h"
#include "Debugger.h"
#include "Statistics.h"
namespace OGL
{
static const u32 UBO_LENGTH = 4*1024*1024;
GLuint ProgramShaderCache::CurrentProgram = 0;
static GLuint CurrentProgram = 0;
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
GLintptr ProgramShaderCache::s_vs_data_offset;
u8 *ProgramShaderCache::s_ubo_buffer;
u32 ProgramShaderCache::s_ubo_buffer_size;
bool ProgramShaderCache::s_ubo_dirty;
LinearDiskCache<u64, u8> g_program_disk_cache;
LinearDiskCache<SHADERUID, u8> g_program_disk_cache;
GLenum ProgramFormat;
GLuint ProgramShaderCache::PCacheEntry::prog_format = 0;
u64 ProgramShaderCache::CurrentShaderProgram;
static StreamBuffer *s_buffer;
u64 Create_Pair(u32 key1, u32 key2)
{
return (((u64)key1) << 32) | key2;
}
void Get_Pair(u64 key, u32 *key1, u32 *key2)
{
*key1 = (key & 0xFFFFFFFF00000000) >> 32;
*key2 = key & 0xFFFFFFFF;
}
ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
SHADERUID ProgramShaderCache::last_uid;
const char *UniformNames[NUM_UNIFORMS] =
{
@ -75,18 +68,21 @@ const char *UniformNames[NUM_UNIFORMS] =
I_DEPTHPARAMS,
};
void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
void SHADER::SetProgramVariables()
{
// glsl shader must be bind to set samplers
Bind();
// Bind UBO
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
GLint PSBlock_id = glGetUniformBlockIndex(entry.prog_id, "PSBlock");
GLint VSBlock_id = glGetUniformBlockIndex(entry.prog_id, "VSBlock");
GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
if(PSBlock_id != -1)
glUniformBlockBinding(entry.prog_id, PSBlock_id, 1);
glUniformBlockBinding(glprogid, PSBlock_id, 1);
if(VSBlock_id != -1)
glUniformBlockBinding(entry.prog_id, VSBlock_id, 2);
glUniformBlockBinding(glprogid, VSBlock_id, 2);
}
// We cache our uniform locations for now
@ -94,12 +90,12 @@ void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
// We can remove this
// (Sonicadvance): For some reason this fails on my hardware
//glGetUniformIndices(entry.prog_id, NUM_UNIFORMS, UniformNames, entry.UniformLocations);
//glGetUniformIndices(glprogid, NUM_UNIFORMS, UniformNames, UniformLocations);
// Got to do it this crappy way.
entry.UniformLocations[0] = glGetUniformLocation(entry.prog_id, UniformNames[0]);
UniformLocations[0] = glGetUniformLocation(glprogid, UniformNames[0]);
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
for (int a = 1; a < NUM_UNIFORMS; ++a)
entry.UniformLocations[a] = glGetUniformLocation(entry.prog_id, UniformNames[a]);
UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]);
// Bind Texture Sampler
for (int a = 0; a <= 9; ++a)
@ -108,134 +104,55 @@ void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
snprintf(name, 8, "samp%d", a);
// Still need to get sampler locations since we aren't binding them statically in the shaders
int loc = glGetUniformLocation(entry.prog_id, name);
int loc = glGetUniformLocation(glprogid, name);
if (loc != -1)
glUniform1i(loc, a);
}
}
void ProgramShaderCache::SetProgramBindings ( ProgramShaderCache::PCacheEntry& entry )
void SHADER::SetProgramBindings()
{
if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
{
// So we do support extended blending
// So we need to set a few more things here.
// Bind our out locations
glBindFragDataLocationIndexed(entry.prog_id, 0, 0, "ocol0");
glBindFragDataLocationIndexed(entry.prog_id, 0, 1, "ocol1");
glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0");
glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1");
}
else
glBindFragDataLocation(entry.prog_id, 0, "ocol0");
glBindFragDataLocation(glprogid, 0, "ocol0");
// Need to set some attribute locations
glBindAttribLocation(entry.prog_id, SHADER_POSITION_ATTRIB, "rawpos");
glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
glBindAttribLocation(entry.prog_id, SHADER_POSMTX_ATTRIB, "fposmtx");
glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
glBindAttribLocation(entry.prog_id, SHADER_COLOR0_ATTRIB, "color0");
glBindAttribLocation(entry.prog_id, SHADER_COLOR1_ATTRIB, "color1");
glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "color0");
glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "color1");
glBindAttribLocation(entry.prog_id, SHADER_NORM0_ATTRIB, "rawnorm0");
glBindAttribLocation(entry.prog_id, SHADER_NORM1_ATTRIB, "rawnorm1");
glBindAttribLocation(entry.prog_id, SHADER_NORM2_ATTRIB, "rawnorm2");
glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0");
glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
glBindAttribLocation(glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
for(int i=0; i<8; i++) {
char attrib_name[8];
snprintf(attrib_name, 8, "tex%d", i);
glBindAttribLocation(entry.prog_id, SHADER_TEXTURE0_ATTRIB+i, attrib_name);
glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB+i, attrib_name);
}
}
void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
void SHADER::Bind()
{
if(!PS || !VS) {
ERROR_LOG(VIDEO, "tried to bind a zero shader");
return;
}
u64 ShaderPair = Create_Pair(PS, VS);
// program is already bound
if(ShaderPair == CurrentShaderProgram) return;
PCache::iterator iter = pshaders.find(ShaderPair);
if (iter != pshaders.end())
if(CurrentProgram != glprogid)
{
PCacheEntry &entry = iter->second;
glUseProgram(entry.prog_id);
CurrentProgram = entry.prog_id;
CurrentShaderProgram = ShaderPair;
return;
glUseProgram(glprogid);
CurrentProgram = glprogid;
}
PCacheEntry entry;
entry.Create(PS, VS);
// Right, the program is created now
// Let's attach everything
glAttachShader(entry.prog_id, entry.vsid);
glAttachShader(entry.prog_id, entry.psid);
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
glProgramParameteri(entry.prog_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
SetProgramBindings(entry);
glLinkProgram(entry.prog_id);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
GLsizei length = 0;
glGetProgramiv(entry.prog_id, GL_INFO_LOG_LENGTH, &length);
if (length > 1)
{
GLsizei charsWritten;
GLchar* infoLog = new GLchar[length];
glGetProgramInfoLog(entry.prog_id, length, &charsWritten, infoLog);
ERROR_LOG(VIDEO, "Program info log:\n%s", infoLog);
char szTemp[MAX_PATH];
sprintf(szTemp, "p_%d.txt", entry.prog_id);
FILE *fp = fopen(szTemp, "wb");
fwrite(infoLog, length, 1, fp);
delete[] infoLog;
glGetShaderiv(VS, GL_SHADER_SOURCE_LENGTH, &length);
GLchar* src = new GLchar[length];
glGetShaderSource(VS, length, &charsWritten, src);
fwrite(src, strlen(src), 1, fp);
delete [] src;
glGetShaderiv(PS, GL_SHADER_SOURCE_LENGTH, &length);
src = new GLchar[length];
glGetShaderSource(PS, length, &charsWritten, src);
fwrite(src, strlen(src), 1, fp);
delete [] src;
fclose(fp);
}
GLint linkStatus;
glGetProgramiv(entry.prog_id, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE)
{
// Compile failed
ERROR_LOG(VIDEO, "Program linking failed; see info log");
// Don't try to use this shader
glDeleteProgram(entry.prog_id);
return;
}
#endif
glUseProgram(entry.prog_id);
SetProgramVariables(entry);
pshaders[ShaderPair] = entry;
CurrentShaderProgram = ShaderPair;
CurrentProgram = entry.prog_id;
}
void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
{
s_ubo_dirty = true;
@ -264,9 +181,207 @@ GLuint ProgramShaderCache::GetCurrentProgram(void)
return CurrentProgram;
}
SHADER* ProgramShaderCache::SetShader ( DSTALPHA_MODE dstAlphaMode, u32 components )
{
SHADERUID uid;
GetShaderId(&uid, dstAlphaMode, components);
// Check if the shader is already set
if (last_entry)
{
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidateShaderIDs(last_entry, dstAlphaMode, components);
last_entry->shader.Bind();
return &last_entry->shader;
}
}
last_uid = uid;
// Check if shader is already in cache
PCache::iterator iter = pshaders.find(uid);
if (iter != pshaders.end())
{
PCacheEntry *entry = &iter->second;
last_entry = entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidateShaderIDs(entry, dstAlphaMode, components);
last_entry->shader.Bind();
return &last_entry->shader;
}
// Make an entry in the table
PCacheEntry& newentry = pshaders[uid];
last_entry = &newentry;
const char *vcode = GenerateVertexShaderCode(components, API_OPENGL);
const char *pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
if (g_ActiveConfig.bEnableShaderDebugging)
{
GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode, components);
newentry.shader.strvprog = vcode;
newentry.shader.strpprog = pcode;
}
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS) {
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(szTemp, vcode);
sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(szTemp, pcode);
}
#endif
if (!CompileShader(newentry.shader, vcode, pcode)) {
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return NULL;
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, pshaders.size());
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
last_entry->shader.Bind();
return &last_entry->shader;
}
bool ProgramShaderCache::CompileShader ( SHADER& shader, const char* vcode, const char* pcode )
{
GLuint vsid = CompileSingleShader(GL_VERTEX_SHADER, vcode);
GLuint psid = CompileSingleShader(GL_FRAGMENT_SHADER, pcode);
if(!vsid || !psid)
{
glDeleteShader(vsid);
glDeleteShader(psid);
return false;
}
GLuint pid = shader.glprogid = glCreateProgram();;
glAttachShader(pid, vsid);
glAttachShader(pid, psid);
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
glProgramParameteri(pid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
shader.SetProgramBindings();
glLinkProgram(pid);
// original shaders aren't needed any more
glDeleteShader(vsid);
glDeleteShader(psid);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
GLsizei length = 0;
glGetProgramiv(pid, GL_INFO_LOG_LENGTH, &length);
if (length > 1)
{
GLsizei charsWritten;
GLchar* infoLog = new GLchar[length];
glGetProgramInfoLog(pid, length, &charsWritten, infoLog);
ERROR_LOG(VIDEO, "Program info log:\n%s", infoLog);
char szTemp[MAX_PATH];
sprintf(szTemp, "p_%d.txt", pid);
FILE *fp = fopen(szTemp, "wb");
fwrite(infoLog, length, 1, fp);
delete[] infoLog;
fwrite(vcode, strlen(vcode), 1, fp);
fwrite(pcode, strlen(pcode), 1, fp);
fclose(fp);
}
GLint linkStatus;
glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE)
{
// Compile failed
ERROR_LOG(VIDEO, "Program linking failed; see info log");
// Don't try to use this shader
glDeleteProgram(pid);
return false;
}
#endif
shader.SetProgramVariables();
return true;
}
GLuint ProgramShaderCache::CompileSingleShader (GLuint type, const char* code )
{
GLuint result = glCreateShader(type);
const char *src[] = {code};
glShaderSource(result, 1, src, NULL);
glCompileShader(result);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
GLsizei length = 0;
glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
if (length > 1)
{
GLsizei charsWritten;
GLchar* infoLog = new GLchar[length];
glGetShaderInfoLog(result, length, &charsWritten, infoLog);
ERROR_LOG(VIDEO, "PS Shader info log:\n%s", infoLog);
char szTemp[MAX_PATH];
sprintf(szTemp, "ps_%d.txt", result);
FILE *fp = fopen(szTemp, "wb");
fwrite(infoLog, strlen(infoLog), 1, fp);
fwrite(code, strlen(code), 1, fp);
fclose(fp);
delete[] infoLog;
}
GLint compileStatus;
glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
if (compileStatus != GL_TRUE)
{
// Compile failed
ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
// Don't try to use this shader
glDeleteShader(result);
return 0;
}
#endif
(void)GL_REPORT_ERROR();
return result;
}
void ProgramShaderCache::GetShaderId ( SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 components )
{
GetPixelShaderId(&uid->puid, dstAlphaMode, components);
GetVertexShaderId(&uid->vuid, components);
}
void ProgramShaderCache::GetSafeShaderId ( SHADERUIDSAFE* uid, DSTALPHA_MODE dstAlphaMode, u32 components )
{
GetSafePixelShaderId(&uid->puid, dstAlphaMode, components);
GetSafeVertexShaderId(&uid->vuid, components);
}
void ProgramShaderCache::ValidateShaderIDs ( PCacheEntry *entry, DSTALPHA_MODE dstAlphaMode, u32 components )
{
//ValidatePixelShaderIDs(API_OPENGL, entry->safe_uid, entry->shader.strprog, dstAlphaMode, components);
}
ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram(void)
{
return pshaders[CurrentShaderProgram];
return *last_entry;
}
void ProgramShaderCache::Init(void)
@ -308,7 +423,7 @@ void ProgramShaderCache::Init(void)
}
CurrentProgram = 0;
CurrentShaderProgram = 0;
last_entry = NULL;
}
void ProgramShaderCache::Shutdown(void)
@ -318,7 +433,7 @@ void ProgramShaderCache::Shutdown(void)
PCache::iterator iter = pshaders.begin();
for (; iter != pshaders.end(); ++iter)
{
g_program_disk_cache.Append(iter->second.uid, iter->second.GetProgram(), iter->second.Size());
g_program_disk_cache.Append(iter->first, iter->second.GetProgram(), iter->second.Size());
iter->second.FreeProgram();
}
@ -342,4 +457,23 @@ void ProgramShaderCache::Shutdown(void)
}
}
void ProgramShaderCache::ProgramShaderCacheInserter::Read ( const SHADERUID& key, const u8* value, u32 value_size )
{
// The two shaders might not even exist anymore
// But it is fine, no need to worry about that
PCacheEntry entry;
entry.shader.glprogid = glCreateProgram();
glProgramBinary(entry.shader.glprogid, entry.prog_format, value, value_size);
GLint success;
glGetProgramiv(entry.shader.glprogid, GL_LINK_STATUS, &success);
if (success)
{
pshaders[key] = entry;
entry.shader.SetProgramVariables();
}
}
} // namespace OGL

View File

@ -20,28 +20,63 @@
#include "GLUtil.h"
#include "VertexShaderCache.h"
#include "PixelShaderCache.h"
#include "PixelShaderGen.h"
#include "VertexShaderGen.h"
#include "LinearDiskCache.h"
#include "ConfigManager.h"
#ifdef __APPLE__
#include <tr1/unordered_map>
using namespace std::tr1;
#else
#include <unordered_map>
using namespace std;
#endif
namespace OGL
{
template<bool safe>
class _SHADERUID
{
public:
_VERTEXSHADERUID<safe> vuid;
_PIXELSHADERUID<safe> puid;
_SHADERUID() {}
_SHADERUID(const _SHADERUID& r) : vuid(r.vuid), puid(r.puid) {}
bool operator <(const _SHADERUID& r) const
{
if(puid < r.puid) return true;
if(r.puid < puid) return false;
if(vuid < r.vuid) return true;
return false;
}
bool operator ==(const _SHADERUID& r) const
{
return puid == r.puid && vuid == r.vuid;
}
};
typedef _SHADERUID<false> SHADERUID;
typedef _SHADERUID<true> SHADERUIDSAFE;
const int NUM_UNIFORMS = 19;
extern const char *UniformNames[NUM_UNIFORMS];
u64 Create_Pair(u32 key1, u32 key2);
void Get_Pair(u64 key, u32 *key1, u32 *key2);
struct SHADER
{
SHADER() : glprogid(0) { }
void Destroy()
{
glDeleteProgram(glprogid);
glprogid = 0;
}
GLuint glprogid; // opengl program id
std::string strvprog, strpprog;
GLint UniformLocations[NUM_UNIFORMS];
void SetProgramVariables();
void SetProgramBindings();
void Bind();
};
class ProgramShaderCache
{
@ -49,39 +84,27 @@ public:
struct PCacheEntry
{
GLuint prog_id;
SHADER shader;
PIXELSHADERUIDSAFE safe_uid;
static GLenum prog_format;
u8 *binary;
GLint binary_size;
GLuint vsid, psid;
u64 uid;
GLint UniformLocations[NUM_UNIFORMS];
PCacheEntry() :binary(NULL), binary_size(0) { }
PCacheEntry() : prog_id(0), binary(NULL), binary_size(0), vsid(0), psid(0) { }
~PCacheEntry()
{
FreeProgram();
}
void Create(const GLuint pix_id, const GLuint vert_id)
{
psid = pix_id;
vsid = vert_id;
uid = Create_Pair(psid, vsid);
prog_id = glCreateProgram();
}
~PCacheEntry() {}
void Destroy()
{
glDeleteProgram(prog_id);
prog_id = 0;
shader.Destroy();
FreeProgram();
}
void UpdateSize()
{
if (binary_size == 0)
glGetProgramiv(prog_id, GL_PROGRAM_BINARY_LENGTH, &binary_size);
glGetProgramiv(shader.glprogid, GL_PROGRAM_BINARY_LENGTH, &binary_size);
}
// No idea how necessary this is
@ -103,7 +126,7 @@ public:
UpdateSize();
FreeProgram();
binary = new u8[binary_size];
glGetProgramBinary(prog_id, binary_size, NULL, &prog_format, binary);
glGetProgramBinary(shader.glprogid, binary_size, NULL, &prog_format, binary);
return binary;
}
@ -121,8 +144,14 @@ public:
};
static PCacheEntry GetShaderProgram(void);
static void SetBothShaders(GLuint PS, GLuint VS);
static GLuint GetCurrentProgram(void);
static SHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
static void GetShaderId(SHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 components);
static void GetSafeShaderId(SHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode, u32 components);
static void ValidateShaderIDs(PCacheEntry *entry, DSTALPHA_MODE dstAlphaMode, u32 components);
static bool CompileShader(SHADER &shader, const char* vcode, const char* pcode);
static GLuint CompileSingleShader(GLuint type, const char *code);
static void SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count);
static void SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count);
@ -132,44 +161,22 @@ public:
static void Shutdown(void);
private:
class ProgramShaderCacheInserter : public LinearDiskCacheReader<u64, u8>
class ProgramShaderCacheInserter : public LinearDiskCacheReader<SHADERUID, u8>
{
public:
void Read(const u64 &key, const u8 *value, u32 value_size)
{
// The two shaders might not even exist anymore
// But it is fine, no need to worry about that
PCacheEntry entry;
u32 key1, key2;
Get_Pair(key, &key1, &key2);
entry.Create(key1, key2);
glProgramBinary(entry.prog_id, entry.prog_format, value, value_size);
GLint success;
glGetProgramiv(entry.prog_id, GL_LINK_STATUS, &success);
if (success)
{
pshaders[key] = entry;
glUseProgram(entry.prog_id);
SetProgramVariables(entry);
}
}
void Read(const SHADERUID &key, const u8 *value, u32 value_size);
};
typedef unordered_map<u64, PCacheEntry> PCache;
typedef std::map<SHADERUID, PCacheEntry> PCache;
static PCache pshaders;
static GLuint CurrentProgram;
static u64 CurrentShaderProgram;
static PCacheEntry* last_entry;
static SHADERUID last_uid;
static GLintptr s_vs_data_offset;
static u8 *s_ubo_buffer;
static u32 s_ubo_buffer_size;
static bool s_ubo_dirty;
static void SetProgramVariables(PCacheEntry &entry);
static void SetProgramBindings(PCacheEntry &entry);
};
} // namespace OGL

View File

@ -18,9 +18,7 @@
#include "GLUtil.h"
#include "RasterFont.h"
#include "PixelShaderCache.h"
#include "ProgramShaderCache.h"
#include "VertexShaderCache.h"
// globals
namespace OGL {
@ -149,9 +147,7 @@ static const char *s_fragmentShaderSrc =
" ocol0 = texture(samp8,uv0) * color;\n"
"}\n";
static FRAGMENTSHADER s_fragmentShader;
static VERTEXSHADER s_vertexShader;
static SHADER s_shader;
RasterFont::RasterFont()
{
@ -174,14 +170,11 @@ RasterFont::RasterFont()
delete [] texture_data;
// generate shader
VertexShaderCache::CompileVertexShader(s_vertexShader, s_vertexShaderSrc);
PixelShaderCache::CompilePixelShader(s_fragmentShader, s_fragmentShaderSrc);
ProgramShaderCache::SetBothShaders(s_fragmentShader.glprogid, s_vertexShader.glprogid);
GLuint shader_program = ProgramShaderCache::GetCurrentProgram();
ProgramShaderCache::CompileShader(s_shader, s_vertexShaderSrc, s_fragmentShaderSrc);
// bound uniforms
glUniform2f(glGetUniformLocation(shader_program,"charSize"), 1.0f / GLfloat(char_count), 1.0f);
uniform_color_id = glGetUniformLocation(shader_program,"color");
glUniform2f(glGetUniformLocation(s_shader.glprogid,"charSize"), 1.0f / GLfloat(char_count), 1.0f);
uniform_color_id = glGetUniformLocation(s_shader.glprogid,"color");
glUniform4f(uniform_color_id, 1.0f, 1.0f, 1.0f, 1.0f);
cached_color = -1;
@ -201,8 +194,7 @@ RasterFont::~RasterFont()
glDeleteTextures(1, &texture);
glDeleteBuffers(1, &VBO);
glDeleteVertexArrays(1, &VAO);
s_fragmentShader.Destroy();
s_vertexShader.Destroy();
s_shader.Destroy();
}
void RasterFont::printMultilineText(const char *text, double start_x, double start_y, double z, int bbWidth, int bbHeight, u32 color)
@ -280,7 +272,7 @@ void RasterFont::printMultilineText(const char *text, double start_x, double sta
delete [] vertices;
ProgramShaderCache::SetBothShaders(s_fragmentShader.glprogid, s_vertexShader.glprogid);
s_shader.Bind();
if(color != cached_color) {
glUniform4f(uniform_color_id, GLfloat((color>>16)&0xff)/255.f,GLfloat((color>>8)&0xff)/255.f,GLfloat((color>>0)&0xff)/255.f,GLfloat((color>>24)&0xff)/255.f);

View File

@ -43,10 +43,8 @@
#include "RasterFont.h"
#include "VertexShaderGen.h"
#include "DLCache.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "ProgramShaderCache.h"
#include "VertexShaderCache.h"
#include "VertexShaderManager.h"
#include "VertexLoaderManager.h"
#include "VertexLoader.h"
@ -107,8 +105,7 @@ namespace OGL
static int s_fps = 0;
static GLuint s_ShowEFBCopyRegions_VBO = 0;
static GLuint s_ShowEFBCopyRegions_VAO = 0;
static FRAGMENTSHADER s_ShowEFBCopyRegions_PS;
static VERTEXSHADER s_ShowEFBCopyRegions_VS;
static SHADER s_ShowEFBCopyRegions;
static RasterFont* s_pfont = NULL;
@ -433,23 +430,14 @@ void Renderer::Shutdown()
delete s_pfont;
s_pfont = 0;
s_ShowEFBCopyRegions_PS.Destroy();
s_ShowEFBCopyRegions_VS.Destroy();
s_ShowEFBCopyRegions.Destroy();
}
void Renderer::Init()
{
s_pfont = new RasterFont();
PixelShaderCache::CompilePixelShader(s_ShowEFBCopyRegions_PS,
"#version 130\n"
"in vec4 c;\n"
"out vec4 ocol0;\n"
"void main(void) {\n"
" ocol0 = c;\n"
"}\n"
);
VertexShaderCache::CompileVertexShader(s_ShowEFBCopyRegions_VS,
ProgramShaderCache::CompileShader(s_ShowEFBCopyRegions,
"#version 130\n"
"in vec2 rawpos;\n"
"in vec3 color0;\n"
@ -457,8 +445,13 @@ void Renderer::Init()
"void main(void) {\n"
" gl_Position = vec4(rawpos,0,1);\n"
" c = vec4(color0, 1.0);\n"
"}\n"
);
"}\n",
"#version 130\n"
"in vec4 c;\n"
"out vec4 ocol0;\n"
"void main(void) {\n"
" ocol0 = c;\n"
"}\n");
// creating buffers
glGenBuffers(1, &s_ShowEFBCopyRegions_VBO);
@ -603,7 +596,7 @@ void Renderer::DrawDebugInfo()
}
glUnmapBuffer(GL_ARRAY_BUFFER);
ProgramShaderCache::SetBothShaders(s_ShowEFBCopyRegions_PS.glprogid, s_ShowEFBCopyRegions_VS.glprogid);
s_ShowEFBCopyRegions.Bind();
glBindVertexArray( s_ShowEFBCopyRegions_VAO );
glDrawArrays(GL_LINES, 0, stats.efb_regions.size() * 2*6);

View File

@ -42,7 +42,6 @@
#include "HW/Memmap.h"
#include "ImageWrite.h"
#include "MemoryUtil.h"
#include "PixelShaderCache.h"
#include "ProgramShaderCache.h"
#include "PixelShaderManager.h"
#include "Render.h"
@ -57,13 +56,12 @@
namespace OGL
{
static FRAGMENTSHADER s_ColorMatrixProgram;
static FRAGMENTSHADER s_DepthMatrixProgram;
static SHADER s_ColorMatrixProgram;
static SHADER s_DepthMatrixProgram;
static GLuint s_ColorMatrixUniform;
static GLuint s_DepthMatrixUniform;
static u32 s_ColorCbufid;
static u32 s_DepthCbufid;
static VERTEXSHADER s_vProgram;
static u32 s_Textures[8];
static u32 s_ActiveTexture;
@ -335,12 +333,12 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
glViewport(0, 0, virtual_width, virtual_height);
if(srcFormat == PIXELFMT_Z24) {
ProgramShaderCache::SetBothShaders(s_DepthMatrixProgram.glprogid, s_vProgram.glprogid);
s_DepthMatrixProgram.Bind();
if(s_DepthCbufid != cbufid)
glUniform4fv(s_DepthMatrixUniform, 5, colmat);
s_DepthCbufid = cbufid;
} else {
ProgramShaderCache::SetBothShaders(s_ColorMatrixProgram.glprogid, s_vProgram.glprogid);
s_ColorMatrixProgram.Bind();
if(s_ColorCbufid != cbufid)
glUniform4fv(s_ColorMatrixUniform, 7, colmat);
s_ColorCbufid = cbufid;
@ -499,11 +497,6 @@ TextureCache::TextureCache()
" Temp1.w = dot(Temp0, colmat[3]);\n"
" ocol0 = Temp1 + colmat[4];\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_ColorMatrixProgram, pColorMatrixProg))
{
ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
s_ColorMatrixProgram.Destroy();
}
const char *pDepthMatrixProg =
"#version 130\n"
@ -538,11 +531,6 @@ TextureCache::TextureCache()
" ocol0 = R1 * colmat[4];\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_DepthMatrixProgram, pDepthMatrixProg))
{
ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
s_DepthMatrixProgram.Destroy();
}
const char *VProgram =
"#version 130\n"
@ -554,13 +542,12 @@ TextureCache::TextureCache()
" uv0 = tex0;\n"
" gl_Position = vec4(rawpos,0,1);\n"
"}\n";
if (!VertexShaderCache::CompileVertexShader(s_vProgram, VProgram))
ERROR_LOG(VIDEO, "Failed to create texture converter vertex program.");
ProgramShaderCache::CompileShader(s_ColorMatrixProgram, VProgram, pColorMatrixProg);
ProgramShaderCache::CompileShader(s_DepthMatrixProgram, VProgram, pDepthMatrixProg);
ProgramShaderCache::SetBothShaders(s_ColorMatrixProgram.glprogid, s_vProgram.glprogid);
s_ColorMatrixUniform = glGetUniformLocation(ProgramShaderCache::GetCurrentProgram(), "colmat");
ProgramShaderCache::SetBothShaders(s_DepthMatrixProgram.glprogid, s_vProgram.glprogid);
s_DepthMatrixUniform = glGetUniformLocation(ProgramShaderCache::GetCurrentProgram(), "colmat");
s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
s_ColorCbufid = -1;
s_DepthCbufid = -1;
@ -574,7 +561,6 @@ TextureCache::~TextureCache()
{
s_ColorMatrixProgram.Destroy();
s_DepthMatrixProgram.Destroy();
s_vProgram.Destroy();
for(std::map<u64, VBOCache>::iterator it = s_VBO.begin(); it != s_VBO.end(); it++) {
glDeleteBuffers(1, &it->second.vbo);

View File

@ -23,7 +23,6 @@
#include "TextureConverter.h"
#include "TextureConversionShader.h"
#include "TextureCache.h"
#include "PixelShaderCache.h"
#include "ProgramShaderCache.h"
#include "VertexShaderManager.h"
#include "FramebufferManager.h"
@ -51,13 +50,12 @@ static GLuint s_dstRenderBuffer = 0; // for encoding to RAM
const int renderBufferWidth = 1024;
const int renderBufferHeight = 1024;
static FRAGMENTSHADER s_rgbToYuyvProgram;
static FRAGMENTSHADER s_yuyvToRgbProgram;
static VERTEXSHADER s_vProgram;
static SHADER s_rgbToYuyvProgram;
static SHADER s_yuyvToRgbProgram;
// Not all slots are taken - but who cares.
const u32 NUM_ENCODING_PROGRAMS = 64;
static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
static SHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
static GLuint s_encode_VBO = 0;
static GLuint s_encode_VAO = 0;
@ -67,6 +65,17 @@ static TargetRectangle s_cached_sourceRc;
static int s_cached_srcWidth = 0;
static int s_cached_srcHeight = 0;
static const char *VProgram =
"#version 130\n"
"in vec2 rawpos;\n"
"in vec2 tex0;\n"
"out vec2 uv0;\n"
"void main()\n"
"{\n"
" uv0 = tex0;\n"
" gl_Position = vec4(rawpos,0,1);\n"
"}\n";
void CreatePrograms()
{
// Output is BGRA because that is slightly faster than RGBA.
@ -87,8 +96,6 @@ void CreatePrograms()
" vec4 const3 = vec4(0.0625,0.5,0.0625f,0.5);\n"
" ocol0 = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgramRgbToYuyv))
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program.");
const char *FProgramYuyvToRgb =
"#version 130\n"
@ -109,24 +116,12 @@ void CreatePrograms()
" yComp + (2.018f * uComp),\n"
" 1.0f);\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgramYuyvToRgb))
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program.");
const char *VProgram =
"#version 130\n"
"in vec2 rawpos;\n"
"in vec2 tex0;\n"
"out vec2 uv0;\n"
"void main()\n"
"{\n"
" uv0 = tex0;\n"
" gl_Position = vec4(rawpos,0,1);\n"
"}\n";
if (!VertexShaderCache::CompileVertexShader(s_vProgram, VProgram))
ERROR_LOG(VIDEO, "Failed to create texture converter vertex program.");
ProgramShaderCache::CompileShader(s_rgbToYuyvProgram, VProgram, FProgramRgbToYuyv);
ProgramShaderCache::CompileShader(s_yuyvToRgbProgram, VProgram, FProgramYuyvToRgb);
}
FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
SHADER &GetOrCreateEncodingShader(u32 format)
{
if (format > NUM_ENCODING_PROGRAMS)
{
@ -149,9 +144,7 @@ FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
}
#endif
if (!PixelShaderCache::CompilePixelShader(s_encodingPrograms[format], shader)) {
ERROR_LOG(VIDEO, "Failed to create encoding fragment program");
}
ProgramShaderCache::CompileShader(s_encodingPrograms[format], VProgram, shader);
}
return s_encodingPrograms[format];
}
@ -213,7 +206,6 @@ void Shutdown()
s_rgbToYuyvProgram.Destroy();
s_yuyvToRgbProgram.Destroy();
s_vProgram.Destroy();
for (unsigned int i = 0; i < NUM_ENCODING_PROGRAMS; i++)
s_encodingPrograms[i].Destroy();
@ -325,9 +317,7 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
if (copyfmt > GX_TF_RGBA8 || (copyfmt < GX_TF_RGB565 && !bIsIntensityFmt))
format |= _GX_TF_CTF;
FRAGMENTSHADER& texconv_shader = GetOrCreateEncodingShader(format);
if (texconv_shader.glprogid == 0)
return 0;
SHADER& texconv_shader = GetOrCreateEncodingShader(format);
u8 *dest_ptr = Memory::GetPointer(address);
@ -344,8 +334,6 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
// extra pixels are copied but not displayed in the resulting texture
s32 expandedWidth = (width + blkW) & (~blkW);
s32 expandedHeight = (height + blkH) & (~blkH);
ProgramShaderCache::SetBothShaders(texconv_shader.glprogid, s_vProgram.glprogid);
float sampleStride = bScaleByHalf ? 2.f : 1.f;
@ -355,7 +343,9 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
(float)expandedWidth, (float)Renderer::EFBToScaledY(expandedHeight)-1,
(float)Renderer::EFBToScaledX(source.left), (float)Renderer::EFBToScaledY(EFB_HEIGHT - source.top - expandedHeight)
};
glUniform4fv(ProgramShaderCache::GetShaderProgram().UniformLocations[C_COLORS], 2, params);
texconv_shader.Bind();
glUniform4fv(texconv_shader.UniformLocations[C_COLORS], 2, params);
TargetRectangle scaledSource;
scaledSource.top = 0;
@ -379,7 +369,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
{
g_renderer->ResetAPIState();
ProgramShaderCache::SetBothShaders(s_rgbToYuyvProgram.glprogid, s_vProgram.glprogid);
s_rgbToYuyvProgram.Bind();
EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
FramebufferManager::SetFramebuffer(0);
@ -431,7 +421,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destRender
}
glViewport(0, 0, srcWidth, srcHeight);
ProgramShaderCache::SetBothShaders(s_yuyvToRgbProgram.glprogid, s_vProgram.glprogid);
s_yuyvToRgbProgram.Bind();
GL_REPORT_ERRORD();

View File

@ -29,9 +29,7 @@
#include "ImageWrite.h"
#include "BPMemory.h"
#include "TextureCache.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "VertexShaderCache.h"
#include "VertexShaderManager.h"
#include "ProgramShaderCache.h"
#include "VertexShaderGen.h"
@ -246,28 +244,23 @@ void VertexManager::vFlush()
bool dualSourcePossible = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
// finally bind
FRAGMENTSHADER* ps;
if (dualSourcePossible)
{
if (useDstAlpha)
{
// If host supports GL_ARB_blend_func_extended, we can do dst alpha in
// the same pass as regular rendering.
ps = PixelShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components);
ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components);
}
else
{
ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
ProgramShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
}
}
else
{
ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
ProgramShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
}
VERTEXSHADER* vs = VertexShaderCache::SetShader(g_nativeVertexFmt->m_components);
if(ps && vs)
ProgramShaderCache::SetBothShaders(ps->glprogid, vs->glprogid);
// set global constants
VertexShaderManager::SetConstants();
@ -284,9 +277,7 @@ void VertexManager::vFlush()
// run through vertex groups again to set alpha
if (useDstAlpha && !dualSourcePossible)
{
ps = PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
if(ps && vs)
ProgramShaderCache::SetBothShaders(ps->glprogid, vs->glprogid);
ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
// Need to set these again, if we don't support UBO

View File

@ -27,7 +27,6 @@
#include "VertexShaderGen.h"
#include "VertexShaderManager.h"
#include "ProgramShaderCache.h"
#include "VertexShaderCache.h"
#include "VertexManager.h"
#include "VertexLoader.h"
#include "XFMemory.h"
@ -38,122 +37,6 @@
namespace OGL
{
VertexShaderCache::VSCache VertexShaderCache::vshaders;
GLuint VertexShaderCache::CurrentShader;
bool VertexShaderCache::ShaderEnabled;
VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry = NULL;
VERTEXSHADERUID VertexShaderCache::last_uid;
void VertexShaderCache::Init()
{
ShaderEnabled = true;
CurrentShader = 0;
last_entry = NULL;
}
void VertexShaderCache::Shutdown()
{
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
iter->second.Destroy();
vshaders.clear();
}
VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
{
VERTEXSHADERUID uid;
GetVertexShaderId(&uid, components);
if (last_entry)
{
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_OPENGL, vshaders[uid].safe_uid, vshaders[uid].shader.strprog, components);
return &last_entry->shader;
}
}
last_uid = uid;
VSCache::iterator iter = vshaders.find(uid);
if (iter != vshaders.end())
{
VSCacheEntry &entry = iter->second;
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, components);
return &last_entry->shader;
}
// Make an entry in the table
VSCacheEntry& entry = vshaders[uid];
last_entry = &entry;
const char *code = GenerateVertexShaderCode(components, API_OPENGL);
GetSafeVertexShaderId(&entry.safe_uid, components);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(szTemp, code);
}
#endif
if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) {
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return NULL;
}
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, vshaders.size());
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return &last_entry->shader;
}
bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
{
GLuint result = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(result, 1, &pstrprogram, NULL);
glCompileShader(result);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
GLsizei length = 0;
glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
if (length > 1)
{
GLsizei charsWritten;
GLchar* infoLog = new GLchar[length];
glGetShaderInfoLog(result, length, &charsWritten, infoLog);
ERROR_LOG(VIDEO, "VS Shader info log:\n%s", infoLog);
char szTemp[MAX_PATH];
sprintf(szTemp, "vs_%d.txt", result);
FILE *fp = fopen(szTemp, "wb");
fwrite(infoLog, strlen(infoLog), 1, fp);
fwrite(pstrprogram, strlen(pstrprogram), 1, fp);
fclose(fp);
delete[] infoLog;
}
GLint compileStatus;
glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
if (compileStatus != GL_TRUE)
{
// Compile failed
ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
// Don't try to use this shader
glDeleteShader(result);
return false;
}
#endif
(void)GL_REPORT_ERROR();
vs.glprogid = result;
return true;
}
void SetVSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
{
ProgramShaderCache::PCacheEntry tmp = ProgramShaderCache::GetShaderProgram();
@ -161,11 +44,11 @@ void SetVSConstant4fvByName(const char * name, unsigned int offset, const float
{
if (!strcmp(name, UniformNames[a]))
{
if (tmp.UniformLocations[a] == -1)
if (tmp.shader.UniformLocations[a] == -1)
return;
else
{
glUniform4fv(tmp.UniformLocations[a] + offset, count, f);
glUniform4fv(tmp.shader.UniformLocations[a] + offset, count, f);
return;
}
}

View File

@ -1,75 +0,0 @@
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _VERTEXSHADERCACHE_H_
#define _VERTEXSHADERCACHE_H_
#include <map>
#include <string>
#include "BPMemory.h"
#include "VertexShaderGen.h"
namespace OGL
{
struct VERTEXSHADER
{
VERTEXSHADER() : glprogid(0) {}
void Destroy()
{
glDeleteShader(glprogid);
glprogid = 0;
}
GLuint glprogid; // opengl program id
std::string strprog;
};
class VertexShaderCache
{
struct VSCacheEntry
{
VERTEXSHADER shader;
VERTEXSHADERUIDSAFE safe_uid;
VSCacheEntry() {}
void Destroy() {
shader.Destroy();
}
};
typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
static VSCache vshaders;
static VSCacheEntry* last_entry;
static VERTEXSHADERUID last_uid;
static GLuint CurrentShader;
static bool ShaderEnabled;
public:
static void Init();
static void Shutdown();
static VERTEXSHADER* SetShader(u32 components);
static bool CompileVertexShader(VERTEXSHADER& ps, const char* pstrprogram);
};
} // namespace OGL
#endif // _VERTEXSHADERCACHE_H_

View File

@ -79,9 +79,7 @@ Make AA apply instantly during gameplay if possible
#include "VertexLoader.h"
#include "VertexLoaderManager.h"
#include "VertexManager.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "VertexShaderCache.h"
#include "VertexShaderManager.h"
#include "ProgramShaderCache.h"
#include "CommandProcessor.h"
@ -194,9 +192,7 @@ void VideoBackend::Video_Prepare()
g_vertex_manager = new VertexManager;
Fifo_Init(); // must be done before OpcodeDecoder_Init()
OpcodeDecoder_Init();
VertexShaderCache::Init();
VertexShaderManager::Init();
PixelShaderCache::Init();
PixelShaderManager::Init();
ProgramShaderCache::Init();
g_texture_cache = new TextureCache;
@ -232,10 +228,8 @@ void VideoBackend::Shutdown()
delete g_texture_cache;
g_texture_cache = NULL;
ProgramShaderCache::Shutdown();
VertexShaderCache::Shutdown();
VertexShaderManager::Shutdown();
PixelShaderManager::Shutdown();
PixelShaderCache::Shutdown();
delete g_vertex_manager;
g_vertex_manager = NULL;
OpcodeDecoder_Shutdown();