Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :|

This commit is contained in:
Ryan Houdek 2011-12-21 00:15:48 -06:00 committed by Sonicadvance1
parent ef1e157786
commit d012c75005
4 changed files with 139 additions and 42 deletions

View File

@ -167,6 +167,7 @@ struct VideoConfig
bool bSupportsGLSL;
bool bSupportsGLSLBinding;
bool bSupportsGLSLUBO;
bool bSupportsGLSLCache;
} backend_info;
};

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@ -26,6 +26,9 @@ namespace OGL
GLuint ProgramShaderCache::s_ps_vs_ubo;
GLintptr ProgramShaderCache::s_vs_data_offset;
LinearDiskCache<PROGRAMUID, u8> g_program_disk_cache;
GLenum ProgramFormat;
std::pair<u64, u64> ProgramShaderCache::CurrentShaderProgram;
const char *UniformNames[NUM_UNIFORMS] = {
// SAMPLERS
@ -53,6 +56,48 @@ namespace OGL
I_DEPTHPARAMS,
};
void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry, const PROGRAMUID &uid)
{
// Dunno why this is needed when I have the binding
// points statically set in the shader source
// We should only need these two functions when we don't support binding but do support UBO
// Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
glUniformBlockBinding( entry.program.glprogid, 0, 1 );
if(uid.uid.vsid != 0) // Some things have no vertex shader
glUniformBlockBinding( entry.program.glprogid, 1, 2 );
}
// We cache our uniform locations for now
// Once we move up to a newer version of GLSL, ~1.30
// We can remove this
//For some reason this fails on my hardware
//glGetUniformIndices(entry.program.glprogid, NUM_UNIFORMS, UniformNames, entry.program.UniformLocations);
//Got to do it this crappy way.
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
for(int a = 8; a < NUM_UNIFORMS; ++a)
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
for(int a = 0; a < 8; ++a)
{
// Still need to get sampler locations since we aren't binding them statically in the shaders
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
if(entry.program.UniformLocations[a] != -1)
glUniform1i(entry.program.UniformLocations[a], a);
}
// Need to get some attribute locations
if(uid.uid.vsid != 0) // We have no vertex Shader
{
glBindAttribLocation(entry.program.glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
glBindAttribLocation(entry.program.glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
glBindAttribLocation(entry.program.glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
}
}
void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
{
PROGRAMUID uid;
@ -93,48 +138,18 @@ namespace OGL
glAttachShader(entry.program.glprogid, entry.program.psid);
glProgramParameteri(entry.program.glprogid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
glLinkProgram(entry.program.glprogid);
glUseProgram(entry.program.glprogid);
// Dunno why this is needed when I have the binding
// points statically set in the shader source
// We should only need these two functions when we don't support binding but do support UBO
// Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
glUniformBlockBinding( entry.program.glprogid, 0, 1 );
if(uid.uid.vsid != 0) // Some things have no vertex shader
glUniformBlockBinding( entry.program.glprogid, 1, 2 );
}
// We cache our uniform locations for now
// Once we move up to a newer version of GLSL, ~1.30
// We can remove this
//For some reason this fails on my hardware
//glGetUniformIndices(entry.program.glprogid, NUM_UNIFORMS, UniformNames, entry.program.UniformLocations);
//Got to do it this crappy way.
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
for(int a = 8; a < NUM_UNIFORMS; ++a)
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
for(int a = 0; a < 8; ++a)
{
// Still need to get sampler locations since we aren't binding them statically in the shaders
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
if(entry.program.UniformLocations[a] != -1)
glUniform1i(entry.program.UniformLocations[a], a);
}
// Need to get some attribute locations
if(uid.uid.vsid != 0) // We have no vertex Shader
{
glBindAttribLocation(entry.program.glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
glBindAttribLocation(entry.program.glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
glBindAttribLocation(entry.program.glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
}
SetProgramVariables(entry, uid);
// Add it to our cache
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
g_program_disk_cache.Append(uid, entry.Data(), entry.Size());
pshaders[ShaderPair] = entry;
CurrentShaderProgram = ShaderPair;
@ -186,10 +201,33 @@ namespace OGL
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_ps_vs_ubo, 0, ps_data_size);
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_ps_vs_ubo, s_vs_data_offset, vs_data_size);
}
// Read our shader cache, only if supported
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
{
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
ProgramShaderCacheInserter inserter;
g_program_disk_cache.OpenAndRead(cache_filename, inserter);
GLint Supported;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
GLint Formats[Supported];
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, Formats);
ProgramFormat = (GLenum)Formats[0]; // We don't really care about format
}
}
void ProgramShaderCache::Shutdown(void)
{
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
{
g_program_disk_cache.Sync();
g_program_disk_cache.Close();
}
PCache::iterator iter = pshaders.begin();
for (; iter != pshaders.end(); ++iter)
iter->second.Destroy();

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@ -25,6 +25,9 @@
#include "PixelShaderGen.h"
#include "VertexShaderGen.h"
#include "LinearDiskCache.h"
#include "ConfigManager.h"
union PID
{
struct {
@ -65,14 +68,28 @@ namespace OGL
{
#define NUM_UNIFORMS 27
extern const char *UniformNames[NUM_UNIFORMS];
extern GLenum ProgramFormat;
struct PROGRAMSHADER
{
PROGRAMSHADER() : glprogid(0), vsid(0), psid(0){}
PROGRAMSHADER() : glprogid(0), vsid(0), psid(0), binaryLength(0){}
GLuint glprogid; // opengl program id
GLuint vsid, psid;
GLint UniformLocations[NUM_UNIFORMS];
GLint binaryLength;
u8 *Data()
{
glGetProgramiv(glprogid, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
u8* binary = (u8*)malloc(binaryLength);
glGetProgramBinary(glprogid, binaryLength, NULL, &ProgramFormat, binary);
return binary;
}
GLint Size()
{
if(!binaryLength)
glGetProgramiv(glprogid, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
return binaryLength;
}
};
@ -87,7 +104,44 @@ class ProgramShaderCache
glDeleteProgram(program.glprogid);
program.glprogid = 0;
}
u8* Data()
{
return program.Data();
}
GLint Size()
{
return program.Size();
}
};
class ProgramShaderCacheInserter : public LinearDiskCacheReader<PROGRAMUID, u8>
{
public:
void Read(const PROGRAMUID &key, const u8 *value, u32 value_size)
{
PCacheEntry entry;
// The two shaders might not even exist anymore
// But it is fine, no need to worry about that
entry.program.vsid = key.uid.vsid;
entry.program.psid = key.uid.psid;
entry.program.glprogid = glCreateProgram();
glProgramBinary(entry.program.glprogid, ProgramFormat, value, value_size);
GLint success;
glGetProgramiv(entry.program.glprogid, GL_LINK_STATUS, &success);
if (success)
{
pshaders[std::make_pair(key.uid.psid, key.uid.vsid)] = entry;
glUseProgram(entry.program.glprogid);
SetProgramVariables(entry, key);
}
}
};
typedef std::map<std::pair<u64, u64>, PCacheEntry> PCache;
static PCache pshaders;
@ -96,6 +150,7 @@ class ProgramShaderCache
static GLuint s_ps_vs_ubo;
static GLintptr s_vs_data_offset;
static void SetProgramVariables(PCacheEntry &entry, const PROGRAMUID &uid);
public:
static PROGRAMSHADER GetShaderProgram(void);

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@ -315,16 +315,19 @@ Renderer::Renderer()
s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL;
s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;
// TODO: Switch over to using glew once 1.6/1.7 becomes more mainstream, seems most people are stuck in 1.5
if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_shading_language_420pack") != NULL)
g_Config.backend_info.bSupportsGLSLBinding = true;
if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_uniform_buffer_object") != NULL)
g_Config.backend_info.bSupportsGLSLUBO = true;
if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_get_program_binary") != NULL)
g_Config.backend_info.bSupportsGLSLCache = true;
UpdateActiveConfig();
OSD::AddMessage(StringFromFormat("Using GLSL. Supports Binding: %s UBOs: %s",
OSD::AddMessage(StringFromFormat("Using GLSL. Supports Binding: %s UBOs: %s Cache: %s",
g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "True" : "False",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "True" : "False").c_str(), 5000);
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "True" : "False",
g_ActiveConfig.backend_info.bSupportsGLSLCache ? "True" : "False").c_str(), 5000);
s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);