More code movin' .. split Vertex/Pixelshadermngr into xxCache and xxManager.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1677 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2008-12-26 10:43:18 +00:00
parent 3669d711a2
commit fa9f5c44fb
17 changed files with 436 additions and 424 deletions

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@ -582,7 +582,7 @@ enum NormalSSEOps
}
else if (bits == 8)
{
// Do nothing - can't bswap a single byte...
}
else
{

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@ -24,6 +24,99 @@
#include "XFMemory.h" // for texture projection mode
#include "BPMemory.h"
// 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 ....
void GetPixelShaderId(PIXELSHADERUID &uid, u32 s_texturemask, u32 zbufrender, u32 zBufRenderToCol0)
{
u32 projtexcoords = 0;
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; i++) {
if (bpmem.tevorders[i/2].getEnable(i&1)) {
int texcoord = bpmem.tevorders[i/2].getTexCoord(i&1);
if (xfregs.texcoords[texcoord].texmtxinfo.projection )
projtexcoords |= 1 << texcoord;
}
}
uid.values[0] = (u32)bpmem.genMode.numtevstages |
((u32)bpmem.genMode.numindstages << 4) |
((u32)bpmem.genMode.numtexgens << 7) |
((u32)bpmem.dstalpha.enable << 11) |
((u32)((bpmem.alphaFunc.hex >> 16) & 0xff) << 12) |
(projtexcoords << 20) |
((u32)bpmem.ztex2.op << 28) |
(zbufrender << 30) |
(zBufRenderToCol0 << 31);
uid.values[0] = (uid.values[0] & ~0x0ff00000) | (projtexcoords << 20);
// 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);
uid.values[2] = s_texturemask;
int hdr = 3;
u32* pcurvalue = &uid.values[hdr];
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages+1; ++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;
}
for (u32 i = 0; i < ((u32)bpmem.genMode.numtevstages+1)/2; ++i) {
u32 val0, val1;
if (bpmem.tevorders[i].hex & 0x40)
val0 = bpmem.tevorders[i].hex & 0x3ff;
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;
}
}
if ((bpmem.genMode.numtevstages + 1) & 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;
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;
}
}
if ((bpmem.genMode.numtevstages % 3) != 2)
++pcurvalue;
uid.tevstages = (u32)(pcurvalue-&uid.values[0]-hdr);
for (u32 i = 0; i < bpmem.genMode.numindstages; ++i) {
u32 val = bpmem.tevind[i].hex & 0x1fffff; // 21 bits
switch (i%3) {
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;
}
}
// yeah, well ....
uid.indstages = (u32)(pcurvalue - &uid.values[0] - 2 - uid.tevstages);
}
// old tev->pixelshader notes
//
// color for this stage (alpha, color) is given by bpmem.tevorders[0].colorchan0

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@ -39,6 +39,57 @@
#define C_COLORMATRIX (C_INDTEXMTX+6)
class PIXELSHADERUID
{
public:
u32 values[4+32+6+11];
u16 tevstages, indstages;
PIXELSHADERUID() {
memset(values, 0, (4+32+6+11) * 4);
tevstages = indstages = 0;
}
PIXELSHADERUID(const PIXELSHADERUID& r)
{
tevstages = r.tevstages;
indstages = r.indstages;
int N = tevstages + indstages + 3;
_assert_(N <= 4+32+6+11);
for (int i = 0; i < N; ++i)
values[i] = r.values[i];
}
int GetNumValues() const {
return tevstages + indstages + 3; // numTevStages*3/2+1
}
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 (values[i] < _Right.values[i])
return true;
else if (values[i] > _Right.values[i])
return false;
}
return false;
}
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 (values[i] != _Right.values[i])
return false;
}
return true;
}
};
char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0);
void GetPixelShaderId(PIXELSHADERUID &, u32 s_texturemask, u32 zbufrender, u32 zBufRenderToCol0);
#endif

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@ -23,6 +23,52 @@
#include "BPMemory.h"
#include "VertexShader.h"
// 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& vid, u32 components, u32 zbufrender)
{
vid.values[0] = components |
(xfregs.numTexGens << 23) |
(xfregs.nNumChans << 27) |
((u32)xfregs.bEnableDualTexTransform << 29) |
(zbufrender << 30);
for (int i = 0; i < 2; ++i) {
vid.values[1+i] = xfregs.colChans[i].color.enablelighting ?
(u32)xfregs.colChans[i].color.hex :
(u32)xfregs.colChans[i].color.matsource;
vid.values[1+i] |= (xfregs.colChans[i].alpha.enablelighting ?
(u32)xfregs.colChans[i].alpha.hex :
(u32)xfregs.colChans[i].alpha.matsource) << 15;
}
// fog
vid.values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel & 3) << 30);
vid.values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel >> 2) << 30);
u32* pcurvalue = &vid.values[3];
for (int i = 0; i < xfregs.numTexGens; ++i) {
TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
tinfo.hex &= 0x7ff;
if (tinfo.texgentype != XF_TEXGEN_REGULAR)
tinfo.projection = 0;
u32 val = ((tinfo.hex >> 1) & 0x1ffff);
if (xfregs.bEnableDualTexTransform && tinfo.texgentype == XF_TEXGEN_REGULAR) {
// rewrite normalization and post index
val |= ((u32)xfregs.texcoords[i].postmtxinfo.index << 17) | ((u32)xfregs.texcoords[i].postmtxinfo.normalize << 23);
}
switch (i & 3) {
case 0: pcurvalue[0] |= val; break;
case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break;
case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break;
case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break;
}
}
}
static char text[16384];
#define WRITE p+=sprintf

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@ -46,6 +46,55 @@
#define C_POSTTRANSFORMMATRICES (C_NORMALMATRICES+32)
#define C_FOGPARAMS (C_POSTTRANSFORMMATRICES+64)
class VERTEXSHADERUID
{
public:
u32 values[9];
VERTEXSHADERUID() {
memset(values, 0, sizeof(values));
}
VERTEXSHADERUID(const VERTEXSHADERUID& r) {
for (size_t i = 0; i < sizeof(values) / sizeof(u32); ++i)
values[i] = r.values[i];
}
int GetNumValues() const {
return (((values[0] >> 23) & 0xf)*3 + 3)/4 + 3; // numTexGens*3/4+1
}
bool operator <(const VERTEXSHADERUID& _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 (values[i] < _Right.values[i])
return true;
else if (values[i] > _Right.values[i])
return false;
}
return false;
}
bool operator ==(const VERTEXSHADERUID& _Right) const
{
if (values[0] != _Right.values[0])
return false;
int N = GetNumValues();
for (int i = 1; i < N; ++i) {
if (values[i] != _Right.values[i])
return false;
}
return true;
}
};
char *GenerateVertexShader(u32 components, bool has_zbuffer_target);
void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components, u32 zbufrender);
#endif

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@ -96,7 +96,7 @@ void BPWritten(int addr, int changes, int newval)
else if(glIsEnabled(GL_CULL_FACE) == GL_TRUE)
glDisable(GL_CULL_FACE);
PixelShaderMngr::SetGenModeChanged();
PixelShaderManager::SetGenModeChanged();
}
break;
@ -112,7 +112,7 @@ void BPWritten(int addr, int changes, int newval)
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderMngr::SetIndMatrixChanged((addr-BPMEM_IND_MTX)/3);
PixelShaderManager::SetIndMatrixChanged((addr-BPMEM_IND_MTX)/3);
}
break;
case BPMEM_RAS1_SS0:
@ -120,7 +120,7 @@ void BPWritten(int addr, int changes, int newval)
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderMngr::SetIndTexScaleChanged();
PixelShaderManager::SetIndTexScaleChanged();
}
break;
case BPMEM_ZMODE:
@ -152,7 +152,7 @@ void BPWritten(int addr, int changes, int newval)
((u32*)&bpmem)[addr] = newval;
PRIM_LOG("alphacmp: ref0=%d, ref1=%d, comp0=%d, comp1=%d, logic=%d\n", bpmem.alphaFunc.ref0,
bpmem.alphaFunc.ref1, bpmem.alphaFunc.comp0, bpmem.alphaFunc.comp1, bpmem.alphaFunc.logic);
PixelShaderMngr::SetAlpha(bpmem.alphaFunc);
PixelShaderManager::SetAlpha(bpmem.alphaFunc);
}
break;
@ -161,13 +161,13 @@ void BPWritten(int addr, int changes, int newval)
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PRIM_LOG("constalpha: alp=%d, en=%d\n", bpmem.dstalpha.alpha, bpmem.dstalpha.enable);
PixelShaderMngr::SetDestAlpha(bpmem.dstalpha);
PixelShaderManager::SetDestAlpha(bpmem.dstalpha);
}
break;
case BPMEM_LINEPTWIDTH:
{
float fratio = VertexShaderMngr::GetPixelAspectRatio();
float fratio = xfregs.rawViewport[0] != 0 ? (float)Renderer::GetTargetWidth() / 640.0f : 1.0f;
if (bpmem.lineptwidth.linesize > 0)
glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f); // scale by ratio of widths
if (bpmem.lineptwidth.pointsize > 0)
@ -363,7 +363,7 @@ void BPWritten(int addr, int changes, int newval)
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PRIM_LOG("ztex bias=0x%x\n", bpmem.ztex1.bias);
PixelShaderMngr::SetZTextureBias(bpmem.ztex1.bias);
PixelShaderManager::SetZTextureBias(bpmem.ztex1.bias);
}
break;
case BPMEM_ZTEX2:
@ -390,7 +390,7 @@ void BPWritten(int addr, int changes, int newval)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderMngr::SetTevKSelChanged(addr-0xf6);
PixelShaderManager::SetTevKSelChanged(addr-0xf6);
}
break;
case 0x45: //GXSetDrawDone
@ -488,7 +488,7 @@ void BPWritten(int addr, int changes, int newval)
glScissor(multirc.left, (Renderer::GetTargetHeight() - multirc.bottom),
(multirc.right - multirc.left), (multirc.bottom - multirc.top));
VertexShaderMngr::SetViewportChanged();
VertexShaderManager::SetViewportChanged();
// Since clear operations use the source rectangle, we have to do
// regular renders (glClear clears the entire buffer)
@ -572,7 +572,7 @@ void BPWritten(int addr, int changes, int newval)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderMngr::SetTevOrderChanged(addr - 0x28);
PixelShaderManager::SetTevOrderChanged(addr - 0x28);
}
break;
@ -643,7 +643,7 @@ void BPWritten(int addr, int changes, int newval)
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
int num = (addr>>1)&0x3;
PixelShaderMngr::SetColorChanged(bpmem.tevregs[num].high.type, num);
PixelShaderManager::SetColorChanged(bpmem.tevregs[num].high.type, num);
}
else
((u32*)&bpmem)[addr] = newval;
@ -655,7 +655,7 @@ void BPWritten(int addr, int changes, int newval)
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderMngr::SetTevIndirectChanged(addr-0x10);
PixelShaderManager::SetTevIndirectChanged(addr-0x10);
}
break;
@ -663,7 +663,7 @@ void BPWritten(int addr, int changes, int newval)
if (changes) {
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderMngr::SetTexDimsChanged((addr>>1)&0x7);
PixelShaderManager::SetTexDimsChanged((addr>>1)&0x7);
}
break;
@ -673,7 +673,7 @@ void BPWritten(int addr, int changes, int newval)
{
VertexManager::Flush();
((u32*)&bpmem)[addr] = newval;
PixelShaderMngr::SetTevCombinerChanged((addr&0x1f)/2);
PixelShaderManager::SetTevCombinerChanged((addr&0x1f)/2);
}
break;

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@ -32,12 +32,11 @@
#include "Render.h"
#include "VertexShader.h"
#include "PixelShaderManager.h"
#include "PixelShader.h"
PixelShaderMngr::PSCache PixelShaderMngr::pshaders;
FRAGMENTSHADER* PixelShaderMngr::pShaderLast = NULL;
PIXELSHADERUID PixelShaderMngr::s_curuid;
PixelShaderCache::PSCache PixelShaderCache::pshaders;
PIXELSHADERUID PixelShaderCache::s_curuid;
static FRAGMENTSHADER* pShaderLast = NULL;
static int s_nMaxPixelInstructions;
static int s_nColorsChanged[2]; // 0 - regular colors, 1 - k colors
static int s_nIndTexMtxChanged = 0;
@ -53,31 +52,24 @@ static u32 lastZBias = 0;
// lower byte describes if a texture is nonpow2 or pow2
// next byte describes whether the repeat wrap mode is enabled for the s channel
// next byte is for t channel
u32 s_texturemask = 0;
static u32 s_texturemask = 0;
static int maptocoord[8]; // indexed by texture map, holds the texcoord associated with the map
static u32 maptocoord_mask = 0;
static GLuint s_ColorMatrixProgram = 0;
void PixelShaderMngr::SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4) {
void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4) {
glProgramEnvParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f1, f2, f3, f4);
}
void PixelShaderMngr::SetPSConstant4fv(int const_number, const float *f) {
void SetPSConstant4fv(int const_number, const float *f) {
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
}
void PixelShaderMngr::Init()
void PixelShaderCache::Init()
{
s_nColorsChanged[0] = s_nColorsChanged[1] = 0;
s_nTexDimsChanged = 0;
s_nIndTexMtxChanged = 15;
s_bAlphaChanged = s_bZBiasChanged = s_bIndTexScaleChanged = true;
GL_REPORT_ERRORD();
for (int i = 0; i < 8; ++i) maptocoord[i] = -1;
maptocoord_mask = 0;
memset(lastRGBAfull, 0, sizeof(lastRGBAfull));
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB, (GLint *)&s_nMaxPixelInstructions);
@ -110,7 +102,7 @@ void PixelShaderMngr::Init()
}
}
void PixelShaderMngr::Shutdown()
void PixelShaderCache::Shutdown()
{
glDeleteProgramsARB(1, &s_ColorMatrixProgram);
s_ColorMatrixProgram = 0;
@ -120,11 +112,13 @@ void PixelShaderMngr::Shutdown()
pshaders.clear();
}
FRAGMENTSHADER* PixelShaderMngr::GetShader()
FRAGMENTSHADER* PixelShaderCache::GetShader()
{
DVSTARTPROFILE();
PIXELSHADERUID uid;
GetPixelShaderId(uid);
u32 zbufrender = (Renderer::GetZBufferTarget() && bpmem.zmode.updateenable) ? 1 : 0;
u32 zBufRenderToCol0 = Renderer::GetRenderMode() != Renderer::RM_Normal;
GetPixelShaderId(uid, s_texturemask, zbufrender, zBufRenderToCol0);
PSCache::iterator iter = pshaders.find(uid);
@ -168,7 +162,7 @@ FRAGMENTSHADER* PixelShaderMngr::GetShader()
return pShaderLast;
}
void PixelShaderMngr::Cleanup()
void PixelShaderCache::Cleanup()
{
PSCache::iterator iter = pshaders.begin();
while (iter != pshaders.end()) {
@ -187,7 +181,7 @@ void PixelShaderMngr::Cleanup()
SETSTAT(stats.numPixelShadersAlive,(int)pshaders.size());
}
bool PixelShaderMngr::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
{
char stropt[64];
sprintf(stropt, "MaxLocalParams=32,NumInstructionSlots=%d", s_nMaxPixelInstructions);
@ -238,7 +232,24 @@ bool PixelShaderMngr::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrpro
return true;
}
void PixelShaderMngr::SetConstants()
void PixelShaderManager::Init()
{
s_nColorsChanged[0] = s_nColorsChanged[1] = 0;
s_nTexDimsChanged = 0;
s_nIndTexMtxChanged = 15;
s_bAlphaChanged = s_bZBiasChanged = s_bIndTexScaleChanged = true;
for (int i = 0; i < 8; ++i)
maptocoord[i] = -1;
maptocoord_mask = 0;
memset(lastRGBAfull, 0, sizeof(lastRGBAfull));
}
void PixelShaderManager::Shutdown()
{
}
void PixelShaderManager::SetConstants()
{
for (int i = 0; i < 2; ++i) {
if (s_nColorsChanged[i]) {
@ -278,7 +289,7 @@ void PixelShaderMngr::SetConstants()
if (s_nTexDimsChanged) {
for (int i = 0; i < 8; ++i) {
if (s_nTexDimsChanged & (1<<i)) {
SetPSTextureDims(i);
SetPSTextureDims(i);
}
}
s_nTexDimsChanged = 0;
@ -367,7 +378,7 @@ void PixelShaderMngr::SetConstants()
}
}
void PixelShaderMngr::SetPSTextureDims(int texid)
void PixelShaderManager::SetPSTextureDims(int texid)
{
float fdims[4];
if (s_texturemask & (1<<texid)) {
@ -405,7 +416,7 @@ void PixelShaderMngr::SetPSTextureDims(int texid)
SetPSConstant4fv(C_TEXDIMS + texid, fdims);
}
void PixelShaderMngr::SetColorChanged(int type, int num)
void PixelShaderManager::SetColorChanged(int type, int num)
{
int r = bpmem.tevregs[num].low.a;
int a = bpmem.tevregs[num].low.b;
@ -420,7 +431,7 @@ void PixelShaderMngr::SetColorChanged(int type, int num)
PRIM_LOG("pixel %scolor%d: %f %f %f %f\n", type?"k":"", num, pf[0], pf[1], pf[2], pf[3]);
}
void PixelShaderMngr::SetAlpha(const AlphaFunc& alpha)
void PixelShaderManager::SetAlpha(const AlphaFunc& alpha)
{
if ((alpha.hex & 0xffff) != lastAlpha) {
lastAlpha = (lastAlpha & ~0xffff) | (alpha.hex & 0xffff);
@ -428,7 +439,7 @@ void PixelShaderMngr::SetAlpha(const AlphaFunc& alpha)
}
}
void PixelShaderMngr::SetDestAlpha(const ConstantAlpha& alpha)
void PixelShaderManager::SetDestAlpha(const ConstantAlpha& alpha)
{
if (alpha.alpha != (lastAlpha >> 16)) {
lastAlpha = (lastAlpha & ~0xff0000) | ((alpha.hex & 0xff) << 16);
@ -436,7 +447,7 @@ void PixelShaderMngr::SetDestAlpha(const ConstantAlpha& alpha)
}
}
void PixelShaderMngr::SetTexDims(int texmapid, u32 width, u32 height, u32 wraps, u32 wrapt)
void PixelShaderManager::SetTexDims(int texmapid, u32 width, u32 height, u32 wraps, u32 wrapt)
{
u32 wh = width | (height << 16) | (wraps << 28) | (wrapt << 30);
if (lastTexDims[texmapid] != wh) {
@ -445,7 +456,7 @@ void PixelShaderMngr::SetTexDims(int texmapid, u32 width, u32 height, u32 wraps,
}
}
void PixelShaderMngr::SetZTextureBias(u32 bias)
void PixelShaderManager::SetZTextureBias(u32 bias)
{
if (lastZBias != bias) {
s_bZBiasChanged = true;
@ -453,42 +464,42 @@ void PixelShaderMngr::SetZTextureBias(u32 bias)
}
}
void PixelShaderMngr::SetIndTexScaleChanged()
void PixelShaderManager::SetIndTexScaleChanged()
{
s_bIndTexScaleChanged = true;
}
void PixelShaderMngr::SetIndMatrixChanged(int matrixidx)
void PixelShaderManager::SetIndMatrixChanged(int matrixidx)
{
s_nIndTexMtxChanged |= 1 << matrixidx;
}
void PixelShaderMngr::SetGenModeChanged()
void PixelShaderManager::SetGenModeChanged()
{
}
void PixelShaderMngr::SetTevCombinerChanged(int id)
void PixelShaderManager::SetTevCombinerChanged(int id)
{
}
void PixelShaderMngr::SetTevKSelChanged(int id)
void PixelShaderManager::SetTevKSelChanged(int id)
{
}
void PixelShaderMngr::SetTevOrderChanged(int id)
void PixelShaderManager::SetTevOrderChanged(int id)
{
}
void PixelShaderMngr::SetTevIndirectChanged(int id)
void PixelShaderManager::SetTevIndirectChanged(int id)
{
}
void PixelShaderMngr::SetZTextureOpChanged()
void PixelShaderManager::SetZTextureOpChanged()
{
s_bZBiasChanged = true;
}
void PixelShaderMngr::SetTexturesUsed(u32 nonpow2tex)
void PixelShaderManager::SetTexturesUsed(u32 nonpow2tex)
{
if (s_texturemask != nonpow2tex) {
for (int i = 0; i < 8; ++i) {
@ -502,7 +513,7 @@ void PixelShaderMngr::SetTexturesUsed(u32 nonpow2tex)
}
}
void PixelShaderMngr::SetTexDimsChanged(int texmapid)
void PixelShaderManager::SetTexDimsChanged(int texmapid)
{
// this check was previously implicit, but should it be here?
if (s_nTexDimsChanged)
@ -511,7 +522,7 @@ void PixelShaderMngr::SetTexDimsChanged(int texmapid)
SetIndTexScaleChanged();
}
void PixelShaderMngr::SetColorMatrix(const float* pmatrix, const float* pfConstAdd)
void PixelShaderManager::SetColorMatrix(const float* pmatrix, const float* pfConstAdd)
{
SetPSConstant4fv(C_COLORMATRIX, pmatrix);
SetPSConstant4fv(C_COLORMATRIX+1, pmatrix+4);
@ -520,102 +531,8 @@ void PixelShaderMngr::SetColorMatrix(const float* pmatrix, const float* pfConstA
SetPSConstant4fv(C_COLORMATRIX+4, pfConstAdd);
}
GLuint PixelShaderMngr::GetColorMatrixProgram()
GLuint PixelShaderManager::GetColorMatrixProgram()
{
return s_ColorMatrixProgram;
}
// 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 ....
void PixelShaderMngr::GetPixelShaderId(PIXELSHADERUID &uid)
{
u32 projtexcoords = 0;
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; i++) {
if (bpmem.tevorders[i/2].getEnable(i&1)) {
int texcoord = bpmem.tevorders[i/2].getTexCoord(i&1);
if (xfregs.texcoords[texcoord].texmtxinfo.projection )
projtexcoords |= 1 << texcoord;
}
}
u32 zbufrender = (Renderer::GetZBufferTarget() && bpmem.zmode.updateenable) ? 1 : 0;
u32 zBufRenderToCol0 = Renderer::GetRenderMode() != Renderer::RM_Normal;
uid.values[0] = (u32)bpmem.genMode.numtevstages |
((u32)bpmem.genMode.numindstages << 4) |
((u32)bpmem.genMode.numtexgens << 7) |
((u32)bpmem.dstalpha.enable << 11) |
((u32)((bpmem.alphaFunc.hex >> 16) & 0xff) << 12) |
(projtexcoords << 20) |
((u32)bpmem.ztex2.op << 28) |
(zbufrender << 30) |
(zBufRenderToCol0 << 31);
s_curuid.values[0] = (s_curuid.values[0] & ~0x0ff00000) | (projtexcoords << 20);
// 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);
uid.values[2] = s_texturemask;
int hdr = 3;
u32* pcurvalue = &uid.values[hdr];
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages+1; ++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;
}
for (u32 i = 0; i < ((u32)bpmem.genMode.numtevstages+1)/2; ++i) {
u32 val0, val1;
if (bpmem.tevorders[i].hex & 0x40)
val0 = bpmem.tevorders[i].hex & 0x3ff;
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;
}
}
if ((bpmem.genMode.numtevstages + 1) & 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;
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;
}
}
if ((bpmem.genMode.numtevstages % 3) != 2)
++pcurvalue;
uid.tevstages = (u32)(pcurvalue-&uid.values[0]-hdr);
for (u32 i = 0; i < bpmem.genMode.numindstages; ++i) {
u32 val = bpmem.tevind[i].hex & 0x1fffff; // 21 bits
switch (i%3) {
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;
}
}
// yeah, well ....
uid.indstages = (u32)(pcurvalue - &uid.values[0] - 2 - uid.tevstages);
}

View File

@ -22,124 +22,81 @@
#include <string>
#include "BPMemory.h"
#include "PixelShader.h"
struct FRAGMENTSHADER
{
FRAGMENTSHADER() : glprogid(0) { }
GLuint glprogid; // opengl program id
FRAGMENTSHADER() : glprogid(0) { }
GLuint glprogid; // opengl program id
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string strprog;
#endif
};
class PIXELSHADERUID
class PixelShaderCache
{
public:
u32 values[4+32+6+11];
u16 tevstages, indstages;
struct PSCacheEntry
{
FRAGMENTSHADER shader;
int frameCount;
PSCacheEntry() : frameCount(0) {}
~PSCacheEntry() {}
void Destroy() {
// printf("Destroying ps %i\n", shader.glprogid);
glDeleteProgramsARB(1, &shader.glprogid);
shader.glprogid = 0;
}
};
PIXELSHADERUID() {
memset(values, 0, (4+32+6+11) * 4);
tevstages = indstages = 0;
}
PIXELSHADERUID(const PIXELSHADERUID& r)
{
tevstages = r.tevstages;
indstages = r.indstages;
int N = tevstages + indstages + 3;
_assert_(N <= 4+32+6+11);
for (int i = 0; i < N; ++i)
values[i] = r.values[i];
}
int GetNumValues() const {
return tevstages + indstages + 3; // numTevStages*3/2+1
}
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 (values[i] < _Right.values[i])
return true;
else if (values[i] > _Right.values[i])
return false;
}
return false;
}
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 (values[i] != _Right.values[i])
return false;
}
return true;
}
typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;
static PSCache pshaders;
static PIXELSHADERUID s_curuid; // the current pixel shader uid (progressively changed as memory is written)
public:
static void Init();
static void Cleanup();
static void Shutdown();
static FRAGMENTSHADER* GetShader();
static bool CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
};
void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4);
void SetPSConstant4fv(int const_number, const float *f);
class PixelShaderMngr
// The non-API dependent parts.
class PixelShaderManager
{
struct PSCacheEntry
{
FRAGMENTSHADER shader;
int frameCount;
PSCacheEntry() : frameCount(0) {}
~PSCacheEntry() {}
void Destroy() {
// printf("Destroying ps %i\n", shader.glprogid);
glDeleteProgramsARB(1, &shader.glprogid);
shader.glprogid = 0;
}
};
typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;
static FRAGMENTSHADER* pShaderLast; // last used shader
static PSCache pshaders;
static void GetPixelShaderId(PIXELSHADERUID&);
static PIXELSHADERUID s_curuid; // the current pixel shader uid (progressively changed as memory is written)
static void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4);
static void SetPSConstant4fv(int const_number, const float *f);
static void SetPSTextureDims(int texid);
public:
static void Init();
static void Cleanup();
static void Shutdown();
static FRAGMENTSHADER* GetShader();
static bool CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
static void Init();
static void Shutdown();
static void SetConstants(); // sets pixel shader constants
static void SetConstants(); // sets pixel shader constants
// constant management, should be called after memory is committed
static void SetColorChanged(int type, int index);
static void SetAlpha(const AlphaFunc& alpha);
static void SetDestAlpha(const ConstantAlpha& alpha);
static void SetTexDims(int texmapid, u32 width, u32 height, u32 wraps, u32 wrapt);
static void SetZTextureBias(u32 bias);
static void SetIndTexScaleChanged();
static void SetIndMatrixChanged(int matrixidx);
// constant management, should be called after memory is committed
static void SetColorChanged(int type, int index);
static void SetAlpha(const AlphaFunc& alpha);
static void SetDestAlpha(const ConstantAlpha& alpha);
static void SetTexDims(int texmapid, u32 width, u32 height, u32 wraps, u32 wrapt);
static void SetZTextureBias(u32 bias);
static void SetIndTexScaleChanged();
static void SetIndMatrixChanged(int matrixidx);
static void SetGenModeChanged();
static void SetTevCombinerChanged(int id);
static void SetTevKSelChanged(int id);
static void SetTevOrderChanged(int id);
static void SetTevIndirectChanged(int id);
static void SetZTextureOpChanged();
static void SetTexturesUsed(u32 nonpow2tex);
static void SetTexDimsChanged(int texmapid);
static void SetGenModeChanged();
static void SetTevCombinerChanged(int id);
static void SetTevKSelChanged(int id);
static void SetTevOrderChanged(int id);
static void SetTevIndirectChanged(int id);
static void SetZTextureOpChanged();
static void SetTexturesUsed(u32 nonpow2tex);
static void SetTexDimsChanged(int texmapid);
static void SetColorMatrix(const float* pmatrix, const float* pfConstAdd);
static GLuint GetColorMatrixProgram();
static void SetColorMatrix(const float* pmatrix, const float* pfConstAdd);
static GLuint GetColorMatrixProgram();
};

View File

@ -907,7 +907,7 @@ void Renderer::SwapBuffers()
GL_REPORT_ERRORD();
//clean out old stuff from caches
PixelShaderMngr::Cleanup();
PixelShaderCache::Cleanup();
TextureMngr::Cleanup();
frameCount++;

View File

@ -56,7 +56,7 @@ void CreateRgbToYuyvProgram()
" ocol0 = float4(y1, u0, y0, v1);\n"
"}\n";
if (!PixelShaderMngr::CompilePixelShader(s_rgbToYuyvProgram, FProgram)) {
if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram)) {
ERROR_LOG("Failed to create RGB to YUYV fragment program\n");
}
}
@ -83,7 +83,7 @@ void CreateYuyvToRgbProgram()
" 1.0f);\n"
"}\n";
if (!PixelShaderMngr::CompilePixelShader(s_yuyvToRgbProgram, FProgram)) {
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram)) {
ERROR_LOG("Failed to create YUYV to RGB fragment program\n");
}
}
@ -161,7 +161,7 @@ void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
Renderer::SetFramebuffer(0);
Renderer::RestoreGLState();
VertexShaderMngr::SetViewportChanged();
VertexShaderManager::SetViewportChanged();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureMngr::DisableStage(0);
@ -215,7 +215,7 @@ void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTextur
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureMngr::DisableStage(0);
VertexShaderMngr::SetViewportChanged();
VertexShaderManager::SetViewportChanged();
Renderer::RestoreGLState();
GL_REPORT_ERRORD();

View File

@ -578,8 +578,8 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
glViewport(0, 0, w, h);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, PixelShaderMngr::GetColorMatrixProgram());
PixelShaderMngr::SetColorMatrix(colmat, fConstAdd); // set transformation
glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, PixelShaderManager::GetColorMatrixProgram());
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
GL_REPORT_ERRORD();
glBegin(GL_QUADS);
@ -595,7 +595,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
Renderer::SetFramebuffer(0);
Renderer::RestoreGLState();
VertexShaderMngr::SetViewportChanged();
VertexShaderManager::SetViewportChanged();
TextureMngr::DisableStage(0);

View File

@ -106,11 +106,11 @@ void LoadCPReg(u32 sub_cmd, u32 value)
switch (sub_cmd & 0xF0)
{
case 0x30:
VertexShaderMngr::SetTexMatrixChangedA(value);
VertexShaderManager::SetTexMatrixChangedA(value);
break;
case 0x40:
VertexShaderMngr::SetTexMatrixChangedB(value);
VertexShaderManager::SetTexMatrixChangedB(value);
break;
case 0x50:

View File

@ -193,7 +193,7 @@ void Flush()
if (tentry != NULL) {
// texture loaded fine, set dims for pixel shader
if (tentry->isNonPow2) {
PixelShaderMngr::SetTexDims(i, tentry->w, tentry->h, tentry->mode.wrap_s, tentry->mode.wrap_t);
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, tentry->mode.wrap_s, tentry->mode.wrap_t);
nonpow2tex |= 1 << i;
if (tentry->mode.wrap_s > 0) nonpow2tex |= 1 << (8 + i);
if (tentry->mode.wrap_t > 0) nonpow2tex |= 1 << (16 + i);
@ -202,7 +202,7 @@ void Flush()
// if texture is power of two, set to ones (since don't need scaling)
else
{
PixelShaderMngr::SetTexDims(i, tentry->w, tentry->h, 0, 0);
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
TextureMngr::EnableTex2D(i);
}
if (g_Config.iLog & CONF_PRIMLOG) {
@ -222,11 +222,11 @@ void Flush()
}
}
PixelShaderMngr::SetTexturesUsed(nonpow2tex);
PixelShaderManager::SetTexturesUsed(nonpow2tex);
}
FRAGMENTSHADER* ps = PixelShaderMngr::GetShader();
VERTEXSHADER* vs = VertexShaderMngr::GetShader(s_prevcomponents);
FRAGMENTSHADER* ps = PixelShaderCache::GetShader();
VERTEXSHADER* vs = VertexShaderCache::GetShader(s_prevcomponents);
bool bRestoreBuffers = false;
if (Renderer::GetZBufferTarget()) {
@ -246,8 +246,8 @@ void Flush()
}
// set global constants
VertexShaderMngr::SetConstants();
PixelShaderMngr::SetConstants();
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();
// finally bind

View File

@ -36,12 +36,11 @@
#include "BPMemory.h"
#include "XFMemory.h"
VertexShaderMngr::VSCache VertexShaderMngr::vshaders;
VERTEXSHADER* VertexShaderMngr::pShaderLast = NULL;
VertexShaderCache::VSCache VertexShaderCache::vshaders;
float GC_ALIGNED16(g_fProjectionMatrix[16]);
static VERTEXSHADER *pShaderLast = NULL;
extern int A, B;
static float GC_ALIGNED16(g_fProjectionMatrix[16]);
// Internal Variables
static int s_nMaxVertexInstructions;
@ -56,15 +55,15 @@ static int nNormalMatricesChanged[2]; // min,max
static int nPostTransformMatricesChanged[2]; // min,max
static int nLightsChanged[2]; // min,max
void VertexShaderMngr::SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4) {
void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4) {
glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB, const_number, f1, f2, f3, f4);
}
void VertexShaderMngr::SetVSConstant4fv(int const_number, const float *f) {
void SetVSConstant4fv(int const_number, const float *f) {
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
}
void VertexShaderMngr::Init()
void VertexShaderManager::Init()
{
nTransformMatricesChanged[0] = nTransformMatricesChanged[1] = -1;
nNormalMatricesChanged[0] = nNormalMatricesChanged[1] = -1;
@ -76,26 +75,31 @@ void VertexShaderMngr::Init()
memset(&xfregs, 0, sizeof(xfregs));
memset(xfmem, 0, sizeof(xfmem));
}
void VertexShaderCache::Init()
{
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
}
void VertexShaderMngr::Shutdown()
void VertexShaderCache::Shutdown()
{
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); iter++)
iter->second.Destroy();
vshaders.clear();
}
float VertexShaderMngr::GetPixelAspectRatio() {
return xfregs.rawViewport[0] != 0 ? (float)Renderer::GetTargetWidth() / 640.0f : 1.0f;
void VertexShaderManager::Shutdown()
{
}
VERTEXSHADER* VertexShaderMngr::GetShader(u32 components)
VERTEXSHADER* VertexShaderCache::GetShader(u32 components)
{
DVSTARTPROFILE();
VERTEXSHADERUID uid;
GetVertexShaderId(uid, components);
u32 zbufrender = (bpmem.ztex2.op == ZTEXTURE_ADD) || Renderer::GetZBufferTarget() != 0;
GetVertexShaderId(uid, components, zbufrender);
VSCache::iterator iter = vshaders.find(uid);
@ -109,7 +113,7 @@ VERTEXSHADER* VertexShaderMngr::GetShader(u32 components)
}
VSCacheEntry& entry = vshaders[uid];
char *code = GenerateVertexShader(components, Renderer::GetZBufferTarget() != 0);
const char *code = GenerateVertexShader(components, Renderer::GetZBufferTarget() != 0);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_Config.iLog & CONF_SAVESHADERS && code) {
@ -121,26 +125,25 @@ VERTEXSHADER* VertexShaderMngr::GetShader(u32 components)
}
#endif
if (!code || !VertexShaderMngr::CompileVertexShader(entry.shader, code)) {
if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) {
ERROR_LOG("failed to create vertex shader\n");
return NULL;
}
//Make an entry in the table
entry.frameCount=frameCount;
entry.frameCount = frameCount;
pShaderLast = &entry.shader;
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive,vshaders.size());
SETSTAT(stats.numVertexShadersAlive, vshaders.size());
return pShaderLast;
}
void VertexShaderMngr::Cleanup()
void VertexShaderCache::Cleanup()
{
VSCache::iterator iter=vshaders.begin();
VSCache::iterator iter = vshaders.begin();
while (iter != vshaders.end()) {
VSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount-200) {
if (entry.frameCount < frameCount - 200) {
entry.Destroy();
#ifdef _WIN32
iter = vshaders.erase(iter);
@ -153,20 +156,10 @@ void VertexShaderMngr::Cleanup()
}
}
// static int frame = 0;
// if( frame++ > 30 ) {
// VSCache::iterator iter=vshaders.begin();
// while(iter!=vshaders.end()) {
// iter->second.Destroy();
// ++iter;
// }
// vshaders.clear();
// }
SETSTAT(stats.numPixelShadersAlive,vshaders.size());
SETSTAT(stats.numVertexShadersAlive, vshaders.size());
}
bool VertexShaderMngr::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
{
char stropt[64];
sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
@ -211,16 +204,10 @@ bool VertexShaderMngr::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpro
return true;
}
const u16 s_mtrltable[16][2] = {{0, 0}, {0, 1}, {1, 1}, {0, 2},
{2, 1}, {0, 3}, {1, 2}, {0, 3},
{3, 1}, {0, 4}, {1, 3}, {0, 4},
{2, 2}, {0, 4}, {1, 3}, {0, 4}};
// =======================================================================================
// Syncs the shader constant buffers with xfmem
// ----------------
void VertexShaderMngr::SetConstants()
void VertexShaderManager::SetConstants()
{
//nTransformMatricesChanged[0] = 0; nTransformMatricesChanged[1] = 256;
//nNormalMatricesChanged[0] = 0; nNormalMatricesChanged[1] = 96;
@ -510,7 +497,7 @@ void VertexShaderMngr::SetConstants()
}
}
void VertexShaderMngr::InvalidateXFRange(int start, int end)
void VertexShaderManager::InvalidateXFRange(int start, int end)
{
if (((u32)start >= (u32)MatrixIndexA.PosNormalMtxIdx*4 &&
(u32)start < (u32)MatrixIndexA.PosNormalMtxIdx*4 + 12) ||
@ -587,7 +574,7 @@ void VertexShaderMngr::InvalidateXFRange(int start, int end)
}
}
void VertexShaderMngr::SetTexMatrixChangedA(u32 Value)
void VertexShaderManager::SetTexMatrixChangedA(u32 Value)
{
if (MatrixIndexA.Hex != Value) {
VertexManager::Flush();
@ -598,7 +585,7 @@ void VertexShaderMngr::SetTexMatrixChangedA(u32 Value)
}
}
void VertexShaderMngr::SetTexMatrixChangedB(u32 Value)
void VertexShaderManager::SetTexMatrixChangedB(u32 Value)
{
if (MatrixIndexB.Hex != Value) {
VertexManager::Flush();
@ -607,7 +594,7 @@ void VertexShaderMngr::SetTexMatrixChangedB(u32 Value)
}
}
void VertexShaderMngr::SetViewport(float* _Viewport)
void VertexShaderManager::SetViewport(float* _Viewport)
{
// Workaround for paper mario, yep this is bizarre.
for (size_t i = 0; i < ARRAYSIZE(xfregs.rawViewport); ++i) {
@ -618,69 +605,22 @@ void VertexShaderMngr::SetViewport(float* _Viewport)
bViewportChanged = true;
}
void VertexShaderMngr::SetViewportChanged()
void VertexShaderManager::SetViewportChanged()
{
bViewportChanged = true;
}
void VertexShaderMngr::SetProjection(float* _pProjection, int constantIndex)
void VertexShaderManager::SetProjection(float* _pProjection, int constantIndex)
{
memcpy(xfregs.rawProjection, _pProjection, sizeof(xfregs.rawProjection));
bProjectionChanged = true;
}
float* VertexShaderMngr::GetPosNormalMat()
float* VertexShaderManager::GetPosNormalMat()
{
return (float*)xfmem + MatrixIndexA.PosNormalMtxIdx * 4;
}
// 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 VertexShaderMngr::GetVertexShaderId(VERTEXSHADERUID& vid, u32 components)
{
u32 zbufrender = (bpmem.ztex2.op == ZTEXTURE_ADD) || Renderer::GetZBufferTarget() != 0;
vid.values[0] = components |
(xfregs.numTexGens << 23) |
(xfregs.nNumChans << 27) |
((u32)xfregs.bEnableDualTexTransform << 29) |
(zbufrender << 30);
for (int i = 0; i < 2; ++i) {
vid.values[1+i] = xfregs.colChans[i].color.enablelighting ?
(u32)xfregs.colChans[i].color.hex :
(u32)xfregs.colChans[i].color.matsource;
vid.values[1+i] |= (xfregs.colChans[i].alpha.enablelighting ?
(u32)xfregs.colChans[i].alpha.hex :
(u32)xfregs.colChans[i].alpha.matsource) << 15;
}
// fog
vid.values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel & 3) << 30);
vid.values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel >> 2) << 30);
u32* pcurvalue = &vid.values[3];
for (int i = 0; i < xfregs.numTexGens; ++i) {
TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
tinfo.hex &= 0x7ff;
if (tinfo.texgentype != XF_TEXGEN_REGULAR)
tinfo.projection = 0;
u32 val = ((tinfo.hex >> 1) & 0x1ffff);
if (xfregs.bEnableDualTexTransform && tinfo.texgentype == XF_TEXGEN_REGULAR) {
// rewrite normalization and post index
val |= ((u32)xfregs.texcoords[i].postmtxinfo.index << 17) | ((u32)xfregs.texcoords[i].postmtxinfo.normalize << 23);
}
switch (i & 3) {
case 0: pcurvalue[0] |= val; break;
case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break;
case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break;
case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break;
}
}
}
// LoadXFReg 0x10
void LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
@ -694,7 +634,7 @@ void LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
if (address < 0x1000)
{
VertexManager::Flush();
VertexShaderMngr::InvalidateXFRange(address, address + transferSize);
VertexShaderManager::InvalidateXFRange(address, address + transferSize);
//PRIM_LOG("xfmem write: 0x%x-0x%x\n", address, address+transferSize);
u32* p1 = &xfmem[address];
@ -820,16 +760,16 @@ void LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
break;
case 0x1018:
//_assert_msg_(GX_XF, 0, "XF matrixindex0");
VertexShaderMngr::SetTexMatrixChangedA(data); //?
VertexShaderManager::SetTexMatrixChangedA(data); //?
break;
case 0x1019:
//_assert_msg_(GX_XF, 0, "XF matrixindex1");
VertexShaderMngr::SetTexMatrixChangedB(data); //?
VertexShaderManager::SetTexMatrixChangedB(data); //?
break;
case 0x101a:
VertexManager::Flush();
VertexShaderMngr::SetViewport((float*)&pData[i]);
VertexShaderManager::SetViewport((float*)&pData[i]);
i += 6;
break;
@ -840,7 +780,7 @@ void LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
case 0x1020:
VertexManager::Flush();
VertexShaderMngr::SetProjection((float*)&pData[i]);
VertexShaderManager::SetProjection((float*)&pData[i]);
i += 7;
return;
@ -901,7 +841,7 @@ void LoadIndexedXF(u32 val, int array)
//load stuff from array to address in xf mem
VertexManager::Flush();
VertexShaderMngr::InvalidateXFRange(address, address+size);
VertexShaderManager::InvalidateXFRange(address, address+size);
//PRIM_LOG("xfmem iwrite: 0x%x-0x%x\n", address, address+size);
for (int i = 0; i < size; i++)

View File

@ -22,6 +22,7 @@
#include <string>
#include "GLUtil.h"
#include "VertexShader.h"
struct VERTEXSHADER
{
@ -33,56 +34,7 @@ struct VERTEXSHADER
#endif
};
class VERTEXSHADERUID
{
public:
u32 values[9];
VERTEXSHADERUID() {
memset(values, 0, sizeof(values));
}
VERTEXSHADERUID(const VERTEXSHADERUID& r) {
for (size_t i = 0; i < sizeof(values) / sizeof(u32); ++i)
values[i] = r.values[i];
}
int GetNumValues() const {
return (((values[0] >> 23) & 0xf)*3 + 3)/4 + 3; // numTexGens*3/4+1
}
bool operator <(const VERTEXSHADERUID& _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 (values[i] < _Right.values[i])
return true;
else if (values[i] > _Right.values[i])
return false;
}
return false;
}
bool operator ==(const VERTEXSHADERUID& _Right) const
{
if (values[0] != _Right.values[0])
return false;
int N = GetNumValues();
for (int i = 1; i < N; ++i) {
if (values[i] != _Right.values[i])
return false;
}
return true;
}
};
class VertexShaderMngr
class VertexShaderCache
{
struct VSCacheEntry
{
@ -99,18 +51,22 @@ class VertexShaderMngr
typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
static VSCache vshaders;
static VERTEXSHADER* pShaderLast;
static void GetVertexShaderId(VERTEXSHADERUID& uid, u32 components);
static void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4);
static void SetVSConstant4fv(int const_number, const float *f);
public:
static void Init();
static void Cleanup();
static void Shutdown();
static VERTEXSHADER* GetShader(u32 components);
static VERTEXSHADER* GetShader(u32 components);
static bool CompileVertexShader(VERTEXSHADER& ps, const char* pstrprogram);
};
// The non-API dependent parts.
class VertexShaderManager
{
public:
static void Init();
static void Shutdown();
// constant management
static void SetConstants();
@ -123,7 +79,6 @@ public:
static void SetTexMatrixChangedB(u32 Value);
static float* GetPosNormalMat();
static float GetPixelAspectRatio();
};
#endif

View File

@ -175,7 +175,7 @@ void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
Renderer::SetFramebuffer(0);
Renderer::RestoreGLState();
VertexShaderMngr::SetViewportChanged();
VertexShaderManager::SetViewportChanged();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureMngr::DisableStage(0);

View File

@ -274,8 +274,10 @@ void Video_Prepare(void)
VertexManager::Init();
Fifo_Init(); // must be done before OpcodeDecoder_Init()
OpcodeDecoder_Init();
VertexShaderMngr::Init();
PixelShaderMngr::Init();
VertexShaderCache::Init();
VertexShaderManager::Init();
PixelShaderCache::Init();
PixelShaderManager::Init();
GL_REPORT_ERRORD();
VertexLoaderManager::Init();
TextureConverter::Init();
@ -285,8 +287,10 @@ void Video_Shutdown(void)
{
TextureConverter::Shutdown();
VertexLoaderManager::Shutdown();
VertexShaderMngr::Shutdown();
PixelShaderMngr::Shutdown();
VertexShaderCache::Shutdown();
VertexShaderManager::Shutdown();
PixelShaderManager::Shutdown();
PixelShaderCache::Shutdown();
Fifo_Shutdown();
VertexManager::Shutdown();
TextureMngr::Shutdown();