// 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/ #include "ProgramShaderCache.h" #include "MathUtil.h" namespace OGL { GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0; ProgramShaderCache::PCache ProgramShaderCache::pshaders; GLuint ProgramShaderCache::s_ps_vs_ubo; GLintptr ProgramShaderCache::s_vs_data_offset; float *ProgramShaderCache::s_ubo_buffer; u32 ProgramShaderCache::s_ubo_buffer_size; bool ProgramShaderCache::s_ubo_dirty; LinearDiskCache g_program_disk_cache; GLenum ProgramFormat; GLuint ProgramShaderCache::PCacheEntry::prog_format = 0; std::pair ProgramShaderCache::CurrentShaderProgram; const char *UniformNames[NUM_UNIFORMS] = { // SAMPLERS "samp0","samp1","samp2","samp3","samp4","samp5","samp6","samp7", // PIXEL SHADER UNIFORMS I_COLORS, I_KCOLORS, I_ALPHA, I_TEXDIMS, I_ZBIAS , I_INDTEXSCALE , I_INDTEXMTX, I_FOG, I_PLIGHTS, I_PMATERIALS, // VERTEX SHADER UNIFORMS I_POSNORMALMATRIX, I_PROJECTION , I_MATERIALS, I_LIGHTS, I_TEXMATRICES, I_TRANSFORMMATRICES , I_NORMALMATRICES , I_POSTTRANSFORMMATRICES, I_DEPTHPARAMS, }; void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry) { // Bind UBO if (g_ActiveConfig.backend_info.bSupportsGLSLUBO) { GLint PSBlock_id = glGetUniformBlockIndex(entry.prog_id, "PSBlock"); GLint VSBlock_id = glGetUniformBlockIndex(entry.prog_id, "VSBlock"); if(PSBlock_id != -1) glUniformBlockBinding(entry.prog_id, PSBlock_id, 1); if(VSBlock_id != -1) glUniformBlockBinding(entry.prog_id, VSBlock_id, 2); } // We cache our uniform locations for now // Once we move up to a newer version of GLSL, ~1.30 // We can remove this // (Sonicadvance): For some reason this fails on my hardware //glGetUniformIndices(entry.prog_id, NUM_UNIFORMS, UniformNames, entry.UniformLocations); // Got to do it this crappy way. if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO) for (int a = 8; a < NUM_UNIFORMS; ++a) entry.UniformLocations[a] = glGetUniformLocation(entry.prog_id, UniformNames[a]); // Bind Texture Sampler for (int a = 0; a < 8; ++a) { // Still need to get sampler locations since we aren't binding them statically in the shaders entry.UniformLocations[a] = glGetUniformLocation(entry.prog_id, UniformNames[a]); if (entry.UniformLocations[a] != -1) glUniform1i(entry.UniformLocations[a], a); } } void ProgramShaderCache::SetProgramBindings ( ProgramShaderCache::PCacheEntry& entry ) { 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"); } // Need to set some attribute locations glBindAttribLocation(entry.prog_id, SHADER_POSITION_ATTRIB, "rawpos"); glBindAttribLocation(entry.prog_id, SHADER_POSMTX_ATTRIB, "fposmtx"); glBindAttribLocation(entry.prog_id, SHADER_COLOR0_ATTRIB, "color0"); glBindAttribLocation(entry.prog_id, 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"); 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); } } void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS) { CurrentFShader = PS; CurrentVShader = VS; if (CurrentFShader == 0 && CurrentVShader == 0) { CurrentProgram = 0; glUseProgram(0); return; } // Fragment shaders can survive without Vertex Shaders // We have a valid fragment shader, let's create our program std::pair ShaderPair = std::make_pair(CurrentFShader, CurrentVShader); PCache::iterator iter = pshaders.find(ShaderPair); if (iter != pshaders.end()) { PCacheEntry &entry = iter->second; glUseProgram(entry.prog_id); CurrentShaderProgram = ShaderPair; CurrentProgram = entry.prog_id; return; } PCacheEntry entry; entry.Create(CurrentFShader, CurrentVShader); // Right, the program is created now // Let's attach everything if (entry.vsid != 0) // attaching zero vertex shader makes it freak out 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); 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; memcpy(s_ubo_buffer+(offset*4), f, count*4*sizeof(float)); } void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count) { s_ubo_dirty = true; memcpy(s_ubo_buffer+(offset*4)+s_vs_data_offset/sizeof(float), f, count*4*sizeof(float)); } void ProgramShaderCache::UploadConstants() { if(s_ubo_dirty) glBufferData(GL_UNIFORM_BUFFER, s_ubo_buffer_size, s_ubo_buffer, GL_STREAM_DRAW); s_ubo_dirty = false; } GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; } ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram(void) { return pshaders[CurrentShaderProgram]; } void ProgramShaderCache::Init(void) { // We have to get the UBO alignment here because // if we generate a buffer that isn't aligned // then the UBO will fail. if (g_ActiveConfig.backend_info.bSupportsGLSLUBO) { GLint Align; glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align); GLintptr const ps_data_size = ROUND_UP(C_PENVCONST_END * sizeof(float) * 4, Align); GLintptr const vs_data_size = ROUND_UP(C_VENVCONST_END * sizeof(float) * 4, Align); s_vs_data_offset = ps_data_size; s_ubo_buffer_size = ps_data_size + vs_data_size; // We multiply by *4*4 because we need to get down to basic machine units. // So multiply by four to get how many floats we have from vec4s // Then once more to get bytes glGenBuffers(1, &s_ps_vs_ubo); glBindBuffer(GL_UNIFORM_BUFFER, s_ps_vs_ubo); glBufferData(GL_UNIFORM_BUFFER, s_ubo_buffer_size, NULL, GL_STREAM_DRAW); // Now bind the buffer to the index point // We know PS is 0 since we have it statically set in the shader // Repeat for VS shader 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); s_ubo_buffer = new float[s_ubo_buffer_size/sizeof(float)]; s_ubo_dirty = true; } // Read our shader cache, only if supported if (g_ActiveConfig.backend_info.bSupportsGLSLCache) { PCacheEntry::prog_format = PCacheEntry::SetProgramFormat(); 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); } } void ProgramShaderCache::Shutdown(void) { if (g_ActiveConfig.backend_info.bSupportsGLSLCache) { PCache::iterator iter = pshaders.begin(); for (; iter != pshaders.end(); ++iter) { g_program_disk_cache.Append(iter->second.uid, iter->second.GetProgram(), iter->second.Size()); iter->second.FreeProgram(); } g_program_disk_cache.Sync(); g_program_disk_cache.Close(); } PCache::iterator iter = pshaders.begin(); for (; iter != pshaders.end(); ++iter) iter->second.Destroy(); pshaders.clear(); if (g_ActiveConfig.backend_info.bSupportsGLSLUBO) { glBindBuffer(GL_UNIFORM_BUFFER, 0); glDeleteBuffers(1, &s_ps_vs_ubo); s_ps_vs_ubo = 0; delete [] s_ubo_buffer; s_ubo_buffer = 0; } } } // namespace OGL