// 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 #include "Globals.h" #include "Profiler.h" #include "VideoConfig.h" #include "Statistics.h" #include "GLUtil.h" #include #include #include "Render.h" #include "VertexShaderGen.h" #include "VertexShaderManager.h" #include "VertexShaderCache.h" #include "VertexManager.h" #include "VertexLoader.h" #include "XFMemory.h" #include "ImageWrite.h" #include "FileUtil.h" VertexShaderCache::VSCache VertexShaderCache::vshaders; bool VertexShaderCache::s_displayCompileAlert; GLuint VertexShaderCache::CurrentShader; bool VertexShaderCache::ShaderEnabled; static VERTEXSHADER *pShaderLast = NULL; static int s_nMaxVertexInstructions; static float GC_ALIGNED16(lastVSconstants[C_FOGPARAMS+8][4]); void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4) { if ( lastVSconstants[const_number][0] != f1 || lastVSconstants[const_number][1] != f2 || lastVSconstants[const_number][2] != f3 || lastVSconstants[const_number][3] != f4) { lastVSconstants[const_number][0] = f1; lastVSconstants[const_number][1] = f2; lastVSconstants[const_number][2] = f3; lastVSconstants[const_number][3] = f4; glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, lastVSconstants[const_number]); } } void SetVSConstant4fv(int const_number, const float *f) { if (lastVSconstants[const_number][0] != f[0] || lastVSconstants[const_number][1] != f[1] || lastVSconstants[const_number][2] != f[2] || lastVSconstants[const_number][3] != f[3]) { lastVSconstants[const_number][0] = f[0]; lastVSconstants[const_number][1] = f[1]; lastVSconstants[const_number][2] = f[2]; lastVSconstants[const_number][3] = f[3]; glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, lastVSconstants[const_number]); } } void SetMultiVSConstant4fv(int const_number, int count, const float *f) { for (int i = 0; i < count; i++) { if (lastVSconstants[const_number + i][0] != f[0 + i*4] || lastVSconstants[const_number + i][1] != f[1 + i*4] || lastVSconstants[const_number + i][2] != f[2 + i*4] || lastVSconstants[const_number + i][3] != f[3 + i*4]) { lastVSconstants[const_number + i][0] = f[0 + i*4]; lastVSconstants[const_number + i][1] = f[1 + i*4]; lastVSconstants[const_number + i][2] = f[2 + i*4]; lastVSconstants[const_number + i][3] = f[3 + i*4]; glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, lastVSconstants[const_number + i]); } } } void SetMultiVSConstant3fv(int const_number, int count, const float *f) { for (int i = 0; i < count; i++) { if (lastVSconstants[const_number + i][0] != f[0 + i*3] || lastVSconstants[const_number + i][1] != f[1 + i*3] || lastVSconstants[const_number + i][2] != f[2 + i*3] || lastVSconstants[const_number + i][3] != 0.0f) { lastVSconstants[const_number + i][0] = f[0 + i*3]; lastVSconstants[const_number + i][1] = f[1 + i*3]; lastVSconstants[const_number + i][2] = f[2 + i*3]; lastVSconstants[const_number + i][3] = 0.0f; glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, lastVSconstants[const_number + i]); } } } void VertexShaderCache::Init() { for (int i = 0; i < (C_FOGPARAMS + 8) * 4; i++) lastVSconstants[i / 4][i % 4] = -100000000.0f; memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid)); s_displayCompileAlert = true; glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions); ShaderEnabled = false; CurrentShader = 0; EnableShader(0); } void VertexShaderCache::Shutdown() { for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); iter++) iter->second.Destroy(); vshaders.clear(); } VERTEXSHADER* VertexShaderCache::GetShader(u32 components) { DVSTARTPROFILE(); VERTEXSHADERUID uid; GetVertexShaderId(&uid, components); if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount) { return pShaderLast; } memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID)); VSCache::iterator iter = vshaders.find(uid); if (iter != vshaders.end()) { iter->second.frameCount = frameCount; VSCacheEntry &entry = iter->second; if (&entry.shader != pShaderLast) { pShaderLast = &entry.shader; } return pShaderLast; } //Make an entry in the table VSCacheEntry& entry = vshaders[uid]; entry.frameCount = frameCount; pShaderLast = &entry.shader; const char *code = GenerateVertexShaderCode(components, false); #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), counter++); SaveData(szTemp, code); } #endif if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) { ERROR_LOG(VIDEO, "failed to create vertex shader"); return NULL; } INCSTAT(stats.numVertexShadersCreated); SETSTAT(stats.numVertexShadersAlive, vshaders.size()); return pShaderLast; } bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram) { // Reset GL error before compiling shaders. Yeah, we need to investigate the causes of these. GLenum err = GL_REPORT_ERROR(); if (err != GL_NO_ERROR) { ERROR_LOG(VIDEO, "glError %08x before VS!", err); } char stropt[64]; sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions); const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL}; CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts); if (!cgIsProgram(tempprog)) { if (s_displayCompileAlert) { PanicAlert("Failed to create vertex shader"); s_displayCompileAlert = false; } cgDestroyProgram(tempprog); ERROR_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext)); ERROR_LOG(VIDEO, pstrprogram); return false; } if (cgGetError() != CG_NO_ERROR) { WARN_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext)); WARN_LOG(VIDEO, pstrprogram); } // This looks evil - we modify the program through the const char * we got from cgGetProgramString! // It SHOULD not have any nasty side effects though - but you never know... char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM); char *plocal = strstr(pcompiledprog, "program.local"); while (plocal != NULL) { const char* penv = " program.env"; memcpy(plocal, penv, 13); plocal = strstr(plocal + 13, "program.local"); } glGenProgramsARB(1, &vs.glprogid); EnableShader(vs.glprogid); glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog); err = GL_REPORT_ERROR(); if (err != GL_NO_ERROR) { ERROR_LOG(VIDEO, pstrprogram); ERROR_LOG(VIDEO, pcompiledprog); } cgDestroyProgram(tempprog); #if defined(_DEBUG) || defined(DEBUGFAST) vs.strprog = pstrprogram; #endif return true; } void VertexShaderCache::DisableShader() { if (ShaderEnabled) { CurrentShader = 0; glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader); glDisable(GL_VERTEX_PROGRAM_ARB); ShaderEnabled = false; } } void VertexShaderCache::SetCurrentShader(GLuint Shader) { if (ShaderEnabled && CurrentShader != Shader) { CurrentShader = Shader; glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader); } } void VertexShaderCache::EnableShader(GLuint Shader) { if (!ShaderEnabled) { glEnable(GL_VERTEX_PROGRAM_ARB); ShaderEnabled= true; CurrentShader = 0; } if (CurrentShader != Shader) { CurrentShader = Shader; glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader); } }