// 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" #include "StreamBuffer.h" #include "Debugger.h" #include "Statistics.h" #include "ImageWrite.h" #include "Render.h" namespace OGL { static const u32 UBO_LENGTH = 32*1024*1024; GLintptr ProgramShaderCache::s_vs_data_size; GLintptr ProgramShaderCache::s_ps_data_size; GLintptr ProgramShaderCache::s_vs_data_offset; u8 *ProgramShaderCache::s_ubo_buffer; u32 ProgramShaderCache::s_ubo_buffer_size; bool ProgramShaderCache::s_ubo_dirty; static StreamBuffer *s_buffer; LinearDiskCache g_program_disk_cache; static GLuint CurrentProgram = 0; ProgramShaderCache::PCache ProgramShaderCache::pshaders; ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry; SHADERUID ProgramShaderCache::last_uid; static char s_glsl_header[1024] = ""; const char *UniformNames[NUM_UNIFORMS] = { // 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 SHADER::SetProgramVariables() { // glsl shader must be bind to set samplers Bind(); // Bind UBO if (g_ActiveConfig.backend_info.bSupportsGLSLUBO) { GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock"); GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock"); if(PSBlock_id != -1) glUniformBlockBinding(glprogid, PSBlock_id, 1); if(VSBlock_id != -1) glUniformBlockBinding(glprogid, 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(glprogid, NUM_UNIFORMS, UniformNames, UniformLocations); // Got to do it this crappy way. UniformLocations[0] = glGetUniformLocation(glprogid, UniformNames[0]); if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO) for (int a = 1; a < NUM_UNIFORMS; ++a) UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]); // Bind Texture Sampler for (int a = 0; a <= 9; ++a) { char name[8]; 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(glprogid, name); if (loc != -1) glUniform1i(loc, a); } } 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(glprogid, 0, 0, "ocol0"); glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1"); } else glBindFragDataLocation(glprogid, 0, "ocol0"); // Need to set some attribute locations glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos"); glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "fposmtx"); glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "color0"); glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "color1"); 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(glprogid, SHADER_TEXTURE0_ATTRIB+i, attrib_name); } } void SHADER::Bind() { if(CurrentProgram != glprogid) { glUseProgram(glprogid); CurrentProgram = glprogid; } } void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count) { s_ubo_dirty = true; memcpy(s_ubo_buffer+(offset*4*sizeof(float)), 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*sizeof(float))+s_vs_data_offset, f, count*4*sizeof(float)); } void ProgramShaderCache::UploadConstants() { if(s_ubo_dirty) { s_buffer->Alloc(s_ubo_buffer_size); size_t offset = s_buffer->Upload(s_ubo_buffer, s_ubo_buffer_size); glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->getBuffer(), offset, s_ps_data_size); glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->getBuffer(), offset + s_vs_data_offset, s_vs_data_size); s_ubo_dirty = false; } } 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; newentry.in_cache = 0; const char *vcode = GenerateVertexShaderCode(components, API_OPENGL); const char *pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components); if (g_ActiveConfig.bEnableShaderDebugging) { GetSafeShaderId(&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_ogl_config.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); GLint linkStatus; glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus); GLsizei length = 0; glGetProgramiv(pid, GL_INFO_LOG_LENGTH, &length); if (linkStatus != GL_TRUE || (length > 1 && DEBUG_GLSL)) { 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, "%sp_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), pid); std::ofstream file; OpenFStream(file, szTemp, std::ios_base::out); file << infoLog << s_glsl_header << vcode << s_glsl_header << pcode; file.close(); delete [] infoLog; } 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; } shader.SetProgramVariables(); return true; } GLuint ProgramShaderCache::CompileSingleShader (GLuint type, const char* code ) { GLuint result = glCreateShader(type); const char *src[] = {s_glsl_header, code}; glShaderSource(result, 2, src, NULL); glCompileShader(result); GLint compileStatus; glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus); GLsizei length = 0; glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length); if (compileStatus != GL_TRUE || (length > 1 && DEBUG_GLSL)) { 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, "%sps_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), result); std::ofstream file; OpenFStream(file, szTemp, std::ios_base::out); file << infoLog << s_glsl_header << code; file.close(); delete[] infoLog; } 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; } (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 ) { ValidateVertexShaderIDs(API_OPENGL, entry->safe_uid.vuid, entry->shader.strvprog, components); ValidatePixelShaderIDs(API_OPENGL, entry->safe_uid.puid, entry->shader.strpprog, dstAlphaMode, components); } ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram(void) { return *last_entry; } 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); s_ps_data_size = C_PENVCONST_END * sizeof(float) * 4; s_vs_data_size = C_VENVCONST_END * sizeof(float) * 4; s_vs_data_offset = ROUND_UP(s_ps_data_size, Align); s_ubo_buffer_size = ROUND_UP(s_ps_data_size, Align) + ROUND_UP(s_vs_data_size, Align); // 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 s_buffer = new StreamBuffer(GL_UNIFORM_BUFFER, UBO_LENGTH); s_ubo_buffer = new u8[s_ubo_buffer_size]; memset(s_ubo_buffer, 0, s_ubo_buffer_size); s_ubo_dirty = true; } // Read our shader cache, only if supported if (g_ogl_config.bSupportsGLSLCache) { GLint Supported; glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported); if(!Supported) { ERROR_LOG(VIDEO, "GL_ARB_get_program_binary is supported, but no binary format is known. So disable shader cache."); g_ogl_config.bSupportsGLSLCache = false; } else { if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX))) File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str()); 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); } SETSTAT(stats.numPixelShadersAlive, pshaders.size()); } CreateHeader(); CurrentProgram = 0; last_entry = NULL; } void ProgramShaderCache::Shutdown(void) { // store all shaders in cache on disk if (g_ogl_config.bSupportsGLSLCache) { PCache::iterator iter = pshaders.begin(); for (; iter != pshaders.end(); ++iter) { if(iter->second.in_cache) continue; GLint binary_size; glGetProgramiv(iter->second.shader.glprogid, GL_PROGRAM_BINARY_LENGTH, &binary_size); if(!binary_size) continue; u8 *data = new u8[binary_size+sizeof(GLenum)]; u8 *binary = data + sizeof(GLenum); GLenum *prog_format = (GLenum*)data; glGetProgramBinary(iter->second.shader.glprogid, binary_size, NULL, prog_format, binary); g_program_disk_cache.Append(iter->first, data, binary_size+sizeof(GLenum)); delete [] data; } g_program_disk_cache.Sync(); g_program_disk_cache.Close(); } glUseProgram(0); PCache::iterator iter = pshaders.begin(); for (; iter != pshaders.end(); ++iter) iter->second.Destroy(); pshaders.clear(); if (g_ActiveConfig.backend_info.bSupportsGLSLUBO) { delete s_buffer; s_buffer = 0; delete [] s_ubo_buffer; s_ubo_buffer = 0; } } void ProgramShaderCache::CreateHeader ( void ) { #ifdef _WIN32 // Intel Windows driver has a issue: // their glsl doesn't know about the ubo extension, so we can't load it. // but as version 140, ubo is in core and don't have to be loaded in glsl. // as sandy do ogl3.1, glsl 140 is supported, so force it in this way. // TODO: remove this again when the issue is fixed: // see http://communities.intel.com/thread/36084 bool glsl140_hack = strcmp(g_ogl_config.gl_vendor, "Intel") == 0; #elif __APPLE__ // as apple doesn't support glsl130 at all, we also have to use glsl140 bool glsl140_hack = true; #else bool glsl140_hack = false; #endif // Intel HD Graphics on the Ironlake chipset has been abandoned by Intel // It supports every feature we need but not GLSL 1.3 // This is to check if it is Ironlake then drop to GLSL 1.2 bool glsl120_hack = strstr(g_ogl_config.gl_renderer, "Ironlake") != 0; snprintf(s_glsl_header, sizeof(s_glsl_header), "#version %s\n" "%s\n" // tex_rect "%s\n" // ubo "\n"// A few required defines and ones that will make our lives a lot easier "#define ATTRIN in\n" "#define ATTROUT out\n" "#define VARYIN centroid in\n" "#define VARYOUT centroid out\n" // Silly differences "#define float2 vec2\n" "#define float3 vec3\n" "#define float4 vec4\n" // hlsl to glsl function translation "#define frac(x) fract(x)\n" "#define saturate(x) clamp(x, 0.0f, 1.0f)\n" "#define lerp(x, y, z) mix(x, y, z)\n" , glsl120_hack ? "120" : glsl140_hack ? "140" : "130" , glsl140_hack ? "#define texture2DRect texture" : "#extension GL_ARB_texture_rectangle : enable" , g_ActiveConfig.backend_info.bSupportsGLSLUBO && !glsl140_hack ? "#extension GL_ARB_uniform_buffer_object : enable" : "// ubo disabled" ); } void ProgramShaderCache::ProgramShaderCacheInserter::Read ( const SHADERUID& key, const u8* value, u32 value_size ) { const u8 *binary = value+sizeof(GLenum); GLenum *prog_format = (GLenum*)value; GLint binary_size = value_size-sizeof(GLenum); PCacheEntry entry; entry.in_cache = 1; entry.shader.glprogid = glCreateProgram(); glProgramBinary(entry.shader.glprogid, *prog_format, binary, binary_size); GLint success; glGetProgramiv(entry.shader.glprogid, GL_LINK_STATUS, &success); if (success) { pshaders[key] = entry; entry.shader.SetProgramVariables(); } else glDeleteProgram(entry.shader.glprogid); } } // namespace OGL