dolphin/Source/Core/VideoCommon/ShaderGenCommon.h

247 lines
7.2 KiB
C++

// Copyright 2014 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <stdio.h>
#include <stdarg.h>
#include <string>
#include <vector>
#include <algorithm>
#include "CommonTypes.h"
#include "VideoCommon.h"
/**
* Common interface for classes that need to go through the shader generation path (GenerateVertexShader, GeneratePixelShader)
* In particular, this includes the shader code generator (ShaderCode).
* A different class (ShaderUid) can be used to uniquely identify each ShaderCode object.
* More interesting things can be done with this, e.g. ShaderConstantProfile checks what shader constants are being used. This can be used to optimize buffer management.
* Each of the ShaderCode, ShaderUid and ShaderConstantProfile child classes only implement the subset of ShaderGeneratorInterface methods that are required for the specific tasks.
*/
class ShaderGeneratorInterface
{
public:
/*
* Used when the shader generator would write a piece of ShaderCode.
* Can be used like printf.
* @note In the ShaderCode implementation, this does indeed write the parameter string to an internal buffer. However, you're free to do whatever you like with the parameter.
*/
void Write(const char* fmt, ...) {}
/*
* Returns a read pointer to the internal buffer.
* @note When implementing this method in a child class, you likely want to return the argument of the last SetBuffer call here
* @note SetBuffer() should be called before using GetBuffer().
*/
const char* GetBuffer() { return NULL; }
/*
* Can be used to give the object a place to write to. This should be called before using Write().
* @param buffer pointer to a char buffer that the object can write to
*/
void SetBuffer(char* buffer) { }
/*
* Tells us that a specific constant range (including last_index) is being used by the shader
*/
inline void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {}
/*
* Returns a pointer to an internally stored object of the uid_data type.
* @warning since most child classes use the default implementation you shouldn't access this directly without adding precautions against NULL access (e.g. via adding a dummy structure, cf. the vertex/pixel shader generators)
*/
template<class uid_data>
uid_data& GetUidData() { return *(uid_data*)NULL; }
};
/**
* Shader UID class used to uniquely identify the ShaderCode output written in the shader generator.
* uid_data can be any struct of parameters that uniquely identify each shader code output.
* Unless performance is not an issue, uid_data should be tightly packed to reduce memory footprint.
* Shader generators will write to specific uid_data fields; ShaderUid methods will only read raw u32 values from a union.
*/
template<class uid_data>
class ShaderUid : public ShaderGeneratorInterface
{
public:
ShaderUid()
{
// TODO: Move to Shadergen => can be optimized out
memset(values, 0, sizeof(values));
}
bool operator == (const ShaderUid& obj) const
{
return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) == 0;
}
bool operator != (const ShaderUid& obj) const
{
return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) != 0;
}
// determines the storage order inside STL containers
bool operator < (const ShaderUid& obj) const
{
return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) < 0;
}
template<class T>
inline T& GetUidData() { return data; }
const uid_data& GetUidData() const { return data; }
size_t GetUidDataSize() const { return sizeof(values); }
private:
union
{
uid_data data;
u8 values[sizeof(uid_data)];
};
};
class ShaderCode : public ShaderGeneratorInterface
{
public:
ShaderCode() : buf(NULL), write_ptr(NULL)
{
}
void Write(const char* fmt, ...)
{
va_list arglist;
va_start(arglist, fmt);
write_ptr += vsprintf(write_ptr, fmt, arglist);
va_end(arglist);
}
const char* GetBuffer() { return buf; }
void SetBuffer(char* buffer) { buf = buffer; write_ptr = buffer; }
private:
const char* buf;
char* write_ptr;
};
/**
* Generates a shader constant profile which can be used to query which constants are used in a shader
*/
class ShaderConstantProfile : public ShaderGeneratorInterface
{
public:
ShaderConstantProfile(int num_constants) { constant_usage.resize(num_constants); }
inline void SetConstantsUsed(unsigned int first_index, unsigned int last_index)
{
for (unsigned int i = first_index; i < last_index+1; ++i)
constant_usage[i] = true;
}
inline bool ConstantIsUsed(unsigned int index)
{
// TODO: Not ready for usage yet
return true;
// return constant_usage[index];
}
private:
std::vector<bool> constant_usage; // TODO: Is vector<bool> appropriate here?
};
template<class T>
static inline void WriteRegister(T& object, API_TYPE ApiType, const char *prefix, const u32 num)
{
if (ApiType == API_OPENGL)
return; // Nothing to do here
object.Write(" : register(%s%d)", prefix, num);
}
template<class T>
static inline void WriteLocation(T& object, API_TYPE ApiType)
{
if (ApiType == API_OPENGL)
return;
object.Write("uniform ");
}
template<class T>
static inline void DeclareUniform(T& object, API_TYPE api_type, const u32 num, const char* type, const char* name)
{
WriteLocation(object, api_type);
object.Write("%s %s ", type, name);
WriteRegister(object, api_type, "c", num);
object.Write(";\n");
}
/**
* Checks if there has been
*/
template<class UidT, class CodeT>
class UidChecker
{
public:
void Invalidate()
{
m_shaders.clear();
m_uids.clear();
}
void AddToIndexAndCheck(CodeT& new_code, const UidT& new_uid, const char* shader_type, const char* dump_prefix)
{
bool uid_is_indexed = std::find(m_uids.begin(), m_uids.end(), new_uid) != m_uids.end();
if (!uid_is_indexed)
{
m_uids.push_back(new_uid);
m_shaders[new_uid] = new_code.GetBuffer();
}
else
{
// uid is already in the index => check if there's a shader with the same uid but different code
auto& old_code = m_shaders[new_uid];
if (strcmp(old_code.c_str(), new_code.GetBuffer()) != 0)
{
static int num_failures = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%s%ssuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
dump_prefix,
++num_failures);
// TODO: Should also dump uids
std::ofstream file;
OpenFStream(file, szTemp, std::ios_base::out);
file << "Old shader code:\n" << old_code;
file << "\n\nNew shader code:\n" << new_code.GetBuffer();
file << "\n\nShader uid:\n";
for (unsigned int i = 0; i < new_uid.GetUidDataSize(); ++i)
{
u32 value = ((u32*)&new_uid.GetUidData())[i];
if ((i % 4) == 0)
{
auto last_value = (i+3 < new_uid.GetUidDataSize()-1) ? i+3 : new_uid.GetUidDataSize();
file << std::setfill(' ') << std::dec;
file << "Values " << std::setw(2) << i << " - " << last_value << ": ";
}
file << std::setw(8) << std::setfill('0') << std::hex << value << std::setw(1);
if ((i % 4) < 3)
file << ' ';
else
file << std::endl;
}
file.close();
ERROR_LOG(VIDEO, "%s shader uid mismatch! See %s for details", shader_type, szTemp);
}
}
}
private:
std::map<UidT,std::string> m_shaders;
std::vector<UidT> m_uids;
};