dolphin/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp

551 lines
15 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#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<SHADERUID, u8> 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 if(g_ogl_config.eSupportedGLSLVersion > GLSL_120)
{
glBindFragDataLocation(glprogid, 0, "ocol0");
}
else
{
// ogl2 shaders don't need to bind output colors.
// gl_FragColor already point to color channel
}
// 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 )
{
GLSL_VERSION v = g_ogl_config.eSupportedGLSLVersion;
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 %s\n"
"#define ATTROUT %s\n"
"#define VARYIN %s\n"
"#define VARYOUT %s\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"
// glsl 120 hack
"%s\n"
"%s\n"
"%s\n"
"%s\n"
"%s\n"
"#define COLOROUT(name) %s\n"
, v==GLSL_120 ? "120" : v==GLSL_130 ? "130" : "140"
, v<=GLSL_130 ? "#extension GL_ARB_texture_rectangle : enable" : "#define texture2DRect texture"
, g_ActiveConfig.backend_info.bSupportsGLSLUBO && v!=GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
, v==GLSL_120 ? "attribute" : "in"
, v==GLSL_120 ? "attribute" : "out"
, v==GLSL_120 ? "varying" : "centroid in"
, v==GLSL_120 ? "varying" : "centroid out"
, v==GLSL_120 ? "#define texture texture2D" : ""
, v==GLSL_120 ? "#define round(x) floor((x)+0.5f)" : ""
, v==GLSL_120 ? "#define out " : ""
, v==GLSL_120 ? "#define ocol0 gl_FragColor" : ""
, v==GLSL_120 ? "#define ocol1 gl_FragColor" : "" //TODO: implemenet dual source blend
, v==GLSL_120 ? "" : "out vec4 name;"
);
}
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