185 lines
5.2 KiB
C++
185 lines
5.2 KiB
C++
// Copyright (C) 2003-2009 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 <math.h>
|
|
|
|
#include "Globals.h"
|
|
#include "Profiler.h"
|
|
#include "Config.h"
|
|
#include "Statistics.h"
|
|
|
|
#include "GLUtil.h"
|
|
|
|
#include <Cg/cg.h>
|
|
#include <Cg/cgGL.h>
|
|
|
|
#include "Render.h"
|
|
#include "VertexShaderGen.h"
|
|
#include "VertexShaderManager.h"
|
|
#include "VertexShaderCache.h"
|
|
#include "VertexManager.h"
|
|
#include "VertexLoader.h"
|
|
#include "XFMemory.h"
|
|
#include "ImageWrite.h"
|
|
|
|
VertexShaderCache::VSCache VertexShaderCache::vshaders;
|
|
bool VertexShaderCache::s_displayCompileAlert;
|
|
|
|
static VERTEXSHADER *pShaderLast = NULL;
|
|
static int s_nMaxVertexInstructions;
|
|
|
|
void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
|
|
{
|
|
glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB, const_number, f1, f2, f3, f4);
|
|
}
|
|
|
|
void SetVSConstant4fv(int const_number, const float *f)
|
|
{
|
|
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
|
|
}
|
|
|
|
void VertexShaderCache::Init()
|
|
{
|
|
s_displayCompileAlert = true;
|
|
|
|
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
|
|
}
|
|
|
|
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);
|
|
|
|
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;
|
|
}
|
|
|
|
VSCacheEntry& entry = vshaders[uid];
|
|
const char *code = GenerateVertexShader(components);
|
|
|
|
#if defined(_DEBUG) || defined(DEBUGFAST)
|
|
if (g_Config.iLog & CONF_SAVESHADERS && code) {
|
|
static int counter = 0;
|
|
char szTemp[MAX_PATH];
|
|
sprintf(szTemp, "%s/vs_%04i.txt", FULL_DUMP_DIR, counter++);
|
|
|
|
SaveData(szTemp, code);
|
|
}
|
|
#endif
|
|
|
|
if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) {
|
|
ERROR_LOG(VIDEO, "failed to create vertex shader");
|
|
return NULL;
|
|
}
|
|
|
|
//Make an entry in the table
|
|
entry.frameCount = frameCount;
|
|
pShaderLast = &entry.shader;
|
|
INCSTAT(stats.numVertexShadersCreated);
|
|
SETSTAT(stats.numVertexShadersAlive, vshaders.size());
|
|
return pShaderLast;
|
|
}
|
|
|
|
void VertexShaderCache::ProgressiveCleanup()
|
|
{
|
|
VSCache::iterator iter = vshaders.begin();
|
|
while (iter != vshaders.end()) {
|
|
VSCacheEntry &entry = iter->second;
|
|
if (entry.frameCount < frameCount - 200) {
|
|
entry.Destroy();
|
|
#ifdef _WIN32
|
|
iter = vshaders.erase(iter);
|
|
#else
|
|
vshaders.erase(iter++);
|
|
#endif
|
|
}
|
|
else {
|
|
++iter;
|
|
}
|
|
}
|
|
|
|
SETSTAT(stats.numVertexShadersAlive, vshaders.size());
|
|
}
|
|
|
|
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) || cgGetError() != CG_NO_ERROR) {
|
|
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;
|
|
}
|
|
|
|
// 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);
|
|
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 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;
|
|
}
|