340 lines
9.7 KiB
C++
340 lines
9.7 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Globals.h"
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#include "GLUtil.h"
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#include <cmath>
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#include "Statistics.h"
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#include "VideoConfig.h"
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#include "ImageWrite.h"
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#include "Common.h"
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#include "Render.h"
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#include "VertexShaderGen.h"
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#include "ProgramShaderCache.h"
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#include "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "OnScreenDisplay.h"
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#include "StringUtil.h"
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#include "FileUtil.h"
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#include "Debugger.h"
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namespace OGL
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{
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static int s_nMaxPixelInstructions;
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static FRAGMENTSHADER s_ColorMatrixProgram;
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static FRAGMENTSHADER s_DepthMatrixProgram;
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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PIXELSHADERUID PixelShaderCache::s_curuid;
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bool PixelShaderCache::s_displayCompileAlert;
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GLuint PixelShaderCache::CurrentShader;
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bool PixelShaderCache::ShaderEnabled;
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PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry = NULL;
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PIXELSHADERUID PixelShaderCache::last_uid;
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GLuint PixelShaderCache::GetDepthMatrixProgram()
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{
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return s_DepthMatrixProgram.glprogid;
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}
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GLuint PixelShaderCache::GetColorMatrixProgram()
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{
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return s_ColorMatrixProgram.glprogid;
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}
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void PixelShaderCache::Init()
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{
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ShaderEnabled = true;
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CurrentShader = 0;
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last_entry = NULL;
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GL_REPORT_ERRORD();
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s_displayCompileAlert = true;
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char pmatrixprog[2048];
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sprintf(pmatrixprog, "#version 130\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"%s\n"
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"uniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 " I_COLORS"[7];\n"
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"%s\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 Temp0, Temp1;\n"
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" vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
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" Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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" Temp0 = Temp0 * " I_COLORS"[%d];\n"
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" Temp0 = Temp0 + K0;\n"
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" Temp0 = floor(Temp0);\n"
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" Temp0 = Temp0 * " I_COLORS"[%d];\n"
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" Temp1.x = dot(Temp0, " I_COLORS"[%d]);\n"
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" Temp1.y = dot(Temp0, " I_COLORS"[%d]);\n"
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" Temp1.z = dot(Temp0, " I_COLORS"[%d]);\n"
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" Temp1.w = dot(Temp0, " I_COLORS"[%d]);\n"
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" ocol0 = Temp1 + " I_COLORS"[%d];\n"
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"}\n",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "#extension GL_ARB_uniform_buffer_object : enable" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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if (!PixelShaderCache::CompilePixelShader(s_ColorMatrixProgram, pmatrixprog))
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{
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ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
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s_ColorMatrixProgram.Destroy();
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}
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sprintf(pmatrixprog, "#version 130\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"%s\n"
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"uniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 " I_COLORS"[5];\n"
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"%s\n"
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"out vec4 ocol0;\n"
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"\n"
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"void main(){\n"
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" vec4 R0, R1, R2;\n"
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" vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
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" vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
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" R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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" R0.x = R2.x * K0.x;\n"
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" R0.x = floor(R0).x;\n"
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" R0.yzw = (R0 - R0.x).yzw;\n"
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" R0.yzw = (R0 * K0.z).yzw;\n"
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" R0.y = floor(R0).y;\n"
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" R0.zw = (R0 - R0.y).zw;\n"
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" R0.zw = (R0 * K0.z).zw;\n"
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" R0.z = floor(R0).z;\n"
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" R0.w = R0.x;\n"
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" R0 = R0 * K0.y;\n"
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" R0.w = (R0 * K1.x).w;\n"
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" R0.w = floor(R0).w;\n"
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" R0.w = (R0 * K1.y).w;\n"
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" R1.x = dot(R0, " I_COLORS"[%d]);\n"
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" R1.y = dot(R0, " I_COLORS"[%d]);\n"
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" R1.z = dot(R0, " I_COLORS"[%d]);\n"
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" R1.w = dot(R0, " I_COLORS"[%d]);\n"
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" ocol0 = R1 * " I_COLORS"[%d];\n"
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"}\n",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "#extension GL_ARB_uniform_buffer_object : enable" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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if (!PixelShaderCache::CompilePixelShader(s_DepthMatrixProgram, pmatrixprog))
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{
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ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
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s_DepthMatrixProgram.Destroy();
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}
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}
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void PixelShaderCache::Shutdown()
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{
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s_ColorMatrixProgram.Destroy();
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s_DepthMatrixProgram.Destroy();
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PSCache::iterator iter = PixelShaders.begin();
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for (; iter != PixelShaders.end(); iter++)
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iter->second.Destroy();
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PixelShaders.clear();
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}
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FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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PIXELSHADERUID uid;
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GetPixelShaderId(&uid, dstAlphaMode, components);
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// Check if the shader is already set
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if (last_entry)
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{
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if (uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(API_OPENGL, last_entry->safe_uid, last_entry->shader.strprog, dstAlphaMode, components);
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return &last_entry->shader;
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}
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}
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last_uid = uid;
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PSCache::iterator iter = PixelShaders.find(uid);
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if (iter != PixelShaders.end())
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{
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PSCacheEntry &entry = iter->second;
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, dstAlphaMode, components);
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return &last_entry->shader;
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}
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// Make an entry in the table
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PSCacheEntry& newentry = PixelShaders[uid];
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last_entry = &newentry;
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const char *code = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
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if (g_ActiveConfig.bEnableShaderDebugging && code)
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{
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GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode, components);
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newentry.shader.strprog = code;
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(szTemp, code);
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}
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#endif
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if (!code || !CompilePixelShader(newentry.shader, code)) {
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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return NULL;
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}
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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return &last_entry->shader;
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}
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bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
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{
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GLuint result = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(result, 1, &pstrprogram, NULL);
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glCompileShader(result);
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GLint compileStatus;
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glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
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if (compileStatus != GL_TRUE)
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{
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// Compile failed
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ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
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GLsizei length = 0;
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glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
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if (length > 0)
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{
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GLsizei charsWritten;
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GLchar* infoLog = new GLchar[length];
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glGetShaderInfoLog(result, length, &charsWritten, infoLog);
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WARN_LOG(VIDEO, "PS Shader info log:\n%s", infoLog);
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char szTemp[MAX_PATH];
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sprintf(szTemp, "ps_%d.txt", result);
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FILE *fp = fopen(szTemp, "wb");
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fwrite(pstrprogram, strlen(pstrprogram), 1, fp);
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fclose(fp);
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delete[] infoLog;
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}
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// Don't try to use this shader
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glDeleteShader(result);
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return false;
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}
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(void)GL_REPORT_ERROR();
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ps.glprogid = result;
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return true;
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}
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void SetPSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
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{
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ProgramShaderCache::PCacheEntry tmp = ProgramShaderCache::GetShaderProgram();
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for (int a = 0; a < NUM_UNIFORMS; ++a)
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{
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if (!strcmp(name, UniformNames[a]))
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{
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if (tmp.UniformLocations[a] == -1)
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return;
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else
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{
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glUniform4fv(tmp.UniformLocations[a] + offset, count, f);
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return;
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}
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}
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}
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}
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// Renderer functions
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void Renderer::SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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float const f[4] = {f1, f2, f3, f4};
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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ProgramShaderCache::SetMultiPSConstant4fv(const_number, f, 1);
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return;
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}
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for (unsigned int a = 0; a < 10; ++a)
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{
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if (const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
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{
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unsigned int offset = const_number - PSVar_Loc[a].reg;
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SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f);
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return;
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}
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}
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}
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void Renderer::SetPSConstant4fv(unsigned int const_number, const float *f)
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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ProgramShaderCache::SetMultiPSConstant4fv(const_number, f, 1);
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return;
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}
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for (unsigned int a = 0; a < 10; ++a)
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{
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if (const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
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{
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unsigned int offset = const_number - PSVar_Loc[a].reg;
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SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f);
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return;
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}
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}
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}
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void Renderer::SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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ProgramShaderCache::SetMultiPSConstant4fv(const_number, f, count);
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return;
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}
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for (unsigned int a = 0; a < 10; ++a)
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{
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if (const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
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{
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unsigned int offset = const_number - PSVar_Loc[a].reg;
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SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f, count);
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return;
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}
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}
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}
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} // namespace OGL
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