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

340 lines
11 KiB
C++

// 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 "Globals.h"
#include "Profiler.h"
#include "GLUtil.h"
#include <Cg/cg.h>
#include <Cg/cgGL.h>
#include <cmath>
#include "Statistics.h"
#include "VideoConfig.h"
#include "ImageWrite.h"
#include "Common.h"
#include "Render.h"
#include "VertexShaderGen.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "FileUtil.h"
static int s_nMaxPixelInstructions;
static GLuint s_ColorMatrixProgram = 0;
static GLuint s_DepthMatrixProgram = 0;
PixelShaderCache::PSCache PixelShaderCache::pshaders;
PIXELSHADERUID PixelShaderCache::s_curuid;
bool PixelShaderCache::s_displayCompileAlert;
GLuint PixelShaderCache::CurrentShader;
bool PixelShaderCache::ShaderEnabled;
static FRAGMENTSHADER* pShaderLast = NULL;
static float lastPSconstants[C_COLORMATRIX+16][4];
void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
if (lastPSconstants[const_number][0] != f1 || lastPSconstants[const_number][1] != f2 ||
lastPSconstants[const_number][2] != f3 || lastPSconstants[const_number][3] != f4)
{
lastPSconstants[const_number][0] = f1;
lastPSconstants[const_number][1] = f2;
lastPSconstants[const_number][2] = f3;
lastPSconstants[const_number][3] = f4;
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, lastPSconstants[const_number]);
}
}
void SetPSConstant4fv(unsigned int const_number, const float *f)
{
if (memcmp(&lastPSconstants[const_number], f, sizeof(float) * 4)) {
memcpy(&lastPSconstants[const_number], f, sizeof(float) * 4);
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
}
}
void SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
{
const float *f0 = f;
for (unsigned int i = 0; i < count ;i++,f0+=4)
{
if (memcmp(&lastPSconstants[const_number + i], f0, sizeof(float) * 4)) {
memcpy(&lastPSconstants[const_number + i], f0, sizeof(float) * 4);
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number + i, lastPSconstants[const_number + i]);
}
}
}
void PixelShaderCache::Init()
{
glEnable(GL_FRAGMENT_PROGRAM_ARB);
ShaderEnabled = true;
CurrentShader = 0;
GL_REPORT_ERRORD();
for (unsigned int i = 0; i < (C_COLORMATRIX+16) * 4; i++)
lastPSconstants[i/4][i%4] = -100000000.0f;
memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));
s_displayCompileAlert = true;
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB, (GLint *)&s_nMaxPixelInstructions);
#if CG_VERSION_NUM == 2100
if (strstr((const char*)glGetString(GL_VENDOR), "ATI") != NULL)
{
s_nMaxPixelInstructions = 4096;
}
#endif
int maxinst, maxattribs;
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&maxinst);
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB, (GLint *)&maxattribs);
INFO_LOG(VIDEO, "pixel max_alu=%d, max_inst=%d, max_attrib=%d", s_nMaxPixelInstructions, maxinst, maxattribs);
char pmatrixprog[1024];
sprintf(pmatrixprog, "!!ARBfp1.0"
"TEMP R0;\n"
"TEMP R1;\n"
"TEX R0, fragment.texcoord[0], texture[0], RECT;\n"
"DP4 R1.w, R0, program.env[%d];\n"
"DP4 R1.z, R0, program.env[%d];\n"
"DP4 R1.x, R0, program.env[%d];\n"
"DP4 R1.y, R0, program.env[%d];\n"
"ADD result.color, R1, program.env[%d];\n"
"END\n", C_COLORMATRIX+3, C_COLORMATRIX+2, C_COLORMATRIX, C_COLORMATRIX+1, C_COLORMATRIX+4);
glGenProgramsARB(1, &s_ColorMatrixProgram);
SetCurrentShader(s_ColorMatrixProgram);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
GLenum err = GL_REPORT_ERROR();
if (err != GL_NO_ERROR) {
ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
glDeleteProgramsARB(1, &s_ColorMatrixProgram);
s_ColorMatrixProgram = 0;
}
sprintf(pmatrixprog, "!!ARBfp1.0"
"TEMP R0;\n"
"TEMP R1;\n"
"TEMP R2;\n"
"PARAM K0 = { 65535.0, 255.0,1.0,16777215.0};\n"
"PARAM K1 = { 0.999999940395355224609375, 1.0000000596046483281045155587504,0.0,0.0};\n"
"TEX R2, fragment.texcoord[0], texture[0], RECT;\n"
"MUL R0, R2.x, K1.x;\n"
"MUL R0, R0.x, K0;\n"
"FRC R0, R0;\n"
"MUL R0, R0, K1.y;\n"
"DP4 R1.x, R0, program.env[%d];\n"
"DP4 R1.y, R0, program.env[%d];\n"
"DP4 R1.z, R0, program.env[%d];\n"
"DP4 R1.w, R0, program.env[%d];\n"
"ADD result.color, R1, program.env[%d];\n"
"END\n", C_COLORMATRIX, C_COLORMATRIX+1, C_COLORMATRIX+2, C_COLORMATRIX+3, C_COLORMATRIX+4);
glGenProgramsARB(1, &s_DepthMatrixProgram);
SetCurrentShader(s_DepthMatrixProgram);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
err = GL_REPORT_ERROR();
if (err != GL_NO_ERROR) {
ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
glDeleteProgramsARB(1, &s_DepthMatrixProgram);
s_DepthMatrixProgram = 0;
}
}
void PixelShaderCache::Shutdown()
{
glDeleteProgramsARB(1, &s_ColorMatrixProgram);
s_ColorMatrixProgram = 0;
glDeleteProgramsARB(1, &s_DepthMatrixProgram);
s_DepthMatrixProgram = 0;
PSCache::iterator iter = pshaders.begin();
for (; iter != pshaders.end(); iter++)
iter->second.Destroy();
pshaders.clear();
}
GLuint PixelShaderCache::GetColorMatrixProgram()
{
return s_ColorMatrixProgram;
}
GLuint PixelShaderCache::GetDepthMatrixProgram()
{
return s_DepthMatrixProgram;
}
FRAGMENTSHADER* PixelShaderCache::GetShader(bool dstAlphaEnable)
{
DVSTARTPROFILE();
PIXELSHADERUID uid;
GetPixelShaderId(&uid, PixelShaderManager::GetTextureMask(), dstAlphaEnable ? 1 : 0);
if (uid == last_pixel_shader_uid && pshaders[uid].frameCount == frameCount)
{
return pShaderLast;
}
memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
PSCache::iterator iter = pshaders.find(uid);
if (iter != pshaders.end()) {
iter->second.frameCount = frameCount;
PSCacheEntry &entry = iter->second;
if (&entry.shader != pShaderLast)
{
pShaderLast = &entry.shader;
}
return pShaderLast;
}
//Make an entry in the table
PSCacheEntry& newentry = pshaders[uid];
newentry.frameCount = frameCount;
pShaderLast = &newentry.shader;
const char *code = GeneratePixelShaderCode(PixelShaderManager::GetTextureMask(),
dstAlphaEnable,API_OPENGL);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);
SaveData(szTemp, code);
}
#endif
// printf("Compiling pixel shader. size = %i\n", strlen(code));
if (!code || !CompilePixelShader(newentry.shader, code)) {
ERROR_LOG(VIDEO, "failed to create pixel shader");
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%sBADps_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);
SaveData(szTemp, code);
return NULL;
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, pshaders.size());
return pShaderLast;
}
bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
{
GLenum err = GL_REPORT_ERROR();
if (err != GL_NO_ERROR)
{
ERROR_LOG(VIDEO, "glError %08x before PS!", err);
}
char stropt[128];
sprintf(stropt, "MaxLocalParams=32,NumInstructionSlots=%d", s_nMaxPixelInstructions);
const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgfProf, "main", opts);
// handle errors
if (!cgIsProgram(tempprog)) {
cgDestroyProgram(tempprog);
ERROR_LOG(VIDEO, "Failed to compile ps %s:", cgGetLastListing(g_cgcontext));
ERROR_LOG(VIDEO, pstrprogram);
return false;
}
// handle warnings
if (cgGetError() != CG_NO_ERROR)
{
WARN_LOG(VIDEO, "Warnings on compile ps %s:", cgGetLastListing(g_cgcontext));
WARN_LOG(VIDEO, pstrprogram);
}
// 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, &ps.glprogid);
SetCurrentShader(ps.glprogid);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
err = GL_REPORT_ERROR();
if (err != GL_NO_ERROR)
{
GLint error_pos, native_limit;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &error_pos);
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native_limit);
// Error occur
if (error_pos != -1) {
const char *program_error = (const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB);
char line[256];
strncpy(line, (const char *)pcompiledprog + error_pos, 255);
line[255] = 0;
ERROR_LOG(VIDEO, "Error at %i: %s", error_pos, program_error);
ERROR_LOG(VIDEO, "Line dump: \n%s", line);
} else if (native_limit != -1) {
ERROR_LOG(VIDEO, "Hit limit? %i", native_limit);
// TODO
}
ERROR_LOG(VIDEO, pstrprogram);
ERROR_LOG(VIDEO, pcompiledprog);
}
cgDestroyProgram(tempprog);
#if defined(_DEBUG) || defined(DEBUGFAST)
ps.strprog = pstrprogram;
#endif
return true;
}
//Disable Fragment programs and reset the selected Program
void PixelShaderCache::DisableShader()
{
if(ShaderEnabled)
{
glDisable(GL_FRAGMENT_PROGRAM_ARB);
ShaderEnabled = false;
}
}
//bind a program if is diferent from the binded oone
void PixelShaderCache::SetCurrentShader(GLuint Shader)
{
if(!ShaderEnabled)
{
glEnable(GL_FRAGMENT_PROGRAM_ARB);
ShaderEnabled = true;
}
if(CurrentShader != Shader)
{
if(Shader != 0)
CurrentShader = Shader;
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
}
}