2013-07-06 10:08:52 +00:00
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/*
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* Copyright (C) 2011-2013 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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*
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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; either version 2, or (at your option)
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* any later version.
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*
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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 for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GSShaderOGL.h"
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2013-08-05 20:25:25 +00:00
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#include "GLState.h"
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2013-07-06 10:08:52 +00:00
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2014-02-01 11:11:14 +00:00
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GSShaderOGL::GSShaderOGL(bool debug) :
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2015-09-11 10:19:49 +00:00
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m_pipeline(0),
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2015-07-17 16:16:35 +00:00
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m_debug_shader(debug)
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2013-07-06 10:08:52 +00:00
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{
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m_single_prog.clear();
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2013-08-10 19:43:59 +00:00
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if (GLLoader::found_GL_ARB_separate_shader_objects) {
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2013-07-06 10:08:52 +00:00
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gl_GenProgramPipelines(1, &m_pipeline);
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gl_BindProgramPipeline(m_pipeline);
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}
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}
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GSShaderOGL::~GSShaderOGL()
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{
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2013-08-10 19:43:59 +00:00
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if (GLLoader::found_GL_ARB_separate_shader_objects)
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2013-07-06 10:08:52 +00:00
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gl_DeleteProgramPipelines(1, &m_pipeline);
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for (auto it = m_single_prog.begin(); it != m_single_prog.end() ; it++) gl_DeleteProgram(it->second);
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m_single_prog.clear();
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}
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2015-07-17 16:16:35 +00:00
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void GSShaderOGL::VS(GLuint s)
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2013-07-06 10:08:52 +00:00
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{
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2013-08-05 20:25:25 +00:00
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if (GLState::vs != s)
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2013-07-06 10:08:52 +00:00
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{
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2013-08-05 20:25:25 +00:00
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GLState::vs = s;
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2013-08-10 19:43:59 +00:00
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GLState::dirty_prog = true;
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if (GLLoader::found_GL_ARB_separate_shader_objects)
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2013-07-06 10:08:52 +00:00
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gl_UseProgramStages(m_pipeline, GL_VERTEX_SHADER_BIT, s);
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}
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}
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2015-07-17 16:16:35 +00:00
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void GSShaderOGL::PS(GLuint s)
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2013-07-06 10:08:52 +00:00
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{
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2015-05-06 17:08:40 +00:00
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#ifdef _DEBUG
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if (true)
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#else
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2013-08-05 20:25:25 +00:00
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if (GLState::ps != s)
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2015-05-06 17:08:40 +00:00
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#endif
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2013-07-06 10:08:52 +00:00
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{
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2015-04-03 18:28:44 +00:00
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// In debug always sets the program. It allow to replace the program in apitrace easily.
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2013-08-05 20:25:25 +00:00
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GLState::ps = s;
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2013-08-10 19:43:59 +00:00
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GLState::dirty_prog = true;
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if (GLLoader::found_GL_ARB_separate_shader_objects) {
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2013-07-06 10:08:52 +00:00
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gl_UseProgramStages(m_pipeline, GL_FRAGMENT_SHADER_BIT, s);
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2013-08-10 19:43:59 +00:00
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}
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2013-07-06 10:08:52 +00:00
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}
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}
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void GSShaderOGL::GS(GLuint s)
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{
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2013-08-05 20:25:25 +00:00
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if (GLState::gs != s)
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2013-07-06 10:08:52 +00:00
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{
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2013-08-05 20:25:25 +00:00
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GLState::gs = s;
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2013-08-10 19:43:59 +00:00
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GLState::dirty_prog = true;
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if (GLLoader::found_GL_ARB_separate_shader_objects)
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2013-07-06 10:08:52 +00:00
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gl_UseProgramStages(m_pipeline, GL_GEOMETRY_SHADER_BIT, s);
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}
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}
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bool GSShaderOGL::ValidateShader(GLuint s)
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{
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if (!m_debug_shader) return true;
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2014-11-09 14:27:24 +00:00
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GLint status = 0;
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2013-07-06 10:08:52 +00:00
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gl_GetShaderiv(s, GL_COMPILE_STATUS, &status);
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if (status) return true;
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GLint log_length = 0;
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gl_GetShaderiv(s, GL_INFO_LOG_LENGTH, &log_length);
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if (log_length > 0) {
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char* log = new char[log_length];
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gl_GetShaderInfoLog(s, log_length, NULL, log);
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fprintf(stderr, "%s", log);
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delete[] log;
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}
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fprintf(stderr, "\n");
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return false;
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}
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bool GSShaderOGL::ValidateProgram(GLuint p)
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{
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if (!m_debug_shader) return true;
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2014-11-09 14:27:24 +00:00
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GLint status = 0;
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2013-07-06 10:08:52 +00:00
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gl_GetProgramiv(p, GL_LINK_STATUS, &status);
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if (status) return true;
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GLint log_length = 0;
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gl_GetProgramiv(p, GL_INFO_LOG_LENGTH, &log_length);
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if (log_length > 0) {
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char* log = new char[log_length];
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gl_GetProgramInfoLog(p, log_length, NULL, log);
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fprintf(stderr, "%s", log);
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delete[] log;
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}
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fprintf(stderr, "\n");
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return false;
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}
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bool GSShaderOGL::ValidatePipeline(GLuint p)
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{
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if (!m_debug_shader) return true;
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// FIXME: might be mandatory to validate the pipeline
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gl_ValidateProgramPipeline(p);
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2014-11-09 14:27:24 +00:00
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GLint status = 0;
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2013-07-06 10:08:52 +00:00
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gl_GetProgramPipelineiv(p, GL_VALIDATE_STATUS, &status);
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if (status) return true;
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GLint log_length = 0;
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gl_GetProgramPipelineiv(p, GL_INFO_LOG_LENGTH, &log_length);
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if (log_length > 0) {
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char* log = new char[log_length];
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gl_GetProgramPipelineInfoLog(p, log_length, NULL, log);
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fprintf(stderr, "%s", log);
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delete[] log;
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}
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fprintf(stderr, "\n");
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return false;
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}
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GLuint GSShaderOGL::LinkNewProgram()
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{
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GLuint p = gl_CreateProgram();
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2013-08-05 20:25:25 +00:00
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if (GLState::vs) gl_AttachShader(p, GLState::vs);
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if (GLState::ps) gl_AttachShader(p, GLState::ps);
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if (GLState::gs) gl_AttachShader(p, GLState::gs);
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2013-07-06 10:08:52 +00:00
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gl_LinkProgram(p);
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ValidateProgram(p);
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return p;
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}
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void GSShaderOGL::UseProgram()
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{
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2013-08-10 19:43:59 +00:00
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if (GLState::dirty_prog) {
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if (!GLLoader::found_GL_ARB_separate_shader_objects) {
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hash_map<uint64, GLuint >::iterator it;
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// Note: shader are integer lookup pointer. They start from 1 and incr
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// every time you create a new shader OR a new program.
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2015-04-19 16:01:42 +00:00
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// Note2: vs & gs are precompiled at startup. FGLRX and radeon got value < 128. GS has only 2 programs
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2013-08-10 19:43:59 +00:00
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// We migth be able to pack the value in a 32bits int
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// I would need to check the behavior on Nvidia (pause/resume).
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uint64 sel = (uint64)GLState::vs << 40 | (uint64)GLState::gs << 20 | GLState::ps;
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it = m_single_prog.find(sel);
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if (it == m_single_prog.end()) {
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GLState::program = LinkNewProgram();
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m_single_prog[sel] = GLState::program;
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ValidateProgram(GLState::program);
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2013-08-05 20:25:25 +00:00
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gl_UseProgram(GLState::program);
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2013-08-10 19:43:59 +00:00
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} else {
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GLuint prog = it->second;
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if (prog != GLState::program) {
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GLState::program = prog;
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gl_UseProgram(GLState::program);
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}
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2013-08-05 20:25:25 +00:00
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}
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2013-08-10 19:43:59 +00:00
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}
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2013-07-06 10:08:52 +00:00
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}
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2013-08-10 19:43:59 +00:00
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GLState::dirty_prog = false;
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2013-07-06 10:08:52 +00:00
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}
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2013-07-07 16:13:11 +00:00
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std::string GSShaderOGL::GenGlslHeader(const std::string& entry, GLenum type, const std::string& macro)
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2013-07-06 10:08:52 +00:00
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{
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2013-07-07 16:13:11 +00:00
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std::string header;
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2014-09-30 20:04:42 +00:00
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header = "#version 330 core\n";
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2014-10-01 07:50:59 +00:00
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// Need GL version 420
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header += "#extension GL_ARB_shading_language_420pack: require\n";
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2013-08-10 19:43:59 +00:00
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if (GLLoader::found_GL_ARB_separate_shader_objects) {
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2013-07-28 14:40:43 +00:00
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// Need GL version 410
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2013-08-28 08:44:16 +00:00
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header += "#extension GL_ARB_separate_shader_objects: require\n";
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2013-07-06 10:08:52 +00:00
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}
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2013-10-24 20:54:27 +00:00
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if (GLLoader::found_GL_ARB_shader_image_load_store) {
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2013-07-28 14:40:43 +00:00
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// Need GL version 420
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header += "#extension GL_ARB_shader_image_load_store: require\n";
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2013-10-24 20:54:27 +00:00
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} else {
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2013-07-28 14:40:43 +00:00
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header += "#define DISABLE_GL42_image\n";
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2013-10-24 20:54:27 +00:00
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}
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2014-09-15 20:28:35 +00:00
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if (GLLoader::found_GL_ARB_clip_control) {
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2014-09-27 17:39:17 +00:00
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header += "#define ZERO_TO_ONE_DEPTH\n";
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2014-01-31 21:30:54 +00:00
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}
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2013-07-12 21:12:34 +00:00
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2014-01-11 15:01:13 +00:00
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// Stupid GL implementation (can't use GL_ES)
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// AMD/nvidia define it to 0
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// intel window don't define it
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// intel linux refuse to define it
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header += "#define pGL_ES 0\n";
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2013-12-30 14:48:26 +00:00
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2013-07-06 10:08:52 +00:00
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// Allow to puts several shader in 1 files
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switch (type) {
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case GL_VERTEX_SHADER:
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2013-07-07 16:13:11 +00:00
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header += "#define VERTEX_SHADER 1\n";
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2013-07-06 10:08:52 +00:00
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break;
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case GL_GEOMETRY_SHADER:
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2013-07-07 16:13:11 +00:00
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header += "#define GEOMETRY_SHADER 1\n";
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2013-07-06 10:08:52 +00:00
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break;
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case GL_FRAGMENT_SHADER:
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2013-07-07 16:13:11 +00:00
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header += "#define FRAGMENT_SHADER 1\n";
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2013-07-06 10:08:52 +00:00
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break;
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default: ASSERT(0);
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}
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// Select the entry point ie the main function
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2013-07-07 16:13:11 +00:00
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header += format("#define %s main\n", entry.c_str());
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header += macro;
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return header;
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}
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2013-07-06 10:08:52 +00:00
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2013-07-07 16:13:11 +00:00
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GLuint GSShaderOGL::Compile(const std::string& glsl_file, const std::string& entry, GLenum type, const char* glsl_h_code, const std::string& macro_sel)
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{
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2013-07-19 19:25:50 +00:00
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ASSERT(glsl_h_code != NULL);
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2013-07-07 16:13:11 +00:00
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GLuint program = 0;
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if (type == GL_GEOMETRY_SHADER && !GLLoader::found_geometry_shader) {
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return program;
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}
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2013-07-06 10:08:52 +00:00
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// Note it is better to separate header and source file to have the good line number
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// in the glsl compiler report
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2013-07-07 16:13:11 +00:00
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const char* sources[2];
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2013-07-06 10:08:52 +00:00
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2013-07-07 16:13:11 +00:00
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std::string header = GenGlslHeader(entry, type, macro_sel);
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2013-07-19 19:25:50 +00:00
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int shader_nb = 1;
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2013-08-28 08:44:16 +00:00
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#if 1
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2013-07-07 16:13:11 +00:00
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sources[0] = header.c_str();
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2013-07-19 19:25:50 +00:00
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sources[1] = glsl_h_code;
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shader_nb++;
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#else
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sources[0] = header.append(glsl_h_code).c_str();
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#endif
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2013-07-06 10:08:52 +00:00
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2013-08-10 19:43:59 +00:00
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if (GLLoader::found_GL_ARB_separate_shader_objects) {
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2013-07-19 19:25:50 +00:00
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program = gl_CreateShaderProgramv(type, shader_nb, sources);
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2013-07-06 10:08:52 +00:00
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} else {
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program = gl_CreateShader(type);
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2013-07-19 19:25:50 +00:00
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gl_ShaderSource(program, shader_nb, sources, NULL);
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2013-07-06 10:08:52 +00:00
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gl_CompileShader(program);
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}
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bool status;
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2013-08-10 19:43:59 +00:00
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if (GLLoader::found_GL_ARB_separate_shader_objects)
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2013-07-06 10:08:52 +00:00
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status = ValidateProgram(program);
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else
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status = ValidateShader(program);
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if (!status) {
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// print extra info
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fprintf(stderr, "%s (entry %s, prog %d) :", glsl_file.c_str(), entry.c_str(), program);
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fprintf(stderr, "\n%s", macro_sel.c_str());
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fprintf(stderr, "\n");
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}
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return program;
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}
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2015-07-15 06:59:16 +00:00
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// This function will get the binary program. Normally it must be used a caching
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// solution but Nvidia also incorporates the ASM dump. Asm is nice because it allow
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// to have an overview of the program performance based on the instruction number
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// Note: initially I was using cg offline compiler but it doesn't support latest
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// GLSL improvement (unfortunately).
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int GSShaderOGL::DumpAsm(const std::string& file, GLuint p)
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{
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if (!GLLoader::nvidia_buggy_driver) return 0;
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GLint binaryLength;
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gl_GetProgramiv(p, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
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char* binary = new char[binaryLength+4];
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GLenum binaryFormat;
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gl_GetProgramBinary(p, binaryLength, NULL, &binaryFormat, binary);
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FILE* outfile = fopen(file.c_str(), "w");
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ASSERT(outfile);
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// Search the magic number "!!"
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int asm_ = 0;
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while (asm_ < binaryLength && (binary[asm_] != '!' || binary[asm_+1] != '!')) {
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asm_ += 1;
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}
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int instructions = -1;
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if (asm_ < binaryLength) {
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// Now print asm as text
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char* asm_txt = strtok(&binary[asm_], "\n");
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while (asm_txt != NULL && (strncmp(asm_txt, "END", 3) || !strncmp(asm_txt, "ENDIF", 5))) {
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2015-07-18 09:21:26 +00:00
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if (!strncmp(asm_txt, "OUT", 3) || !strncmp(asm_txt, "TEMP", 4) || !strncmp(asm_txt, "LONG", 4)) {
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2015-07-15 06:59:16 +00:00
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instructions = 0;
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} else if (instructions >= 0) {
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if (instructions == 0)
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fprintf(outfile, "\n");
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instructions++;
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}
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fprintf(outfile, "%s\n", asm_txt);
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asm_txt = strtok(NULL, "\n");
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}
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fprintf(outfile, "\nFound %d instructions\n", instructions);
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}
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fclose(outfile);
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if (instructions < 0) {
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// RAW dump in case of error
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fprintf(stderr, "Error: failed to find the number of instructions!\n");
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outfile = fopen(file.c_str(), "wb");
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fwrite(binary, binaryLength, 1, outfile);
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fclose(outfile);
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ASSERT(0);
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}
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delete[] binary;
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return instructions;
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}
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2013-07-06 10:08:52 +00:00
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void GSShaderOGL::Delete(GLuint s)
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{
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2013-08-10 19:43:59 +00:00
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if (GLLoader::found_GL_ARB_separate_shader_objects) {
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2013-07-06 10:08:52 +00:00
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gl_DeleteProgram(s);
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} else {
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gl_DeleteShader(s);
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}
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}
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