mirror of https://github.com/PCSX2/pcsx2.git
359 lines
9.4 KiB
C++
359 lines
9.4 KiB
C++
|
/*
|
||
|
* Copyright (C) 2011-2013 Gregory hainaut
|
||
|
* Copyright (C) 2007-2009 Gabest
|
||
|
*
|
||
|
* 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; either version 2, or (at your option)
|
||
|
* any later version.
|
||
|
*
|
||
|
* 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 for more details.
|
||
|
*
|
||
|
* You should have received a copy of the GNU General Public License
|
||
|
* along with GNU Make; see the file COPYING. If not, write to
|
||
|
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
|
||
|
* http://www.gnu.org/copyleft/gpl.html
|
||
|
*
|
||
|
*/
|
||
|
|
||
|
#include "stdafx.h"
|
||
|
#include "GSShaderOGL.h"
|
||
|
#include "GLState.h"
|
||
|
|
||
|
GSShaderOGL::GSShaderOGL(bool debug) :
|
||
|
m_pipeline(0),
|
||
|
m_debug_shader(debug)
|
||
|
{
|
||
|
m_single_prog.clear();
|
||
|
if (GLLoader::found_GL_ARB_separate_shader_objects) {
|
||
|
glGenProgramPipelines(1, &m_pipeline);
|
||
|
glBindProgramPipeline(m_pipeline);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
GSShaderOGL::~GSShaderOGL()
|
||
|
{
|
||
|
if (GLLoader::found_GL_ARB_separate_shader_objects)
|
||
|
glDeleteProgramPipelines(1, &m_pipeline);
|
||
|
|
||
|
for (auto it = m_single_prog.begin(); it != m_single_prog.end() ; it++) glDeleteProgram(it->second);
|
||
|
m_single_prog.clear();
|
||
|
}
|
||
|
|
||
|
void GSShaderOGL::VS(GLuint s)
|
||
|
{
|
||
|
if (GLState::vs != s)
|
||
|
{
|
||
|
GLState::vs = s;
|
||
|
GLState::dirty_prog = true;
|
||
|
if (GLLoader::found_GL_ARB_separate_shader_objects)
|
||
|
glUseProgramStages(m_pipeline, GL_VERTEX_SHADER_BIT, s);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void GSShaderOGL::PS(GLuint s)
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
if (true)
|
||
|
#else
|
||
|
if (GLState::ps != s)
|
||
|
#endif
|
||
|
{
|
||
|
// In debug always sets the program. It allow to replace the program in apitrace easily.
|
||
|
GLState::ps = s;
|
||
|
GLState::dirty_prog = true;
|
||
|
if (GLLoader::found_GL_ARB_separate_shader_objects) {
|
||
|
glUseProgramStages(m_pipeline, GL_FRAGMENT_SHADER_BIT, s);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void GSShaderOGL::GS(GLuint s)
|
||
|
{
|
||
|
if (GLState::gs != s)
|
||
|
{
|
||
|
GLState::gs = s;
|
||
|
GLState::dirty_prog = true;
|
||
|
if (GLLoader::found_GL_ARB_separate_shader_objects)
|
||
|
glUseProgramStages(m_pipeline, GL_GEOMETRY_SHADER_BIT, s);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool GSShaderOGL::ValidateShader(GLuint s)
|
||
|
{
|
||
|
if (!m_debug_shader) return true;
|
||
|
|
||
|
GLint status = 0;
|
||
|
glGetShaderiv(s, GL_COMPILE_STATUS, &status);
|
||
|
if (status) return true;
|
||
|
|
||
|
GLint log_length = 0;
|
||
|
glGetShaderiv(s, GL_INFO_LOG_LENGTH, &log_length);
|
||
|
if (log_length > 0) {
|
||
|
char* log = new char[log_length];
|
||
|
glGetShaderInfoLog(s, log_length, NULL, log);
|
||
|
fprintf(stderr, "%s", log);
|
||
|
delete[] log;
|
||
|
}
|
||
|
fprintf(stderr, "\n");
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool GSShaderOGL::ValidateProgram(GLuint p)
|
||
|
{
|
||
|
if (!m_debug_shader) return true;
|
||
|
|
||
|
GLint status = 0;
|
||
|
glGetProgramiv(p, GL_LINK_STATUS, &status);
|
||
|
if (status) return true;
|
||
|
|
||
|
GLint log_length = 0;
|
||
|
glGetProgramiv(p, GL_INFO_LOG_LENGTH, &log_length);
|
||
|
if (log_length > 0) {
|
||
|
char* log = new char[log_length];
|
||
|
glGetProgramInfoLog(p, log_length, NULL, log);
|
||
|
fprintf(stderr, "%s", log);
|
||
|
delete[] log;
|
||
|
}
|
||
|
fprintf(stderr, "\n");
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool GSShaderOGL::ValidatePipeline(GLuint p)
|
||
|
{
|
||
|
if (!m_debug_shader) return true;
|
||
|
|
||
|
// FIXME: might be mandatory to validate the pipeline
|
||
|
glValidateProgramPipeline(p);
|
||
|
|
||
|
GLint status = 0;
|
||
|
glGetProgramPipelineiv(p, GL_VALIDATE_STATUS, &status);
|
||
|
if (status) return true;
|
||
|
|
||
|
GLint log_length = 0;
|
||
|
glGetProgramPipelineiv(p, GL_INFO_LOG_LENGTH, &log_length);
|
||
|
if (log_length > 0) {
|
||
|
char* log = new char[log_length];
|
||
|
glGetProgramPipelineInfoLog(p, log_length, NULL, log);
|
||
|
fprintf(stderr, "%s", log);
|
||
|
delete[] log;
|
||
|
}
|
||
|
fprintf(stderr, "\n");
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
GLuint GSShaderOGL::LinkNewProgram()
|
||
|
{
|
||
|
GLuint p = glCreateProgram();
|
||
|
if (GLState::vs) glAttachShader(p, GLState::vs);
|
||
|
if (GLState::ps) glAttachShader(p, GLState::ps);
|
||
|
if (GLState::gs) glAttachShader(p, GLState::gs);
|
||
|
|
||
|
glLinkProgram(p);
|
||
|
|
||
|
ValidateProgram(p);
|
||
|
|
||
|
return p;
|
||
|
}
|
||
|
|
||
|
void GSShaderOGL::UseProgram()
|
||
|
{
|
||
|
if (GLState::dirty_prog) {
|
||
|
if (!GLLoader::found_GL_ARB_separate_shader_objects) {
|
||
|
hash_map<uint64, GLuint >::iterator it;
|
||
|
// Note: shader are integer lookup pointer. They start from 1 and incr
|
||
|
// every time you create a new shader OR a new program.
|
||
|
// Note2: vs & gs are precompiled at startup. FGLRX and radeon got value < 128. GS has only 2 programs
|
||
|
// We migth be able to pack the value in a 32bits int
|
||
|
// I would need to check the behavior on Nvidia (pause/resume).
|
||
|
uint64 sel = (uint64)GLState::vs << 40 | (uint64)GLState::gs << 20 | GLState::ps;
|
||
|
it = m_single_prog.find(sel);
|
||
|
if (it == m_single_prog.end()) {
|
||
|
GLState::program = LinkNewProgram();
|
||
|
m_single_prog[sel] = GLState::program;
|
||
|
|
||
|
ValidateProgram(GLState::program);
|
||
|
|
||
|
glUseProgram(GLState::program);
|
||
|
} else {
|
||
|
GLuint prog = it->second;
|
||
|
if (prog != GLState::program) {
|
||
|
GLState::program = prog;
|
||
|
glUseProgram(GLState::program);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
GLState::dirty_prog = false;
|
||
|
}
|
||
|
|
||
|
std::string GSShaderOGL::GenGlslHeader(const std::string& entry, GLenum type, const std::string& macro)
|
||
|
{
|
||
|
std::string header;
|
||
|
header = "#version 330 core\n";
|
||
|
// Need GL version 420
|
||
|
header += "#extension GL_ARB_shading_language_420pack: require\n";
|
||
|
if (GLLoader::found_GL_ARB_separate_shader_objects) {
|
||
|
// Need GL version 410
|
||
|
header += "#extension GL_ARB_separate_shader_objects: require\n";
|
||
|
}
|
||
|
if (GLLoader::found_GL_ARB_shader_image_load_store) {
|
||
|
// Need GL version 420
|
||
|
header += "#extension GL_ARB_shader_image_load_store: require\n";
|
||
|
} else {
|
||
|
header += "#define DISABLE_GL42_image\n";
|
||
|
}
|
||
|
if (GLLoader::found_GL_ARB_clip_control) {
|
||
|
header += "#define ZERO_TO_ONE_DEPTH\n";
|
||
|
}
|
||
|
|
||
|
// Stupid GL implementation (can't use GL_ES)
|
||
|
// AMD/nvidia define it to 0
|
||
|
// intel window don't define it
|
||
|
// intel linux refuse to define it
|
||
|
header += "#define pGL_ES 0\n";
|
||
|
|
||
|
// Allow to puts several shader in 1 files
|
||
|
switch (type) {
|
||
|
case GL_VERTEX_SHADER:
|
||
|
header += "#define VERTEX_SHADER 1\n";
|
||
|
break;
|
||
|
case GL_GEOMETRY_SHADER:
|
||
|
header += "#define GEOMETRY_SHADER 1\n";
|
||
|
break;
|
||
|
case GL_FRAGMENT_SHADER:
|
||
|
header += "#define FRAGMENT_SHADER 1\n";
|
||
|
break;
|
||
|
default: ASSERT(0);
|
||
|
}
|
||
|
|
||
|
// Select the entry point ie the main function
|
||
|
header += format("#define %s main\n", entry.c_str());
|
||
|
|
||
|
header += macro;
|
||
|
|
||
|
return header;
|
||
|
}
|
||
|
|
||
|
GLuint GSShaderOGL::Compile(const std::string& glsl_file, const std::string& entry, GLenum type, const char* glsl_h_code, const std::string& macro_sel)
|
||
|
{
|
||
|
ASSERT(glsl_h_code != NULL);
|
||
|
|
||
|
GLuint program = 0;
|
||
|
|
||
|
if (type == GL_GEOMETRY_SHADER && !GLLoader::found_geometry_shader) {
|
||
|
return program;
|
||
|
}
|
||
|
|
||
|
// Note it is better to separate header and source file to have the good line number
|
||
|
// in the glsl compiler report
|
||
|
const char* sources[2];
|
||
|
|
||
|
std::string header = GenGlslHeader(entry, type, macro_sel);
|
||
|
int shader_nb = 1;
|
||
|
#if 1
|
||
|
sources[0] = header.c_str();
|
||
|
sources[1] = glsl_h_code;
|
||
|
shader_nb++;
|
||
|
#else
|
||
|
sources[0] = header.append(glsl_h_code).c_str();
|
||
|
#endif
|
||
|
|
||
|
if (GLLoader::found_GL_ARB_separate_shader_objects) {
|
||
|
program = glCreateShaderProgramv(type, shader_nb, sources);
|
||
|
} else {
|
||
|
program = glCreateShader(type);
|
||
|
glShaderSource(program, shader_nb, sources, NULL);
|
||
|
glCompileShader(program);
|
||
|
}
|
||
|
|
||
|
bool status;
|
||
|
if (GLLoader::found_GL_ARB_separate_shader_objects)
|
||
|
status = ValidateProgram(program);
|
||
|
else
|
||
|
status = ValidateShader(program);
|
||
|
|
||
|
if (!status) {
|
||
|
// print extra info
|
||
|
fprintf(stderr, "%s (entry %s, prog %d) :", glsl_file.c_str(), entry.c_str(), program);
|
||
|
fprintf(stderr, "\n%s", macro_sel.c_str());
|
||
|
fprintf(stderr, "\n");
|
||
|
}
|
||
|
return program;
|
||
|
}
|
||
|
|
||
|
// This function will get the binary program. Normally it must be used a caching
|
||
|
// solution but Nvidia also incorporates the ASM dump. Asm is nice because it allow
|
||
|
// to have an overview of the program performance based on the instruction number
|
||
|
// Note: initially I was using cg offline compiler but it doesn't support latest
|
||
|
// GLSL improvement (unfortunately).
|
||
|
int GSShaderOGL::DumpAsm(const std::string& file, GLuint p)
|
||
|
{
|
||
|
if (!GLLoader::nvidia_buggy_driver) return 0;
|
||
|
|
||
|
GLint binaryLength;
|
||
|
glGetProgramiv(p, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
|
||
|
|
||
|
char* binary = new char[binaryLength+4];
|
||
|
GLenum binaryFormat;
|
||
|
glGetProgramBinary(p, binaryLength, NULL, &binaryFormat, binary);
|
||
|
|
||
|
FILE* outfile = fopen(file.c_str(), "w");
|
||
|
ASSERT(outfile);
|
||
|
|
||
|
// Search the magic number "!!"
|
||
|
int asm_ = 0;
|
||
|
while (asm_ < binaryLength && (binary[asm_] != '!' || binary[asm_+1] != '!')) {
|
||
|
asm_ += 1;
|
||
|
}
|
||
|
|
||
|
int instructions = -1;
|
||
|
if (asm_ < binaryLength) {
|
||
|
// Now print asm as text
|
||
|
char* asm_txt = strtok(&binary[asm_], "\n");
|
||
|
while (asm_txt != NULL && (strncmp(asm_txt, "END", 3) || !strncmp(asm_txt, "ENDIF", 5))) {
|
||
|
if (!strncmp(asm_txt, "OUT", 3) || !strncmp(asm_txt, "TEMP", 4) || !strncmp(asm_txt, "LONG", 4)) {
|
||
|
instructions = 0;
|
||
|
} else if (instructions >= 0) {
|
||
|
if (instructions == 0)
|
||
|
fprintf(outfile, "\n");
|
||
|
instructions++;
|
||
|
}
|
||
|
|
||
|
fprintf(outfile, "%s\n", asm_txt);
|
||
|
asm_txt = strtok(NULL, "\n");
|
||
|
}
|
||
|
fprintf(outfile, "\nFound %d instructions\n", instructions);
|
||
|
}
|
||
|
fclose(outfile);
|
||
|
|
||
|
if (instructions < 0) {
|
||
|
// RAW dump in case of error
|
||
|
fprintf(stderr, "Error: failed to find the number of instructions!\n");
|
||
|
outfile = fopen(file.c_str(), "wb");
|
||
|
fwrite(binary, binaryLength, 1, outfile);
|
||
|
fclose(outfile);
|
||
|
ASSERT(0);
|
||
|
}
|
||
|
|
||
|
delete[] binary;
|
||
|
|
||
|
return instructions;
|
||
|
}
|
||
|
|
||
|
void GSShaderOGL::Delete(GLuint s)
|
||
|
{
|
||
|
if (GLLoader::found_GL_ARB_separate_shader_objects) {
|
||
|
glDeleteProgram(s);
|
||
|
} else {
|
||
|
glDeleteShader(s);
|
||
|
}
|
||
|
}
|