gsdx ogl: add code to compile a single shader

This commit is contained in:
Gregory Hainaut 2016-06-01 17:33:44 +02:00
parent 405f312fe8
commit 17988fc7de
4 changed files with 119 additions and 0 deletions

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@ -54,6 +54,7 @@ namespace GLState {
GLuint ps;
GLuint gs;
GLuint vs;
GLuint program;
GLuint pipeline;
void Clear() {
@ -90,6 +91,7 @@ namespace GLState {
ps = 0;
gs = 0;
vs = 0;
program = 0;
pipeline = 0;
}
}

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@ -56,6 +56,7 @@ namespace GLState {
extern GLuint ps;
extern GLuint gs;
extern GLuint vs;
extern GLuint program;
extern GLuint pipeline;
extern void Clear();

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@ -36,6 +36,10 @@ GSShaderOGL::GSShaderOGL(bool debug) :
GSShaderOGL::~GSShaderOGL()
{
printf("Delete %d Shaders, %d Programs, %d Pipelines\n",
m_shad_to_delete.size(), m_prog_to_delete.size(), m_pipe_to_delete.size());
for (auto s : m_shad_to_delete) glDeleteShader(s);
for (auto p : m_prog_to_delete) glDeleteProgram(p);
glDeleteProgramPipelines(m_pipe_to_delete.size(), &m_pipe_to_delete[0]);
}
@ -53,6 +57,46 @@ GLuint GSShaderOGL::LinkPipeline(GLuint vs, GLuint gs, GLuint ps)
return p;
}
GLuint GSShaderOGL::LinkProgram(GLuint vs, GLuint gs, GLuint ps)
{
uint32 hash = ((vs ^ gs) << 24) ^ ps;
auto it = m_program.find(hash);
if (it != m_program.end())
return it->second;
GLuint p = glCreateProgram();
if (vs) glAttachShader(p, vs);
if (ps) glAttachShader(p, ps);
if (gs) glAttachShader(p, gs);
glLinkProgram(p);
ValidateProgram(p);
m_prog_to_delete.push_back(p);
m_program[hash] = p;
return p;
}
void GSShaderOGL::BindProgram(GLuint vs, GLuint gs, GLuint ps)
{
GLuint p = LinkProgram(vs, gs, ps);
if (GLState::program != p) {
GLState::program = p;
glUseProgram(p);
}
}
void GSShaderOGL::BindProgram(GLuint p)
{
if (GLState::program != p) {
GLState::program = p;
glUseProgram(p);
}
}
void GSShaderOGL::BindPipeline(GLuint vs, GLuint gs, GLuint ps)
{
BindPipeline(m_pipeline);
@ -85,6 +129,32 @@ void GSShaderOGL::BindPipeline(GLuint pipe)
GLState::pipeline = pipe;
glBindProgramPipeline(pipe);
}
if (GLState::program) {
GLState::program = 0;
glUseProgram(0);
}
}
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)
@ -208,6 +278,42 @@ GLuint GSShaderOGL::Compile(const std::string& glsl_file, const std::string& ent
return program;
}
// Same as above but for not-separated build
GLuint GSShaderOGL::CompileShader(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 shader = 0;
// Note it is better to separate header and source file to have the good line number
// in the glsl compiler report
const int shader_nb = 3;
const char* sources[shader_nb];
std::string header = GenGlslHeader(entry, type, macro_sel);
sources[0] = header.c_str();
sources[1] = common_header_glsl;
sources[2] = glsl_h_code;
shader = glCreateShader(type);
glShaderSource(shader, shader_nb, sources, NULL);
glCompileShader(shader);
bool status = ValidateShader(shader);
if (!status) {
// print extra info
fprintf(stderr, "%s (entry %s, prog %d) :", glsl_file.c_str(), entry.c_str(), shader);
fprintf(stderr, "\n%s", macro_sel.c_str());
fprintf(stderr, "\n");
}
m_shad_to_delete.push_back(shader);
return shader;
}
// 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

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@ -23,11 +23,14 @@
class GSShaderOGL {
GLuint m_pipeline;
hash_map<uint32, GLuint> m_program;
const bool m_debug_shader;
std::vector<GLuint> m_shad_to_delete;
std::vector<GLuint> m_prog_to_delete;
std::vector<GLuint> m_pipe_to_delete;
bool ValidateShader(GLuint s);
bool ValidateProgram(GLuint p);
bool ValidatePipeline(GLuint p);
@ -43,5 +46,12 @@ class GSShaderOGL {
GLuint Compile(const std::string& glsl_file, const std::string& entry, GLenum type, const char* glsl_h_code, const std::string& macro_sel = "");
GLuint LinkPipeline(GLuint vs, GLuint gs, GLuint ps);
// Same as above but for not separated build
void BindProgram(GLuint vs, GLuint gs, GLuint ps);
void BindProgram(GLuint p);
GLuint CompileShader(const std::string& glsl_file, const std::string& entry, GLenum type, const char* glsl_h_code, const std::string& macro_sel = "");
GLuint LinkProgram(GLuint vs, GLuint gs, GLuint ps);
int DumpAsm(const std::string& file, GLuint p);
};