mirror of https://github.com/PCSX2/pcsx2.git
zzogl:
* add a script to run cg compiler on glsl file: + handy to check the syntax + output the asm of the shader - unfortunately don't support latest glsl construct but better than nothing * really delete resources before context destruction * wanted to play with opengl3 timer for profiling but not conclusive, just keeping code around for future use git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5278 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
parent
cb7f27cd76
commit
b534fcc1bc
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@ -32,19 +32,6 @@ PWD_old=$PWD
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# Go to the script directory
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cd `dirname $current_script`
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# Setup LD_PRELOAD to work-around issue 1003
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SDL_SO=`pwd`/plugins/libpcsx2_SDL.so
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if [ -e "$SDL_SO" ]
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then
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echo "INFO: LD_PRELOAD $SDL_SO"
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if [ -n "$LD_PRELOAD" ]
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then
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LD_PRELOAD="$SDL_SO:$LD_PRELOAD"
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else
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LD_PRELOAD="$SDL_SO"
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fi
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fi
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# Launch PCSX2
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if [ -x pcsx2 ]
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then
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@ -0,0 +1,127 @@
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#!/bin/sh
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# copyright (c) 2011 Gregory Hainaut
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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 Lesser General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This package 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 Lesser General Public License for more details.
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#
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# You should have received a copy of the GNU Lesser General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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INPUT=0
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MACRO=""
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ENTRY="-noentry"
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TEST=/tmp/test.glsl
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GL_VERSION=330
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NOFRAG=0
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NOVERT=0
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# VERT="cgc -oglsl -profile glslv -po version=$GL_VERSION"
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# FRAG="cgc -oglsl -profile glslf -po version=$GL_VERSION"
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# Uniform buffer not supported on glsl ...
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VERT="cgc -oglsl -profile vp40"
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FRAG="cgc -oglsl -profile fp40"
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######################################################
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# Options
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######################################################
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help()
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{
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cat <<EOF
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Help:
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--input <file> : input glsl file (mandatory)
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--macro <name> <value> : set a macro. Can be repeated
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--entry <name> : set an entry point. Note: print the ASM output of the program
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--test_ZZ : test of zzogl glsl file
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--test_dx : test of gsdx glsl file
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--nofrag : disable fragment processing
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--novert : disable vertex processing
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EOF
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exit
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}
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while [ -n "$1" ]; do
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case $1 in
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--help|--h) help;shift 1;;
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--input|--i) INPUT=$2; shift 2;;
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--macro|--m) MACRO="${MACRO}#define $2 $3\n"; shift 3;;
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--entry|--e) ENTRY="-entry $2";shift 2;;
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--test_ZZ ) TEST_ZZOGL=1; shift 1;;
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--test_dx ) TEST_GSDX=1; shift 1;;
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--nofrag) NOFRAG=1; shift 1;;
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--novert) NOVERT=1; shift 1;;
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--*) echo "ERROR: $1 option does not exists. Use -h for help";exit 1;;
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*) break;;
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esac
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done
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if [ "$INPUT" = "0" ] ; then
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help
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fi
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######################################################
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# Functions
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######################################################
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head()
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{
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\rm -f $TEST
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touch $TEST
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echo "#version $GL_VERSION\n" >> $TEST
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}
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tail()
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{
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cat $INPUT >> $TEST
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# Some layout syntax (420) are not supported
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# so I remove them (a bit overkill)
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#sed -i -e 's/layout(.*)//' $TEST
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sed -i -e 's/layout(binding.*)//' $TEST
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sed -i -e 's/layout(location.*)//' $TEST
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sed -i -e 's/, binding.*)/)/' $TEST
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}
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vertex_test()
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{
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head
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echo "#define VERTEX_SHADER 1" >> $TEST
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echo $MACRO >> $TEST
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tail
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echo "Vertex check with macro : $MACRO"
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$VERT $ENTRY $TEST
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echo ""
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}
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fragment_test()
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{
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head
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echo "#define FRAGMENT_SHADER 1" >> $TEST
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echo "$MACRO" >> $TEST
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echo "Fragment check with macro : $MACRO"
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tail
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$FRAG $ENTRY $TEST
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echo ""
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}
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######################################################
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# Main
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######################################################
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if [ "$TEST_ZZOGL" = '1' ] ; then
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./test_shader.sh --input $INPUT --novert --m TEST_AEM 1
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./test_shader.sh --input $INPUT --novert --m REGION_REPEAT 1
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./test_shader.sh --input $INPUT --novert --m EXACT_COLOR 1
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./test_shader.sh --input $INPUT --m WRITE_DEPTH 1
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./test_shader.sh --input $INPUT
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elif [ "$TEST_GSDX" = '1' ] ; then
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echo "not yet implemented"
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else
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if [ "$NOVERT" = '0' ] ; then vertex_test; fi
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if [ "$NOFRAG" = '0' ] ; then fragment_test; fi
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fi
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@ -349,9 +349,9 @@ EXPORT_C_(void) GSclose()
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{
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FUNCLOG
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ZZDestroy();
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// Clean shader. Must be done before the context is delete
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ZZshExitCleaning();
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ZZDestroy();
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GLWin.CloseWindow();
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@ -0,0 +1,82 @@
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/* ZZ Open GL graphics plugin
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* Copyright (c)2009-2012 zeydlitz@gmail.com, arcum42@gmail.com, gregory.hainaut@gmail.com
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* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008
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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 of the License, or
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* (at your option) 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 this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "Profile_gl3.h"
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GPU_Profile GPU_Timer;
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void GPU_Profile::dump(bool flush)
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{
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u32 high_limit;
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if (flush) high_limit = 1;
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else high_limit = 1000;
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while (datas.size() > high_limit) {
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ProfileInfo data_start = datas.front();
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datas.pop_front();
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ProfileInfo data_stop = datas.front();
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datas.pop_front();
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u32 gpu_time = read_diff_timers(data_start.timer, data_stop.timer);
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#ifdef ENABLE_MARKER
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if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, format("Time %6dus", gpu_time).c_str());
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#else
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fprintf(stderr, "Frame %d (%d): %6dus\n", data_start.frame, data_start.draw, gpu_time);
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#endif
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}
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}
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void GPU_Profile::create_timer()
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{
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u32 timer = 0;
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#ifdef GLSL4_API
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glGenQueries(1, &timer);
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glQueryCounter(timer, GL_TIMESTAMP);
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#endif
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datas.push_back(ProfileInfo(timer, frame, draw));
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#ifdef ENABLE_MARKER
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dump(true);
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#endif
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}
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u32 GPU_Profile::read_diff_timers(u32 start_timer, u32 stop_timer)
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{
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#ifdef GLSL4_API
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if(!start_timer || !stop_timer) return -1;
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int stopTimerAvailable = 0;
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while (!stopTimerAvailable)
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glGetQueryObjectiv(stop_timer, GL_QUERY_RESULT_AVAILABLE, &stopTimerAvailable);
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u64 start, stop = 0;
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// Note: timers have a precision of the ns, so you need 64 bits value to avoid overflow!
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glGetQueryObjectui64v(start_timer, GL_QUERY_RESULT, &start);
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glGetQueryObjectui64v(stop_timer, GL_QUERY_RESULT, &stop);
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// delete timer
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glDeleteQueries(1, &start_timer);
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glDeleteQueries(1, &stop_timer);
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return (stop-start)/1000;
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#else
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return 0;
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#endif
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}
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@ -0,0 +1,57 @@
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/* ZZ Open GL graphics plugin
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* Copyright (c)2009-2012 zeydlitz@gmail.com, arcum42@gmail.com, gregory.hainaut@gmail.com
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* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008
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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 of the License, or
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* (at your option) 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 this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "Util.h"
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#ifndef _PROFILE_GL3_H_
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#define _PROFILE_GL3_H_
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#define ENABLE_MARKER // Fire some marker for opengl Debugger (apitrace, gdebugger)
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class GPU_Profile {
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struct ProfileInfo {
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u32 timer;
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u32 frame;
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u32 draw;
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ProfileInfo(u32 timer, u32 frame, u32 draw) : timer(timer), frame(frame), draw(draw) {}
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ProfileInfo(u32 timer) : timer(timer), frame(0), draw(0) {}
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};
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std::list<ProfileInfo> datas;
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u32 frame;
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u32 draw;
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public:
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GPU_Profile() : frame(0), draw(0) {
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datas.clear();
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}
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void inc_draw() { draw++;}
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void inc_frame() { frame++;}
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void create_timer();
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u32 read_diff_timers(u32 start_timer, u32 stop_timer);
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void dump(bool flush = false);
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};
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extern GPU_Profile GPU_Timer;
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#endif
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@ -243,9 +243,7 @@ void ZZshGLEnableProfile() {
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// The same function for texture, also to cgGLEnable
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void ZZshGLSetTextureParameter(ZZshParameter param, GLuint texobj, const char* name) {
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#ifdef ENABLE_MARKER
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char* debug = new char[100];
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sprintf(debug, "CS: texture %d, param %d", texobj, param);
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if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, debug);
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if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, format("CS: texture %d, param %d", texobj, param).c_str() );
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#endif
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g_cs.set_texture(param, texobj);
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@ -254,9 +252,7 @@ void ZZshGLSetTextureParameter(ZZshParameter param, GLuint texobj, const char* n
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void ZZshGLSetTextureParameter(ZZshShaderLink prog, ZZshParameter param, GLuint texobj, const char* name) {
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FRAGMENTSHADER* shader = (FRAGMENTSHADER*)prog.link;
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#ifdef ENABLE_MARKER
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char* debug = new char[100];
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sprintf(debug, "FS(%d):texture %d, param %d", shader->program, texobj, param);
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if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, debug);
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if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, format("FS(%d):texture %d, param %d", shader->program, texobj, param).c_str() );
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#endif
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shader->set_texture(param, texobj);
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@ -276,9 +272,7 @@ void ZZshSetParameter4fv(ZZshShaderLink& prog, ZZshParameter param, const float*
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dirty_vertex_buffer = true;
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}
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#ifdef ENABLE_MARKER
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char* debug = new char[100];
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sprintf(debug, "prog: uniform (%s) (%f)", name, *v);
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if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, debug);
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if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, format("prog: uniform (%s) (%f)", name, *v).c_str() );
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#endif
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}
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@ -286,9 +280,7 @@ void ZZshSetParameter4fv(ZZshParameter param, const float* v, const char* name)
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g_cs.ZZshSetParameter4fv(param, v);
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dirty_common_buffer = true;
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#ifdef ENABLE_MARKER
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char* debug = new char[100];
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sprintf(debug, "CS: uniform (%s) (%f)", name, *v);
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if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, debug);
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if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, format("CS: uniform (%s) (%f)", name, *v).c_str() );
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#endif
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}
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@ -380,7 +372,7 @@ void ZZshSetVertexShader(ZZshShaderLink prog) {
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if (vs->program != g_current_vs) {
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glUseProgramStages(s_pipeline, GL_VERTEX_SHADER_BIT, vs->program);
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g_current_ps = vs->program;
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g_current_vs = vs->program;
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}
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}
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@ -452,9 +444,7 @@ void PutParametersInProgram(VERTEXSHADER* vs, FRAGMENTSHADER* ps) {
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}
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#ifdef ENABLE_MARKER
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char* debug = new char[100];
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sprintf(debug, "FS(%d): enable texture", ps->program);
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if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, debug);
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if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, format("FS(%d): enable texture", ps->program).c_str() );
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#endif
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g_cs.enable_texture();
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@ -21,7 +21,7 @@
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// divides by z for every pixel, instead of in vertex shader
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// fixes kh textures
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#extension ARB_texture_rectangle: require
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#extension GL_ARB_texture_rectangle: require
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#extension GL_ARB_shading_language_420pack: require
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#extension GL_ARB_separate_shader_objects : require
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@ -565,25 +565,25 @@ half4 ps2FinalColor(half4 col)
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#ifdef FRAGMENT_SHADER // This is code only for FRAGMENTS (pixel shader)
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#ifdef WRITE_DEPTH
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void write_depth_target(vec4 z)
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void write_depth_target()
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{
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FragData1 = z;
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FragData1 = PSin.z;
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}
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#else
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void write_depth_target(vec4 z) { }
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void write_depth_target() { }
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#endif
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void RegularPS() {
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// whenever outputting depth, make sure to mult by 255/256 and 1
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FragData0 = ps2FinalColor(PSin.color);
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write_depth_target(PSin.z);
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write_depth_target();
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}
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#define DECL_TEXPS(num, bit) \
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void Texture##num##bit##PS() \
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{ \
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FragData0 = ps2FinalColor(ps2CalcShade(ps2shade##num##bit(PSin.tex), PSin.color)); \
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write_depth_target(PSin.z); \
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write_depth_target(); \
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}
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#define DECL_TEXPS_(num) \
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|
@ -605,7 +605,7 @@ void RegularFogPS() {
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c.xyz = mix(g_fFogColor.xyz, PSin.color.xyz, vec3(PSin.fog));
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c.w = PSin.color.w;
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FragData0 = ps2FinalColor(c);
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write_depth_target(PSin.z);
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write_depth_target();
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}
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#define DECL_TEXFOGPS(num, bit) \
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|
@ -614,7 +614,7 @@ void TextureFog##num##bit##PS() \
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half4 c = ps2CalcShade(ps2shade##num##bit(PSin.tex), PSin.color); \
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c.xyz = mix(g_fFogColor.xyz, c.xyz, vec3(PSin.fog)); \
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FragData0 = ps2FinalColor(c); \
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write_depth_target(PSin.z); \
|
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write_depth_target(); \
|
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}
|
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|
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#define DECL_TEXFOGPS_(num) \
|
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|
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