mirror of https://github.com/PCSX2/pcsx2.git
511 lines
13 KiB
C++
511 lines
13 KiB
C++
/*
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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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#include "GLState.h"
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GSShaderOGL::GSShaderOGL(bool debug) :
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m_debug_shader(debug),
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m_vs_sub_count(0),
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m_ps_sub_count(0)
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{
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memset(&m_vs_sub, 0, countof(m_vs_sub)*sizeof(m_vs_sub[0]));
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memset(&m_ps_sub, 0, countof(m_ps_sub)*sizeof(m_ps_sub[0]));
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m_single_prog.clear();
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#ifndef ENABLE_GLES
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if (GLLoader::found_GL_ARB_separate_shader_objects) {
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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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#endif
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}
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GSShaderOGL::~GSShaderOGL()
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{
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#ifndef ENABLE_GLES
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if (GLLoader::found_GL_ARB_separate_shader_objects)
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gl_DeleteProgramPipelines(1, &m_pipeline);
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#endif
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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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void GSShaderOGL::VS(GLuint s, GLuint sub_count)
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{
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if (GLState::vs != s)
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{
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m_vs_sub_count = sub_count;
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GLState::vs = s;
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GLState::dirty_prog = true;
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GLState::dirty_subroutine_vs = true;
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#ifndef ENABLE_GLES
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if (GLLoader::found_GL_ARB_separate_shader_objects)
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gl_UseProgramStages(m_pipeline, GL_VERTEX_SHADER_BIT, s);
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#endif
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}
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}
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void GSShaderOGL::VS_subroutine(GLuint *sub)
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{
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if (!(m_vs_sub[0] == sub[0])) {
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m_vs_sub[0] = sub[0];
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GLState::dirty_subroutine_vs = true;
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}
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}
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void GSShaderOGL::PS_subroutine(GLuint *sub)
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{
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// FIXME could be more efficient with GSvector
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if (!(m_ps_sub[0] == sub[0] && m_ps_sub[1] == sub[1] && m_ps_sub[2] == sub[2] && m_ps_sub[3] == sub[3] && m_ps_sub[4] == sub[4])) {
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m_ps_sub[0] = sub[0];
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m_ps_sub[1] = sub[1];
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m_ps_sub[2] = sub[2];
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m_ps_sub[3] = sub[3];
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m_ps_sub[4] = sub[4];
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GLState::dirty_subroutine_ps = true;
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}
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}
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void GSShaderOGL::PS_ressources(GLuint64 handle[2])
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{
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if (handle[0] != GLState::tex_handle[0] || handle[1] != GLState::tex_handle[1]) {
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GLState::tex_handle[0] = handle[0];
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GLState::tex_handle[1] = handle[1];
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GLState::dirty_ressources = true;
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}
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}
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void GSShaderOGL::PS(GLuint s, GLuint sub_count)
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{
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if (GLState::ps != s)
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{
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m_ps_sub_count = sub_count;
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GLState::ps = s;
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GLState::dirty_prog = true;
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GLState::dirty_subroutine_ps = true;
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#ifndef ENABLE_GLES
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if (GLLoader::found_GL_ARB_separate_shader_objects) {
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gl_UseProgramStages(m_pipeline, GL_FRAGMENT_SHADER_BIT, s);
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}
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#endif
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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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if (GLState::gs != s)
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{
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GLState::gs = s;
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GLState::dirty_prog = true;
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#ifndef ENABLE_GLES
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if (GLLoader::found_GL_ARB_separate_shader_objects)
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gl_UseProgramStages(m_pipeline, GL_GEOMETRY_SHADER_BIT, s);
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#endif
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}
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}
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void GSShaderOGL::SetUniformBinding(GLuint prog, GLchar* name, GLuint binding)
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{
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GLuint index;
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index = gl_GetUniformBlockIndex(prog, name);
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if (index != GL_INVALID_INDEX) {
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gl_UniformBlockBinding(prog, index, binding);
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}
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}
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void GSShaderOGL::SetSamplerBinding(GLuint prog, GLchar* name, GLuint binding)
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{
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GLint loc = gl_GetUniformLocation(prog, name);
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if (loc != -1) {
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if (GLLoader::found_GL_ARB_separate_shader_objects) {
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#ifndef ENABLE_GLES
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gl_ProgramUniform1i(prog, loc, binding);
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#endif
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} else {
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gl_Uniform1i(loc, binding);
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}
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}
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}
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void GSShaderOGL::SetupRessources()
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{
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#ifndef ENABLE_GLES
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if (!GLLoader::found_GL_ARB_bindless_texture) return;
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if (GLState::dirty_ressources) {
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GLState::dirty_ressources = false;
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// FIXME count !
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// FIXME location !
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GLuint count = (GLState::tex_handle[1]) ? 2 : 1;
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if (GLLoader::found_GL_ARB_separate_shader_objects) {
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gl_ProgramUniformHandleui64vARB(GLState::ps, 0, count, GLState::tex_handle);
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} else {
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gl_UniformHandleui64vARB(0, count, GLState::tex_handle);
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}
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}
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#endif
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}
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void GSShaderOGL::SetupUniform()
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{
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if (GLLoader::found_GL_ARB_shading_language_420pack) return;
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if (GLLoader::found_GL_ARB_separate_shader_objects) {
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SetUniformBinding(GLState::vs, "cb20", 20);
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SetUniformBinding(GLState::ps, "cb21", 21);
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SetUniformBinding(GLState::ps, "cb10", 10);
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SetUniformBinding(GLState::ps, "cb11", 11);
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SetUniformBinding(GLState::ps, "cb12", 12);
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SetUniformBinding(GLState::ps, "cb13", 13);
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SetSamplerBinding(GLState::ps, "TextureSampler", 0);
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SetSamplerBinding(GLState::ps, "PaletteSampler", 1);
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//SetSamplerBinding(GLState::ps, "RTCopySampler", 2);
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} else {
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SetUniformBinding(GLState::program, "cb20", 20);
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SetUniformBinding(GLState::program, "cb21", 21);
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SetUniformBinding(GLState::program, "cb10", 10);
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SetUniformBinding(GLState::program, "cb11", 11);
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SetUniformBinding(GLState::program, "cb12", 12);
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SetUniformBinding(GLState::program, "cb13", 13);
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SetSamplerBinding(GLState::program, "TextureSampler", 0);
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SetSamplerBinding(GLState::program, "PaletteSampler", 1);
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//SetSamplerBinding(GLState::program, "RTCopySampler", 2);
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}
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}
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void GSShaderOGL::SetupSubroutineUniform()
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{
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#ifndef ENABLE_GLES
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if (!GLLoader::found_GL_ARB_shader_subroutine) return;
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if (GLState::dirty_subroutine_vs && m_vs_sub_count) {
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gl_UniformSubroutinesuiv(GL_VERTEX_SHADER, m_vs_sub_count, m_vs_sub);
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GLState::dirty_subroutine_vs = false;
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}
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if (GLState::dirty_subroutine_ps && m_ps_sub_count) {
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gl_UniformSubroutinesuiv(GL_FRAGMENT_SHADER, m_ps_sub_count, m_ps_sub);
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GLState::dirty_subroutine_ps = false;
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}
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#endif
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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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GLint status;
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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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GLint status;
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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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#ifndef ENABLE_GLES
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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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GLint status;
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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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#endif
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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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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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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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if (GLState::dirty_prog) {
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if (!GLLoader::found_GL_ARB_separate_shader_objects) {
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GLState::dirty_subroutine_vs = true;
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GLState::dirty_subroutine_ps = true;
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GLState::dirty_ressources = true;
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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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// Note2: vs & gs are precompiled at startup. FGLRX and radeon got value < 128.
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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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gl_UseProgram(GLState::program);
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// warning it must be done after the "setup" of the program
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SetupUniform();
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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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}
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} else {
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ValidatePipeline(m_pipeline);
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SetupUniform();
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}
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}
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SetupRessources();
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SetupSubroutineUniform();
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GLState::dirty_prog = false;
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}
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std::string GSShaderOGL::GenGlslHeader(const std::string& entry, GLenum type, const std::string& macro)
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{
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std::string header;
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#ifndef ENABLE_GLES
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if (GLLoader::found_only_gl30) {
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header = "#version 130\n";
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} else {
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header = "#version 330 core\n";
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}
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if (GLLoader::found_GL_ARB_shading_language_420pack) {
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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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} else {
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header += "#define DISABLE_GL42\n";
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}
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if (GLLoader::found_GL_ARB_separate_shader_objects) {
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// Need GL version 410
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header += "#extension GL_ARB_separate_shader_objects: require\n";
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} else {
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header += "#define DISABLE_SSO\n";
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}
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if (GLLoader::found_only_gl30) {
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// Need version 330
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header += "#extension GL_ARB_explicit_attrib_location: require\n";
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// Need version 140
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header += "#extension GL_ARB_uniform_buffer_object: require\n";
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}
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if (GLLoader::found_GL_ARB_shader_subroutine && GLLoader::found_GL_ARB_explicit_uniform_location) {
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// Need GL version 400
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header += "#define SUBROUTINE_GL40 1\n";
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header += "#extension GL_ARB_shader_subroutine: require\n";
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}
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if (GLLoader::found_GL_ARB_explicit_uniform_location) {
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// Need GL version 430
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header += "#extension GL_ARB_explicit_uniform_location: require\n";
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}
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#ifdef ENABLE_OGL_STENCIL_DEBUG
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header += "#define ENABLE_OGL_STENCIL_DEBUG 1\n";
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#endif
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if (GLLoader::found_GL_ARB_shader_image_load_store) {
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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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} else {
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header += "#define DISABLE_GL42_image\n";
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}
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if (GLLoader::found_GL_ARB_bindless_texture && GLLoader::found_GL_ARB_explicit_uniform_location) {
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// Future opengl 5?
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header += "#extension GL_ARB_bindless_texture: require\n";
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header += "#define ENABLE_BINDLESS_TEX\n";
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}
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if (GLLoader::found_GL_NV_depth_buffer_float) {
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// Specific nvidia extension that seem to help for z fighting
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header += "#define NV_DEPTH\n";
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}
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#else
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header = "#version 300 es\n";
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// Disable full GL features
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header += "#define DISABLE_SSO\n";
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header += "#define DISABLE_GL42\n";
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header += "#define DISABLE_GL42_image\n";
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#endif
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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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#ifdef ENABLE_GLES
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header += "#define pGL_ES 1\n";
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header += "precision highp float;\n";
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#else
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header += "#define pGL_ES 0\n";
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#endif
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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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header += "#define VERTEX_SHADER 1\n";
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break;
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#ifndef ENABLE_GLES
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case GL_GEOMETRY_SHADER:
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header += "#define GEOMETRY_SHADER 1\n";
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break;
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#endif
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case GL_FRAGMENT_SHADER:
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header += "#define FRAGMENT_SHADER 1\n";
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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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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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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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ASSERT(glsl_h_code != NULL);
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GLuint program = 0;
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#ifndef ENABLE_GLES
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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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#endif
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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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const char* sources[2];
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std::string header = GenGlslHeader(entry, type, macro_sel);
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int shader_nb = 1;
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#if 1
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sources[0] = header.c_str();
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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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if (GLLoader::found_GL_ARB_separate_shader_objects) {
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#ifndef ENABLE_GLES
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program = gl_CreateShaderProgramv(type, shader_nb, sources);
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#endif
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} else {
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program = gl_CreateShader(type);
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gl_ShaderSource(program, shader_nb, sources, NULL);
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gl_CompileShader(program);
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}
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bool status;
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if (GLLoader::found_GL_ARB_separate_shader_objects)
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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);
|
|
fprintf(stderr, "\n%s", macro_sel.c_str());
|
|
fprintf(stderr, "\n");
|
|
}
|
|
return program;
|
|
}
|
|
|
|
void GSShaderOGL::Delete(GLuint s)
|
|
{
|
|
if (GLLoader::found_GL_ARB_separate_shader_objects) {
|
|
gl_DeleteProgram(s);
|
|
} else {
|
|
gl_DeleteShader(s);
|
|
}
|
|
}
|