mirror of https://github.com/PCSX2/pcsx2.git
385 lines
9.8 KiB
C++
385 lines
9.8 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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#ifdef _WIN32
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#include "resource.h"
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#else
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#include "GSdxResources.h"
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#endif
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GSShaderOGL::GSShaderOGL(bool debug) :
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m_pipeline(0),
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m_debug_shader(debug)
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{
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theApp.LoadResource(IDR_COMMON_GLSL, m_common_header);
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// Create a default pipeline
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m_pipeline = LinkPipeline("HW pipe", 0, 0, 0);
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BindPipeline(m_pipeline);
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}
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GSShaderOGL::~GSShaderOGL()
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{
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printf("Delete %zu Shaders, %zu Programs, %zu Pipelines\n",
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m_shad_to_delete.size(), m_prog_to_delete.size(), m_pipe_to_delete.size());
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for (auto s : m_shad_to_delete) glDeleteShader(s);
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for (auto p : m_prog_to_delete) glDeleteProgram(p);
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glDeleteProgramPipelines(m_pipe_to_delete.size(), &m_pipe_to_delete[0]);
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}
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GLuint GSShaderOGL::LinkPipeline(const string& pretty_print, GLuint vs, GLuint gs, GLuint ps)
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{
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GLuint p;
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glCreateProgramPipelines(1, &p);
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glUseProgramStages(p, GL_VERTEX_SHADER_BIT, vs);
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glUseProgramStages(p, GL_GEOMETRY_SHADER_BIT, gs);
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glUseProgramStages(p, GL_FRAGMENT_SHADER_BIT, ps);
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glObjectLabel(GL_PROGRAM_PIPELINE, p, pretty_print.size(), pretty_print.c_str());
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m_pipe_to_delete.push_back(p);
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return p;
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}
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GLuint GSShaderOGL::LinkProgram(GLuint vs, GLuint gs, GLuint ps)
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{
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uint32 hash = ((vs ^ gs) << 24) ^ ps;
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auto it = m_program.find(hash);
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if (it != m_program.end())
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return it->second;
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GLuint p = glCreateProgram();
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if (vs) glAttachShader(p, vs);
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if (ps) glAttachShader(p, ps);
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if (gs) glAttachShader(p, gs);
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glLinkProgram(p);
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ValidateProgram(p);
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m_prog_to_delete.push_back(p);
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m_program[hash] = p;
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return p;
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}
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void GSShaderOGL::BindProgram(GLuint vs, GLuint gs, GLuint ps)
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{
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GLuint p = LinkProgram(vs, gs, ps);
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if (GLState::program != p) {
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GLState::program = p;
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glUseProgram(p);
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}
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}
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void GSShaderOGL::BindProgram(GLuint p)
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{
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if (GLState::program != p) {
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GLState::program = p;
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glUseProgram(p);
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}
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}
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void GSShaderOGL::BindPipeline(GLuint vs, GLuint gs, GLuint ps)
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{
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BindPipeline(m_pipeline);
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if (GLState::vs != vs) {
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GLState::vs = vs;
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glUseProgramStages(m_pipeline, GL_VERTEX_SHADER_BIT, vs);
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}
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if (GLState::gs != gs) {
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GLState::gs = gs;
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glUseProgramStages(m_pipeline, GL_GEOMETRY_SHADER_BIT, gs);
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}
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#ifdef _DEBUG
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// In debug always sets the program. It allow to replace the program in apitrace easily.
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if (true)
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#else
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if (GLState::ps != ps)
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#endif
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{
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GLState::ps = ps;
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glUseProgramStages(m_pipeline, GL_FRAGMENT_SHADER_BIT, ps);
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}
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}
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void GSShaderOGL::BindPipeline(GLuint pipe)
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{
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if (GLState::pipeline != pipe) {
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GLState::pipeline = pipe;
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glBindProgramPipeline(pipe);
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}
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if (GLState::program) {
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GLState::program = 0;
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glUseProgram(0);
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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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GLint status = 0;
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glGetShaderiv(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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glGetShaderiv(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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glGetShaderInfoLog(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 = 0;
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glGetProgramiv(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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glGetProgramiv(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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glGetProgramInfoLog(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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glValidateProgramPipeline(p);
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GLint status = 0;
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glGetProgramPipelineiv(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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glGetProgramPipelineiv(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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glGetProgramPipelineInfoLog(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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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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header = "#version 330 core\n";
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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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// Need GL version 410
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header += "#extension GL_ARB_separate_shader_objects: require\n";
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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::vendor_id_amd || GLLoader::vendor_id_intel)
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header += "#define BROKEN_DRIVER as_usual\n";
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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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// 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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case GL_GEOMETRY_SHADER:
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header += "#define GEOMETRY_SHADER 1\n";
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break;
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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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// 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 int shader_nb = 3;
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const char* sources[shader_nb];
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std::string header = GenGlslHeader(entry, type, macro_sel);
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sources[0] = header.c_str();
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sources[1] = m_common_header.data();
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sources[2] = glsl_h_code;
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program = glCreateShaderProgramv(type, shader_nb, sources);
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bool status = ValidateProgram(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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m_prog_to_delete.push_back(program);
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return program;
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}
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// Same as above but for not-separated build
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GLuint GSShaderOGL::CompileShader(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 shader = 0;
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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 int shader_nb = 3;
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const char* sources[shader_nb];
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std::string header = GenGlslHeader(entry, type, macro_sel);
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sources[0] = header.c_str();
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sources[1] = m_common_header.data();
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sources[2] = glsl_h_code;
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shader = glCreateShader(type);
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glShaderSource(shader, shader_nb, sources, NULL);
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glCompileShader(shader);
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bool status = ValidateShader(shader);
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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(), shader);
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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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m_shad_to_delete.push_back(shader);
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return shader;
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}
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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::vendor_id_nvidia) return 0;
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GLint binaryLength;
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glGetProgramiv(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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glGetProgramBinary(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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if (!strncmp(asm_txt, "OUT", 3) || !strncmp(asm_txt, "TEMP", 4) || !strncmp(asm_txt, "LONG", 4)) {
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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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