pcsx2/plugins/GSdx/Renderers/OpenGL/GSShaderOGL.cpp

385 lines
9.8 KiB
C++

/*
* Copyright (C) 2011-2013 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSShaderOGL.h"
#include "GLState.h"
#ifdef _WIN32
#include "resource.h"
#else
#include "GSdxResources.h"
#endif
GSShaderOGL::GSShaderOGL(bool debug) :
m_pipeline(0),
m_debug_shader(debug)
{
theApp.LoadResource(IDR_COMMON_GLSL, m_common_header);
// Create a default pipeline
m_pipeline = LinkPipeline("HW pipe", 0, 0, 0);
BindPipeline(m_pipeline);
}
GSShaderOGL::~GSShaderOGL()
{
printf("Delete %zu Shaders, %zu Programs, %zu Pipelines\n",
m_shad_to_delete.size(), m_prog_to_delete.size(), m_pipe_to_delete.size());
for (auto s : m_shad_to_delete) glDeleteShader(s);
for (auto p : m_prog_to_delete) glDeleteProgram(p);
glDeleteProgramPipelines(m_pipe_to_delete.size(), &m_pipe_to_delete[0]);
}
GLuint GSShaderOGL::LinkPipeline(const std::string& pretty_print, GLuint vs, GLuint gs, GLuint ps)
{
GLuint p;
glCreateProgramPipelines(1, &p);
glUseProgramStages(p, GL_VERTEX_SHADER_BIT, vs);
glUseProgramStages(p, GL_GEOMETRY_SHADER_BIT, gs);
glUseProgramStages(p, GL_FRAGMENT_SHADER_BIT, ps);
glObjectLabel(GL_PROGRAM_PIPELINE, p, pretty_print.size(), pretty_print.c_str());
m_pipe_to_delete.push_back(p);
return p;
}
GLuint GSShaderOGL::LinkProgram(GLuint vs, GLuint gs, GLuint ps)
{
uint32 hash = ((vs ^ gs) << 24) ^ ps;
auto it = m_program.find(hash);
if (it != m_program.end())
return it->second;
GLuint p = glCreateProgram();
if (vs) glAttachShader(p, vs);
if (ps) glAttachShader(p, ps);
if (gs) glAttachShader(p, gs);
glLinkProgram(p);
ValidateProgram(p);
m_prog_to_delete.push_back(p);
m_program[hash] = p;
return p;
}
void GSShaderOGL::BindProgram(GLuint vs, GLuint gs, GLuint ps)
{
GLuint p = LinkProgram(vs, gs, ps);
if (GLState::program != p) {
GLState::program = p;
glUseProgram(p);
}
}
void GSShaderOGL::BindProgram(GLuint p)
{
if (GLState::program != p) {
GLState::program = p;
glUseProgram(p);
}
}
void GSShaderOGL::BindPipeline(GLuint vs, GLuint gs, GLuint ps)
{
BindPipeline(m_pipeline);
if (GLState::vs != vs) {
GLState::vs = vs;
glUseProgramStages(m_pipeline, GL_VERTEX_SHADER_BIT, vs);
}
if (GLState::gs != gs) {
GLState::gs = gs;
glUseProgramStages(m_pipeline, GL_GEOMETRY_SHADER_BIT, gs);
}
#ifdef _DEBUG
// In debug always sets the program. It allow to replace the program in apitrace easily.
if (true)
#else
if (GLState::ps != ps)
#endif
{
GLState::ps = ps;
glUseProgramStages(m_pipeline, GL_FRAGMENT_SHADER_BIT, ps);
}
}
void GSShaderOGL::BindPipeline(GLuint pipe)
{
if (GLState::pipeline != pipe) {
GLState::pipeline = pipe;
glBindProgramPipeline(pipe);
}
if (GLState::program) {
GLState::program = 0;
glUseProgram(0);
}
}
bool GSShaderOGL::ValidateShader(GLuint s)
{
if (!m_debug_shader) return true;
GLint status = 0;
glGetShaderiv(s, GL_COMPILE_STATUS, &status);
if (status) return true;
GLint log_length = 0;
glGetShaderiv(s, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0) {
char* log = new char[log_length];
glGetShaderInfoLog(s, log_length, NULL, log);
fprintf(stderr, "%s", log);
delete[] log;
}
fprintf(stderr, "\n");
return false;
}
bool GSShaderOGL::ValidateProgram(GLuint p)
{
if (!m_debug_shader) return true;
GLint status = 0;
glGetProgramiv(p, GL_LINK_STATUS, &status);
if (status) return true;
GLint log_length = 0;
glGetProgramiv(p, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0) {
char* log = new char[log_length];
glGetProgramInfoLog(p, log_length, NULL, log);
fprintf(stderr, "%s", log);
delete[] log;
}
fprintf(stderr, "\n");
return false;
}
bool GSShaderOGL::ValidatePipeline(GLuint p)
{
if (!m_debug_shader) return true;
// FIXME: might be mandatory to validate the pipeline
glValidateProgramPipeline(p);
GLint status = 0;
glGetProgramPipelineiv(p, GL_VALIDATE_STATUS, &status);
if (status) return true;
GLint log_length = 0;
glGetProgramPipelineiv(p, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0) {
char* log = new char[log_length];
glGetProgramPipelineInfoLog(p, log_length, NULL, log);
fprintf(stderr, "%s", log);
delete[] log;
}
fprintf(stderr, "\n");
return false;
}
std::string GSShaderOGL::GenGlslHeader(const std::string& entry, GLenum type, const std::string& macro)
{
std::string header;
header = "#version 330 core\n";
// Need GL version 420
header += "#extension GL_ARB_shading_language_420pack: require\n";
// Need GL version 410
header += "#extension GL_ARB_separate_shader_objects: require\n";
if (GLLoader::found_GL_ARB_shader_image_load_store) {
// Need GL version 420
header += "#extension GL_ARB_shader_image_load_store: require\n";
} else {
header += "#define DISABLE_GL42_image\n";
}
if (GLLoader::vendor_id_amd || GLLoader::vendor_id_intel)
header += "#define BROKEN_DRIVER as_usual\n";
// Stupid GL implementation (can't use GL_ES)
// AMD/nvidia define it to 0
// intel window don't define it
// intel linux refuse to define it
header += "#define pGL_ES 0\n";
// Allow to puts several shader in 1 files
switch (type) {
case GL_VERTEX_SHADER:
header += "#define VERTEX_SHADER 1\n";
break;
case GL_GEOMETRY_SHADER:
header += "#define GEOMETRY_SHADER 1\n";
break;
case GL_FRAGMENT_SHADER:
header += "#define FRAGMENT_SHADER 1\n";
break;
default: ASSERT(0);
}
// Select the entry point ie the main function
header += format("#define %s main\n", entry.c_str());
header += macro;
return header;
}
GLuint GSShaderOGL::Compile(const std::string& glsl_file, const std::string& entry, GLenum type, const char* glsl_h_code, const std::string& macro_sel)
{
ASSERT(glsl_h_code != NULL);
GLuint program = 0;
// Note it is better to separate header and source file to have the good line number
// in the glsl compiler report
const int shader_nb = 3;
const char* sources[shader_nb];
std::string header = GenGlslHeader(entry, type, macro_sel);
sources[0] = header.c_str();
sources[1] = m_common_header.data();
sources[2] = glsl_h_code;
program = glCreateShaderProgramv(type, shader_nb, sources);
bool status = ValidateProgram(program);
if (!status) {
// print extra info
fprintf(stderr, "%s (entry %s, prog %d) :", glsl_file.c_str(), entry.c_str(), program);
fprintf(stderr, "\n%s", macro_sel.c_str());
fprintf(stderr, "\n");
}
m_prog_to_delete.push_back(program);
return program;
}
// Same as above but for not-separated build
GLuint GSShaderOGL::CompileShader(const std::string& glsl_file, const std::string& entry, GLenum type, const char* glsl_h_code, const std::string& macro_sel)
{
ASSERT(glsl_h_code != NULL);
GLuint shader = 0;
// Note it is better to separate header and source file to have the good line number
// in the glsl compiler report
const int shader_nb = 3;
const char* sources[shader_nb];
std::string header = GenGlslHeader(entry, type, macro_sel);
sources[0] = header.c_str();
sources[1] = m_common_header.data();
sources[2] = glsl_h_code;
shader = glCreateShader(type);
glShaderSource(shader, shader_nb, sources, NULL);
glCompileShader(shader);
bool status = ValidateShader(shader);
if (!status) {
// print extra info
fprintf(stderr, "%s (entry %s, prog %d) :", glsl_file.c_str(), entry.c_str(), shader);
fprintf(stderr, "\n%s", macro_sel.c_str());
fprintf(stderr, "\n");
}
m_shad_to_delete.push_back(shader);
return shader;
}
// This function will get the binary program. Normally it must be used a caching
// solution but Nvidia also incorporates the ASM dump. Asm is nice because it allow
// to have an overview of the program performance based on the instruction number
// Note: initially I was using cg offline compiler but it doesn't support latest
// GLSL improvement (unfortunately).
int GSShaderOGL::DumpAsm(const std::string& file, GLuint p)
{
if (!GLLoader::vendor_id_nvidia) return 0;
GLint binaryLength;
glGetProgramiv(p, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
char* binary = new char[binaryLength+4];
GLenum binaryFormat;
glGetProgramBinary(p, binaryLength, NULL, &binaryFormat, binary);
FILE* outfile = fopen(file.c_str(), "w");
ASSERT(outfile);
// Search the magic number "!!"
int asm_ = 0;
while (asm_ < binaryLength && (binary[asm_] != '!' || binary[asm_+1] != '!')) {
asm_ += 1;
}
int instructions = -1;
if (asm_ < binaryLength) {
// Now print asm as text
char* asm_txt = strtok(&binary[asm_], "\n");
while (asm_txt != NULL && (strncmp(asm_txt, "END", 3) || !strncmp(asm_txt, "ENDIF", 5))) {
if (!strncmp(asm_txt, "OUT", 3) || !strncmp(asm_txt, "TEMP", 4) || !strncmp(asm_txt, "LONG", 4)) {
instructions = 0;
} else if (instructions >= 0) {
if (instructions == 0)
fprintf(outfile, "\n");
instructions++;
}
fprintf(outfile, "%s\n", asm_txt);
asm_txt = strtok(NULL, "\n");
}
fprintf(outfile, "\nFound %d instructions\n", instructions);
}
fclose(outfile);
if (instructions < 0) {
// RAW dump in case of error
fprintf(stderr, "Error: failed to find the number of instructions!\n");
outfile = fopen(file.c_str(), "wb");
fwrite(binary, binaryLength, 1, outfile);
fclose(outfile);
ASSERT(0);
}
delete[] binary;
return instructions;
}