shader caching

This commit is contained in:
espes 2013-11-14 09:53:39 +11:00
parent 14ac13f70b
commit 755005cb8c
1 changed files with 147 additions and 94 deletions

View File

@ -698,6 +698,19 @@ typedef struct Texture {
GLuint gl_texture_rect;
} Texture;
typedef struct FragmentShaderState {
uint32_t combiner_control;
uint32_t shader_stage_program;
uint32_t other_stage_input;
uint32_t final_inputs_0;
uint32_t final_inputs_1;
uint32_t rgb_inputs[8], rgb_outputs[8];
uint32_t alpha_inputs[8], alpha_outputs[8];
bool rect_tex[4];
} FragmentShaderState;
typedef struct Surface {
bool draw_dirty;
unsigned int pitch;
@ -811,10 +824,9 @@ typedef struct PGRAPHState {
Texture textures[NV2A_MAX_TEXTURES];
bool fragment_shader_dirty;
GLuint gl_fragment_shader;
GHashTable *shader_cache;
GLuint gl_program;
GloContext *gl_context;
GLuint gl_framebuffer;
GLuint gl_renderbuffer;
@ -1425,101 +1437,136 @@ static void pgraph_bind_textures(NV2AState *d)
}
}
static guint shader_hash(gconstpointer key)
{
/* 64 bit Fowler/Noll/Vo FNV-1a hash code */
uint64_t hval = 0xcbf29ce484222325ULL;
const uint8_t *bp = key;
const uint8_t *be = key + sizeof(FragmentShaderState);
while (bp < be) {
hval ^= (uint64_t) *bp++;
hval += (hval << 1) + (hval << 4) + (hval << 5) +
(hval << 7) + (hval << 8) + (hval << 40);
}
return (guint)hval;
}
static gboolean shader_equal(gconstpointer a, gconstpointer b)
{
const FragmentShaderState *as = a, *bs = b;
return memcmp(as, bs, sizeof(FragmentShaderState)) == 0;
}
static void pgraph_bind_fragment_shader(PGRAPHState *pg)
{
int i;
if (pg->fragment_shader_dirty) {
uint32_t combiner_control = pg->regs[NV_PGRAPH_COMBINECTL];
uint32_t shader_stage_program = pg->regs[NV_PGRAPH_SHADERPROG];
uint32_t other_stage_input = pg->regs[NV_PGRAPH_SHADERCTL];
uint32_t final_inputs_0 = pg->regs[NV_PGRAPH_COMBINESPECFOG0];
uint32_t final_inputs_1 = pg->regs[NV_PGRAPH_COMBINESPECFOG1];
uint32_t final_constant_0 = pg->regs[NV_PGRAPH_SPECFOGFACTOR0];
uint32_t final_constant_1 = pg->regs[NV_PGRAPH_SPECFOGFACTOR1];
uint32_t rgb_inputs[8], rgb_outputs[8],
alpha_inputs[8], alpha_outputs[8],
constant_0[8], constant_1[8];
FragmentShaderState state = {
.combiner_control = pg->regs[NV_PGRAPH_COMBINECTL],
.shader_stage_program = pg->regs[NV_PGRAPH_SHADERPROG],
.other_stage_input = pg->regs[NV_PGRAPH_SHADERCTL],
.final_inputs_0 = pg->regs[NV_PGRAPH_COMBINESPECFOG0],
.final_inputs_1 = pg->regs[NV_PGRAPH_COMBINESPECFOG1],
};
//uint32_t final_constant_0 = pg->regs[NV_PGRAPH_SPECFOGFACTOR0];
//uint32_t final_constant_1 = pg->regs[NV_PGRAPH_SPECFOGFACTOR1];
for (i = 0; i < 8; i++) {
rgb_inputs[i] = pg->regs[NV_PGRAPH_COMBINECOLORI0 + i * 4];
rgb_outputs[i] = pg->regs[NV_PGRAPH_COMBINECOLORO0 + i * 4];
alpha_inputs[i] = pg->regs[NV_PGRAPH_COMBINEALPHAI0 + i * 4];
alpha_outputs[i] = pg->regs[NV_PGRAPH_COMBINEALPHAO0 + i * 4];
constant_0[i] = pg->regs[NV_PGRAPH_COMBINEFACTOR0 + i * 4];
constant_1[i] = pg->regs[NV_PGRAPH_COMBINEFACTOR1 + i * 4];
state.rgb_inputs[i] = pg->regs[NV_PGRAPH_COMBINECOLORI0 + i * 4];
state.rgb_outputs[i] = pg->regs[NV_PGRAPH_COMBINECOLORO0 + i * 4];
state.alpha_inputs[i] = pg->regs[NV_PGRAPH_COMBINEALPHAI0 + i * 4];
state.alpha_outputs[i] = pg->regs[NV_PGRAPH_COMBINEALPHAO0 + i * 4];
//constant_0[i] = pg->regs[NV_PGRAPH_COMBINEFACTOR0 + i * 4];
//constant_1[i] = pg->regs[NV_PGRAPH_COMBINEFACTOR1 + i * 4];
}
bool rect_tex[4];
for (i = 0; i < 4; i++) {
rect_tex[i] = false;
state.rect_tex[i] = false;
if (pg->textures[i].enabled
&& kelvin_color_format_map[pg->textures[i].color_format].linear) {
rect_tex[i] = true;
state.rect_tex[i] = true;
}
}
gpointer cached_shader = g_hash_table_lookup(pg->shader_cache, &state);
if (cached_shader) {
pg->gl_program = (GLuint)cached_shader;
glUseProgram(pg->gl_program);
} else {
QString *shader_code = psh_translate(state.combiner_control, state.shader_stage_program,
state.other_stage_input,
state.rgb_inputs, state.rgb_outputs,
state.alpha_inputs, state.alpha_outputs,
/* constant_0, constant_1, */
state.final_inputs_0, state.final_inputs_1,
/* final_constant_0, final_constant_1, */
state.rect_tex);
QString *shader_code = psh_translate(combiner_control, shader_stage_program,
other_stage_input,
rgb_inputs, rgb_outputs,
alpha_inputs, alpha_outputs,
constant_0, constant_1,
final_inputs_0, final_inputs_1,
final_constant_0, final_constant_1,
rect_tex);
const char *shader_code_str = qstring_get_str(shader_code);
const char *shader_code_str = qstring_get_str(shader_code);
NV2A_DPRINTF("bind new pixel shader, code:\n%s\n", shader_code_str);
NV2A_DPRINTF("bind pixel shader, code:\n%s\n", shader_code_str);
GLuint program = glCreateProgram();
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glAttachShader(program, fragment_shader);
glShaderSource(pg->gl_fragment_shader, 1, &shader_code_str, 0);
glCompileShader(pg->gl_fragment_shader);
glShaderSource(fragment_shader, 1, &shader_code_str, 0);
glCompileShader(fragment_shader);
/* Check it compiled */
GLint compiled = 0;
glGetShaderiv(pg->gl_fragment_shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLchar log[1024];
glGetShaderInfoLog(pg->gl_fragment_shader, 1024, NULL, log);
fprintf(stderr, "nv2a: fragment shader compilation failed: %s\n", log);
abort();
}
/* re-link the program */
glLinkProgram(pg->gl_program);
GLint linked = 0;
glGetProgramiv(pg->gl_program, GL_LINK_STATUS, &linked);
if(!linked) {
GLchar log[1024];
glGetProgramInfoLog(pg->gl_program, 1024, NULL, log);
fprintf(stderr, "nv2a: fragment shader linking failed: %s\n", log);
abort();
}
glUseProgram(pg->gl_program);
/* set texture samplers */
for (i = 0; i < NV2A_MAX_TEXTURES; i++) {
char samplerName[16];
snprintf(samplerName, sizeof(samplerName), "texSamp%d", i);
GLint texSampLoc = glGetUniformLocation(pg->gl_program, samplerName);
if (texSampLoc >= 0) {
glUniform1i(texSampLoc, i);
/* Check it compiled */
GLint compiled = 0;
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLchar log[1024];
glGetShaderInfoLog(fragment_shader, 1024, NULL, log);
fprintf(stderr, "nv2a: fragment shader compilation failed: %s\n", log);
abort();
}
/* re-link the program */
glLinkProgram(program);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if(!linked) {
GLchar log[1024];
glGetProgramInfoLog(program, 1024, NULL, log);
fprintf(stderr, "nv2a: fragment shader linking failed: %s\n", log);
abort();
}
glUseProgram(program);
/* set texture samplers */
for (i = 0; i < NV2A_MAX_TEXTURES; i++) {
char samplerName[16];
snprintf(samplerName, sizeof(samplerName), "texSamp%d", i);
GLint texSampLoc = glGetUniformLocation(program, samplerName);
if (texSampLoc >= 0) {
glUniform1i(texSampLoc, i);
}
}
/*glValidateProgram(pg->gl_program);
GLint valid = 0;
glGetProgramiv(pg->gl_program, GL_VALIDATE_STATUS, &valid);
if (!valid) {
GLchar log[1024];
glGetProgramInfoLog(pg->gl_program, 1024, NULL, log);
fprintf(stderr, "nv2a: fragment shader validation failed: %s\n", log);
abort();
}*/
pg->gl_program = program;
/* cache it */
FragmentShaderState *cache_state = g_malloc(sizeof(*cache_state));
memcpy(cache_state, &state, sizeof(*cache_state));
g_hash_table_insert(pg->shader_cache, cache_state, (gpointer)program);
QDECREF(shader_code);
}
/*glValidateProgram(pg->gl_program);
GLint valid = 0;
glGetProgramiv(pg->gl_program, GL_VALIDATE_STATUS, &valid);
if (!valid) {
GLchar log[1024];
glGetProgramInfoLog(pg->gl_program, 1024, NULL, log);
fprintf(stderr, "nv2a: fragment shader validation failed: %s\n", log);
abort();
}*/
QDECREF(shader_code);
pg->fragment_shader_dirty = false;
} else {
glUseProgram(pg->gl_program);
@ -1654,10 +1701,16 @@ static void pgraph_update_surface(NV2AState *d, bool upload)
}
static void pgraph_gl_init(PGRAPHState *pg)
static void pgraph_init(PGRAPHState *pg)
{
int i;
qemu_mutex_init(&pg->lock);
qemu_cond_init(&pg->interrupt_cond);
qemu_cond_init(&pg->fifo_access_cond);
/* fire up opengl */
pg->gl_context = glo_context_create(GLO_FF_DEFAULT);
assert(pg->gl_context);
@ -1706,12 +1759,8 @@ static void pgraph_gl_init(PGRAPHState *pg)
glViewport(0, 0, 640, 480);
//glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
/* fragment shader */
// glGenProgramsARB(1, &pg->gl_fragment_program);
pg->fragment_shader_dirty = true;
pg->gl_fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
pg->gl_program = glCreateProgram();
glAttachShader(pg->gl_program, pg->gl_fragment_shader);
/* generate textures */
for (i = 0; i < NV2A_MAX_TEXTURES; i++) {
@ -1720,19 +1769,32 @@ static void pgraph_gl_init(PGRAPHState *pg)
glGenTextures(1, &texture->gl_texture_rect);
}
pg->shader_cache = g_hash_table_new(shader_hash, shader_equal);
assert(glGetError() == GL_NO_ERROR);
glo_set_current(NULL);
}
static void pgraph_gl_destroy(PGRAPHState *pg)
static void pgraph_destroy(PGRAPHState *pg)
{
int i;
qemu_mutex_destroy(&pg->lock);
qemu_cond_destroy(&pg->interrupt_cond);
qemu_cond_destroy(&pg->fifo_access_cond);
glo_set_current(pg->gl_context);
glDeleteRenderbuffersEXT(1, &pg->gl_renderbuffer);
glDeleteFramebuffersEXT(1, &pg->gl_framebuffer);
for (i = 0; i < NV2A_MAX_TEXTURES; i++) {
Texture *texture = &pg->textures[i];
glDeleteTextures(1, &texture->gl_texture);
glDeleteTextures(1, &texture->gl_texture_rect);
}
glo_set_current(NULL);
glo_context_destroy(pg->gl_context);
@ -4061,12 +4123,7 @@ static int nv2a_initfn(PCIDevice *dev)
qemu_cond_init(&d->pfifo.cache1.cache_cond);
QSIMPLEQ_INIT(&d->pfifo.cache1.cache);
qemu_mutex_init(&d->pgraph.lock);
qemu_cond_init(&d->pgraph.interrupt_cond);
qemu_cond_init(&d->pgraph.fifo_access_cond);
/* fire up graphics contexts */
pgraph_gl_init(&d->pgraph);
pgraph_init(&d->pgraph);
return 0;
}
@ -4080,11 +4137,7 @@ static void nv2a_exitfn(PCIDevice *dev)
qemu_mutex_destroy(&d->pfifo.cache1.cache_lock);
qemu_cond_destroy(&d->pfifo.cache1.cache_cond);
qemu_mutex_destroy(&d->pgraph.lock);
qemu_cond_destroy(&d->pgraph.interrupt_cond);
qemu_cond_destroy(&d->pgraph.fifo_access_cond);
pgraph_gl_destroy(&d->pgraph);
pgraph_destroy(&d->pgraph);
}
static void nv2a_class_init(ObjectClass *klass, void *data)