mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-25 07:09:48 -06:00
Moved some of the new shader uid stuff to a common header file.
This commit is contained in:
@ -42,7 +42,7 @@ GLuint VertexShaderCache::CurrentShader;
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bool VertexShaderCache::ShaderEnabled;
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VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry = NULL;
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ShaderUid VertexShaderCache::last_uid;
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VertexShaderUid VertexShaderCache::last_uid;
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static int s_nMaxVertexInstructions;
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@ -75,8 +75,8 @@ void VertexShaderCache::Shutdown()
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VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
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{
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// Possible optimization: Don't always generate the shader uid, but keep track of changes in BPStructs instead
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ShaderUid uid;
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GenerateShaderUid(uid, components, API_OPENGL);
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VertexShaderUid uid;
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GetVertexShaderUid(uid, components, API_OPENGL);
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if (last_entry)
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{
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if (uid == last_uid)
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@ -101,8 +101,8 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
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// Make an entry in the table
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VSCacheEntry& entry = vshaders[uid];
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last_entry = &entry;
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ShaderCode code;
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GenerateShaderCode(code, components, API_OPENGL);
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VertexShaderCode code;
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GenerateVertexShaderCode(code, components, API_OPENGL);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
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271
Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp~
Normal file
271
Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp~
Normal file
@ -0,0 +1,271 @@
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// Copyright (C) 2003 Dolphin Project.
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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, version 2.0.
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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 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <math.h>
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#include "Globals.h"
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#include "VideoConfig.h"
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#include "Statistics.h"
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#include "GLUtil.h"
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#include "Render.h"
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#include "VertexShaderGen.h"
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#include "VertexShaderManager.h"
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#include "VertexShaderCache.h"
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#include "VertexManager.h"
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#include "VertexLoader.h"
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#include "XFMemory.h"
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#include "ImageWrite.h"
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#include "FileUtil.h"
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#include "Debugger.h"
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namespace OGL
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{
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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GLuint VertexShaderCache::CurrentShader;
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bool VertexShaderCache::ShaderEnabled;
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VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry = NULL;
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VertexShaderUid VertexShaderCache::last_uid;
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static int s_nMaxVertexInstructions;
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void VertexShaderCache::Init()
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{
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glEnable(GL_VERTEX_PROGRAM_ARB);
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ShaderEnabled = true;
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CurrentShader = 0;
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last_entry = NULL;
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glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
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if (strstr((const char*)glGetString(GL_VENDOR), "Humper") != NULL) s_nMaxVertexInstructions = 4096;
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#if CG_VERSION_NUM == 2100
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if (strstr((const char*)glGetString(GL_VENDOR), "ATI") != NULL)
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{
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s_nMaxVertexInstructions = 4096;
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}
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#endif
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}
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void VertexShaderCache::Shutdown()
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{
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for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
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iter->second.Destroy();
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vshaders.clear();
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}
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VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
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{
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// Possible optimization: Don't always generate the shader uid, but keep track of changes in BPStructs instead
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VertexShaderUid uid;
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GetVertexShaderUid(uid, components, API_OPENGL);
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if (last_entry)
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{
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if (uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return &last_entry->shader;
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}
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}
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last_uid = uid;
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VSCache::iterator iter = vshaders.find(uid);
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if (iter != vshaders.end())
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{
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VSCacheEntry &entry = iter->second;
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return &last_entry->shader;
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}
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// Make an entry in the table
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VSCacheEntry& entry = vshaders[uid];
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last_entry = &entry;
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ShaderCode code;
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GenerateShaderCode(code, components, API_OPENGL);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(szTemp, code.GetBuffer());
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}
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#endif
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if (!code.GetBuffer() || !VertexShaderCache::CompileVertexShader(entry.shader, code.GetBuffer())) {
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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return NULL;
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}
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, vshaders.size());
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return &last_entry->shader;
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}
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bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
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{
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// Reset GL error before compiling shaders. Yeah, we need to investigate the causes of these.
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GLenum err = GL_REPORT_ERROR();
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if (err != GL_NO_ERROR)
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{
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ERROR_LOG(VIDEO, "glError %08x before VS!", err);
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}
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#if defined HAVE_CG && HAVE_CG
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char stropt[64];
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sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
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const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
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CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
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if (!cgIsProgram(tempprog)) {
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static int num_failures = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%sbad_vs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file(szTemp);
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file << pstrprogram;
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file.close();
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PanicAlert("Failed to compile vertex shader!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%d):\n%s",
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szTemp,
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g_cgfProf,
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cgGetLastListing(g_cgcontext));
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cgDestroyProgram(tempprog);
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ERROR_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
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ERROR_LOG(VIDEO, "%s", pstrprogram);
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return false;
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}
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if (cgGetError() != CG_NO_ERROR)
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{
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WARN_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
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WARN_LOG(VIDEO, "%s", pstrprogram);
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}
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// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
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// It SHOULD not have any nasty side effects though - but you never know...
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char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
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char *plocal = strstr(pcompiledprog, "program.local");
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while (plocal != NULL) {
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const char* penv = " program.env";
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memcpy(plocal, penv, 13);
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plocal = strstr(plocal + 13, "program.local");
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}
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glGenProgramsARB(1, &vs.glprogid);
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SetCurrentShader(vs.glprogid);
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glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
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err = GL_REPORT_ERROR();
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if (err != GL_NO_ERROR) {
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ERROR_LOG(VIDEO, "%s", pstrprogram);
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ERROR_LOG(VIDEO, "%s", pcompiledprog);
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}
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cgDestroyProgram(tempprog);
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#endif
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if (g_ActiveConfig.bEnableShaderDebugging)
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vs.strprog = pstrprogram;
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return true;
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}
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void VertexShaderCache::DisableShader()
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{
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if (ShaderEnabled)
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{
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glDisable(GL_VERTEX_PROGRAM_ARB);
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ShaderEnabled = false;
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}
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}
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void VertexShaderCache::SetCurrentShader(GLuint Shader)
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{
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if (!ShaderEnabled)
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{
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glEnable(GL_VERTEX_PROGRAM_ARB);
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ShaderEnabled= true;
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}
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if (CurrentShader != Shader)
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{
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if(Shader != 0)
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CurrentShader = Shader;
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
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}
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}
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void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB, const_number, f1, f2, f3, f4);
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}
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void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
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{
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
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}
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void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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{
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if(GLEW_EXT_gpu_program_parameters)
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{
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glProgramEnvParameters4fvEXT(GL_VERTEX_PROGRAM_ARB, const_number, count, f);
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}
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else
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{
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for (unsigned int i = 0; i < count; i++,f+=4)
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, f);
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}
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}
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void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
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{
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if(GLEW_EXT_gpu_program_parameters)
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{
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float buf[4 * C_VENVCONST_END];
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for (unsigned int i = 0; i < count; i++)
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{
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buf[4*i ] = *f++;
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buf[4*i+1] = *f++;
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buf[4*i+2] = *f++;
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buf[4*i+3] = 0.f;
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}
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glProgramEnvParameters4fvEXT(GL_VERTEX_PROGRAM_ARB, const_number, count, buf);
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}
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else
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{
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for (unsigned int i = 0; i < count; i++)
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{
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float buf[4];
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buf[0] = *f++;
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buf[1] = *f++;
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buf[2] = *f++;
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buf[3] = 0.f;
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, buf);
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}
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}
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}
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} // namespace OGL
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@ -40,7 +40,7 @@ class VertexShaderCache
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struct VSCacheEntry
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{
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VERTEXSHADER shader;
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ShaderUid safe_uid;
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VertexShaderUid safe_uid;
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VSCacheEntry() {}
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void Destroy() {
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// printf("Destroying vs %i\n", shader.glprogid);
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@ -49,12 +49,12 @@ class VertexShaderCache
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}
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};
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typedef std::map<ShaderUid, VSCacheEntry> VSCache;
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typedef std::map<VertexShaderUid, VSCacheEntry> VSCache;
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static VSCache vshaders;
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static VSCacheEntry* last_entry;
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static ShaderUid last_uid; // TODO: Use reference instead..
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static VertexShaderUid last_uid; // TODO: Use reference instead..
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static GLuint CurrentShader;
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static bool ShaderEnabled;
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76
Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.h~
Normal file
76
Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.h~
Normal file
@ -0,0 +1,76 @@
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// Copyright (C) 2003 Dolphin Project.
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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, version 2.0.
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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 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _VERTEXSHADERCACHE_H_
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#define _VERTEXSHADERCACHE_H_
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#include <map>
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#include <string>
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#include "BPMemory.h"
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#include "VertexShaderGen.h"
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namespace OGL
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{
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struct VERTEXSHADER
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{
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VERTEXSHADER() : glprogid(0) {}
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GLuint glprogid; // opengl program id
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std::string strprog;
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};
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class VertexShaderCache
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{
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struct VSCacheEntry
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{
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VERTEXSHADER shader;
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VertexShaderUid safe_uid;
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VSCacheEntry() {}
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void Destroy() {
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// printf("Destroying vs %i\n", shader.glprogid);
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glDeleteProgramsARB(1, &shader.glprogid);
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shader.glprogid = 0;
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}
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};
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typedef std::map<ShaderUid, VSCacheEntry> VSCache;
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static VSCache vshaders;
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static VSCacheEntry* last_entry;
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static ShaderUid last_uid; // TODO: Use reference instead..
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static GLuint CurrentShader;
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static bool ShaderEnabled;
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public:
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static void Init();
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static void Shutdown();
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static VERTEXSHADER* SetShader(u32 components);
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static bool CompileVertexShader(VERTEXSHADER& ps, const char* pstrprogram);
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static void SetCurrentShader(GLuint Shader);
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static void DisableShader();
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};
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} // namespace OGL
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#endif // _VERTEXSHADERCACHE_H_
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Reference in New Issue
Block a user