mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-26 15:49:50 -06:00
Initial removal of Nvidia CG. Still some more cleanup to go
This commit is contained in:
@ -23,12 +23,6 @@ if(wxWidgets_FOUND)
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set(LIBS ${LIBS} ${wxWidgets_LIBRARIES})
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endif(wxWidgets_FOUND)
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if(HAVE_CG AND (APPLE OR WIN32 OR ${CMAKE_SYSTEM_NAME} MATCHES "Linux"))
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set(LIBS ${LIBS} Cg CgGL)
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elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
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list(APPEND LIBS "${CMAKE_SOURCE_DIR}/Externals/Cg/Cg.framework")
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endif()
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if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
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set(LIBS ${LIBS} clrun)
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endif()
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@ -113,13 +113,6 @@ bool OpenGL_ReportFBOError(const char *function, const char *file, int line);
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#define GL_REPORT_PROGRAM_ERROR() (void)0
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#endif
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#if HAVE_CG && (defined __APPLE__ || defined __linux__ || defined _WIN32)
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#include <Cg/cg.h>
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#include <Cg/cgGL.h>
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extern CGcontext g_cgcontext;
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extern CGprofile g_cgvProf, g_cgfProf;
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#endif
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// Isn't defined if we aren't using GLEW 1.6
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#ifndef GL_ONE_MINUS_SRC1_ALPHA
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#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB
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@ -50,11 +50,6 @@ bool PixelShaderCache::ShaderEnabled;
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PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry = NULL;
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PIXELSHADERUID PixelShaderCache::last_uid;
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void (*pSetPSConstant4f)(unsigned int, float, float, float, float);
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void (*pSetPSConstant4fv)(unsigned int, const float*);
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void (*pSetMultiPSConstant4fv)(unsigned int, unsigned int, const float*);
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bool (*pCompilePixelShader)(FRAGMENTSHADER&, const char*);
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GLuint PixelShaderCache::GetDepthMatrixProgram()
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{
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return s_DepthMatrixProgram.glprogid;
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@ -73,207 +68,88 @@ void PixelShaderCache::Init()
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GL_REPORT_ERRORD();
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s_displayCompileAlert = true;
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char pmatrixprog[2048];
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sprintf(pmatrixprog, "#version %s\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"%s\n"
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"%suniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 " I_COLORS"[7];\n"
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"%s\n"
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"void main(){\n"
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"vec4 Temp0, Temp1;\n"
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"vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
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"Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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"Temp0 = Temp0 * " I_COLORS"[%d];\n"
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"Temp0 = Temp0 + K0;\n"
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"Temp0 = floor(Temp0);\n"
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"Temp0 = Temp0 * " I_COLORS"[%d];\n"
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"Temp1.x = dot(Temp0, " I_COLORS"[%d]);\n"
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"Temp1.y = dot(Temp0, " I_COLORS"[%d]);\n"
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"Temp1.z = dot(Temp0, " I_COLORS"[%d]);\n"
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"Temp1.w = dot(Temp0, " I_COLORS"[%d]);\n"
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"gl_FragData[0] = Temp1 + " I_COLORS"[%d];\n"
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"}\n",
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(g_ActiveConfig.backend_info.bSupportsGLSLUBO || g_ActiveConfig.backend_info.bSupportsGLSLBinding) ? "330 compatibility" : "120",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "#extension GL_ARB_shading_language_420pack : enable" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "layout(binding = 0) " : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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if (g_ActiveConfig.bUseGLSL)
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if (!PixelShaderCache::CompilePixelShader(s_ColorMatrixProgram, pmatrixprog))
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{
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pSetPSConstant4f = SetGLSLPSConstant4f;
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pSetPSConstant4fv = SetGLSLPSConstant4fv;
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pSetMultiPSConstant4fv = SetMultiGLSLPSConstant4fv;
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pCompilePixelShader = CompileGLSLPixelShader;
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}
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else
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{
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pSetPSConstant4f = SetCGPSConstant4f;
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pSetPSConstant4fv = SetCGPSConstant4fv;
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pSetMultiPSConstant4fv = SetMultiCGPSConstant4fv;
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pCompilePixelShader = CompileCGPixelShader;
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
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s_ColorMatrixProgram.Destroy();
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}
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB, (GLint *)&s_nMaxPixelInstructions);
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sprintf(pmatrixprog, "#version %s\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"%s\n"
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"%suniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 " I_COLORS"[5];\n"
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"%s\n"
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"void main(){\n"
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"vec4 R0, R1, R2;\n"
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"vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
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"vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
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"R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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"R0.x = R2.x * K0.x;\n"
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"R0.x = floor(R0).x;\n"
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"R0.yzw = (R0 - R0.x).yzw;\n"
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"R0.yzw = (R0 * K0.z).yzw;\n"
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"R0.y = floor(R0).y;\n"
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"R0.zw = (R0 - R0.y).zw;\n"
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"R0.zw = (R0 * K0.z).zw;\n"
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"R0.z = floor(R0).z;\n"
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"R0.w = R0.x;\n"
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"R0 = R0 * K0.y;\n"
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"R0.w = (R0 * K1.x).w;\n"
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"R0.w = floor(R0).w;\n"
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"R0.w = (R0 * K1.y).w;\n"
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"R1.x = dot(R0, " I_COLORS"[%d]);\n"
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"R1.y = dot(R0, " I_COLORS"[%d]);\n"
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"R1.z = dot(R0, " I_COLORS"[%d]);\n"
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"R1.w = dot(R0, " I_COLORS"[%d]);\n"
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"gl_FragData[0] = R1 * " I_COLORS"[%d];\n"
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"}\n",
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(g_ActiveConfig.backend_info.bSupportsGLSLUBO || g_ActiveConfig.backend_info.bSupportsGLSLBinding) ? "330 compatibility" : "120",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "#extension GL_ARB_shading_language_420pack : enable" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "layout(binding = 0) " : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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if (s_nMaxPixelInstructions == 0) // Some combination of drivers and hardware returns zero for some reason.
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s_nMaxPixelInstructions = 4096;
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if (strstr((const char*)glGetString(GL_VENDOR), "Humper") != NULL) s_nMaxPixelInstructions = 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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if (!PixelShaderCache::CompilePixelShader(s_DepthMatrixProgram, pmatrixprog))
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{
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s_nMaxPixelInstructions = 4096;
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ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
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s_DepthMatrixProgram.Destroy();
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}
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#endif
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int maxinst, maxattribs;
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&maxinst);
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB, (GLint *)&maxattribs);
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INFO_LOG(VIDEO, "pixel max_alu=%d, max_inst=%d, max_attrib=%d", s_nMaxPixelInstructions, maxinst, maxattribs);
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if (g_ActiveConfig.bUseGLSL)
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{
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char pmatrixprog[2048];
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sprintf(pmatrixprog, "#version %s\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"%s\n"
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"%suniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 " I_COLORS"[7];\n"
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"%s\n"
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"void main(){\n"
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"vec4 Temp0, Temp1;\n"
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"vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
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"Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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"Temp0 = Temp0 * " I_COLORS"[%d];\n"
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"Temp0 = Temp0 + K0;\n"
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"Temp0 = floor(Temp0);\n"
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"Temp0 = Temp0 * " I_COLORS"[%d];\n"
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"Temp1.x = dot(Temp0, " I_COLORS"[%d]);\n"
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"Temp1.y = dot(Temp0, " I_COLORS"[%d]);\n"
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"Temp1.z = dot(Temp0, " I_COLORS"[%d]);\n"
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"Temp1.w = dot(Temp0, " I_COLORS"[%d]);\n"
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"gl_FragData[0] = Temp1 + " I_COLORS"[%d];\n"
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"}\n",
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(g_ActiveConfig.backend_info.bSupportsGLSLUBO || g_ActiveConfig.backend_info.bSupportsGLSLBinding) ? "330 compatibility" : "120",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "#extension GL_ARB_shading_language_420pack : enable" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "layout(binding = 0) " : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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if (!PixelShaderCache::CompilePixelShader(s_ColorMatrixProgram, pmatrixprog))
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{
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ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
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s_ColorMatrixProgram.Destroy();
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}
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sprintf(pmatrixprog, "#version %s\n"
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"#extension GL_ARB_texture_rectangle : enable\n"
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"%s\n"
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"%suniform sampler2DRect samp0;\n"
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"%s\n"
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"%svec4 " I_COLORS"[5];\n"
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"%s\n"
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"void main(){\n"
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"vec4 R0, R1, R2;\n"
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"vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
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"vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
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"R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
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"R0.x = R2.x * K0.x;\n"
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"R0.x = floor(R0).x;\n"
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"R0.yzw = (R0 - R0.x).yzw;\n"
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"R0.yzw = (R0 * K0.z).yzw;\n"
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"R0.y = floor(R0).y;\n"
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"R0.zw = (R0 - R0.y).zw;\n"
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"R0.zw = (R0 * K0.z).zw;\n"
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"R0.z = floor(R0).z;\n"
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"R0.w = R0.x;\n"
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"R0 = R0 * K0.y;\n"
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"R0.w = (R0 * K1.x).w;\n"
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"R0.w = floor(R0).w;\n"
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"R0.w = (R0 * K1.y).w;\n"
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"R1.x = dot(R0, " I_COLORS"[%d]);\n"
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"R1.y = dot(R0, " I_COLORS"[%d]);\n"
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"R1.z = dot(R0, " I_COLORS"[%d]);\n"
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"R1.w = dot(R0, " I_COLORS"[%d]);\n"
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"gl_FragData[0] = R1 * " I_COLORS"[%d];\n"
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"}\n",
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(g_ActiveConfig.backend_info.bSupportsGLSLUBO || g_ActiveConfig.backend_info.bSupportsGLSLBinding) ? "330 compatibility" : "120",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "#extension GL_ARB_shading_language_420pack : enable" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "layout(binding = 0) " : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
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g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
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C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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if (!PixelShaderCache::CompilePixelShader(s_DepthMatrixProgram, pmatrixprog))
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{
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ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
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s_DepthMatrixProgram.Destroy();
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}
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}
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else
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{
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char pmatrixprog[2048];
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sprintf(pmatrixprog, "!!ARBfp1.0"
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"TEMP R0;\n"
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"TEMP R1;\n"
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"PARAM K0 = { 0.5, 0.5, 0.5, 0.5};\n"
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"TEX R0, fragment.texcoord[0], texture[0], RECT;\n"
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"MUL R0, R0, program.env[%d];\n"
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"ADD R0, R0, K0;\n"
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"FLR R0, R0;\n"
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"MUL R0, R0, program.env[%d];\n"
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"DP4 R1.x, R0, program.env[%d];\n"
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"DP4 R1.y, R0, program.env[%d];\n"
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||||
"DP4 R1.z, R0, program.env[%d];\n"
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||||
"DP4 R1.w, R0, program.env[%d];\n"
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"ADD result.color, R1, program.env[%d];\n"
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"END\n",C_COLORS+5,C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
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glGenProgramsARB(1, &s_ColorMatrixProgram.glprogid);
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SetCurrentShader(s_ColorMatrixProgram.glprogid);
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glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
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GLenum err = GL_REPORT_ERROR();
|
||||
if (err != GL_NO_ERROR) {
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ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
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s_ColorMatrixProgram.Destroy();
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}
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||||
|
||||
sprintf(pmatrixprog, "!!ARBfp1.0\n"
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"TEMP R0;\n"
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"TEMP R1;\n"
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"TEMP R2;\n"
|
||||
//16777215/16777216*256, 1/255, 256, 0
|
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"PARAM K0 = { 255.99998474121, 0.003921568627451, 256.0, 0.0};\n"
|
||||
"PARAM K1 = { 15.0, 0.066666666666, 0.0, 0.0};\n"
|
||||
//sample the depth value
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||||
"TEX R2, fragment.texcoord[0], texture[0], RECT;\n"
|
||||
|
||||
//scale from [0*16777216..1*16777216] to
|
||||
//[0*16777215..1*16777215], multiply by 256
|
||||
"MUL R0, R2.x, K0.x;\n" // *16777215/16777216*256
|
||||
|
||||
//It is easy to get bad results due to low precision
|
||||
//here, for example converting like this:
|
||||
//MUL R0,R0,{ 65536, 256, 1, 16777216 }
|
||||
//FRC R0,R0
|
||||
//gives {?, 128/255, 254/255, ?} for depth value 254/255
|
||||
//on some gpus
|
||||
|
||||
"FLR R0.x,R0;\n" //bits 31..24
|
||||
|
||||
"SUB R0.yzw,R0,R0.x;\n" //subtract bits 31..24 from rest
|
||||
"MUL R0.yzw,R0,K0.z;\n" // *256
|
||||
"FLR R0.y,R0;\n" //bits 23..16
|
||||
|
||||
"SUB R0.zw,R0,R0.y;\n" //subtract bits 23..16 from rest
|
||||
"MUL R0.zw,R0,K0.z;\n" // *256
|
||||
"FLR R0.z,R0;\n" //bits 15..8
|
||||
|
||||
"MOV R0.w,R0.x;\n" //duplicate bit 31..24
|
||||
|
||||
"MUL R0,R0,K0.y;\n" // /255
|
||||
|
||||
"MUL R0.w,R0,K1.x;\n" // *15
|
||||
"FLR R0.w,R0;\n" //bits 31..28
|
||||
"MUL R0.w,R0,K1.y;\n" // /15
|
||||
|
||||
"DP4 R1.x, R0, program.env[%d];\n"
|
||||
"DP4 R1.y, R0, program.env[%d];\n"
|
||||
"DP4 R1.z, R0, program.env[%d];\n"
|
||||
"DP4 R1.w, R0, program.env[%d];\n"
|
||||
"ADD result.color, R1, program.env[%d];\n"
|
||||
"END\n", C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
|
||||
glGenProgramsARB(1, &s_DepthMatrixProgram.glprogid);
|
||||
SetCurrentShader(s_DepthMatrixProgram.glprogid);
|
||||
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
|
||||
|
||||
err = GL_REPORT_ERROR();
|
||||
if (err != GL_NO_ERROR) {
|
||||
ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
|
||||
s_DepthMatrixProgram.Destroy();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void PixelShaderCache::Shutdown()
|
||||
@ -318,7 +194,7 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
|
||||
// Make an entry in the table
|
||||
PSCacheEntry& newentry = PixelShaders[uid];
|
||||
last_entry = &newentry;
|
||||
const char *code = GeneratePixelShaderCode(dstAlphaMode, g_ActiveConfig.bUseGLSL ? API_GLSL : API_OPENGL, components);
|
||||
const char *code = GeneratePixelShaderCode(dstAlphaMode, API_GLSL, components);
|
||||
|
||||
if (g_ActiveConfig.bEnableShaderDebugging && code)
|
||||
{
|
||||
@ -348,38 +224,6 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
|
||||
}
|
||||
|
||||
bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
|
||||
{
|
||||
return pCompilePixelShader(ps, pstrprogram);
|
||||
}
|
||||
|
||||
// Disable Fragment programs and reset the selected Program
|
||||
void PixelShaderCache::DisableShader()
|
||||
{
|
||||
if (ShaderEnabled)
|
||||
{
|
||||
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
ShaderEnabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
// bind a program if is different from the binded oone
|
||||
void PixelShaderCache::SetCurrentShader(GLuint Shader)
|
||||
{
|
||||
if (!ShaderEnabled)
|
||||
{
|
||||
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
ShaderEnabled = true;
|
||||
}
|
||||
if (CurrentShader != Shader)
|
||||
{
|
||||
if (Shader != 0)
|
||||
CurrentShader = Shader;
|
||||
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
|
||||
}
|
||||
}
|
||||
|
||||
// GLSL Specific
|
||||
bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
|
||||
{
|
||||
GLuint result = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
@ -415,7 +259,6 @@ bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
|
||||
|
||||
(void)GL_REPORT_ERROR();
|
||||
ps.glprogid = result;
|
||||
ps.bGLSL = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -437,7 +280,8 @@ void SetPSConstant4fvByName(const char * name, unsigned int offset, const float
|
||||
}
|
||||
}
|
||||
|
||||
void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
// Renderer functions
|
||||
void Renderer::SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
float const f[4] = {f1, f2, f3, f4};
|
||||
|
||||
@ -457,7 +301,7 @@ void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3
|
||||
}
|
||||
}
|
||||
|
||||
void SetGLSLPSConstant4fv(unsigned int const_number, const float *f)
|
||||
void Renderer::SetPSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
@ -475,7 +319,7 @@ void SetGLSLPSConstant4fv(unsigned int const_number, const float *f)
|
||||
}
|
||||
}
|
||||
|
||||
void SetMultiGLSLPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
void Renderer::SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
@ -492,120 +336,4 @@ void SetMultiGLSLPSConstant4fv(unsigned int const_number, unsigned int count, co
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// CG Specific
|
||||
bool CompileCGPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
|
||||
{
|
||||
GLenum err = GL_REPORT_ERROR();
|
||||
if (err != GL_NO_ERROR)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "glError %08x before PS!", err);
|
||||
}
|
||||
|
||||
#if defined HAVE_CG && HAVE_CG
|
||||
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgfProf, "main", NULL);
|
||||
|
||||
// handle errors
|
||||
if (!cgIsProgram(tempprog))
|
||||
{
|
||||
cgDestroyProgram(tempprog);
|
||||
|
||||
static int num_failures = 0;
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "bad_ps_%04i.txt", num_failures++);
|
||||
std::ofstream file(szTemp);
|
||||
file << pstrprogram;
|
||||
file.close();
|
||||
|
||||
PanicAlert("Failed to compile pixel shader %d!\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",
|
||||
num_failures - 1, szTemp,
|
||||
g_cgfProf,
|
||||
cgGetLastListing(g_cgcontext));
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// handle warnings
|
||||
if (cgGetError() != CG_NO_ERROR)
|
||||
{
|
||||
WARN_LOG(VIDEO, "Warnings on compile ps %s:", cgGetLastListing(g_cgcontext));
|
||||
WARN_LOG(VIDEO, "%s", pstrprogram);
|
||||
}
|
||||
|
||||
// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
|
||||
// It SHOULD not have any nasty side effects though - but you never know...
|
||||
char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
|
||||
char *plocal = strstr(pcompiledprog, "program.local");
|
||||
while (plocal != NULL)
|
||||
{
|
||||
const char *penv = " program.env";
|
||||
memcpy(plocal, penv, 13);
|
||||
plocal = strstr(plocal+13, "program.local");
|
||||
}
|
||||
|
||||
glGenProgramsARB(1, &ps.glprogid);
|
||||
ps.bGLSL = false;
|
||||
PixelShaderCache::SetCurrentShader(ps.glprogid);
|
||||
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
|
||||
|
||||
err = GL_REPORT_ERROR();
|
||||
if (err != GL_NO_ERROR)
|
||||
{
|
||||
GLint error_pos, native_limit;
|
||||
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &error_pos);
|
||||
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native_limit);
|
||||
// Error occur
|
||||
if (error_pos != -1) {
|
||||
const char *program_error = (const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB);
|
||||
char line[256];
|
||||
strncpy(line, (const char *)pcompiledprog + error_pos, 255);
|
||||
line[255] = 0;
|
||||
ERROR_LOG(VIDEO, "Error at %i: %s", error_pos, program_error);
|
||||
ERROR_LOG(VIDEO, "Line dump: \n%s", line);
|
||||
} else if (native_limit != -1) {
|
||||
ERROR_LOG(VIDEO, "Hit limit? %i", native_limit);
|
||||
// TODO
|
||||
}
|
||||
ERROR_LOG(VIDEO, "%s", pstrprogram);
|
||||
ERROR_LOG(VIDEO, "%s", pcompiledprog);
|
||||
}
|
||||
|
||||
cgDestroyProgram(tempprog);
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void SetCGPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
float f[4] = { f1, f2, f3, f4 };
|
||||
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
|
||||
}
|
||||
|
||||
void SetCGPSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
|
||||
}
|
||||
|
||||
void SetMultiCGPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
for (unsigned int i = 0; i < count; i++,f+=4)
|
||||
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number + i, f);
|
||||
}
|
||||
|
||||
// Renderer functions
|
||||
void Renderer::SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
pSetPSConstant4f(const_number, f1, f2, f3, f4);
|
||||
}
|
||||
|
||||
void Renderer::SetPSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
pSetPSConstant4fv(const_number, f);
|
||||
}
|
||||
|
||||
void Renderer::SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
pSetMultiPSConstant4fv(const_number, count, f);
|
||||
}
|
||||
} // namespace OGL
|
||||
|
@ -29,21 +29,17 @@ namespace OGL
|
||||
|
||||
struct FRAGMENTSHADER
|
||||
{
|
||||
FRAGMENTSHADER() : glprogid(0), bGLSL(0) { }
|
||||
FRAGMENTSHADER() : glprogid(0) { }
|
||||
void Destroy()
|
||||
{
|
||||
if (glprogid)
|
||||
{
|
||||
if (bGLSL)
|
||||
glDeleteShader(glprogid);
|
||||
else
|
||||
glDeleteProgramsARB(1, &glprogid);
|
||||
glDeleteShader(glprogid);
|
||||
glprogid = 0;
|
||||
}
|
||||
}
|
||||
GLuint glprogid; // opengl program id
|
||||
|
||||
bool bGLSL;
|
||||
std::string strprog;
|
||||
};
|
||||
|
||||
@ -85,22 +81,7 @@ public:
|
||||
static GLuint GetColorMatrixProgram();
|
||||
|
||||
static GLuint GetDepthMatrixProgram();
|
||||
|
||||
static void SetCurrentShader(GLuint Shader);
|
||||
|
||||
static void DisableShader();
|
||||
};
|
||||
// GLSL Specific
|
||||
void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
|
||||
void SetGLSLPSConstant4fv(unsigned int const_number, const float *f);
|
||||
void SetMultiGLSLPSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
|
||||
bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
|
||||
|
||||
//CG Specific
|
||||
void SetCGPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
|
||||
void SetCGPSConstant4fv(unsigned int const_number, const float *f);
|
||||
void SetMultiCGPSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
|
||||
bool CompileCGPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
|
||||
} // namespace OGL
|
||||
|
||||
#endif // _PIXELSHADERCACHE_H_
|
||||
|
@ -75,14 +75,14 @@ bool ApplyShader()
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Convert PP shaders to GLSL
|
||||
if (s_shader.glprogid != 0)
|
||||
{
|
||||
PixelShaderCache::SetCurrentShader(s_shader.glprogid);
|
||||
// SetBothShaders(s_shader, 0);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
PixelShaderCache::DisableShader();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
@ -94,11 +94,6 @@ typedef struct
|
||||
} ScrStrct;
|
||||
#endif
|
||||
|
||||
#if defined HAVE_CG && HAVE_CG
|
||||
CGcontext g_cgcontext;
|
||||
CGprofile g_cgvProf;
|
||||
CGprofile g_cgfProf;
|
||||
#endif
|
||||
|
||||
int OSDInternalW, OSDInternalH;
|
||||
|
||||
@ -185,16 +180,6 @@ static const GLenum glLogicOpCodes[16] = {
|
||||
GL_SET
|
||||
};
|
||||
|
||||
#if defined HAVE_CG && HAVE_CG
|
||||
void HandleCgError(CGcontext ctx, CGerror err, void* appdata)
|
||||
{
|
||||
DEBUG_LOG(VIDEO, "Cg error: %s", cgGetErrorString(err));
|
||||
const char* listing = cgGetLastListing(g_cgcontext);
|
||||
if (listing != NULL)
|
||||
DEBUG_LOG(VIDEO, " last listing: %s", listing);
|
||||
}
|
||||
#endif
|
||||
|
||||
int GetNumMSAASamples(int MSAAMode)
|
||||
{
|
||||
// required for MSAA
|
||||
@ -255,12 +240,6 @@ Renderer::Renderer()
|
||||
|
||||
InitFPSCounter();
|
||||
|
||||
#if defined HAVE_CG && HAVE_CG
|
||||
g_cgcontext = cgCreateContext();
|
||||
cgGetError();
|
||||
cgSetErrorHandler(HandleCgError, NULL);
|
||||
#endif
|
||||
|
||||
// Look for required extensions.
|
||||
const char *ptoken = (const char*)glGetString(GL_EXTENSIONS);
|
||||
if (!ptoken)
|
||||
@ -314,26 +293,23 @@ Renderer::Renderer()
|
||||
|
||||
s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL;
|
||||
s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
{
|
||||
// TODO: Switch over to using glew once 1.6/1.7 becomes more mainstream, seems most people are stuck in 1.5
|
||||
if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_shading_language_420pack") != NULL)
|
||||
g_Config.backend_info.bSupportsGLSLBinding = true;
|
||||
if (glewIsSupported("GL_ARB_blend_func_extended"))
|
||||
g_Config.backend_info.bSupportsGLSLBlend = true;
|
||||
if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_uniform_buffer_object") != NULL)
|
||||
g_Config.backend_info.bSupportsGLSLUBO = true;
|
||||
if ((g_Config.backend_info.bSupportsGLSLBinding || g_Config.backend_info.bSupportsGLSLUBO) && strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_explicit_attrib_location") != NULL)
|
||||
g_Config.backend_info.bSupportsGLSLATTRBind = true;
|
||||
if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_get_program_binary") != NULL)
|
||||
g_Config.backend_info.bSupportsGLSLCache = true;
|
||||
|
||||
if (glewIsSupported("GL_ARB_shading_language_420pack"))
|
||||
g_Config.backend_info.bSupportsGLSLBinding = true;
|
||||
if (glewIsSupported("GL_ARB_blend_func_extended"))
|
||||
g_Config.backend_info.bSupportsGLSLBlend = true;
|
||||
if (glewIsSupported("GL_ARB_uniform_buffer_object"))
|
||||
g_Config.backend_info.bSupportsGLSLUBO = true;
|
||||
if ((g_Config.backend_info.bSupportsGLSLBinding || g_Config.backend_info.bSupportsGLSLUBO) && glewIsSupported("GL_ARB_explicit_attrib_location"))
|
||||
g_Config.backend_info.bSupportsGLSLATTRBind = true;
|
||||
if (glewIsSupported("GL_ARB_get_program_binary"))
|
||||
g_Config.backend_info.bSupportsGLSLCache = true;
|
||||
|
||||
UpdateActiveConfig();
|
||||
OSD::AddMessage(StringFromFormat("Using GLSL. Supports Binding: %s UBOs: %s Cache: %s",
|
||||
OSD::AddMessage(StringFromFormat("Supports Binding: %s UBOs: %s Cache: %s",
|
||||
g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "True" : "False",
|
||||
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "True" : "False",
|
||||
g_ActiveConfig.backend_info.bSupportsGLSLCache ? "True" : "False").c_str(), 5000);
|
||||
}
|
||||
|
||||
s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
|
||||
s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
|
||||
@ -411,74 +387,7 @@ Renderer::Renderer()
|
||||
bSuccess = false;
|
||||
|
||||
s_pfont = new RasterFont();
|
||||
|
||||
#if defined HAVE_CG && HAVE_CG
|
||||
// load the effect, find the best profiles (if any)
|
||||
if (cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "arbvp1 not supported");
|
||||
return; // TODO: fail
|
||||
}
|
||||
|
||||
if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "arbfp1 not supported");
|
||||
return; // TODO: fail
|
||||
}
|
||||
|
||||
g_cgvProf = cgGLGetLatestProfile(CG_GL_VERTEX);
|
||||
g_cgfProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);
|
||||
if (strstr((const char*)glGetString(GL_VENDOR), "Humper") == NULL)
|
||||
{
|
||||
#if CG_VERSION_NUM == 2100
|
||||
// A bug was introduced in Cg2.1's handling of very large profile option values
|
||||
// so this will not work on ATI. ATI returns MAXINT = 2147483647 (0x7fffffff)
|
||||
// which is correct in OpenGL but Cg fails to handle it properly. As a result
|
||||
// -1 is used by Cg resulting (signedness incorrect) and compilation fails.
|
||||
if (strstr((const char*)glGetString(GL_VENDOR), "ATI") == NULL)
|
||||
#endif
|
||||
{
|
||||
cgGLSetOptimalOptions(g_cgvProf);
|
||||
cgGLSetOptimalOptions(g_cgfProf);
|
||||
}
|
||||
}
|
||||
#else
|
||||
// If we don't have Nvidia CG, we HAVE to use GLSL
|
||||
g_Config.bUseGLSL = true;
|
||||
UpdateActiveConfig();
|
||||
INFO_LOG(VIDEO, "CG not found, switching to GLSL");
|
||||
#endif // HAVE_CG
|
||||
|
||||
int nenvvertparams, nenvfragparams, naddrregisters[2];
|
||||
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB,
|
||||
GL_MAX_PROGRAM_ENV_PARAMETERS_ARB,
|
||||
(GLint *)&nenvvertparams);
|
||||
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB,
|
||||
GL_MAX_PROGRAM_ENV_PARAMETERS_ARB,
|
||||
(GLint *)&nenvfragparams);
|
||||
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB,
|
||||
GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB,
|
||||
(GLint *)&naddrregisters[0]);
|
||||
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB,
|
||||
GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB,
|
||||
(GLint *)&naddrregisters[1]);
|
||||
DEBUG_LOG(VIDEO, "Max program env parameters: vert=%d, frag=%d",
|
||||
nenvvertparams, nenvfragparams);
|
||||
DEBUG_LOG(VIDEO, "Max program address register parameters: vert=%d, frag=%d",
|
||||
naddrregisters[0], naddrregisters[1]);
|
||||
|
||||
if (nenvvertparams < 238)
|
||||
ERROR_LOG(VIDEO, "Not enough vertex shader environment constants!!");
|
||||
|
||||
#if defined HAVE_CG && HAVE_CG
|
||||
INFO_LOG(VIDEO, "Max buffer sizes: %d %d",
|
||||
cgGetProgramBufferMaxSize(g_cgvProf),
|
||||
cgGetProgramBufferMaxSize(g_cgfProf));
|
||||
#ifndef _DEBUG
|
||||
cgGLSetDebugMode(GL_FALSE);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
glStencilFunc(GL_ALWAYS, 0, 0);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
|
||||
@ -528,14 +437,6 @@ Renderer::~Renderer()
|
||||
delete s_pfont;
|
||||
s_pfont = 0;
|
||||
|
||||
#if defined HAVE_CG && HAVE_CG
|
||||
if (g_cgcontext)
|
||||
{
|
||||
cgDestroyContext(g_cgcontext);
|
||||
g_cgcontext = 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(HAVE_WX) && HAVE_WX
|
||||
if (scrshotThread.joinable())
|
||||
scrshotThread.join();
|
||||
@ -962,7 +863,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
|
||||
|
||||
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate
|
||||
&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
|
||||
bool useDualSource = useDstAlpha && g_ActiveConfig.bUseGLSL && g_ActiveConfig.backend_info.bSupportsGLSLBlend;
|
||||
bool useDualSource = useDstAlpha && g_ActiveConfig.backend_info.bSupportsGLSLBlend;
|
||||
|
||||
if (changes & 1)
|
||||
// blend enable change
|
||||
@ -1139,7 +1040,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
// It takes care of disabling it in that case. It returns false in
|
||||
// case of no post processing.
|
||||
if (applyShader)
|
||||
PixelShaderCache::DisableShader();
|
||||
ProgramShaderCache::SetBothShaders(0, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -1168,7 +1069,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0);
|
||||
glVertex2f( 1, -1);
|
||||
glEnd();
|
||||
PixelShaderCache::DisableShader();
|
||||
ProgramShaderCache::SetBothShaders(0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -1432,13 +1333,8 @@ void Renderer::ResetAPIState()
|
||||
{
|
||||
// Gets us to a reasonably sane state where it's possible to do things like
|
||||
// image copies with textured quads, etc.
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(0, 0);
|
||||
else
|
||||
{
|
||||
VertexShaderCache::DisableShader();
|
||||
PixelShaderCache::DisableShader();
|
||||
}
|
||||
ProgramShaderCache::SetBothShaders(0, 0);
|
||||
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_CULL_FACE);
|
||||
@ -1460,13 +1356,7 @@ void Renderer::RestoreAPIState()
|
||||
|
||||
glPolygonMode(GL_FRONT_AND_BACK, g_ActiveConfig.bWireFrame ? GL_LINE : GL_FILL);
|
||||
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(0, 0);
|
||||
else
|
||||
{
|
||||
VertexShaderCache::SetCurrentShader(0);
|
||||
PixelShaderCache::SetCurrentShader(0);
|
||||
}
|
||||
ProgramShaderCache::SetBothShaders(0, 0);
|
||||
}
|
||||
|
||||
void Renderer::SetGenerationMode()
|
||||
|
@ -300,10 +300,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
|
||||
|
||||
glViewport(0, 0, virtual_width, virtual_height);
|
||||
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders((srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(), 0);
|
||||
else
|
||||
PixelShaderCache::SetCurrentShader((srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
|
||||
ProgramShaderCache::SetBothShaders((srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(), 0);
|
||||
PixelShaderManager::SetColorMatrix(colmat); // set transformation
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
|
@ -61,69 +61,45 @@ static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
|
||||
void CreateRgbToYuyvProgram()
|
||||
{
|
||||
// Output is BGRA because that is slightly faster than RGBA.
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
|
||||
{
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
|
||||
{
|
||||
const char *FProgram =
|
||||
"#version 330 compatibility\n"
|
||||
"#extension GL_ARB_texture_rectangle : enable\n"
|
||||
"#extension GL_ARB_shading_language_420pack : enable\n"
|
||||
"layout(binding = 0) uniform sampler2DRect samp0;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec2 uv1 = vec2(gl_TexCoord[0].x + 1.0f, gl_TexCoord[0].y);\n"
|
||||
" vec3 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgb;\n"
|
||||
" vec3 c1 = texture2DRect(samp0, uv1).rgb;\n"
|
||||
" vec3 y_const = vec3(0.257f,0.504f,0.098f);\n"
|
||||
" vec3 u_const = vec3(-0.148f,-0.291f,0.439f);\n"
|
||||
" vec3 v_const = vec3(0.439f,-0.368f,-0.071f);\n"
|
||||
" vec4 const3 = vec4(0.0625f,0.5f,0.0625f,0.5f);\n"
|
||||
" vec3 c01 = (c0 + c1) * 0.5f;\n"
|
||||
" gl_FragData[0] = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
|
||||
"}\n";
|
||||
if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram))
|
||||
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program.");
|
||||
}
|
||||
else
|
||||
{
|
||||
const char *FProgram =
|
||||
"#version 120\n"
|
||||
"#extension GL_ARB_texture_rectangle : enable\n"
|
||||
"uniform sampler2DRect samp0;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec2 uv1 = vec2(gl_TexCoord[0].x + 1.0f, gl_TexCoord[0].y);\n"
|
||||
" vec3 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgb;\n"
|
||||
" vec3 c1 = texture2DRect(samp0, uv1).rgb;\n"
|
||||
" vec3 y_const = vec3(0.257f,0.504f,0.098f);\n"
|
||||
" vec3 u_const = vec3(-0.148f,-0.291f,0.439f);\n"
|
||||
" vec3 v_const = vec3(0.439f,-0.368f,-0.071f);\n"
|
||||
" vec4 const3 = vec4(0.0625f,0.5f,0.0625f,0.5f);\n"
|
||||
" vec3 c01 = (c0 + c1) * 0.5f;\n"
|
||||
" gl_FragData[0] = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
|
||||
"}\n";
|
||||
if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram))
|
||||
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program.");
|
||||
}
|
||||
const char *FProgram =
|
||||
"#version 330 compatibility\n"
|
||||
"#extension GL_ARB_texture_rectangle : enable\n"
|
||||
"#extension GL_ARB_shading_language_420pack : enable\n"
|
||||
"layout(binding = 0) uniform sampler2DRect samp0;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec2 uv1 = vec2(gl_TexCoord[0].x + 1.0f, gl_TexCoord[0].y);\n"
|
||||
" vec3 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgb;\n"
|
||||
" vec3 c1 = texture2DRect(samp0, uv1).rgb;\n"
|
||||
" vec3 y_const = vec3(0.257f,0.504f,0.098f);\n"
|
||||
" vec3 u_const = vec3(-0.148f,-0.291f,0.439f);\n"
|
||||
" vec3 v_const = vec3(0.439f,-0.368f,-0.071f);\n"
|
||||
" vec4 const3 = vec4(0.0625f,0.5f,0.0625f,0.5f);\n"
|
||||
" vec3 c01 = (c0 + c1) * 0.5f;\n"
|
||||
" gl_FragData[0] = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
|
||||
"}\n";
|
||||
if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram))
|
||||
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program.");
|
||||
}
|
||||
else
|
||||
{
|
||||
const char *FProgram =
|
||||
"uniform samplerRECT samp0 : register(s0);\n"
|
||||
"void main(\n"
|
||||
" out float4 ocol0 : COLOR0,\n"
|
||||
" in float2 uv0 : TEXCOORD0)\n"
|
||||
"#version 120\n"
|
||||
"#extension GL_ARB_texture_rectangle : enable\n"
|
||||
"uniform sampler2DRect samp0;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" float2 uv1 = float2(uv0.x + 1.0f, uv0.y);\n"
|
||||
" float3 c0 = texRECT(samp0, uv0).rgb;\n"
|
||||
" float3 c1 = texRECT(samp0, uv1).rgb;\n"
|
||||
" float3 y_const = float3(0.257f,0.504f,0.098f);\n"
|
||||
" float3 u_const = float3(-0.148f,-0.291f,0.439f);\n"
|
||||
" float3 v_const = float3(0.439f,-0.368f,-0.071f);\n"
|
||||
" float4 const3 = float4(0.0625f,0.5f,0.0625f,0.5f);\n"
|
||||
" float3 c01 = (c0 + c1) * 0.5f;\n"
|
||||
" ocol0 = float4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
|
||||
" vec2 uv1 = vec2(gl_TexCoord[0].x + 1.0f, gl_TexCoord[0].y);\n"
|
||||
" vec3 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgb;\n"
|
||||
" vec3 c1 = texture2DRect(samp0, uv1).rgb;\n"
|
||||
" vec3 y_const = vec3(0.257f,0.504f,0.098f);\n"
|
||||
" vec3 u_const = vec3(-0.148f,-0.291f,0.439f);\n"
|
||||
" vec3 v_const = vec3(0.439f,-0.368f,-0.071f);\n"
|
||||
" vec4 const3 = vec4(0.0625f,0.5f,0.0625f,0.5f);\n"
|
||||
" vec3 c01 = (c0 + c1) * 0.5f;\n"
|
||||
" gl_FragData[0] = vec4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
|
||||
"}\n";
|
||||
if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram))
|
||||
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program.");
|
||||
@ -132,82 +108,54 @@ void CreateRgbToYuyvProgram()
|
||||
|
||||
void CreateYuyvToRgbProgram()
|
||||
{
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
|
||||
{
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
|
||||
{
|
||||
const char *FProgram =
|
||||
"#version 330 compatibility\n"
|
||||
"#extension GL_ARB_texture_rectangle : enable\n"
|
||||
"#extension GL_ARB_shading_language_420pack : enable\n"
|
||||
"layout(binding = 0) uniform sampler2DRect samp0;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec4 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgba;\n"
|
||||
const char *FProgram =
|
||||
"#version 330 compatibility\n"
|
||||
"#extension GL_ARB_texture_rectangle : enable\n"
|
||||
"#extension GL_ARB_shading_language_420pack : enable\n"
|
||||
"layout(binding = 0) uniform sampler2DRect samp0;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec4 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgba;\n"
|
||||
|
||||
" float f = step(0.5, fract(gl_TexCoord[0].x));\n"
|
||||
" float y = mix(c0.b, c0.r, f);\n"
|
||||
" float yComp = 1.164f * (y - 0.0625f);\n"
|
||||
" float uComp = c0.g - 0.5f;\n"
|
||||
" float vComp = c0.a - 0.5f;\n"
|
||||
" float f = step(0.5, fract(gl_TexCoord[0].x));\n"
|
||||
" float y = mix(c0.b, c0.r, f);\n"
|
||||
" float yComp = 1.164f * (y - 0.0625f);\n"
|
||||
" float uComp = c0.g - 0.5f;\n"
|
||||
" float vComp = c0.a - 0.5f;\n"
|
||||
|
||||
" gl_FragData[0] = vec4(yComp + (1.596f * vComp),\n"
|
||||
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
|
||||
" yComp + (2.018f * uComp),\n"
|
||||
" 1.0f);\n"
|
||||
"}\n";
|
||||
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram))
|
||||
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program.");
|
||||
}
|
||||
else
|
||||
{
|
||||
const char *FProgram =
|
||||
"#version 120\n"
|
||||
"#ifdef GL_ARB_texture_rectangle\n"
|
||||
"#extension GL_ARB_texture_rectangle : require\n"
|
||||
"#endif\n"
|
||||
"uniform sampler2DRect samp0;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec4 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgba;\n"
|
||||
|
||||
" float f = step(0.5, fract(gl_TexCoord[0].x));\n"
|
||||
" float y = mix(c0.b, c0.r, f);\n"
|
||||
" float yComp = 1.164f * (y - 0.0625f);\n"
|
||||
" float uComp = c0.g - 0.5f;\n"
|
||||
" float vComp = c0.a - 0.5f;\n"
|
||||
|
||||
" gl_FragData[0] = vec4(yComp + (1.596f * vComp),\n"
|
||||
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
|
||||
" yComp + (2.018f * uComp),\n"
|
||||
" 1.0f);\n"
|
||||
"}\n";
|
||||
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram))
|
||||
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program.");
|
||||
}
|
||||
" gl_FragData[0] = vec4(yComp + (1.596f * vComp),\n"
|
||||
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
|
||||
" yComp + (2.018f * uComp),\n"
|
||||
" 1.0f);\n"
|
||||
"}\n";
|
||||
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram))
|
||||
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program.");
|
||||
}
|
||||
else
|
||||
{
|
||||
const char *FProgram =
|
||||
"uniform samplerRECT samp0 : register(s0);\n"
|
||||
"void main(\n"
|
||||
" out float4 ocol0 : COLOR0,\n"
|
||||
" in float2 uv0 : TEXCOORD0)\n"
|
||||
"{\n"
|
||||
" float4 c0 = texRECT(samp0, uv0).rgba;\n"
|
||||
"#version 120\n"
|
||||
"#ifdef GL_ARB_texture_rectangle\n"
|
||||
"#extension GL_ARB_texture_rectangle : require\n"
|
||||
"#endif\n"
|
||||
"uniform sampler2DRect samp0;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec4 c0 = texture2DRect(samp0, gl_TexCoord[0].xy).rgba;\n"
|
||||
|
||||
" float f = step(0.5, frac(uv0.x));\n"
|
||||
" float y = lerp(c0.b, c0.r, f);\n"
|
||||
" float yComp = 1.164f * (y - 0.0625f);\n"
|
||||
" float uComp = c0.g - 0.5f;\n"
|
||||
" float vComp = c0.a - 0.5f;\n"
|
||||
|
||||
" ocol0 = float4(yComp + (1.596f * vComp),\n"
|
||||
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
|
||||
" yComp + (2.018f * uComp),\n"
|
||||
" 1.0f);\n"
|
||||
"}\n";
|
||||
" float f = step(0.5, fract(gl_TexCoord[0].x));\n"
|
||||
" float y = mix(c0.b, c0.r, f);\n"
|
||||
" float yComp = 1.164f * (y - 0.0625f);\n"
|
||||
" float uComp = c0.g - 0.5f;\n"
|
||||
" float vComp = c0.a - 0.5f;\n"
|
||||
|
||||
" gl_FragData[0] = vec4(yComp + (1.596f * vComp),\n"
|
||||
" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
|
||||
" yComp + (2.018f * uComp),\n"
|
||||
" 1.0f);\n"
|
||||
"}\n";
|
||||
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram))
|
||||
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program.");
|
||||
}
|
||||
@ -223,7 +171,7 @@ FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
|
||||
|
||||
if (s_encodingPrograms[format].glprogid == 0)
|
||||
{
|
||||
const char* shader = TextureConversionShader::GenerateEncodingShader(format, g_ActiveConfig.bUseGLSL ? API_GLSL : API_OPENGL);
|
||||
const char* shader = TextureConversionShader::GenerateEncodingShader(format, API_GLSL);
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
|
||||
@ -390,10 +338,7 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
|
||||
s32 expandedWidth = (width + blkW) & (~blkW);
|
||||
s32 expandedHeight = (height + blkH) & (~blkH);
|
||||
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(texconv_shader.glprogid, 0);
|
||||
else
|
||||
PixelShaderCache::SetCurrentShader(texconv_shader.glprogid);
|
||||
ProgramShaderCache::SetBothShaders(texconv_shader.glprogid, 0);
|
||||
|
||||
float sampleStride = bScaleByHalf ? 2.f : 1.f;
|
||||
TextureConversionShader::SetShaderParameters((float)expandedWidth,
|
||||
@ -425,10 +370,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
|
||||
{
|
||||
g_renderer->ResetAPIState();
|
||||
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(s_rgbToYuyvProgram.glprogid, 0);
|
||||
else
|
||||
PixelShaderCache::SetCurrentShader(s_rgbToYuyvProgram.glprogid);
|
||||
ProgramShaderCache::SetBothShaders(s_rgbToYuyvProgram.glprogid, 0);
|
||||
|
||||
EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
|
||||
FramebufferManager::SetFramebuffer(0);
|
||||
@ -486,10 +428,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
|
||||
}
|
||||
|
||||
glViewport(0, 0, srcWidth, srcHeight);
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(s_yuyvToRgbProgram.glprogid, 0);
|
||||
else
|
||||
PixelShaderCache::SetCurrentShader(s_yuyvToRgbProgram.glprogid);
|
||||
ProgramShaderCache::SetBothShaders(s_yuyvToRgbProgram.glprogid, 0);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
|
@ -170,7 +170,7 @@ void VertexManager::vFlush()
|
||||
&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
|
||||
|
||||
// Makes sure we can actually do Dual source blending
|
||||
bool dualSourcePossible = g_ActiveConfig.bUseGLSL && g_ActiveConfig.backend_info.bSupportsGLSLBlend;
|
||||
bool dualSourcePossible = g_ActiveConfig.backend_info.bSupportsGLSLBlend;
|
||||
|
||||
// finally bind
|
||||
FRAGMENTSHADER* ps;
|
||||
@ -195,13 +195,7 @@ void VertexManager::vFlush()
|
||||
}
|
||||
VERTEXSHADER* vs = VertexShaderCache::SetShader(g_nativeVertexFmt->m_components);
|
||||
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(ps->glprogid, vs->glprogid);
|
||||
else
|
||||
{
|
||||
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // Lego Star Wars crashes here.
|
||||
if (vs) VertexShaderCache::SetCurrentShader(vs->glprogid);
|
||||
}
|
||||
ProgramShaderCache::SetBothShaders(ps->glprogid, vs->glprogid);
|
||||
|
||||
// set global constants
|
||||
VertexShaderManager::SetConstants();
|
||||
@ -218,17 +212,12 @@ void VertexManager::vFlush()
|
||||
if (useDstAlpha && !dualSourcePossible)
|
||||
{
|
||||
ps = PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
{
|
||||
ProgramShaderCache::SetBothShaders(ps->glprogid, 0);
|
||||
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
PixelShaderManager::SetConstants(); // Need to set these again, if we don't support UBO
|
||||
if (g_nativeVertexFmt)
|
||||
g_nativeVertexFmt->SetupVertexPointers();
|
||||
}
|
||||
else
|
||||
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid);
|
||||
|
||||
ProgramShaderCache::SetBothShaders(ps->glprogid, 0);
|
||||
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
PixelShaderManager::SetConstants(); // Need to set these again, if we don't support UBO
|
||||
if (g_nativeVertexFmt)
|
||||
g_nativeVertexFmt->SetupVertexPointers();
|
||||
|
||||
// only update alpha
|
||||
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
|
||||
|
||||
|
@ -45,45 +45,11 @@ bool VertexShaderCache::ShaderEnabled;
|
||||
VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry = NULL;
|
||||
VERTEXSHADERUID VertexShaderCache::last_uid;
|
||||
|
||||
static int s_nMaxVertexInstructions;
|
||||
void (*pSetVSConstant4f)(unsigned int, float, float, float, float);
|
||||
void (*pSetVSConstant4fv)(unsigned int, const float*);
|
||||
void (*pSetMultiVSConstant4fv)(unsigned int, unsigned int, const float*);
|
||||
void (*pSetMultiVSConstant3fv)(unsigned int, unsigned int, const float*);
|
||||
bool (*pCompileVertexShader)(VERTEXSHADER&, const char*);
|
||||
|
||||
void VertexShaderCache::Init()
|
||||
{
|
||||
ShaderEnabled = true;
|
||||
CurrentShader = 0;
|
||||
last_entry = NULL;
|
||||
|
||||
if (g_ActiveConfig.bUseGLSL)
|
||||
{
|
||||
pSetVSConstant4f = SetGLSLVSConstant4f;
|
||||
pSetVSConstant4fv = SetGLSLVSConstant4fv;
|
||||
pSetMultiVSConstant4fv = SetMultiGLSLVSConstant4fv;
|
||||
pSetMultiVSConstant3fv = SetMultiGLSLVSConstant3fv;
|
||||
pCompileVertexShader = CompileGLSLVertexShader;
|
||||
}
|
||||
else
|
||||
{
|
||||
pSetVSConstant4f = SetCGVSConstant4f;
|
||||
pSetVSConstant4fv = SetCGVSConstant4fv;
|
||||
pSetMultiVSConstant4fv = SetMultiCGVSConstant4fv;
|
||||
pSetMultiVSConstant3fv = SetMultiCGVSConstant3fv;
|
||||
pCompileVertexShader = CompileCGVertexShader;
|
||||
glEnable(GL_VERTEX_PROGRAM_ARB);
|
||||
}
|
||||
|
||||
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
|
||||
if (strstr((const char*)glGetString(GL_VENDOR), "Humper") != NULL) s_nMaxVertexInstructions = 4096;
|
||||
#if CG_VERSION_NUM == 2100
|
||||
if (strstr((const char*)glGetString(GL_VENDOR), "ATI") != NULL)
|
||||
{
|
||||
s_nMaxVertexInstructions = 4096;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void VertexShaderCache::Shutdown()
|
||||
@ -123,7 +89,7 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
|
||||
// Make an entry in the table
|
||||
VSCacheEntry& entry = vshaders[uid];
|
||||
last_entry = &entry;
|
||||
const char *code = GenerateVertexShaderCode(components, g_ActiveConfig.bUseGLSL ? API_GLSL : API_OPENGL);
|
||||
const char *code = GenerateVertexShaderCode(components, API_GLSL);
|
||||
GetSafeVertexShaderId(&entry.safe_uid, components);
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
@ -148,36 +114,6 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
|
||||
}
|
||||
|
||||
bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
|
||||
{
|
||||
return pCompileVertexShader(vs, pstrprogram);
|
||||
}
|
||||
|
||||
void VertexShaderCache::DisableShader()
|
||||
{
|
||||
if (ShaderEnabled)
|
||||
{
|
||||
glDisable(GL_VERTEX_PROGRAM_ARB);
|
||||
ShaderEnabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
void VertexShaderCache::SetCurrentShader(GLuint Shader)
|
||||
{
|
||||
if (!ShaderEnabled)
|
||||
{
|
||||
glEnable(GL_VERTEX_PROGRAM_ARB);
|
||||
ShaderEnabled= true;
|
||||
}
|
||||
if (CurrentShader != Shader)
|
||||
{
|
||||
if (Shader != 0)
|
||||
CurrentShader = Shader;
|
||||
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
|
||||
}
|
||||
}
|
||||
|
||||
// GLSL Specific
|
||||
bool CompileGLSLVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
|
||||
{
|
||||
GLuint result = glCreateShader(GL_VERTEX_SHADER);
|
||||
|
||||
@ -212,7 +148,6 @@ bool CompileGLSLVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
|
||||
}
|
||||
(void)GL_REPORT_ERROR();
|
||||
vs.glprogid = result;
|
||||
vs.bGLSL = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -234,7 +169,7 @@ void SetVSConstant4fvByName(const char * name, unsigned int offset, const float
|
||||
}
|
||||
}
|
||||
|
||||
void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
float const buf[4] = {f1, f2, f3, f4};
|
||||
|
||||
@ -254,7 +189,7 @@ void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3
|
||||
}
|
||||
}
|
||||
|
||||
void SetGLSLVSConstant4fv(unsigned int const_number, const float *f)
|
||||
void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
@ -272,7 +207,7 @@ void SetGLSLVSConstant4fv(unsigned int const_number, const float *f)
|
||||
}
|
||||
}
|
||||
|
||||
void SetMultiGLSLVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
@ -290,7 +225,7 @@ void SetMultiGLSLVSConstant4fv(unsigned int const_number, unsigned int count, co
|
||||
}
|
||||
}
|
||||
|
||||
void SetMultiGLSLVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
float buf[4 * C_VENVCONST_END];
|
||||
for (unsigned int i = 0; i < count; i++)
|
||||
@ -316,141 +251,4 @@ void SetMultiGLSLVSConstant3fv(unsigned int const_number, unsigned int count, co
|
||||
}
|
||||
}
|
||||
|
||||
// CG Specific
|
||||
bool CompileCGVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
|
||||
{
|
||||
// Reset GL error before compiling shaders. Yeah, we need to investigate the causes of these.
|
||||
GLenum err = GL_REPORT_ERROR();
|
||||
if (err != GL_NO_ERROR)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "glError %08x before VS!", err);
|
||||
}
|
||||
|
||||
#if defined HAVE_CG && HAVE_CG
|
||||
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", NULL);
|
||||
if (!cgIsProgram(tempprog)) {
|
||||
static int num_failures = 0;
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "bad_vs_%04i.txt", num_failures++);
|
||||
std::ofstream file(szTemp);
|
||||
file << pstrprogram;
|
||||
file.close();
|
||||
|
||||
PanicAlert("Failed to compile vertex shader %d!\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",
|
||||
num_failures - 1, szTemp,
|
||||
g_cgfProf,
|
||||
cgGetLastListing(g_cgcontext));
|
||||
|
||||
cgDestroyProgram(tempprog);
|
||||
ERROR_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
|
||||
ERROR_LOG(VIDEO, "%s", pstrprogram);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (cgGetError() != CG_NO_ERROR)
|
||||
{
|
||||
WARN_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
|
||||
WARN_LOG(VIDEO, "%s", pstrprogram);
|
||||
}
|
||||
|
||||
// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
|
||||
// It SHOULD not have any nasty side effects though - but you never know...
|
||||
char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
|
||||
char *plocal = strstr(pcompiledprog, "program.local");
|
||||
while (plocal != NULL) {
|
||||
const char* penv = " program.env";
|
||||
memcpy(plocal, penv, 13);
|
||||
plocal = strstr(plocal + 13, "program.local");
|
||||
}
|
||||
glGenProgramsARB(1, &vs.glprogid);
|
||||
vs.bGLSL = false;
|
||||
VertexShaderCache::SetCurrentShader(vs.glprogid);
|
||||
|
||||
glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
|
||||
err = GL_REPORT_ERROR();
|
||||
if (err != GL_NO_ERROR) {
|
||||
ERROR_LOG(VIDEO, "%s", pstrprogram);
|
||||
ERROR_LOG(VIDEO, "%s", pcompiledprog);
|
||||
}
|
||||
|
||||
cgDestroyProgram(tempprog);
|
||||
#endif
|
||||
|
||||
if (g_ActiveConfig.bEnableShaderDebugging)
|
||||
vs.strprog = pstrprogram;
|
||||
|
||||
return true;
|
||||
}
|
||||
void SetCGVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB, const_number, f1, f2, f3, f4);
|
||||
}
|
||||
|
||||
void SetCGVSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
|
||||
}
|
||||
|
||||
void SetMultiCGVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
if (GLEW_EXT_gpu_program_parameters)
|
||||
{
|
||||
glProgramEnvParameters4fvEXT(GL_VERTEX_PROGRAM_ARB, const_number, count, f);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (unsigned int i = 0; i < count; i++,f+=4)
|
||||
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, f);
|
||||
}
|
||||
}
|
||||
|
||||
void SetMultiCGVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
if (GLEW_EXT_gpu_program_parameters)
|
||||
{
|
||||
float buf[4 * C_VENVCONST_END];
|
||||
for (unsigned int i = 0; i < count; i++)
|
||||
{
|
||||
buf[4*i ] = *f++;
|
||||
buf[4*i+1] = *f++;
|
||||
buf[4*i+2] = *f++;
|
||||
buf[4*i+3] = 0.f;
|
||||
}
|
||||
glProgramEnvParameters4fvEXT(GL_VERTEX_PROGRAM_ARB, const_number, count, buf);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (unsigned int i = 0; i < count; i++)
|
||||
{
|
||||
float buf[4];
|
||||
buf[0] = *f++;
|
||||
buf[1] = *f++;
|
||||
buf[2] = *f++;
|
||||
buf[3] = 0.f;
|
||||
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, buf);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Renderer Functions
|
||||
void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
pSetVSConstant4f(const_number, f1, f2, f3, f4);
|
||||
}
|
||||
|
||||
void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
pSetVSConstant4fv(const_number, f);
|
||||
}
|
||||
|
||||
void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
pSetMultiVSConstant4fv(const_number, count, f);
|
||||
}
|
||||
|
||||
void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
pSetMultiVSConstant3fv(const_number, count, f);
|
||||
}
|
||||
|
||||
} // namespace OGL
|
||||
|
@ -29,18 +29,14 @@ namespace OGL
|
||||
|
||||
struct VERTEXSHADER
|
||||
{
|
||||
VERTEXSHADER() : glprogid(0), bGLSL(0) {}
|
||||
VERTEXSHADER() : glprogid(0) {}
|
||||
void Destroy()
|
||||
{
|
||||
if (bGLSL)
|
||||
glDeleteShader(glprogid);
|
||||
else
|
||||
glDeleteProgramsARB(1, &glprogid);
|
||||
glDeleteShader(glprogid);
|
||||
glprogid = 0;
|
||||
}
|
||||
GLuint glprogid; // opengl program id
|
||||
|
||||
bool bGLSL;
|
||||
std::string strprog;
|
||||
};
|
||||
|
||||
@ -73,23 +69,7 @@ public:
|
||||
static VERTEXSHADER* SetShader(u32 components);
|
||||
static bool CompileVertexShader(VERTEXSHADER& ps, const char* pstrprogram);
|
||||
|
||||
static void SetCurrentShader(GLuint Shader);
|
||||
static void DisableShader();
|
||||
|
||||
};
|
||||
// GLSL Specific
|
||||
void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
|
||||
void SetGLSLVSConstant4fv(unsigned int const_number, const float *f);
|
||||
void SetMultiGLSLVSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
|
||||
void SetMultiGLSLVSConstant3fv(unsigned int const_number, unsigned int count, const float *f);
|
||||
bool CompileGLSLVertexShader(VERTEXSHADER& vs, const char* pstrprogram);
|
||||
|
||||
// CG Specific
|
||||
void SetCGVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
|
||||
void SetCGVSConstant4fv(unsigned int const_number, const float *f);
|
||||
void SetMultiCGVSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
|
||||
void SetMultiCGVSConstant3fv(unsigned int const_number, unsigned int count, const float *f);
|
||||
bool CompileCGVertexShader(VERTEXSHADER& vs, const char* pstrprogram);
|
||||
} // namespace OGL
|
||||
|
||||
#endif // _VERTEXSHADERCACHE_H_
|
||||
|
Reference in New Issue
Block a user