Add geometry shader generator for stereo 3D.

This commit is contained in:
Jules Blok
2014-10-16 18:52:32 +02:00
parent 6670cacddc
commit b005f61a2e
13 changed files with 209 additions and 25 deletions

View File

@ -36,6 +36,7 @@ ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
SHADERUID ProgramShaderCache::last_uid;
UidChecker<PixelShaderUid,PixelShaderCode> ProgramShaderCache::pixel_uid_checker;
UidChecker<VertexShaderUid,VertexShaderCode> ProgramShaderCache::vertex_uid_checker;
UidChecker<GeometryShaderUid,ShaderCode> ProgramShaderCache::geometry_uid_checker;
static char s_glsl_header[1024] = "";
@ -196,13 +197,17 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
VertexShaderCode vcode;
PixelShaderCode pcode;
ShaderCode gcode;
GenerateVertexShaderCode(vcode, components, API_OPENGL);
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
if (g_ActiveConfig.bStereo)
GenerateGeometryShaderCode(gcode, components, API_OPENGL);
if (g_ActiveConfig.bEnableShaderDebugging)
{
newentry.shader.strvprog = vcode.GetBuffer();
newentry.shader.strpprog = pcode.GetBuffer();
newentry.shader.strgprog = gcode.GetBuffer();
}
#if defined(_DEBUG) || defined(DEBUGFAST)
@ -214,10 +219,16 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
filename = StringFromFormat("%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(filename, pcode.GetBuffer());
if (g_ActiveConfig.bStereo)
{
filename = StringFromFormat("%sgs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(filename, gcode.GetBuffer());
}
}
#endif
if (!CompileShader(newentry.shader, vcode.GetBuffer(), pcode.GetBuffer()))
if (!CompileShader(newentry.shader, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer()))
{
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return nullptr;
@ -231,15 +242,21 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
return &last_entry->shader;
}
bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const char* pcode)
bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const char* pcode, const char* gcode)
{
GLuint vsid = CompileSingleShader(GL_VERTEX_SHADER, vcode);
GLuint psid = CompileSingleShader(GL_FRAGMENT_SHADER, pcode);
// Optional geometry shader
GLuint gsid = 0;
if (gcode)
gsid = CompileSingleShader(GL_GEOMETRY_SHADER, gcode);
if (!vsid || !psid)
{
glDeleteShader(vsid);
glDeleteShader(psid);
glDeleteShader(gsid);
return false;
}
@ -247,6 +264,7 @@ bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const
glAttachShader(pid, vsid);
glAttachShader(pid, psid);
glAttachShader(pid, gsid);
if (g_ogl_config.bSupportsGLSLCache)
glProgramParameteri(pid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
@ -258,6 +276,7 @@ bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const
// original shaders aren't needed any more
glDeleteShader(vsid);
glDeleteShader(psid);
glDeleteShader(gsid);
GLint linkStatus;
glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus);
@ -273,7 +292,10 @@ bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const
std::string filename = StringFromFormat("%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << vcode << s_glsl_header << pcode << infoLog;
file << s_glsl_header << vcode << s_glsl_header << pcode;
if (gcode)
file << s_glsl_header << gcode;
file << infoLog;
file.close();
if (linkStatus != GL_TRUE)
@ -324,11 +346,11 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const char* code)
GLsizei charsWritten;
GLchar* infoLog = new GLchar[length];
glGetShaderInfoLog(result, length, &charsWritten, infoLog);
ERROR_LOG(VIDEO, "%s Shader info log:\n%s", type==GL_VERTEX_SHADER ? "VS" : "PS", infoLog);
ERROR_LOG(VIDEO, "%s Shader info log:\n%s", type==GL_VERTEX_SHADER ? "VS" : type==GL_FRAGMENT_SHADER ? "PS" : "GS", infoLog);
std::string filename = StringFromFormat("%sbad_%s_%04i.txt",
File::GetUserPath(D_DUMP_IDX).c_str(),
type==GL_VERTEX_SHADER ? "vs" : "ps",
type==GL_VERTEX_SHADER ? "vs" : type==GL_FRAGMENT_SHADER ? "ps" : "gs",
num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
@ -338,7 +360,7 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const char* code)
if (compileStatus != GL_TRUE)
{
PanicAlert("Failed to compile %s 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 (%s, %s, %s):\n%s",
type == GL_VERTEX_SHADER ? "vertex" : "pixel",
type == GL_VERTEX_SHADER ? "vertex" : type==GL_FRAGMENT_SHADER ? "pixel" : "geometry",
filename.c_str(),
g_ogl_config.gl_vendor,
g_ogl_config.gl_renderer,
@ -365,6 +387,8 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
{
GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL, components);
GetVertexShaderUid(uid->vuid, components, API_OPENGL);
if (g_ActiveConfig.bStereo)
GetGeometryShaderUid(uid->guid, components, API_OPENGL);
if (g_ActiveConfig.bEnableShaderDebugging)
{
@ -375,6 +399,10 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
VertexShaderCode vcode;
GenerateVertexShaderCode(vcode, components, API_OPENGL);
vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
ShaderCode gcode;
GenerateGeometryShaderCode(gcode, components, API_OPENGL);
geometry_uid_checker.AddToIndexAndCheck(gcode, uid->guid, "Geometry", "g");
}
}
@ -486,6 +514,7 @@ void ProgramShaderCache::CreateHeader()
"%s\n" // sample shading
"%s\n" // Sampler binding
"%s\n" // storage buffer
"%s\n" // shader5
// Precision defines for GLSL ES
"%s\n"
@ -518,6 +547,7 @@ void ProgramShaderCache::CreateHeader()
, (g_ogl_config.bSupportSampleShading) ? "#extension GL_ARB_sample_shading : enable" : ""
, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "#define SAMPLER_BINDING(x) layout(binding = x)" : "#define SAMPLER_BINDING(x)"
, g_ActiveConfig.backend_info.bSupportsBBox ? "#extension GL_ARB_shader_storage_buffer_object : enable" : ""
, (g_ogl_config.bSupportGSInvocation) ? "#extension GL_ARB_gpu_shader5 : enable" : ""
, v>=GLSLES_300 ? "precision highp float;" : ""
, v>=GLSLES_300 ? "precision highp int;" : ""