merge Vertex and PixelShaderCache into ProgramShaderCache

this is the first step, uniform handling is still missing
This commit is contained in:
degasus
2013-02-13 13:12:19 +01:00
parent 818a376bd4
commit bbc292c210
15 changed files with 389 additions and 716 deletions

View File

@ -18,37 +18,30 @@
#include "ProgramShaderCache.h"
#include "MathUtil.h"
#include "StreamBuffer.h"
#include "Debugger.h"
#include "Statistics.h"
namespace OGL
{
static const u32 UBO_LENGTH = 4*1024*1024;
GLuint ProgramShaderCache::CurrentProgram = 0;
static GLuint CurrentProgram = 0;
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
GLintptr ProgramShaderCache::s_vs_data_offset;
u8 *ProgramShaderCache::s_ubo_buffer;
u32 ProgramShaderCache::s_ubo_buffer_size;
bool ProgramShaderCache::s_ubo_dirty;
LinearDiskCache<u64, u8> g_program_disk_cache;
LinearDiskCache<SHADERUID, u8> g_program_disk_cache;
GLenum ProgramFormat;
GLuint ProgramShaderCache::PCacheEntry::prog_format = 0;
u64 ProgramShaderCache::CurrentShaderProgram;
static StreamBuffer *s_buffer;
u64 Create_Pair(u32 key1, u32 key2)
{
return (((u64)key1) << 32) | key2;
}
void Get_Pair(u64 key, u32 *key1, u32 *key2)
{
*key1 = (key & 0xFFFFFFFF00000000) >> 32;
*key2 = key & 0xFFFFFFFF;
}
ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
SHADERUID ProgramShaderCache::last_uid;
const char *UniformNames[NUM_UNIFORMS] =
{
@ -75,18 +68,21 @@ const char *UniformNames[NUM_UNIFORMS] =
I_DEPTHPARAMS,
};
void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
void SHADER::SetProgramVariables()
{
// glsl shader must be bind to set samplers
Bind();
// Bind UBO
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
GLint PSBlock_id = glGetUniformBlockIndex(entry.prog_id, "PSBlock");
GLint VSBlock_id = glGetUniformBlockIndex(entry.prog_id, "VSBlock");
GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
if(PSBlock_id != -1)
glUniformBlockBinding(entry.prog_id, PSBlock_id, 1);
glUniformBlockBinding(glprogid, PSBlock_id, 1);
if(VSBlock_id != -1)
glUniformBlockBinding(entry.prog_id, VSBlock_id, 2);
glUniformBlockBinding(glprogid, VSBlock_id, 2);
}
// We cache our uniform locations for now
@ -94,12 +90,12 @@ void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
// We can remove this
// (Sonicadvance): For some reason this fails on my hardware
//glGetUniformIndices(entry.prog_id, NUM_UNIFORMS, UniformNames, entry.UniformLocations);
//glGetUniformIndices(glprogid, NUM_UNIFORMS, UniformNames, UniformLocations);
// Got to do it this crappy way.
entry.UniformLocations[0] = glGetUniformLocation(entry.prog_id, UniformNames[0]);
UniformLocations[0] = glGetUniformLocation(glprogid, UniformNames[0]);
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
for (int a = 1; a < NUM_UNIFORMS; ++a)
entry.UniformLocations[a] = glGetUniformLocation(entry.prog_id, UniformNames[a]);
UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]);
// Bind Texture Sampler
for (int a = 0; a <= 9; ++a)
@ -108,134 +104,55 @@ void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
snprintf(name, 8, "samp%d", a);
// Still need to get sampler locations since we aren't binding them statically in the shaders
int loc = glGetUniformLocation(entry.prog_id, name);
int loc = glGetUniformLocation(glprogid, name);
if (loc != -1)
glUniform1i(loc, a);
}
}
void ProgramShaderCache::SetProgramBindings ( ProgramShaderCache::PCacheEntry& entry )
void SHADER::SetProgramBindings()
{
if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
{
// So we do support extended blending
// So we need to set a few more things here.
// Bind our out locations
glBindFragDataLocationIndexed(entry.prog_id, 0, 0, "ocol0");
glBindFragDataLocationIndexed(entry.prog_id, 0, 1, "ocol1");
glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0");
glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1");
}
else
glBindFragDataLocation(entry.prog_id, 0, "ocol0");
glBindFragDataLocation(glprogid, 0, "ocol0");
// Need to set some attribute locations
glBindAttribLocation(entry.prog_id, SHADER_POSITION_ATTRIB, "rawpos");
glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
glBindAttribLocation(entry.prog_id, SHADER_POSMTX_ATTRIB, "fposmtx");
glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
glBindAttribLocation(entry.prog_id, SHADER_COLOR0_ATTRIB, "color0");
glBindAttribLocation(entry.prog_id, SHADER_COLOR1_ATTRIB, "color1");
glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "color0");
glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "color1");
glBindAttribLocation(entry.prog_id, SHADER_NORM0_ATTRIB, "rawnorm0");
glBindAttribLocation(entry.prog_id, SHADER_NORM1_ATTRIB, "rawnorm1");
glBindAttribLocation(entry.prog_id, SHADER_NORM2_ATTRIB, "rawnorm2");
glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0");
glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
glBindAttribLocation(glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
for(int i=0; i<8; i++) {
char attrib_name[8];
snprintf(attrib_name, 8, "tex%d", i);
glBindAttribLocation(entry.prog_id, SHADER_TEXTURE0_ATTRIB+i, attrib_name);
glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB+i, attrib_name);
}
}
void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
void SHADER::Bind()
{
if(!PS || !VS) {
ERROR_LOG(VIDEO, "tried to bind a zero shader");
return;
}
u64 ShaderPair = Create_Pair(PS, VS);
// program is already bound
if(ShaderPair == CurrentShaderProgram) return;
PCache::iterator iter = pshaders.find(ShaderPair);
if (iter != pshaders.end())
if(CurrentProgram != glprogid)
{
PCacheEntry &entry = iter->second;
glUseProgram(entry.prog_id);
CurrentProgram = entry.prog_id;
CurrentShaderProgram = ShaderPair;
return;
glUseProgram(glprogid);
CurrentProgram = glprogid;
}
PCacheEntry entry;
entry.Create(PS, VS);
// Right, the program is created now
// Let's attach everything
glAttachShader(entry.prog_id, entry.vsid);
glAttachShader(entry.prog_id, entry.psid);
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
glProgramParameteri(entry.prog_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
SetProgramBindings(entry);
glLinkProgram(entry.prog_id);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
GLsizei length = 0;
glGetProgramiv(entry.prog_id, GL_INFO_LOG_LENGTH, &length);
if (length > 1)
{
GLsizei charsWritten;
GLchar* infoLog = new GLchar[length];
glGetProgramInfoLog(entry.prog_id, length, &charsWritten, infoLog);
ERROR_LOG(VIDEO, "Program info log:\n%s", infoLog);
char szTemp[MAX_PATH];
sprintf(szTemp, "p_%d.txt", entry.prog_id);
FILE *fp = fopen(szTemp, "wb");
fwrite(infoLog, length, 1, fp);
delete[] infoLog;
glGetShaderiv(VS, GL_SHADER_SOURCE_LENGTH, &length);
GLchar* src = new GLchar[length];
glGetShaderSource(VS, length, &charsWritten, src);
fwrite(src, strlen(src), 1, fp);
delete [] src;
glGetShaderiv(PS, GL_SHADER_SOURCE_LENGTH, &length);
src = new GLchar[length];
glGetShaderSource(PS, length, &charsWritten, src);
fwrite(src, strlen(src), 1, fp);
delete [] src;
fclose(fp);
}
GLint linkStatus;
glGetProgramiv(entry.prog_id, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE)
{
// Compile failed
ERROR_LOG(VIDEO, "Program linking failed; see info log");
// Don't try to use this shader
glDeleteProgram(entry.prog_id);
return;
}
#endif
glUseProgram(entry.prog_id);
SetProgramVariables(entry);
pshaders[ShaderPair] = entry;
CurrentShaderProgram = ShaderPair;
CurrentProgram = entry.prog_id;
}
void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
{
s_ubo_dirty = true;
@ -264,9 +181,207 @@ GLuint ProgramShaderCache::GetCurrentProgram(void)
return CurrentProgram;
}
SHADER* ProgramShaderCache::SetShader ( DSTALPHA_MODE dstAlphaMode, u32 components )
{
SHADERUID uid;
GetShaderId(&uid, dstAlphaMode, components);
// Check if the shader is already set
if (last_entry)
{
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidateShaderIDs(last_entry, dstAlphaMode, components);
last_entry->shader.Bind();
return &last_entry->shader;
}
}
last_uid = uid;
// Check if shader is already in cache
PCache::iterator iter = pshaders.find(uid);
if (iter != pshaders.end())
{
PCacheEntry *entry = &iter->second;
last_entry = entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidateShaderIDs(entry, dstAlphaMode, components);
last_entry->shader.Bind();
return &last_entry->shader;
}
// Make an entry in the table
PCacheEntry& newentry = pshaders[uid];
last_entry = &newentry;
const char *vcode = GenerateVertexShaderCode(components, API_OPENGL);
const char *pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
if (g_ActiveConfig.bEnableShaderDebugging)
{
GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode, components);
newentry.shader.strvprog = vcode;
newentry.shader.strpprog = pcode;
}
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS) {
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(szTemp, vcode);
sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(szTemp, pcode);
}
#endif
if (!CompileShader(newentry.shader, vcode, pcode)) {
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return NULL;
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, pshaders.size());
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
last_entry->shader.Bind();
return &last_entry->shader;
}
bool ProgramShaderCache::CompileShader ( SHADER& shader, const char* vcode, const char* pcode )
{
GLuint vsid = CompileSingleShader(GL_VERTEX_SHADER, vcode);
GLuint psid = CompileSingleShader(GL_FRAGMENT_SHADER, pcode);
if(!vsid || !psid)
{
glDeleteShader(vsid);
glDeleteShader(psid);
return false;
}
GLuint pid = shader.glprogid = glCreateProgram();;
glAttachShader(pid, vsid);
glAttachShader(pid, psid);
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
glProgramParameteri(pid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
shader.SetProgramBindings();
glLinkProgram(pid);
// original shaders aren't needed any more
glDeleteShader(vsid);
glDeleteShader(psid);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
GLsizei length = 0;
glGetProgramiv(pid, GL_INFO_LOG_LENGTH, &length);
if (length > 1)
{
GLsizei charsWritten;
GLchar* infoLog = new GLchar[length];
glGetProgramInfoLog(pid, length, &charsWritten, infoLog);
ERROR_LOG(VIDEO, "Program info log:\n%s", infoLog);
char szTemp[MAX_PATH];
sprintf(szTemp, "p_%d.txt", pid);
FILE *fp = fopen(szTemp, "wb");
fwrite(infoLog, length, 1, fp);
delete[] infoLog;
fwrite(vcode, strlen(vcode), 1, fp);
fwrite(pcode, strlen(pcode), 1, fp);
fclose(fp);
}
GLint linkStatus;
glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE)
{
// Compile failed
ERROR_LOG(VIDEO, "Program linking failed; see info log");
// Don't try to use this shader
glDeleteProgram(pid);
return false;
}
#endif
shader.SetProgramVariables();
return true;
}
GLuint ProgramShaderCache::CompileSingleShader (GLuint type, const char* code )
{
GLuint result = glCreateShader(type);
const char *src[] = {code};
glShaderSource(result, 1, src, NULL);
glCompileShader(result);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
GLsizei length = 0;
glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
if (length > 1)
{
GLsizei charsWritten;
GLchar* infoLog = new GLchar[length];
glGetShaderInfoLog(result, length, &charsWritten, infoLog);
ERROR_LOG(VIDEO, "PS Shader info log:\n%s", infoLog);
char szTemp[MAX_PATH];
sprintf(szTemp, "ps_%d.txt", result);
FILE *fp = fopen(szTemp, "wb");
fwrite(infoLog, strlen(infoLog), 1, fp);
fwrite(code, strlen(code), 1, fp);
fclose(fp);
delete[] infoLog;
}
GLint compileStatus;
glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
if (compileStatus != GL_TRUE)
{
// Compile failed
ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
// Don't try to use this shader
glDeleteShader(result);
return 0;
}
#endif
(void)GL_REPORT_ERROR();
return result;
}
void ProgramShaderCache::GetShaderId ( SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 components )
{
GetPixelShaderId(&uid->puid, dstAlphaMode, components);
GetVertexShaderId(&uid->vuid, components);
}
void ProgramShaderCache::GetSafeShaderId ( SHADERUIDSAFE* uid, DSTALPHA_MODE dstAlphaMode, u32 components )
{
GetSafePixelShaderId(&uid->puid, dstAlphaMode, components);
GetSafeVertexShaderId(&uid->vuid, components);
}
void ProgramShaderCache::ValidateShaderIDs ( PCacheEntry *entry, DSTALPHA_MODE dstAlphaMode, u32 components )
{
//ValidatePixelShaderIDs(API_OPENGL, entry->safe_uid, entry->shader.strprog, dstAlphaMode, components);
}
ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram(void)
{
return pshaders[CurrentShaderProgram];
return *last_entry;
}
void ProgramShaderCache::Init(void)
@ -308,7 +423,7 @@ void ProgramShaderCache::Init(void)
}
CurrentProgram = 0;
CurrentShaderProgram = 0;
last_entry = NULL;
}
void ProgramShaderCache::Shutdown(void)
@ -318,7 +433,7 @@ void ProgramShaderCache::Shutdown(void)
PCache::iterator iter = pshaders.begin();
for (; iter != pshaders.end(); ++iter)
{
g_program_disk_cache.Append(iter->second.uid, iter->second.GetProgram(), iter->second.Size());
g_program_disk_cache.Append(iter->first, iter->second.GetProgram(), iter->second.Size());
iter->second.FreeProgram();
}
@ -342,4 +457,23 @@ void ProgramShaderCache::Shutdown(void)
}
}
void ProgramShaderCache::ProgramShaderCacheInserter::Read ( const SHADERUID& key, const u8* value, u32 value_size )
{
// The two shaders might not even exist anymore
// But it is fine, no need to worry about that
PCacheEntry entry;
entry.shader.glprogid = glCreateProgram();
glProgramBinary(entry.shader.glprogid, entry.prog_format, value, value_size);
GLint success;
glGetProgramiv(entry.shader.glprogid, GL_LINK_STATUS, &success);
if (success)
{
pshaders[key] = entry;
entry.shader.SetProgramVariables();
}
}
} // namespace OGL