mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-15 02:09:36 -06:00
merge Vertex and PixelShaderCache into ProgramShaderCache
this is the first step, uniform handling is still missing
This commit is contained in:
@ -18,37 +18,30 @@
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#include "ProgramShaderCache.h"
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#include "MathUtil.h"
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#include "StreamBuffer.h"
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#include "Debugger.h"
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#include "Statistics.h"
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namespace OGL
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{
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static const u32 UBO_LENGTH = 4*1024*1024;
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GLuint ProgramShaderCache::CurrentProgram = 0;
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static GLuint CurrentProgram = 0;
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ProgramShaderCache::PCache ProgramShaderCache::pshaders;
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GLintptr ProgramShaderCache::s_vs_data_offset;
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u8 *ProgramShaderCache::s_ubo_buffer;
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u32 ProgramShaderCache::s_ubo_buffer_size;
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bool ProgramShaderCache::s_ubo_dirty;
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LinearDiskCache<u64, u8> g_program_disk_cache;
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LinearDiskCache<SHADERUID, u8> g_program_disk_cache;
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GLenum ProgramFormat;
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GLuint ProgramShaderCache::PCacheEntry::prog_format = 0;
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u64 ProgramShaderCache::CurrentShaderProgram;
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static StreamBuffer *s_buffer;
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u64 Create_Pair(u32 key1, u32 key2)
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{
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return (((u64)key1) << 32) | key2;
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}
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void Get_Pair(u64 key, u32 *key1, u32 *key2)
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{
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*key1 = (key & 0xFFFFFFFF00000000) >> 32;
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*key2 = key & 0xFFFFFFFF;
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}
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ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
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SHADERUID ProgramShaderCache::last_uid;
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const char *UniformNames[NUM_UNIFORMS] =
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{
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@ -75,18 +68,21 @@ const char *UniformNames[NUM_UNIFORMS] =
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I_DEPTHPARAMS,
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};
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void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
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void SHADER::SetProgramVariables()
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{
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// glsl shader must be bind to set samplers
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Bind();
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// Bind UBO
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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GLint PSBlock_id = glGetUniformBlockIndex(entry.prog_id, "PSBlock");
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GLint VSBlock_id = glGetUniformBlockIndex(entry.prog_id, "VSBlock");
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GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
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GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
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if(PSBlock_id != -1)
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glUniformBlockBinding(entry.prog_id, PSBlock_id, 1);
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glUniformBlockBinding(glprogid, PSBlock_id, 1);
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if(VSBlock_id != -1)
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glUniformBlockBinding(entry.prog_id, VSBlock_id, 2);
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glUniformBlockBinding(glprogid, VSBlock_id, 2);
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}
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// We cache our uniform locations for now
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@ -94,12 +90,12 @@ void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
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// We can remove this
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// (Sonicadvance): For some reason this fails on my hardware
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//glGetUniformIndices(entry.prog_id, NUM_UNIFORMS, UniformNames, entry.UniformLocations);
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//glGetUniformIndices(glprogid, NUM_UNIFORMS, UniformNames, UniformLocations);
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// Got to do it this crappy way.
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entry.UniformLocations[0] = glGetUniformLocation(entry.prog_id, UniformNames[0]);
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UniformLocations[0] = glGetUniformLocation(glprogid, UniformNames[0]);
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if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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for (int a = 1; a < NUM_UNIFORMS; ++a)
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entry.UniformLocations[a] = glGetUniformLocation(entry.prog_id, UniformNames[a]);
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UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]);
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// Bind Texture Sampler
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for (int a = 0; a <= 9; ++a)
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@ -108,134 +104,55 @@ void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
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snprintf(name, 8, "samp%d", a);
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// Still need to get sampler locations since we aren't binding them statically in the shaders
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int loc = glGetUniformLocation(entry.prog_id, name);
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int loc = glGetUniformLocation(glprogid, name);
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if (loc != -1)
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glUniform1i(loc, a);
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}
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}
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void ProgramShaderCache::SetProgramBindings ( ProgramShaderCache::PCacheEntry& entry )
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void SHADER::SetProgramBindings()
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{
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if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
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{
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// So we do support extended blending
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// So we need to set a few more things here.
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// Bind our out locations
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glBindFragDataLocationIndexed(entry.prog_id, 0, 0, "ocol0");
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glBindFragDataLocationIndexed(entry.prog_id, 0, 1, "ocol1");
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glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0");
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glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1");
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}
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else
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glBindFragDataLocation(entry.prog_id, 0, "ocol0");
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glBindFragDataLocation(glprogid, 0, "ocol0");
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// Need to set some attribute locations
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glBindAttribLocation(entry.prog_id, SHADER_POSITION_ATTRIB, "rawpos");
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glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
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glBindAttribLocation(entry.prog_id, SHADER_POSMTX_ATTRIB, "fposmtx");
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glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
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glBindAttribLocation(entry.prog_id, SHADER_COLOR0_ATTRIB, "color0");
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glBindAttribLocation(entry.prog_id, SHADER_COLOR1_ATTRIB, "color1");
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glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "color0");
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glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "color1");
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glBindAttribLocation(entry.prog_id, SHADER_NORM0_ATTRIB, "rawnorm0");
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glBindAttribLocation(entry.prog_id, SHADER_NORM1_ATTRIB, "rawnorm1");
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glBindAttribLocation(entry.prog_id, SHADER_NORM2_ATTRIB, "rawnorm2");
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glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0");
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glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
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glBindAttribLocation(glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
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for(int i=0; i<8; i++) {
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char attrib_name[8];
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snprintf(attrib_name, 8, "tex%d", i);
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glBindAttribLocation(entry.prog_id, SHADER_TEXTURE0_ATTRIB+i, attrib_name);
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glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB+i, attrib_name);
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}
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}
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void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
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void SHADER::Bind()
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{
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if(!PS || !VS) {
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ERROR_LOG(VIDEO, "tried to bind a zero shader");
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return;
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}
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u64 ShaderPair = Create_Pair(PS, VS);
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// program is already bound
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if(ShaderPair == CurrentShaderProgram) return;
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PCache::iterator iter = pshaders.find(ShaderPair);
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if (iter != pshaders.end())
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if(CurrentProgram != glprogid)
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{
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PCacheEntry &entry = iter->second;
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glUseProgram(entry.prog_id);
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CurrentProgram = entry.prog_id;
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CurrentShaderProgram = ShaderPair;
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return;
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glUseProgram(glprogid);
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CurrentProgram = glprogid;
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}
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PCacheEntry entry;
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entry.Create(PS, VS);
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// Right, the program is created now
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// Let's attach everything
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glAttachShader(entry.prog_id, entry.vsid);
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glAttachShader(entry.prog_id, entry.psid);
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if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
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glProgramParameteri(entry.prog_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
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SetProgramBindings(entry);
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glLinkProgram(entry.prog_id);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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GLsizei length = 0;
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glGetProgramiv(entry.prog_id, GL_INFO_LOG_LENGTH, &length);
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if (length > 1)
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{
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GLsizei charsWritten;
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GLchar* infoLog = new GLchar[length];
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glGetProgramInfoLog(entry.prog_id, length, &charsWritten, infoLog);
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ERROR_LOG(VIDEO, "Program info log:\n%s", infoLog);
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char szTemp[MAX_PATH];
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sprintf(szTemp, "p_%d.txt", entry.prog_id);
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FILE *fp = fopen(szTemp, "wb");
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fwrite(infoLog, length, 1, fp);
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delete[] infoLog;
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glGetShaderiv(VS, GL_SHADER_SOURCE_LENGTH, &length);
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GLchar* src = new GLchar[length];
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glGetShaderSource(VS, length, &charsWritten, src);
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fwrite(src, strlen(src), 1, fp);
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delete [] src;
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glGetShaderiv(PS, GL_SHADER_SOURCE_LENGTH, &length);
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src = new GLchar[length];
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glGetShaderSource(PS, length, &charsWritten, src);
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fwrite(src, strlen(src), 1, fp);
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delete [] src;
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fclose(fp);
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}
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GLint linkStatus;
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glGetProgramiv(entry.prog_id, GL_LINK_STATUS, &linkStatus);
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if (linkStatus != GL_TRUE)
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{
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// Compile failed
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ERROR_LOG(VIDEO, "Program linking failed; see info log");
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// Don't try to use this shader
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glDeleteProgram(entry.prog_id);
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return;
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}
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#endif
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glUseProgram(entry.prog_id);
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SetProgramVariables(entry);
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pshaders[ShaderPair] = entry;
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CurrentShaderProgram = ShaderPair;
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CurrentProgram = entry.prog_id;
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}
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void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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{
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s_ubo_dirty = true;
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@ -264,9 +181,207 @@ GLuint ProgramShaderCache::GetCurrentProgram(void)
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return CurrentProgram;
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}
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SHADER* ProgramShaderCache::SetShader ( DSTALPHA_MODE dstAlphaMode, u32 components )
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{
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SHADERUID uid;
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GetShaderId(&uid, dstAlphaMode, components);
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// Check if the shader is already set
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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_PIXEL_SHADER_CHANGE, true);
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ValidateShaderIDs(last_entry, dstAlphaMode, components);
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last_entry->shader.Bind();
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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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// Check if shader is already in cache
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PCache::iterator iter = pshaders.find(uid);
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if (iter != pshaders.end())
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{
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PCacheEntry *entry = &iter->second;
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last_entry = entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidateShaderIDs(entry, dstAlphaMode, components);
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last_entry->shader.Bind();
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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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PCacheEntry& newentry = pshaders[uid];
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last_entry = &newentry;
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const char *vcode = GenerateVertexShaderCode(components, API_OPENGL);
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const char *pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode, components);
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newentry.shader.strvprog = vcode;
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newentry.shader.strpprog = pcode;
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS) {
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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, vcode);
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sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(szTemp, pcode);
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}
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#endif
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if (!CompileShader(newentry.shader, vcode, pcode)) {
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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.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, pshaders.size());
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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last_entry->shader.Bind();
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return &last_entry->shader;
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}
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bool ProgramShaderCache::CompileShader ( SHADER& shader, const char* vcode, const char* pcode )
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{
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GLuint vsid = CompileSingleShader(GL_VERTEX_SHADER, vcode);
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GLuint psid = CompileSingleShader(GL_FRAGMENT_SHADER, pcode);
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if(!vsid || !psid)
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{
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glDeleteShader(vsid);
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glDeleteShader(psid);
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return false;
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}
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GLuint pid = shader.glprogid = glCreateProgram();;
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glAttachShader(pid, vsid);
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glAttachShader(pid, psid);
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if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
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glProgramParameteri(pid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
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shader.SetProgramBindings();
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glLinkProgram(pid);
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// original shaders aren't needed any more
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glDeleteShader(vsid);
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glDeleteShader(psid);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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GLsizei length = 0;
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glGetProgramiv(pid, GL_INFO_LOG_LENGTH, &length);
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if (length > 1)
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{
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GLsizei charsWritten;
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GLchar* infoLog = new GLchar[length];
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glGetProgramInfoLog(pid, length, &charsWritten, infoLog);
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ERROR_LOG(VIDEO, "Program info log:\n%s", infoLog);
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char szTemp[MAX_PATH];
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sprintf(szTemp, "p_%d.txt", pid);
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FILE *fp = fopen(szTemp, "wb");
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fwrite(infoLog, length, 1, fp);
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delete[] infoLog;
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fwrite(vcode, strlen(vcode), 1, fp);
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fwrite(pcode, strlen(pcode), 1, fp);
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fclose(fp);
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}
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GLint linkStatus;
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glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus);
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if (linkStatus != GL_TRUE)
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{
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// Compile failed
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ERROR_LOG(VIDEO, "Program linking failed; see info log");
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// Don't try to use this shader
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glDeleteProgram(pid);
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return false;
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}
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#endif
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shader.SetProgramVariables();
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return true;
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}
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GLuint ProgramShaderCache::CompileSingleShader (GLuint type, const char* code )
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{
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GLuint result = glCreateShader(type);
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const char *src[] = {code};
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glShaderSource(result, 1, src, NULL);
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glCompileShader(result);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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GLsizei length = 0;
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glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
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if (length > 1)
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{
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GLsizei charsWritten;
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GLchar* infoLog = new GLchar[length];
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glGetShaderInfoLog(result, length, &charsWritten, infoLog);
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ERROR_LOG(VIDEO, "PS Shader info log:\n%s", infoLog);
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char szTemp[MAX_PATH];
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sprintf(szTemp, "ps_%d.txt", result);
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FILE *fp = fopen(szTemp, "wb");
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fwrite(infoLog, strlen(infoLog), 1, fp);
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fwrite(code, strlen(code), 1, fp);
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fclose(fp);
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delete[] infoLog;
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}
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GLint compileStatus;
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glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
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if (compileStatus != GL_TRUE)
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{
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// Compile failed
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ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
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// Don't try to use this shader
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glDeleteShader(result);
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return 0;
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}
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#endif
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(void)GL_REPORT_ERROR();
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return result;
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}
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void ProgramShaderCache::GetShaderId ( SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 components )
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{
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GetPixelShaderId(&uid->puid, dstAlphaMode, components);
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GetVertexShaderId(&uid->vuid, components);
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}
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void ProgramShaderCache::GetSafeShaderId ( SHADERUIDSAFE* uid, DSTALPHA_MODE dstAlphaMode, u32 components )
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{
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GetSafePixelShaderId(&uid->puid, dstAlphaMode, components);
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GetSafeVertexShaderId(&uid->vuid, components);
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}
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void ProgramShaderCache::ValidateShaderIDs ( PCacheEntry *entry, DSTALPHA_MODE dstAlphaMode, u32 components )
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{
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//ValidatePixelShaderIDs(API_OPENGL, entry->safe_uid, entry->shader.strprog, dstAlphaMode, components);
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}
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ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram(void)
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{
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return pshaders[CurrentShaderProgram];
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return *last_entry;
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}
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void ProgramShaderCache::Init(void)
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@ -308,7 +423,7 @@ void ProgramShaderCache::Init(void)
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||||
}
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CurrentProgram = 0;
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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
|
||||
|
Reference in New Issue
Block a user