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Implement Program shaders cache. Seems to reduce a small amount of stuttering when F-Zero starts. Did it because I can :|
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committed by
Sonicadvance1

parent
ef1e157786
commit
d012c75005
@ -26,6 +26,9 @@ namespace OGL
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GLuint ProgramShaderCache::s_ps_vs_ubo;
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GLintptr ProgramShaderCache::s_vs_data_offset;
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LinearDiskCache<PROGRAMUID, u8> g_program_disk_cache;
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GLenum ProgramFormat;
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std::pair<u64, u64> ProgramShaderCache::CurrentShaderProgram;
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const char *UniformNames[NUM_UNIFORMS] = {
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// SAMPLERS
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@ -53,6 +56,48 @@ namespace OGL
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I_DEPTHPARAMS,
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};
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void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry, const PROGRAMUID &uid)
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{
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// Dunno why this is needed when I have the binding
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// points statically set in the shader source
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// We should only need these two functions when we don't support binding but do support UBO
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// Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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glUniformBlockBinding( entry.program.glprogid, 0, 1 );
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if(uid.uid.vsid != 0) // Some things have no vertex shader
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glUniformBlockBinding( entry.program.glprogid, 1, 2 );
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}
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// We cache our uniform locations for now
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// Once we move up to a newer version of GLSL, ~1.30
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// We can remove this
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//For some reason this fails on my hardware
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//glGetUniformIndices(entry.program.glprogid, NUM_UNIFORMS, UniformNames, entry.program.UniformLocations);
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//Got to do it this crappy way.
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if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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for(int a = 8; a < NUM_UNIFORMS; ++a)
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entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
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if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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for(int a = 0; a < 8; ++a)
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{
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// Still need to get sampler locations since we aren't binding them statically in the shaders
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entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
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if(entry.program.UniformLocations[a] != -1)
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glUniform1i(entry.program.UniformLocations[a], a);
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}
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// Need to get some attribute locations
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if(uid.uid.vsid != 0) // We have no vertex Shader
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{
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glBindAttribLocation(entry.program.glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
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glBindAttribLocation(entry.program.glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
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glBindAttribLocation(entry.program.glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
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}
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}
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void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
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{
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PROGRAMUID uid;
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@ -92,49 +137,19 @@ namespace OGL
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glAttachShader(entry.program.glprogid, entry.program.vsid);
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glAttachShader(entry.program.glprogid, entry.program.psid);
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glProgramParameteri(entry.program.glprogid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
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glLinkProgram(entry.program.glprogid);
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glUseProgram(entry.program.glprogid);
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// Dunno why this is needed when I have the binding
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// points statically set in the shader source
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// We should only need these two functions when we don't support binding but do support UBO
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// Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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glUniformBlockBinding( entry.program.glprogid, 0, 1 );
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if(uid.uid.vsid != 0) // Some things have no vertex shader
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glUniformBlockBinding( entry.program.glprogid, 1, 2 );
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}
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// We cache our uniform locations for now
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// Once we move up to a newer version of GLSL, ~1.30
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// We can remove this
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//For some reason this fails on my hardware
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//glGetUniformIndices(entry.program.glprogid, NUM_UNIFORMS, UniformNames, entry.program.UniformLocations);
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//Got to do it this crappy way.
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if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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for(int a = 8; a < NUM_UNIFORMS; ++a)
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entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
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if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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for(int a = 0; a < 8; ++a)
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{
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// Still need to get sampler locations since we aren't binding them statically in the shaders
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entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
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if(entry.program.UniformLocations[a] != -1)
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glUniform1i(entry.program.UniformLocations[a], a);
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}
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// Need to get some attribute locations
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if(uid.uid.vsid != 0) // We have no vertex Shader
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{
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glBindAttribLocation(entry.program.glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
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glBindAttribLocation(entry.program.glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
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glBindAttribLocation(entry.program.glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
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}
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SetProgramVariables(entry, uid);
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// Add it to our cache
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if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
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g_program_disk_cache.Append(uid, entry.Data(), entry.Size());
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pshaders[ShaderPair] = entry;
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CurrentShaderProgram = ShaderPair;
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@ -186,10 +201,33 @@ namespace OGL
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glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_ps_vs_ubo, 0, ps_data_size);
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glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_ps_vs_ubo, s_vs_data_offset, vs_data_size);
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}
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// Read our shader cache, only if supported
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if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
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{
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char cache_filename[MAX_PATH];
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sprintf(cache_filename, "%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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ProgramShaderCacheInserter inserter;
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g_program_disk_cache.OpenAndRead(cache_filename, inserter);
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GLint Supported;
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glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
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GLint Formats[Supported];
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glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, Formats);
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ProgramFormat = (GLenum)Formats[0]; // We don't really care about format
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}
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}
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void ProgramShaderCache::Shutdown(void)
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{
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if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
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{
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g_program_disk_cache.Sync();
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g_program_disk_cache.Close();
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}
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PCache::iterator iter = pshaders.begin();
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for (; iter != pshaders.end(); ++iter)
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iter->second.Destroy();
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