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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
@ -25,6 +25,9 @@
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#include "PixelShaderGen.h"
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#include "VertexShaderGen.h"
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#include "LinearDiskCache.h"
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#include "ConfigManager.h"
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union PID
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{
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struct {
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@ -65,14 +68,28 @@ namespace OGL
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{
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#define NUM_UNIFORMS 27
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extern const char *UniformNames[NUM_UNIFORMS];
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extern GLenum ProgramFormat;
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struct PROGRAMSHADER
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{
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PROGRAMSHADER() : glprogid(0), vsid(0), psid(0){}
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PROGRAMSHADER() : glprogid(0), vsid(0), psid(0), binaryLength(0){}
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GLuint glprogid; // opengl program id
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GLuint vsid, psid;
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GLint UniformLocations[NUM_UNIFORMS];
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GLint binaryLength;
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u8 *Data()
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{
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glGetProgramiv(glprogid, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
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u8* binary = (u8*)malloc(binaryLength);
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glGetProgramBinary(glprogid, binaryLength, NULL, &ProgramFormat, binary);
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return binary;
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}
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GLint Size()
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{
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if(!binaryLength)
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glGetProgramiv(glprogid, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
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return binaryLength;
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}
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};
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@ -87,7 +104,44 @@ class ProgramShaderCache
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glDeleteProgram(program.glprogid);
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program.glprogid = 0;
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}
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u8* Data()
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{
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return program.Data();
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}
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GLint Size()
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{
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return program.Size();
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}
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};
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class ProgramShaderCacheInserter : public LinearDiskCacheReader<PROGRAMUID, u8>
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{
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public:
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void Read(const PROGRAMUID &key, const u8 *value, u32 value_size)
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{
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PCacheEntry entry;
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// The two shaders might not even exist anymore
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// But it is fine, no need to worry about that
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entry.program.vsid = key.uid.vsid;
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entry.program.psid = key.uid.psid;
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entry.program.glprogid = glCreateProgram();
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glProgramBinary(entry.program.glprogid, ProgramFormat, value, value_size);
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GLint success;
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glGetProgramiv(entry.program.glprogid, GL_LINK_STATUS, &success);
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if (success)
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{
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pshaders[std::make_pair(key.uid.psid, key.uid.vsid)] = entry;
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glUseProgram(entry.program.glprogid);
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SetProgramVariables(entry, key);
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}
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}
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};
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typedef std::map<std::pair<u64, u64>, PCacheEntry> PCache;
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static PCache pshaders;
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@ -96,6 +150,7 @@ class ProgramShaderCache
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static GLuint s_ps_vs_ubo;
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static GLintptr s_vs_data_offset;
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static void SetProgramVariables(PCacheEntry &entry, const PROGRAMUID &uid);
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public:
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static PROGRAMSHADER GetShaderProgram(void);
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