Move Shader UID mismatch checking to VideoCommon.

This commit is contained in:
NeoBrainX 2013-04-10 12:54:22 +02:00
parent ec5f596b31
commit ec08914905
5 changed files with 61 additions and 65 deletions

View File

@ -1207,6 +1207,13 @@ static void WriteFog(T& out, pixel_shader_uid_data& uid_data)
void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
{
GeneratePixelShader<PixelShaderUid>(object, dstAlphaMode, ApiType, components);
if (g_ActiveConfig.bEnableShaderDebugging)
{
PixelShaderCode code;
GeneratePixelShaderCode(code, dstAlphaMode, API_OPENGL, components);
CheckForUidMismatch<PixelShaderUid,PixelShaderCode>(code, object);
}
}
void GeneratePixelShaderCode(PixelShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)

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@ -226,7 +226,6 @@ typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
typedef ShaderCode PixelShaderCode; // TODO: Obsolete
typedef ShaderConstantProfile PixelShaderConstantProfile; // TODO: Obsolete
void GeneratePixelShaderCode(PixelShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);

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@ -22,6 +22,8 @@
#include <stdarg.h>
#include <string.h>
#include <vector>
#include <algorithm>
#include <typeinfo>
#include "CommonTypes.h"
#include "VideoCommon.h"
@ -166,4 +168,49 @@ struct LightingUidData
} lit_chans[4];
};
struct pixel_shader_uid_data;
struct vertex_shader_uid_data;
typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
typedef ShaderUid<vertex_shader_uid_data> VertexShaderUid;
template<class UidT, class CodeT>
void CheckForUidMismatch(CodeT& new_code, const UidT& new_uid)
{
static std::map<UidT,std::string> s_shaders;
static std::vector<UidT> s_uids;
bool uid_is_indexed = std::find(s_uids.begin(), s_uids.end(), new_uid) != s_uids.end();
if (!uid_is_indexed)
{
s_uids.push_back(new_uid);
s_shaders[new_uid] = new_code.GetBuffer();
}
else
{
// uid is already in the index => check if there's a shader with the same uid but different code
auto& old_code = s_shaders[new_uid];
if (strcmp(old_code.c_str(), new_code.GetBuffer()) != 0)
{
static int num_failures = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%s%ssuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
(typeid(UidT) == typeid(PixelShaderUid)) ? "p" : (typeid(UidT) == typeid(VertexShaderUid)) ? "v" : "o",
++num_failures);
// TODO: Should also dump uids
std::ofstream file;
OpenFStream(file, szTemp, std::ios_base::out);
file << "Old shader code:\n" << old_code;
file << "\n\nNew shader code:\n" << new_code.GetBuffer();
file.close();
// TODO: Make this more idiot-proof
ERROR_LOG(VIDEO, "%s shader uid mismatch!",
(typeid(UidT) == typeid(PixelShaderUid)) ? "Pixel" : (typeid(UidT) == typeid(VertexShaderUid)) ? "Vertex" : "Other");
}
}
}
#endif // _SHADERGENCOMMON_H

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@ -524,6 +524,13 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type)
{
GenerateVertexShader<VertexShaderUid>(object, components, api_type);
if (g_ActiveConfig.bEnableShaderDebugging)
{
VertexShaderCode code;
GenerateVertexShaderCode(code, components, API_OPENGL);
CheckForUidMismatch<VertexShaderUid,VertexShaderCode>(code, object);
}
}
void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type)

View File

@ -23,9 +23,6 @@
#include "ImageWrite.h"
#include "Render.h"
#include <algorithm>
#include <typeinfo>
namespace OGL
{
@ -356,72 +353,11 @@ GLuint ProgramShaderCache::CompileSingleShader (GLuint type, const char* code )
return result;
}
template<class UidT> UidT GetPartialUid(const SHADERUID& uid);
template<> PixelShaderUid GetPartialUid(const SHADERUID& uid) { return uid.puid; }
template<> VertexShaderUid GetPartialUid(const SHADERUID& uid) { return uid.vuid; }
template<class UidT> const std::string& GetShaderCode(const SHADER& shader);
template<> const std::string& GetShaderCode<PixelShaderUid>(const SHADER& shader) { return shader.strpprog; }
template<> const std::string& GetShaderCode<VertexShaderUid>(const SHADER& shader) { return shader.strvprog; }
template<class UidT, class CodeT>
void CheckForUidMismatch(const ProgramShaderCache::PCache& cache, CodeT& new_code, const UidT& new_uid)
{
static std::map<UidT,std::string> s_shaders;
static std::vector<UidT> s_uids;
bool uid_is_indexed = std::find(s_uids.begin(), s_uids.end(), new_uid) != s_uids.end();
if (!uid_is_indexed)
{
s_uids.push_back(new_uid);
s_shaders[new_uid] = new_code.GetBuffer();
}
else
{
// uid is already in the index => check if there's a shader with the same uid but different code
auto& old_code = s_shaders[new_uid];
if (strcmp(old_code.c_str(), new_code.GetBuffer()) != 0)
{
static int num_failures = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%s%ssuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
(typeid(UidT) == typeid(PixelShaderUid)) ? "p" : (typeid(UidT) == typeid(VertexShaderUid)) ? "v" : "o",
++num_failures);
// TODO: Should also dump uids
std::ofstream file;
OpenFStream(file, szTemp, std::ios_base::out);
file << "Old shader code:\n" << old_code;
file << "\n\nNew shader code:\n" << new_code.GetBuffer();
file.close();
// TODO: Make this more idiot-proof
ERROR_LOG(VIDEO, "%s shader uid mismatch!",
(typeid(UidT) == typeid(PixelShaderUid)) ? "Pixel" : (typeid(UidT) == typeid(VertexShaderUid)) ? "Vertex" : "Other");
}
}
}
void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 components)
{
GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL, components);
GetVertexShaderUid(uid->vuid, components, API_OPENGL);
if (g_ActiveConfig.bEnableShaderDebugging)
{
PixelShaderCode pcode;
VertexShaderCode vcode;
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
GenerateVertexShaderCode(vcode, components, API_OPENGL);
CheckForUidMismatch<PixelShaderUid,PixelShaderCode>(pshaders, pcode, uid->puid);
CheckForUidMismatch<VertexShaderUid,VertexShaderCode>(pshaders, vcode, uid->vuid);
}
}
ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram(void)
{