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676 lines
21 KiB
C++
676 lines
21 KiB
C++
// Copyright 2011 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include <memory>
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#include <string>
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#include "Common/Align.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/StreamBuffer.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/GeometryShaderManager.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoCommon.h"
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namespace OGL
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{
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static const u32 UBO_LENGTH = 32 * 1024 * 1024;
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u32 ProgramShaderCache::s_ubo_buffer_size;
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s32 ProgramShaderCache::s_ubo_align;
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static std::unique_ptr<StreamBuffer> s_buffer;
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static int num_failures = 0;
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static LinearDiskCache<SHADERUID, u8> g_program_disk_cache;
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static GLuint CurrentProgram = 0;
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ProgramShaderCache::PCache ProgramShaderCache::pshaders;
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ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
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SHADERUID ProgramShaderCache::last_uid;
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static std::string s_glsl_header = "";
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static std::string GetGLSLVersionString()
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{
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GLSL_VERSION v = g_ogl_config.eSupportedGLSLVersion;
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switch (v)
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{
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case GLSLES_300:
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return "#version 300 es";
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case GLSLES_310:
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return "#version 310 es";
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case GLSLES_320:
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return "#version 320 es";
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case GLSL_130:
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return "#version 130";
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case GLSL_140:
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return "#version 140";
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case GLSL_150:
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return "#version 150";
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case GLSL_330:
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return "#version 330";
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case GLSL_400:
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return "#version 400";
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default:
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// Shouldn't ever hit this
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return "#version ERROR";
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}
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}
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void SHADER::SetProgramVariables()
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{
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// Bind UBO and texture samplers
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if (!g_ActiveConfig.backend_info.bSupportsBindingLayout)
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{
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// glsl shader must be bind to set samplers if we don't support binding layout
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Bind();
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GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
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GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
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GLint GSBlock_id = glGetUniformBlockIndex(glprogid, "GSBlock");
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if (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(glprogid, VSBlock_id, 2);
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if (GSBlock_id != -1)
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glUniformBlockBinding(glprogid, GSBlock_id, 3);
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// Bind Texture Samplers
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for (int a = 0; a <= 9; ++a)
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{
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std::string name = StringFromFormat(a < 8 ? "samp[%d]" : "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(glprogid, name.c_str());
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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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}
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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(glprogid, 0, 0, "ocol0");
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glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1");
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}
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// Need to set some attribute locations
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glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
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glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "posmtx");
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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(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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{
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std::string attrib_name = StringFromFormat("tex%d", i);
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glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB + i, attrib_name.c_str());
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}
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}
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void SHADER::Bind()
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{
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if (CurrentProgram != glprogid)
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{
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INCSTAT(stats.thisFrame.numShaderChanges);
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glUseProgram(glprogid);
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CurrentProgram = glprogid;
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}
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}
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void ProgramShaderCache::UploadConstants()
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{
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if (PixelShaderManager::dirty || VertexShaderManager::dirty || GeometryShaderManager::dirty)
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{
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auto buffer = s_buffer->Map(s_ubo_buffer_size, s_ubo_align);
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memcpy(buffer.first, &PixelShaderManager::constants, sizeof(PixelShaderConstants));
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memcpy(buffer.first + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align),
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&VertexShaderManager::constants, sizeof(VertexShaderConstants));
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memcpy(buffer.first + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align) +
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Common::AlignUp(sizeof(VertexShaderConstants), s_ubo_align),
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&GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
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s_buffer->Unmap(s_ubo_buffer_size);
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glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->m_buffer, buffer.second,
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sizeof(PixelShaderConstants));
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glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->m_buffer,
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buffer.second + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align),
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sizeof(VertexShaderConstants));
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glBindBufferRange(GL_UNIFORM_BUFFER, 3, s_buffer->m_buffer,
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buffer.second + Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align) +
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Common::AlignUp(sizeof(VertexShaderConstants), s_ubo_align),
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sizeof(GeometryShaderConstants));
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PixelShaderManager::dirty = false;
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VertexShaderManager::dirty = false;
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GeometryShaderManager::dirty = false;
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, s_ubo_buffer_size);
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}
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}
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SHADER* ProgramShaderCache::SetShader(u32 primitive_type)
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{
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SHADERUID uid;
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GetShaderId(&uid, primitive_type);
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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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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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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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newentry.in_cache = 0;
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ShaderCode vcode = GenerateVertexShaderCode(APIType::OpenGL, uid.vuid.GetUidData());
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ShaderCode pcode = GeneratePixelShaderCode(APIType::OpenGL, uid.puid.GetUidData());
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ShaderCode gcode;
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
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!uid.guid.GetUidData()->IsPassthrough())
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gcode = GenerateGeometryShaderCode(APIType::OpenGL, uid.guid.GetUidData());
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
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{
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static int counter = 0;
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std::string filename =
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StringFromFormat("%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(filename, vcode.GetBuffer());
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filename = StringFromFormat("%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(filename, pcode.GetBuffer());
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if (!gcode.GetBuffer().empty())
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{
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filename =
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StringFromFormat("%sgs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(filename, gcode.GetBuffer());
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}
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}
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#endif
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if (!CompileShader(newentry.shader, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer()))
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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return nullptr;
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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 std::string& vcode,
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const std::string& pcode, const std::string& gcode)
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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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// Optional geometry shader
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GLuint gsid = 0;
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if (!gcode.empty())
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gsid = CompileSingleShader(GL_GEOMETRY_SHADER, gcode);
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if (!vsid || !psid || (!gcode.empty() && !gsid))
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{
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glDeleteShader(vsid);
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glDeleteShader(psid);
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glDeleteShader(gsid);
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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 (gsid)
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glAttachShader(pid, gsid);
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if (g_ogl_config.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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glDeleteShader(gsid);
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GLint linkStatus;
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glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus);
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GLsizei length = 0;
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glGetProgramiv(pid, GL_INFO_LOG_LENGTH, &length);
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if (linkStatus != GL_TRUE || (length > 1 && DEBUG_GLSL))
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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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std::string filename =
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StringFromFormat("%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file;
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OpenFStream(file, filename, std::ios_base::out);
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file << s_glsl_header << vcode << s_glsl_header << pcode;
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if (!gcode.empty())
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file << s_glsl_header << gcode;
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file << infoLog;
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file.close();
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if (linkStatus != GL_TRUE)
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{
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PanicAlert("Failed to link shaders: %s\n"
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"Debug info (%s, %s, %s):\n%s",
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filename.c_str(), g_ogl_config.gl_vendor, g_ogl_config.gl_renderer,
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g_ogl_config.gl_version, infoLog);
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}
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delete[] infoLog;
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}
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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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shader.SetProgramVariables();
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return true;
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}
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GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const std::string& code)
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{
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GLuint result = glCreateShader(type);
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const char* src[] = {s_glsl_header.c_str(), code.c_str()};
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glShaderSource(result, 2, src, nullptr);
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glCompileShader(result);
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GLint compileStatus;
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glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
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GLsizei length = 0;
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glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
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if (compileStatus != GL_TRUE || (length > 1 && DEBUG_GLSL))
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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, "%s Shader info log:\n%s",
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type == GL_VERTEX_SHADER ? "VS" : type == GL_FRAGMENT_SHADER ? "PS" : "GS", infoLog);
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std::string filename = StringFromFormat(
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"%sbad_%s_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
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type == GL_VERTEX_SHADER ? "vs" : type == GL_FRAGMENT_SHADER ? "ps" : "gs", num_failures++);
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std::ofstream file;
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OpenFStream(file, filename, std::ios_base::out);
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file << s_glsl_header << code << infoLog;
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file.close();
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if (compileStatus != GL_TRUE)
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{
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PanicAlert("Failed to compile %s shader: %s\n"
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"Debug info (%s, %s, %s):\n%s",
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type == GL_VERTEX_SHADER ? "vertex" : type == GL_FRAGMENT_SHADER ? "pixel" :
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"geometry",
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filename.c_str(), g_ogl_config.gl_vendor, g_ogl_config.gl_renderer,
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g_ogl_config.gl_version, infoLog);
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}
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delete[] infoLog;
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}
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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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return result;
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}
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void ProgramShaderCache::GetShaderId(SHADERUID* uid, u32 primitive_type)
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{
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uid->puid = GetPixelShaderUid();
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uid->vuid = GetVertexShaderUid();
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uid->guid = GetGeometryShaderUid(primitive_type);
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}
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ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram()
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{
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return *last_entry;
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}
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void ProgramShaderCache::Init()
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{
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// We have to get the UBO alignment here because
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// if we generate a buffer that isn't aligned
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// then the UBO will fail.
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &s_ubo_align);
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s_ubo_buffer_size =
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static_cast<u32>(Common::AlignUp(sizeof(PixelShaderConstants), s_ubo_align) +
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Common::AlignUp(sizeof(VertexShaderConstants), s_ubo_align) +
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Common::AlignUp(sizeof(GeometryShaderConstants), s_ubo_align));
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// We multiply by *4*4 because we need to get down to basic machine units.
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// So multiply by four to get how many floats we have from vec4s
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// Then once more to get bytes
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s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, UBO_LENGTH);
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// Read our shader cache, only if supported and enabled
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if (g_ogl_config.bSupportsGLSLCache && g_ActiveConfig.bShaderCache)
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{
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GLint Supported;
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glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
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if (!Supported)
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{
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ERROR_LOG(VIDEO, "GL_ARB_get_program_binary is supported, but no binary format is known. So "
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"disable shader cache.");
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g_ogl_config.bSupportsGLSLCache = false;
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}
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else
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{
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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std::string cache_filename =
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StringFromFormat("%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().GetGameID().c_str());
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ProgramShaderCacheInserter inserter;
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g_program_disk_cache.OpenAndRead(cache_filename, inserter);
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}
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SETSTAT(stats.numPixelShadersAlive, pshaders.size());
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}
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CreateHeader();
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CurrentProgram = 0;
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last_entry = nullptr;
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}
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void ProgramShaderCache::Shutdown()
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{
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// store all shaders in cache on disk
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if (g_ogl_config.bSupportsGLSLCache)
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{
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for (auto& entry : pshaders)
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{
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// Clear any prior error code
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glGetError();
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if (entry.second.in_cache)
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{
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continue;
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}
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GLint link_status = GL_FALSE, delete_status = GL_TRUE, binary_size = 0;
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glGetProgramiv(entry.second.shader.glprogid, GL_LINK_STATUS, &link_status);
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glGetProgramiv(entry.second.shader.glprogid, GL_DELETE_STATUS, &delete_status);
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glGetProgramiv(entry.second.shader.glprogid, GL_PROGRAM_BINARY_LENGTH, &binary_size);
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if (glGetError() != GL_NO_ERROR || link_status == GL_FALSE || delete_status == GL_TRUE ||
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!binary_size)
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{
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continue;
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}
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std::vector<u8> data(binary_size + sizeof(GLenum));
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u8* binary = &data[sizeof(GLenum)];
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GLenum* prog_format = (GLenum*)&data[0];
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glGetProgramBinary(entry.second.shader.glprogid, binary_size, nullptr, prog_format, binary);
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if (glGetError() != GL_NO_ERROR)
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{
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continue;
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}
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|
|
|
g_program_disk_cache.Append(entry.first, &data[0], binary_size + sizeof(GLenum));
|
|
}
|
|
|
|
g_program_disk_cache.Sync();
|
|
g_program_disk_cache.Close();
|
|
}
|
|
|
|
glUseProgram(0);
|
|
|
|
for (auto& entry : pshaders)
|
|
{
|
|
entry.second.Destroy();
|
|
}
|
|
pshaders.clear();
|
|
|
|
s_buffer.reset();
|
|
}
|
|
|
|
void ProgramShaderCache::CreateHeader()
|
|
{
|
|
GLSL_VERSION v = g_ogl_config.eSupportedGLSLVersion;
|
|
bool is_glsles = v >= GLSLES_300;
|
|
std::string SupportedESPointSize;
|
|
std::string SupportedESTextureBuffer;
|
|
switch (g_ogl_config.SupportedESPointSize)
|
|
{
|
|
case 1:
|
|
SupportedESPointSize = "#extension GL_OES_geometry_point_size : enable";
|
|
break;
|
|
case 2:
|
|
SupportedESPointSize = "#extension GL_EXT_geometry_point_size : enable";
|
|
break;
|
|
default:
|
|
SupportedESPointSize = "";
|
|
break;
|
|
}
|
|
|
|
switch (g_ogl_config.SupportedESTextureBuffer)
|
|
{
|
|
case ES_TEXBUF_TYPE::TEXBUF_EXT:
|
|
SupportedESTextureBuffer = "#extension GL_EXT_texture_buffer : enable";
|
|
break;
|
|
case ES_TEXBUF_TYPE::TEXBUF_OES:
|
|
SupportedESTextureBuffer = "#extension GL_OES_texture_buffer : enable";
|
|
break;
|
|
case ES_TEXBUF_TYPE::TEXBUF_CORE:
|
|
case ES_TEXBUF_TYPE::TEXBUF_NONE:
|
|
SupportedESTextureBuffer = "";
|
|
break;
|
|
}
|
|
|
|
std::string earlyz_string = "";
|
|
if (g_ActiveConfig.backend_info.bSupportsEarlyZ)
|
|
{
|
|
if (g_ogl_config.bSupportsEarlyFragmentTests)
|
|
{
|
|
earlyz_string = "#define FORCE_EARLY_Z layout(early_fragment_tests) in\n";
|
|
if (!is_glsles) // GLES supports this by default
|
|
earlyz_string += "#extension GL_ARB_shader_image_load_store : enable\n";
|
|
}
|
|
else if (g_ogl_config.bSupportsConservativeDepth)
|
|
{
|
|
// See PixelShaderGen for details about this fallback.
|
|
earlyz_string = "#define FORCE_EARLY_Z layout(depth_unchanged) out float gl_FragDepth\n";
|
|
earlyz_string += "#extension GL_ARB_conservative_depth : enable\n";
|
|
}
|
|
}
|
|
|
|
s_glsl_header = StringFromFormat(
|
|
"%s\n"
|
|
"%s\n" // ubo
|
|
"%s\n" // early-z
|
|
"%s\n" // 420pack
|
|
"%s\n" // msaa
|
|
"%s\n" // Input/output/sampler binding
|
|
"%s\n" // Varying location
|
|
"%s\n" // storage buffer
|
|
"%s\n" // shader5
|
|
"%s\n" // SSAA
|
|
"%s\n" // Geometry point size
|
|
"%s\n" // AEP
|
|
"%s\n" // texture buffer
|
|
"%s\n" // ES texture buffer
|
|
"%s\n" // ES dual source blend
|
|
|
|
// Precision defines for GLSL ES
|
|
"%s\n"
|
|
"%s\n"
|
|
"%s\n"
|
|
"%s\n"
|
|
"%s\n"
|
|
|
|
// Silly differences
|
|
"#define float2 vec2\n"
|
|
"#define float3 vec3\n"
|
|
"#define float4 vec4\n"
|
|
"#define uint2 uvec2\n"
|
|
"#define uint3 uvec3\n"
|
|
"#define uint4 uvec4\n"
|
|
"#define int2 ivec2\n"
|
|
"#define int3 ivec3\n"
|
|
"#define int4 ivec4\n"
|
|
|
|
// hlsl to glsl function translation
|
|
"#define frac fract\n"
|
|
"#define lerp mix\n"
|
|
|
|
,
|
|
GetGLSLVersionString().c_str(),
|
|
v < GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : "", earlyz_string.c_str(),
|
|
(g_ActiveConfig.backend_info.bSupportsBindingLayout && v < GLSLES_310) ?
|
|
"#extension GL_ARB_shading_language_420pack : enable" :
|
|
"",
|
|
(g_ogl_config.bSupportsMSAA && v < GLSL_150) ?
|
|
"#extension GL_ARB_texture_multisample : enable" :
|
|
"",
|
|
// Attribute and fragment output bindings are still done via glBindAttribLocation and
|
|
// glBindFragDataLocation. In the future this could be moved to the layout qualifier
|
|
// in GLSL, but requires verification of GL_ARB_explicit_attrib_location.
|
|
g_ActiveConfig.backend_info.bSupportsBindingLayout ?
|
|
"#define ATTRIBUTE_LOCATION(x)\n"
|
|
"#define FRAGMENT_OUTPUT_LOCATION(x)\n"
|
|
"#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)\n"
|
|
"#define UBO_BINDING(packing, x) layout(packing, binding = x)\n"
|
|
"#define SAMPLER_BINDING(x) layout(binding = x)\n"
|
|
"#define SSBO_BINDING(x) layout(binding = x)\n" :
|
|
"#define ATTRIBUTE_LOCATION(x)\n"
|
|
"#define FRAGMENT_OUTPUT_LOCATION(x)\n"
|
|
"#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)\n"
|
|
"#define UBO_BINDING(packing, x) layout(packing)\n"
|
|
"#define SAMPLER_BINDING(x)\n",
|
|
// Input/output blocks are matched by name during program linking
|
|
"#define VARYING_LOCATION(x)\n",
|
|
!is_glsles && g_ActiveConfig.backend_info.bSupportsFragmentStoresAndAtomics ?
|
|
"#extension GL_ARB_shader_storage_buffer_object : enable" :
|
|
"",
|
|
v < GLSL_400 && g_ActiveConfig.backend_info.bSupportsGSInstancing ?
|
|
"#extension GL_ARB_gpu_shader5 : enable" :
|
|
"",
|
|
v < GLSL_400 && g_ActiveConfig.backend_info.bSupportsSSAA ?
|
|
"#extension GL_ARB_sample_shading : enable" :
|
|
"",
|
|
SupportedESPointSize.c_str(),
|
|
g_ogl_config.bSupportsAEP ? "#extension GL_ANDROID_extension_pack_es31a : enable" : "",
|
|
v < GLSL_140 && g_ActiveConfig.backend_info.bSupportsPaletteConversion ?
|
|
"#extension GL_ARB_texture_buffer_object : enable" :
|
|
"",
|
|
SupportedESTextureBuffer.c_str(),
|
|
is_glsles && g_ActiveConfig.backend_info.bSupportsDualSourceBlend ?
|
|
"#extension GL_EXT_blend_func_extended : enable" :
|
|
""
|
|
|
|
,
|
|
is_glsles ? "precision highp float;" : "", is_glsles ? "precision highp int;" : "",
|
|
is_glsles ? "precision highp sampler2DArray;" : "",
|
|
(is_glsles && g_ActiveConfig.backend_info.bSupportsPaletteConversion) ?
|
|
"precision highp usamplerBuffer;" :
|
|
"",
|
|
v > GLSLES_300 ? "precision highp sampler2DMS;" : "");
|
|
}
|
|
|
|
void ProgramShaderCache::ProgramShaderCacheInserter::Read(const SHADERUID& key, const u8* value,
|
|
u32 value_size)
|
|
{
|
|
const u8* binary = value + sizeof(GLenum);
|
|
GLenum* prog_format = (GLenum*)value;
|
|
GLint binary_size = value_size - sizeof(GLenum);
|
|
|
|
PCacheEntry entry;
|
|
entry.in_cache = 1;
|
|
entry.shader.glprogid = glCreateProgram();
|
|
glProgramBinary(entry.shader.glprogid, *prog_format, binary, binary_size);
|
|
|
|
GLint success;
|
|
glGetProgramiv(entry.shader.glprogid, GL_LINK_STATUS, &success);
|
|
|
|
if (success)
|
|
{
|
|
pshaders[key] = entry;
|
|
entry.shader.SetProgramVariables();
|
|
}
|
|
else
|
|
{
|
|
glDeleteProgram(entry.shader.glprogid);
|
|
}
|
|
}
|
|
|
|
} // namespace OGL
|