mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
7854bd7109
Separated UI from debugger functionality. Generally cleaned up that stuff. Most functionality needs to be reimplemented now, but will be available to D3D9, D3D11 as well as OpenGL then. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6523 8ced0084-cf51-0410-be5f-012b33b47a6e
351 lines
11 KiB
C++
351 lines
11 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Globals.h"
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#include "Profiler.h"
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#include "GLUtil.h"
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#include <cmath>
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#include "Statistics.h"
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#include "VideoConfig.h"
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#include "ImageWrite.h"
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#include "Common.h"
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#include "Render.h"
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#include "VertexShaderGen.h"
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#include "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "FileUtil.h"
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#include "Debugger.h"
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static int s_nMaxPixelInstructions;
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static GLuint s_ColorMatrixProgram = 0;
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static GLuint s_DepthMatrixProgram = 0;
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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PIXELSHADERUID PixelShaderCache::s_curuid;
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bool PixelShaderCache::s_displayCompileAlert;
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GLuint PixelShaderCache::CurrentShader;
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bool PixelShaderCache::ShaderEnabled;
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static FRAGMENTSHADER* pShaderLast = NULL;
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GLuint PixelShaderCache::GetDepthMatrixProgram()
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{
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return s_DepthMatrixProgram;
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}
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GLuint PixelShaderCache::GetColorMatrixProgram()
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{
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return s_ColorMatrixProgram;
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}
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void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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float f[4] = { f1, f2, f3, f4 };
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glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
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}
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void SetPSConstant4fv(unsigned int const_number, const float *f)
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{
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glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
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}
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void SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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{
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for (unsigned int i = 0; i < count; i++,f+=4)
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glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number + i, f);
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}
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void PixelShaderCache::Init()
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{
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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ShaderEnabled = true;
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CurrentShader = 0;
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GL_REPORT_ERRORD();
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memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));
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s_displayCompileAlert = true;
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB, (GLint *)&s_nMaxPixelInstructions);
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if (strstr((const char*)glGetString(GL_VENDOR), "Humper") != NULL) s_nMaxPixelInstructions = 4096;
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#if CG_VERSION_NUM == 2100
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if (strstr((const char*)glGetString(GL_VENDOR), "ATI") != NULL)
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{
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s_nMaxPixelInstructions = 4096;
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}
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#endif
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int maxinst, maxattribs;
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&maxinst);
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB, (GLint *)&maxattribs);
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INFO_LOG(VIDEO, "pixel max_alu=%d, max_inst=%d, max_attrib=%d", s_nMaxPixelInstructions, maxinst, maxattribs);
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char pmatrixprog[1024];
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sprintf(pmatrixprog, "!!ARBfp1.0"
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"TEMP R0;\n"
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"TEMP R1;\n"
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"TEX R0, fragment.texcoord[0], texture[0], RECT;\n"
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"DP4 R1.w, R0, program.env[%d];\n"
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"DP4 R1.z, R0, program.env[%d];\n"
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"DP4 R1.x, R0, program.env[%d];\n"
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"DP4 R1.y, R0, program.env[%d];\n"
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"ADD result.color, R1, program.env[%d];\n"
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"END\n", C_COLORMATRIX+3, C_COLORMATRIX+2, C_COLORMATRIX, C_COLORMATRIX+1, C_COLORMATRIX+4);
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glGenProgramsARB(1, &s_ColorMatrixProgram);
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SetCurrentShader(s_ColorMatrixProgram);
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glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
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GLenum err = GL_REPORT_ERROR();
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if (err != GL_NO_ERROR) {
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ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
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glDeleteProgramsARB(1, &s_ColorMatrixProgram);
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s_ColorMatrixProgram = 0;
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}
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sprintf(pmatrixprog, "!!ARBfp1.0\n"
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"TEMP R0;\n"
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"TEMP R1;\n"
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"TEMP R2;\n"
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//16777215/16777216*256, 1/255, 256, 0
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"PARAM K0 = { 255.99998474121, 0.003921568627451, 256.0, 0.0};\n"
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//sample the depth value
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"TEX R2, fragment.texcoord[0], texture[0], RECT;\n"
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//scale from [0*16777216..1*16777216] to
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//[0*16777215..1*16777215], multiply by 256
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"MUL R0, R2.x, K0.x;\n" // *16777215/16777216*256
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//It is easy to get bad results due to low precision
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//here, for example converting like this:
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//MUL R0,R0,{ 65536, 256, 1, 16777216 }
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//FRC R0,R0
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//gives {?, 128/255, 254/255, ?} for depth value 254/255
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//on some gpus
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"FLR R0.z,R0;\n" //bits 31..24
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"SUB R0.xyw,R0,R0.z;\n" //subtract bits 31..24 from rest
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"MUL R0.xyw,R0,K0.z;\n" // *256
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"FLR R0.y,R0;\n" //bits 23..16
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"SUB R0.xw,R0,R0.y;\n" //subtract bits 23..16 from rest
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"MUL R0.xw,R0,K0.z;\n" // *256
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"FLR R0.x,R0;\n" //bits 15..8
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"SUB R0.w,R0,R0.x;\n" //subtract bits 15..8 from rest
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"MUL R0.w,R0,K0.z;\n" // *256
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"FLR R0.w,R0;\n" //bits 7..0
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"MUL R0,R0,K0.y;\n" // /255
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"DP4 R1.x, R0, program.env[%d];\n"
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"DP4 R1.y, R0, program.env[%d];\n"
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"DP4 R1.z, R0, program.env[%d];\n"
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"DP4 R1.w, R0, program.env[%d];\n"
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"ADD result.color, R1, program.env[%d];\n"
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"END\n", C_COLORMATRIX, C_COLORMATRIX+1, C_COLORMATRIX+2, C_COLORMATRIX+3, C_COLORMATRIX+4);
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glGenProgramsARB(1, &s_DepthMatrixProgram);
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SetCurrentShader(s_DepthMatrixProgram);
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glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
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err = GL_REPORT_ERROR();
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if (err != GL_NO_ERROR) {
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ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
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glDeleteProgramsARB(1, &s_DepthMatrixProgram);
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s_DepthMatrixProgram = 0;
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}
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}
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void PixelShaderCache::Shutdown()
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{
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glDeleteProgramsARB(1, &s_ColorMatrixProgram);
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s_ColorMatrixProgram = 0;
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glDeleteProgramsARB(1, &s_DepthMatrixProgram);
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s_DepthMatrixProgram = 0;
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PSCache::iterator iter = PixelShaders.begin();
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for (; iter != PixelShaders.end(); iter++)
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iter->second.Destroy();
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PixelShaders.clear();
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}
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FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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DVSTARTPROFILE();
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PIXELSHADERUID uid;
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GetPixelShaderId(&uid, dstAlphaMode);
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// Check if the shader is already set
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if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return pShaderLast;
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}
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memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
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PSCache::iterator iter = PixelShaders.find(uid);
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if (iter != PixelShaders.end())
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{
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iter->second.frameCount = frameCount;
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PSCacheEntry &entry = iter->second;
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if (&entry.shader != pShaderLast)
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{
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pShaderLast = &entry.shader;
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return pShaderLast;
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}
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// Make an entry in the table
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PSCacheEntry& newentry = PixelShaders[uid];
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newentry.frameCount = frameCount;
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pShaderLast = &newentry.shader;
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const char *code = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);
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SaveData(szTemp, code);
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}
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#endif
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// printf("Compiling pixel shader. size = %i\n", strlen(code));
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if (!code || !CompilePixelShader(newentry.shader, code)) {
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ERROR_LOG(VIDEO, "failed to create pixel shader");
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%sBADps_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);
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SaveData(szTemp, code);
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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, PixelShaders.size());
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return pShaderLast;
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}
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bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
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{
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GLenum err = GL_REPORT_ERROR();
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if (err != GL_NO_ERROR)
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{
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ERROR_LOG(VIDEO, "glError %08x before PS!", err);
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}
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#if defined HAVE_CG && HAVE_CG
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char stropt[128];
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sprintf(stropt, "MaxLocalParams=32,NumInstructionSlots=%d", s_nMaxPixelInstructions);
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const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
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CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgfProf, "main", opts);
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// handle errors
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if (!cgIsProgram(tempprog)) {
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cgDestroyProgram(tempprog);
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ERROR_LOG(VIDEO, "Failed to compile ps %s:", cgGetLastListing(g_cgcontext));
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ERROR_LOG(VIDEO, "%s", pstrprogram);
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return false;
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}
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// handle warnings
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if (cgGetError() != CG_NO_ERROR)
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{
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WARN_LOG(VIDEO, "Warnings on compile ps %s:", cgGetLastListing(g_cgcontext));
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WARN_LOG(VIDEO, "%s", pstrprogram);
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}
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// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
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// It SHOULD not have any nasty side effects though - but you never know...
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char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
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char *plocal = strstr(pcompiledprog, "program.local");
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while (plocal != NULL) {
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const char *penv = " program.env";
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memcpy(plocal, penv, 13);
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plocal = strstr(plocal+13, "program.local");
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}
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glGenProgramsARB(1, &ps.glprogid);
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SetCurrentShader(ps.glprogid);
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glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
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err = GL_REPORT_ERROR();
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if (err != GL_NO_ERROR)
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{
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GLint error_pos, native_limit;
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glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &error_pos);
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native_limit);
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// Error occur
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if (error_pos != -1) {
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const char *program_error = (const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB);
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char line[256];
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strncpy(line, (const char *)pcompiledprog + error_pos, 255);
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line[255] = 0;
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ERROR_LOG(VIDEO, "Error at %i: %s", error_pos, program_error);
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ERROR_LOG(VIDEO, "Line dump: \n%s", line);
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} else if (native_limit != -1) {
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ERROR_LOG(VIDEO, "Hit limit? %i", native_limit);
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// TODO
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}
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ERROR_LOG(VIDEO, "%s", pstrprogram);
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ERROR_LOG(VIDEO, "%s", pcompiledprog);
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}
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cgDestroyProgram(tempprog);
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#endif
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#if defined(_DEBUG) || defined(DEBUGFAST)
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ps.strprog = pstrprogram;
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#endif
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return true;
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}
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//Disable Fragment programs and reset the selected Program
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void PixelShaderCache::DisableShader()
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{
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if(ShaderEnabled)
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{
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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ShaderEnabled = false;
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}
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}
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//bind a program if is diferent from the binded oone
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void PixelShaderCache::SetCurrentShader(GLuint Shader)
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{
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if(!ShaderEnabled)
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{
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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ShaderEnabled = true;
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}
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if(CurrentShader != Shader)
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{
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if(Shader != 0)
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CurrentShader = Shader;
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
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}
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}
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