mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
287 lines
8.4 KiB
C++
287 lines
8.4 KiB
C++
// Copyright (C) 2003 Dolphin Project.
|
|
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, version 2.0.
|
|
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License 2.0 for more details.
|
|
|
|
// A copy of the GPL 2.0 should have been included with the program.
|
|
// If not, see http://www.gnu.org/licenses/
|
|
|
|
// Official SVN repository and contact information can be found at
|
|
// http://code.google.com/p/dolphin-emu/
|
|
|
|
#ifndef _SHADERGENCOMMON_H
|
|
#define _SHADERGENCOMMON_H
|
|
|
|
#include <stdio.h>
|
|
#include <stdarg.h>
|
|
#include <string>
|
|
#include <vector>
|
|
#include <algorithm>
|
|
|
|
#include "CommonTypes.h"
|
|
#include "VideoCommon.h"
|
|
|
|
/**
|
|
* Common interface for classes that need to go through the shader generation path (GenerateVertexShader, GeneratePixelShader)
|
|
* In particular, this includes the shader code generator (ShaderCode).
|
|
* A different class (ShaderUid) can be used to uniquely identify each ShaderCode object.
|
|
* More interesting things can be done with this, e.g. ShaderConstantProfile checks what shader constants are being used. This can be used to optimize buffer management.
|
|
* Each of the ShaderCode, ShaderUid and ShaderConstantProfile child classes only implement the subset of ShaderGeneratorInterface methods that are required for the specific tasks.
|
|
*/
|
|
class ShaderGeneratorInterface
|
|
{
|
|
public:
|
|
/*
|
|
* Used when the shader generator would write a piece of ShaderCode.
|
|
* Can be used like printf.
|
|
* @note In the ShaderCode implementation, this does indeed write the parameter string to an internal buffer. However, you're free to do whatever you like with the parameter.
|
|
*/
|
|
void Write(const char* fmt, ...) {}
|
|
|
|
/*
|
|
* Returns a read pointer to the internal buffer.
|
|
* @note When implementing this method in a child class, you likely want to return the argument of the last SetBuffer call here
|
|
* @note SetBuffer() should be called before using GetBuffer().
|
|
*/
|
|
const char* GetBuffer() { return NULL; }
|
|
|
|
/*
|
|
* Can be used to give the object a place to write to. This should be called before using Write().
|
|
* @param buffer pointer to a char buffer that the object can write to
|
|
*/
|
|
void SetBuffer(char* buffer) { }
|
|
|
|
/*
|
|
* Tells us that a specific constant range (including last_index) is being used by the shader
|
|
*/
|
|
inline void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {}
|
|
|
|
/*
|
|
* Returns a pointer to an internally stored object of the uid_data type.
|
|
* @warning since most child classes use the default implementation you shouldn't access this directly without adding precautions against NULL access (e.g. via adding a dummy structure, cf. the vertex/pixel shader generators)
|
|
*/
|
|
template<class uid_data>
|
|
uid_data& GetUidData() { return *(uid_data*)NULL; }
|
|
};
|
|
|
|
/**
|
|
* Shader UID class used to uniquely identify the ShaderCode output written in the shader generator.
|
|
* uid_data can be any struct of parameters that uniquely identify each shader code output.
|
|
* Unless performance is not an issue, uid_data should be tightly packed to reduce memory footprint.
|
|
* Shader generators will write to specific uid_data fields; ShaderUid methods will only read raw u32 values from a union.
|
|
*/
|
|
template<class uid_data>
|
|
class ShaderUid : public ShaderGeneratorInterface
|
|
{
|
|
public:
|
|
ShaderUid()
|
|
{
|
|
// TODO: Move to Shadergen => can be optimized out
|
|
memset(values, 0, sizeof(values));
|
|
}
|
|
|
|
bool operator == (const ShaderUid& obj) const
|
|
{
|
|
return memcmp(this->values, obj.values, sizeof(values)) == 0;
|
|
}
|
|
|
|
bool operator != (const ShaderUid& obj) const
|
|
{
|
|
return memcmp(this->values, obj.values, sizeof(values)) != 0;
|
|
}
|
|
|
|
// determines the storage order inside STL containers
|
|
bool operator < (const ShaderUid& obj) const
|
|
{
|
|
// TODO: Store last frame used and order by that? makes much more sense anyway...
|
|
for (unsigned int i = 0; i < sizeof(uid_data) / sizeof(u32); ++i)
|
|
{
|
|
if (this->values[i] < obj.values[i])
|
|
return true;
|
|
else if (this->values[i] > obj.values[i])
|
|
return false;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
template<class T>
|
|
inline T& GetUidData() { return data; }
|
|
|
|
const uid_data& GetUidData() const { return data; }
|
|
size_t GetUidDataSize() const { return sizeof(values); }
|
|
|
|
private:
|
|
union
|
|
{
|
|
uid_data data;
|
|
u32 values[sizeof(uid_data) / sizeof(u32)];
|
|
};
|
|
};
|
|
|
|
class ShaderCode : public ShaderGeneratorInterface
|
|
{
|
|
public:
|
|
ShaderCode() : buf(NULL), write_ptr(NULL)
|
|
{
|
|
|
|
}
|
|
|
|
void Write(const char* fmt, ...)
|
|
{
|
|
va_list arglist;
|
|
va_start(arglist, fmt);
|
|
write_ptr += vsprintf(write_ptr, fmt, arglist);
|
|
va_end(arglist);
|
|
}
|
|
|
|
const char* GetBuffer() { return buf; }
|
|
void SetBuffer(char* buffer) { buf = buffer; write_ptr = buffer; }
|
|
|
|
private:
|
|
const char* buf;
|
|
char* write_ptr;
|
|
};
|
|
|
|
/**
|
|
* Generates a shader constant profile which can be used to query which constants are used in a shader
|
|
*/
|
|
class ShaderConstantProfile : public ShaderGeneratorInterface
|
|
{
|
|
public:
|
|
ShaderConstantProfile(int num_constants) { constant_usage.resize(num_constants); }
|
|
|
|
inline void SetConstantsUsed(unsigned int first_index, unsigned int last_index)
|
|
{
|
|
for (unsigned int i = first_index; i < last_index+1; ++i)
|
|
constant_usage[i] = true;
|
|
}
|
|
|
|
inline bool ConstantIsUsed(unsigned int index)
|
|
{
|
|
// TODO: Not ready for usage yet
|
|
return true;
|
|
// return constant_usage[index];
|
|
}
|
|
private:
|
|
std::vector<bool> constant_usage; // TODO: Is vector<bool> appropriate here?
|
|
};
|
|
|
|
template<class T>
|
|
static void WriteRegister(T& object, API_TYPE ApiType, const char *prefix, const u32 num)
|
|
{
|
|
if (ApiType == API_OPENGL)
|
|
return; // Nothing to do here
|
|
|
|
object.Write(" : register(%s%d)", prefix, num);
|
|
}
|
|
|
|
template<class T>
|
|
static void WriteLocation(T& object, API_TYPE ApiType, bool using_ubos)
|
|
{
|
|
if (using_ubos)
|
|
return;
|
|
|
|
object.Write("uniform ");
|
|
}
|
|
|
|
template<class T>
|
|
static void DeclareUniform(T& object, API_TYPE api_type, bool using_ubos, const u32 num, const char* type, const char* name)
|
|
{
|
|
WriteLocation(object, api_type, using_ubos);
|
|
object.Write("%s %s ", type, name);
|
|
WriteRegister(object, api_type, "c", num);
|
|
object.Write(";\n");
|
|
}
|
|
|
|
#pragma pack(4)
|
|
/**
|
|
* Common uid data used for shader generators that use lighting calculations.
|
|
* Expected to be stored as a member called "lighting".
|
|
*/
|
|
struct LightingUidData
|
|
{
|
|
u32 matsource : 4; // 4x1 bit
|
|
u32 enablelighting : 4; // 4x1 bit
|
|
u32 ambsource : 4; // 4x1 bit
|
|
u32 diffusefunc : 8; // 4x2 bits
|
|
u32 attnfunc : 8; // 4x2 bits
|
|
u32 light_mask : 32; // 4x8 bits
|
|
};
|
|
#pragma pack()
|
|
|
|
/**
|
|
* Checks if there has been
|
|
*/
|
|
template<class UidT, class CodeT>
|
|
class UidChecker
|
|
{
|
|
public:
|
|
void Invalidate()
|
|
{
|
|
m_shaders.clear();
|
|
m_uids.clear();
|
|
}
|
|
|
|
void AddToIndexAndCheck(CodeT& new_code, const UidT& new_uid, const char* shader_type, const char* dump_prefix)
|
|
{
|
|
bool uid_is_indexed = std::find(m_uids.begin(), m_uids.end(), new_uid) != m_uids.end();
|
|
if (!uid_is_indexed)
|
|
{
|
|
m_uids.push_back(new_uid);
|
|
m_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 = m_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(),
|
|
dump_prefix,
|
|
++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 << "\n\nShader uid:\n";
|
|
for (unsigned int i = 0; i < new_uid.GetUidDataSize(); ++i)
|
|
{
|
|
u32 value = ((u32*)&new_uid.GetUidData())[i];
|
|
if ((i % 4) == 0)
|
|
{
|
|
unsigned int last_value = (i+3 < new_uid.GetUidDataSize()-1) ? i+3 : new_uid.GetUidDataSize();
|
|
file << std::setfill(' ') << std::dec;
|
|
file << "Values " << std::setw(2) << i << " - " << last_value << ": ";
|
|
}
|
|
|
|
file << std::setw(8) << std::setfill('0') << std::hex << value << std::setw(1);
|
|
if ((i % 4) < 3)
|
|
file << ' ';
|
|
else
|
|
file << std::endl;
|
|
}
|
|
file.close();
|
|
|
|
ERROR_LOG(VIDEO, "%s shader uid mismatch! See %s for details", shader_type, szTemp);
|
|
}
|
|
}
|
|
}
|
|
|
|
private:
|
|
std::map<UidT,std::string> m_shaders;
|
|
std::vector<UidT> m_uids;
|
|
};
|
|
|
|
#endif // _SHADERGENCOMMON_H
|