dolphin/Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp

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// 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/
#include "Globals.h"
#include "GLUtil.h"
#include <cmath>
#include "Statistics.h"
#include "VideoConfig.h"
#include "ImageWrite.h"
#include "Common.h"
#include "Render.h"
#include "VertexShaderGen.h"
#include "ProgramShaderCache.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "OnScreenDisplay.h"
#include "StringUtil.h"
#include "FileUtil.h"
#include "Debugger.h"
namespace OGL
{
static int s_nMaxPixelInstructions;
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static FRAGMENTSHADER s_ColorMatrixProgram;
static FRAGMENTSHADER s_DepthMatrixProgram;
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
PIXELSHADERUID PixelShaderCache::s_curuid;
bool PixelShaderCache::s_displayCompileAlert;
GLuint PixelShaderCache::CurrentShader;
bool PixelShaderCache::ShaderEnabled;
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PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry = NULL;
PIXELSHADERUID PixelShaderCache::last_uid;
GLuint PixelShaderCache::GetDepthMatrixProgram()
{
return s_DepthMatrixProgram.glprogid;
}
GLuint PixelShaderCache::GetColorMatrixProgram()
{
return s_ColorMatrixProgram.glprogid;
}
void PixelShaderCache::Init()
{
ShaderEnabled = true;
CurrentShader = 0;
last_entry = NULL;
GL_REPORT_ERRORD();
s_displayCompileAlert = true;
char pmatrixprog[2048];
sprintf(pmatrixprog, "#version %s\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"%s\n"
"%suniform sampler2DRect samp0;\n"
"%s\n"
"%svec4 " I_COLORS"[7];\n"
"%s\n"
"void main(){\n"
"vec4 Temp0, Temp1;\n"
"vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
"Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
"Temp0 = Temp0 * " I_COLORS"[%d];\n"
"Temp0 = Temp0 + K0;\n"
"Temp0 = floor(Temp0);\n"
"Temp0 = Temp0 * " I_COLORS"[%d];\n"
"Temp1.x = dot(Temp0, " I_COLORS"[%d]);\n"
"Temp1.y = dot(Temp0, " I_COLORS"[%d]);\n"
"Temp1.z = dot(Temp0, " I_COLORS"[%d]);\n"
"Temp1.w = dot(Temp0, " I_COLORS"[%d]);\n"
"gl_FragData[0] = Temp1 + " I_COLORS"[%d];\n"
"}\n",
(g_ActiveConfig.backend_info.bSupportsGLSLUBO || g_ActiveConfig.backend_info.bSupportsGLSLBinding) ? "330 compatibility" : "120",
g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "#extension GL_ARB_shading_language_420pack : enable" : "",
g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "layout(binding = 0) " : "",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
if (!PixelShaderCache::CompilePixelShader(s_ColorMatrixProgram, pmatrixprog))
{
ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
s_ColorMatrixProgram.Destroy();
}
sprintf(pmatrixprog, "#version %s\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"%s\n"
"%suniform sampler2DRect samp0;\n"
"%s\n"
"%svec4 " I_COLORS"[5];\n"
"%s\n"
"void main(){\n"
"vec4 R0, R1, R2;\n"
"vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
"vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
"R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
"R0.x = R2.x * K0.x;\n"
"R0.x = floor(R0).x;\n"
"R0.yzw = (R0 - R0.x).yzw;\n"
"R0.yzw = (R0 * K0.z).yzw;\n"
"R0.y = floor(R0).y;\n"
"R0.zw = (R0 - R0.y).zw;\n"
"R0.zw = (R0 * K0.z).zw;\n"
"R0.z = floor(R0).z;\n"
"R0.w = R0.x;\n"
"R0 = R0 * K0.y;\n"
"R0.w = (R0 * K1.x).w;\n"
"R0.w = floor(R0).w;\n"
"R0.w = (R0 * K1.y).w;\n"
"R1.x = dot(R0, " I_COLORS"[%d]);\n"
"R1.y = dot(R0, " I_COLORS"[%d]);\n"
"R1.z = dot(R0, " I_COLORS"[%d]);\n"
"R1.w = dot(R0, " I_COLORS"[%d]);\n"
"gl_FragData[0] = R1 * " I_COLORS"[%d];\n"
"}\n",
(g_ActiveConfig.backend_info.bSupportsGLSLUBO || g_ActiveConfig.backend_info.bSupportsGLSLBinding) ? "330 compatibility" : "120",
g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "#extension GL_ARB_shading_language_420pack : enable" : "",
g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "layout(binding = 0) " : "",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "layout(std140) uniform PSBlock {" : "",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "uniform ",
g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "};" : "",
C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
if (!PixelShaderCache::CompilePixelShader(s_DepthMatrixProgram, pmatrixprog))
{
ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
s_DepthMatrixProgram.Destroy();
}
}
void PixelShaderCache::Shutdown()
{
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s_ColorMatrixProgram.Destroy();
s_DepthMatrixProgram.Destroy();
PSCache::iterator iter = PixelShaders.begin();
for (; iter != PixelShaders.end(); iter++)
iter->second.Destroy();
PixelShaders.clear();
}
FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlphaMode, components);
// Check if the shader is already set
if (last_entry)
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{
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, last_entry->safe_uid, last_entry->shader.strprog, dstAlphaMode, components);
return &last_entry->shader;
}
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}
last_uid = uid;
PSCache::iterator iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
{
PSCacheEntry &entry = iter->second;
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, dstAlphaMode, components);
return &last_entry->shader;
}
// Make an entry in the table
PSCacheEntry& newentry = PixelShaders[uid];
last_entry = &newentry;
const char *code = GeneratePixelShaderCode(dstAlphaMode, API_GLSL, components);
if (g_ActiveConfig.bEnableShaderDebugging && code)
{
GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode, components);
newentry.shader.strprog = code;
}
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(szTemp, code);
}
#endif
if (!code || !CompilePixelShader(newentry.shader, code)) {
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return NULL;
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return &last_entry->shader;
}
bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
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{
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GLuint result = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(result, 1, &pstrprogram, NULL);
glCompileShader(result);
GLint compileStatus;
glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
if (compileStatus != GL_TRUE)
{
// Compile failed
ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
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GLsizei length = 0;
glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
if (length > 0)
{
GLsizei charsWritten;
GLchar* infoLog = new GLchar[length];
glGetShaderInfoLog(result, length, &charsWritten, infoLog);
WARN_LOG(VIDEO, "PS Shader info log:\n%s", infoLog);
char szTemp[MAX_PATH];
sprintf(szTemp, "ps_%d.txt", result);
FILE *fp = fopen(szTemp, "wb");
fwrite(pstrprogram, strlen(pstrprogram), 1, fp);
fclose(fp);
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delete[] infoLog;
}
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// Don't try to use this shader
glDeleteShader(result);
return false;
}
(void)GL_REPORT_ERROR();
ps.glprogid = result;
return true;
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}
void SetPSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
{
ProgramShaderCache::PCacheEntry tmp = ProgramShaderCache::GetShaderProgram();
for (int a = 0; a < NUM_UNIFORMS; ++a)
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{
if (!strcmp(name, UniformNames[a]))
{
if (tmp.UniformLocations[a] == -1)
return;
else
{
glUniform4fv(tmp.UniformLocations[a] + offset, count, f);
return;
}
}
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}
}
// Renderer functions
void Renderer::SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
float const f[4] = {f1, f2, f3, f4};
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
ProgramShaderCache::SetMultiPSConstant4fv(const_number, f, 1);
return;
}
for (unsigned int a = 0; a < 10; ++a)
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{
if (const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
{
unsigned int offset = const_number - PSVar_Loc[a].reg;
SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f);
return;
}
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}
}
void Renderer::SetPSConstant4fv(unsigned int const_number, const float *f)
{
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
ProgramShaderCache::SetMultiPSConstant4fv(const_number, f, 1);
return;
}
for (unsigned int a = 0; a < 10; ++a)
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{
if (const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
{
unsigned int offset = const_number - PSVar_Loc[a].reg;
SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f);
return;
}
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}
}
void Renderer::SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
{
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
ProgramShaderCache::SetMultiPSConstant4fv(const_number, f, count);
return;
}
for (unsigned int a = 0; a < 10; ++a)
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{
if (const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
{
unsigned int offset = const_number - PSVar_Loc[a].reg;
SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f, count);
return;
}
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}
}
} // namespace OGL