// Copyright (C) 2003-2009 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 #include "Globals.h" #include "Profiler.h" #include "Config.h" #include "Statistics.h" #include "GLUtil.h" #include #include #include "Render.h" #include "VertexShaderGen.h" #include "VertexShaderManager.h" #include "VertexShaderCache.h" #include "VertexManager.h" #include "VertexLoader.h" #include "XFMemory.h" #include "ImageWrite.h" VertexShaderCache::VSCache VertexShaderCache::vshaders; bool VertexShaderCache::s_displayCompileAlert; static VERTEXSHADER *pShaderLast = NULL; static int s_nMaxVertexInstructions; void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4) { glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB, const_number, f1, f2, f3, f4); } void SetVSConstant4fv(int const_number, const float *f) { glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f); } void VertexShaderCache::Init() { s_displayCompileAlert = true; glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions); } void VertexShaderCache::Shutdown() { for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); iter++) iter->second.Destroy(); vshaders.clear(); } VERTEXSHADER* VertexShaderCache::GetShader(u32 components) { DVSTARTPROFILE(); VERTEXSHADERUID uid; GetVertexShaderId(uid, components); VSCache::iterator iter = vshaders.find(uid); if (iter != vshaders.end()) { iter->second.frameCount = frameCount; VSCacheEntry &entry = iter->second; if (&entry.shader != pShaderLast) { pShaderLast = &entry.shader; } return pShaderLast; } VSCacheEntry& entry = vshaders[uid]; const char *code = GenerateVertexShader(components); #if defined(_DEBUG) || defined(DEBUGFAST) if (g_Config.iLog & CONF_SAVESHADERS && code) { static int counter = 0; char szTemp[MAX_PATH]; sprintf(szTemp, "%s/vs_%04i.txt", FULL_DUMP_DIR, counter++); SaveData(szTemp, code); } #endif if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) { ERROR_LOG(VIDEO, "failed to create vertex shader"); return NULL; } //Make an entry in the table entry.frameCount = frameCount; pShaderLast = &entry.shader; INCSTAT(stats.numVertexShadersCreated); SETSTAT(stats.numVertexShadersAlive, vshaders.size()); return pShaderLast; } void VertexShaderCache::ProgressiveCleanup() { VSCache::iterator iter = vshaders.begin(); while (iter != vshaders.end()) { VSCacheEntry &entry = iter->second; if (entry.frameCount < frameCount - 200) { entry.Destroy(); #ifdef _WIN32 iter = vshaders.erase(iter); #else vshaders.erase(iter++); #endif } else { ++iter; } } SETSTAT(stats.numVertexShadersAlive, vshaders.size()); } bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram) { // Reset GL error before compiling shaders. Yeah, we need to investigate the causes of these. GLenum err = GL_REPORT_ERROR(); if (err != GL_NO_ERROR) { ERROR_LOG(VIDEO, "glError %08x before VS!", err); } char stropt[64]; sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions); const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL}; CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts); if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) { if (s_displayCompileAlert) { PanicAlert("Failed to create vertex shader"); s_displayCompileAlert = false; } cgDestroyProgram(tempprog); ERROR_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext)); ERROR_LOG(VIDEO, pstrprogram); return false; } // This looks evil - we modify the program through the const char * we got from cgGetProgramString! // It SHOULD not have any nasty side effects though - but you never know... char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM); char *plocal = strstr(pcompiledprog, "program.local"); while (plocal != NULL) { const char* penv = " program.env"; memcpy(plocal, penv, 13); plocal = strstr(plocal + 13, "program.local"); } glGenProgramsARB(1, &vs.glprogid); glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vs.glprogid); glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog); err = GL_REPORT_ERROR(); if (err != GL_NO_ERROR) { ERROR_LOG(VIDEO, pstrprogram); ERROR_LOG(VIDEO, pcompiledprog); } cgDestroyProgram(tempprog); #if defined(_DEBUG) || defined(DEBUGFAST) vs.strprog = pstrprogram; #endif return true; }