// 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 #include "Globals.h" #include "VideoConfig.h" #include "Statistics.h" #include "GLUtil.h" #include "Render.h" #include "VertexShaderGen.h" #include "VertexShaderManager.h" #include "ProgramShaderCache.h" #include "VertexShaderCache.h" #include "VertexManager.h" #include "VertexLoader.h" #include "XFMemory.h" #include "ImageWrite.h" #include "FileUtil.h" #include "Debugger.h" namespace OGL { VertexShaderCache::VSCache VertexShaderCache::vshaders; GLuint VertexShaderCache::CurrentShader; bool VertexShaderCache::ShaderEnabled; VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry = NULL; VERTEXSHADERUID VertexShaderCache::last_uid; void VertexShaderCache::Init() { ShaderEnabled = true; CurrentShader = 0; last_entry = NULL; } void VertexShaderCache::Shutdown() { for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter) iter->second.Destroy(); vshaders.clear(); } VERTEXSHADER* VertexShaderCache::SetShader(u32 components) { VERTEXSHADERUID uid; GetVertexShaderId(&uid, components); if (last_entry) { if (uid == last_uid) { GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); ValidateVertexShaderIDs(API_OPENGL, vshaders[uid].safe_uid, vshaders[uid].shader.strprog, components); return &last_entry->shader; } } last_uid = uid; VSCache::iterator iter = vshaders.find(uid); if (iter != vshaders.end()) { VSCacheEntry &entry = iter->second; last_entry = &entry; GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); ValidateVertexShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, components); return &last_entry->shader; } // Make an entry in the table VSCacheEntry& entry = vshaders[uid]; last_entry = &entry; const char *code = GenerateVertexShaderCode(components, API_OPENGL); GetSafeVertexShaderId(&entry.safe_uid, components); #if defined(_DEBUG) || defined(DEBUGFAST) if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) { static int counter = 0; char szTemp[MAX_PATH]; sprintf(szTemp, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++); SaveData(szTemp, code); } #endif if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) { GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); return NULL; } INCSTAT(stats.numVertexShadersCreated); SETSTAT(stats.numVertexShadersAlive, vshaders.size()); GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); return &last_entry->shader; } bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram) { GLuint result = glCreateShader(GL_VERTEX_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"); 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, "VS Shader info log:\n%s", infoLog); char szTemp[MAX_PATH]; sprintf(szTemp, "vs_%d.txt", result); FILE *fp = fopen(szTemp, "wb"); fwrite(pstrprogram, strlen(pstrprogram), 1, fp); fclose(fp); delete[] infoLog; } // Don't try to use this shader glDeleteShader(result); return false; } (void)GL_REPORT_ERROR(); vs.glprogid = result; return true; } void SetVSConstant4fvByName(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) { if (!strcmp(name, UniformNames[a])) { if (tmp.UniformLocations[a] == -1) return; else { glUniform4fv(tmp.UniformLocations[a] + offset, count, f); return; } } } } void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4) { float const buf[4] = {f1, f2, f3, f4}; if (g_ActiveConfig.backend_info.bSupportsGLSLUBO) { ProgramShaderCache::SetMultiVSConstant4fv(const_number, buf, 1); return; } for (unsigned int a = 0; a < 9; ++a) { if (const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size)) { unsigned int offset = const_number - VSVar_Loc[a].reg; SetVSConstant4fvByName(VSVar_Loc[a].name, offset, buf); return; } } } void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f) { if (g_ActiveConfig.backend_info.bSupportsGLSLUBO) { ProgramShaderCache::SetMultiVSConstant4fv(const_number, f, 1); return; } for (unsigned int a = 0; a < 9; ++a) { if (const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size)) { unsigned int offset = const_number - VSVar_Loc[a].reg; SetVSConstant4fvByName(VSVar_Loc[a].name, offset, f); return; } } } void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f) { if (g_ActiveConfig.backend_info.bSupportsGLSLUBO) { ProgramShaderCache::SetMultiVSConstant4fv(const_number, f, count); return; } for (unsigned int a = 0; a < 9; ++a) { if (const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size)) { unsigned int offset = const_number - VSVar_Loc[a].reg; SetVSConstant4fvByName(VSVar_Loc[a].name, offset, f, count); return; } } } void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f) { float buf[4 * C_VENVCONST_END]; for (unsigned int i = 0; i < count; i++) { buf[4*i ] = *f++; buf[4*i+1] = *f++; buf[4*i+2] = *f++; buf[4*i+3] = 0.f; } if (g_ActiveConfig.backend_info.bSupportsGLSLUBO) { ProgramShaderCache::SetMultiVSConstant4fv(const_number, buf, count); return; } for (unsigned int a = 0; a < 9; ++a) { if (const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size)) { unsigned int offset = const_number - VSVar_Loc[a].reg; SetVSConstant4fvByName(VSVar_Loc[a].name, offset, buf, count); return; } } } } // namespace OGL