// 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 "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; bool VertexShaderCache::s_displayCompileAlert; GLuint VertexShaderCache::CurrentShader; bool VertexShaderCache::ShaderEnabled; static VERTEXSHADER *pShaderLast = NULL; static int s_nMaxVertexInstructions; void VertexShaderCache::Init() { glEnable(GL_VERTEX_PROGRAM_ARB); ShaderEnabled = true; CurrentShader = 0; memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid)); s_displayCompileAlert = true; glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions); if (strstr((const char*)glGetString(GL_VENDOR), "Humper") != NULL) s_nMaxVertexInstructions = 4096; #if CG_VERSION_NUM == 2100 if (strstr((const char*)glGetString(GL_VENDOR), "ATI") != NULL) { s_nMaxVertexInstructions = 4096; } #endif } 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 (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount) { GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); return pShaderLast; } memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID)); 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; } GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); return pShaderLast; } // Make an entry in the table VSCacheEntry& entry = vshaders[uid]; entry.frameCount = frameCount; pShaderLast = &entry.shader; const char *code = GenerateVertexShaderCode(components, API_OPENGL); #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), counter++); SaveData(szTemp, code); } #endif if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) { ERROR_LOG(VIDEO, "failed to create vertex shader"); 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 pShaderLast; } 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); } #if defined HAVE_CG && HAVE_CG 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)) { 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, "%s", pstrprogram); return false; } if (cgGetError() != CG_NO_ERROR) { WARN_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext)); WARN_LOG(VIDEO, "%s", pstrprogram); } // 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); SetCurrentShader(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, "%s", pstrprogram); ERROR_LOG(VIDEO, "%s", pcompiledprog); } cgDestroyProgram(tempprog); #endif #if defined(_DEBUG) || defined(DEBUGFAST) vs.strprog = pstrprogram; #endif return true; } void VertexShaderCache::DisableShader() { if (ShaderEnabled) { glDisable(GL_VERTEX_PROGRAM_ARB); ShaderEnabled = false; } } void VertexShaderCache::SetCurrentShader(GLuint Shader) { if (!ShaderEnabled) { glEnable(GL_VERTEX_PROGRAM_ARB); ShaderEnabled= true; } if (CurrentShader != Shader) { if(Shader != 0) CurrentShader = Shader; glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader); } } void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4) { glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB, const_number, f1, f2, f3, f4); } void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f) { glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f); } void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f) { if(GLEW_EXT_gpu_program_parameters) { glProgramEnvParameters4fvEXT(GL_VERTEX_PROGRAM_ARB, const_number, count, f); } else { for (unsigned int i = 0; i < count; i++,f+=4) glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, f); } } void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f) { if(GLEW_EXT_gpu_program_parameters) { 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; } glProgramEnvParameters4fvEXT(GL_VERTEX_PROGRAM_ARB, const_number, count, buf); } else { for (unsigned int i = 0; i < count; i++) { float buf[4]; buf[0] = *f++; buf[1] = *f++; buf[2] = *f++; buf[3] = 0.f; glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, buf); } } } } // namespace OGL