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

218 lines
7.2 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/
#include "ProgramShaderCache.h"
#include "MathUtil.h"
#include <assert.h>
namespace OGL
{
GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0;
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
GLuint ProgramShaderCache::s_ps_vs_ubo;
GLintptr ProgramShaderCache::s_vs_data_offset;
std::pair<u64, u64> ProgramShaderCache::CurrentShaderProgram;
const char *UniformNames[NUM_UNIFORMS] = {
// SAMPLERS
"samp0","samp1","samp2","samp3","samp4","samp5","samp6","samp7",
// PIXEL SHADER UNIFORMS
I_COLORS,
I_KCOLORS,
I_ALPHA,
I_TEXDIMS,
I_ZBIAS ,
I_INDTEXSCALE ,
I_INDTEXMTX,
I_FOG,
I_PLIGHTS,
I_PMATERIALS,
// VERTEX SHADER UNIFORMS
I_POSNORMALMATRIX,
I_PROJECTION ,
I_MATERIALS,
I_LIGHTS,
I_TEXMATRICES,
I_TRANSFORMMATRICES ,
I_NORMALMATRICES ,
I_POSTTRANSFORMMATRICES,
I_DEPTHPARAMS,
};
void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
{
PROGRAMUID uid;
CurrentFShader = PS;
CurrentVShader = VS;
GetProgramShaderId(&uid, CurrentVShader, CurrentFShader);
if(uid.uid.id == 0)
{
CurrentProgram = 0;
glUseProgram(0);
return;
}
// Fragment shaders can survive without Vertex Shaders
// We have a valid fragment shader, let's create our program
std::pair<u64, u64> ShaderPair = std::make_pair(uid.uid.psid, uid.uid.vsid);
PCache::iterator iter = pshaders.find(ShaderPair);
if (iter != pshaders.end())
{
PCacheEntry &entry = iter->second;
glUseProgram(entry.program.glprogid);
if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
for(int a = 0; a < 8; ++a)
{
// Why do we need to set this again here when we don't support binding?
if(entry.program.UniformLocations[a] != -1)
glUniform1i(entry.program.UniformLocations[a], a);
}
CurrentShaderProgram = ShaderPair;
CurrentProgram = entry.program.glprogid;
return;
}
PCacheEntry entry;
entry.program.vsid = CurrentVShader;
entry.program.psid = CurrentFShader;
entry.program.glprogid = glCreateProgram();
// Right, the program is created now
// Let's attach everything
if(entry.program.vsid != 0) // attaching zero vertex shader makes it freak out
glAttachShader(entry.program.glprogid, entry.program.vsid);
glAttachShader(entry.program.glprogid, entry.program.psid);
glLinkProgram(entry.program.glprogid);
glUseProgram(entry.program.glprogid);
// Dunno why this is needed when I have the binding
// points statically set in the shader source
// We should only need these two functions when we don't support binding but do support UBO
// Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
glUniformBlockBinding( entry.program.glprogid, 0, 1 );
if(uid.uid.vsid != 0) // Some things have no vertex shader
glUniformBlockBinding( entry.program.glprogid, 1, 2 );
}
// We cache our uniform locations for now
// Once we move up to a newer version of GLSL, ~1.30
// We can remove this
//For some reason this fails on my hardware
//glGetUniformIndices(entry.program.glprogid, NUM_UNIFORMS, UniformNames, entry.program.UniformLocations);
//Got to do it this crappy way.
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
for(int a = 0; a < NUM_UNIFORMS; ++a)
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
else if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
for(int a = 0; a < 8; ++a)
{
// Still need to get sampler locations since we aren't binding them statically in the shaders
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
if(entry.program.UniformLocations[a] != -1)
glUniform1i(entry.program.UniformLocations[a], a);
}
// Need to get some attribute locations
if(uid.uid.vsid != 0) // We have no vertex Shader
{
glBindAttribLocation(entry.program.glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
glBindAttribLocation(entry.program.glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
glBindAttribLocation(entry.program.glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
}
pshaders[ShaderPair] = entry;
CurrentShaderProgram = ShaderPair;
CurrentProgram = entry.program.glprogid;
}
void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
{
glBufferSubData(GL_UNIFORM_BUFFER, offset * sizeof(float) * 4,
count * sizeof(float) * 4, f);
}
void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
{
glBufferSubData(GL_UNIFORM_BUFFER, s_vs_data_offset + offset * sizeof(float) * 4,
count * sizeof(float) * 4, f);
}
GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
PROGRAMSHADER ProgramShaderCache::GetShaderProgram(void)
{
return pshaders[CurrentShaderProgram].program;
}
void ProgramShaderCache::Init(void)
{
// We have to get the UBO alignment here because
// if we generate a buffer that isn't aligned
// then the UBO will fail.
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
GLint Align;
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);
GLintptr const ps_data_size = ROUND_UP(C_PENVCONST_END * sizeof(float) * 4, Align);
GLintptr const vs_data_size = ROUND_UP(C_VENVCONST_END * sizeof(float) * 4, Align);
s_vs_data_offset = ps_data_size;
// We multiply by *4*4 because we need to get down to basic machine units.
// So multiply by four to get how many floats we have from vec4s
// Then once more to get bytes
glGenBuffers(1, &s_ps_vs_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, s_ps_vs_ubo);
glBufferData(GL_UNIFORM_BUFFER, ps_data_size + vs_data_size, NULL, GL_DYNAMIC_DRAW);
// Now bind the buffer to the index point
// We know PS is 0 since we have it statically set in the shader
// Repeat for VS shader
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_ps_vs_ubo, 0, ps_data_size);
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_ps_vs_ubo, s_vs_data_offset, vs_data_size);
}
}
void ProgramShaderCache::Shutdown(void)
{
PCache::iterator iter = pshaders.begin();
for (; iter != pshaders.end(); ++iter)
iter->second.Destroy();
pshaders.clear();
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glDeleteBuffers(1, &s_ps_vs_ubo);
s_ps_vs_ubo = 0;
}
}
}
void GetProgramShaderId(PROGRAMUID *uid, GLuint _v, GLuint _p)
{
uid->uid.vsid = _v;
uid->uid.psid = _p;
}