dolphin/Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
XTra.KrazzY cd658ac755 More WIP OGL EventHandler work by shuffle2 and myself. Wiimote isn't implemented yet and OGL window is too small (should take window borders into account when creating window).
Not committing VideoOGL.vcproj so that project compiles with old OGL video window. In order to test just replace main.cpp/GLUtil.cpp/GLUtil.h with nmain.cpp/nGLUtil.cpp/nGLUtil.h in the project.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2038 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-01-29 23:35:31 +00:00

223 lines
7 KiB
C++

// Copyright (C) 2003-2008 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 "Profiler.h"
#include "nGLUtil.h"
#include <Cg/cg.h>
#include <Cg/cgGL.h>
#include <cmath>
#include "Statistics.h"
#include "Config.h"
#include "ImageWrite.h"
#include "Common.h"
#include "Render.h"
#include "VertexShaderGen.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
static int s_nMaxPixelInstructions;
static GLuint s_ColorMatrixProgram = 0;
PixelShaderCache::PSCache PixelShaderCache::pshaders;
PIXELSHADERUID PixelShaderCache::s_curuid;
static FRAGMENTSHADER* pShaderLast = NULL;
void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
{
glProgramEnvParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f1, f2, f3, f4);
}
void SetPSConstant4fv(int const_number, const float *f)
{
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
}
void PixelShaderCache::Init()
{
GL_REPORT_ERRORD();
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB, (GLint *)&s_nMaxPixelInstructions);
int maxinst, maxattribs;
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&maxinst);
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB, (GLint *)&maxattribs);
ERROR_LOG("pixel max_alu=%d, max_inst=%d, max_attrib=%d\n", s_nMaxPixelInstructions, maxinst, maxattribs);
char pmatrixprog[1024];
sprintf(pmatrixprog, "!!ARBfp1.0"
"TEMP R0;\n"
"TEMP R1;\n"
"TEX R0, fragment.texcoord[0], texture[0], RECT;\n"
"DP4 R1.w, R0, program.env[%d];\n"
"DP4 R1.z, R0, program.env[%d];\n"
"DP4 R1.x, R0, program.env[%d];\n"
"DP4 R1.y, R0, program.env[%d];\n"
"ADD result.color, R1, program.env[%d];\n"
"END\n", C_COLORMATRIX+3, C_COLORMATRIX+2, C_COLORMATRIX, C_COLORMATRIX+1, C_COLORMATRIX+4);
glGenProgramsARB(1, &s_ColorMatrixProgram);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, s_ColorMatrixProgram);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
GLenum err = GL_NO_ERROR;
GL_REPORT_ERROR();
if (err != GL_NO_ERROR) {
ERROR_LOG("Failed to create color matrix fragment program\n");
glDeleteProgramsARB(1, &s_ColorMatrixProgram);
s_ColorMatrixProgram = 0;
}
}
void PixelShaderCache::Shutdown()
{
glDeleteProgramsARB(1, &s_ColorMatrixProgram);
s_ColorMatrixProgram = 0;
PSCache::iterator iter = pshaders.begin();
for (; iter != pshaders.end(); iter++)
iter->second.Destroy();
pshaders.clear();
}
GLuint PixelShaderCache::GetColorMatrixProgram()
{
return s_ColorMatrixProgram;
}
FRAGMENTSHADER* PixelShaderCache::GetShader()
{
DVSTARTPROFILE();
PIXELSHADERUID uid;
u32 zbufrender = (Renderer::GetZBufferTarget() && bpmem.zmode.updateenable) ? 1 : 0;
u32 zBufRenderToCol0 = Renderer::GetRenderMode() != Renderer::RM_Normal;
GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), zbufrender, zBufRenderToCol0);
PSCache::iterator iter = pshaders.find(uid);
if (iter != pshaders.end()) {
iter->second.frameCount = frameCount;
PSCacheEntry &entry = iter->second;
if (&entry.shader != pShaderLast)
{
pShaderLast = &entry.shader;
}
return pShaderLast;
}
PSCacheEntry& newentry = pshaders[uid];
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(),
Renderer::GetZBufferTarget() != 0,
Renderer::GetRenderMode() != Renderer::RM_Normal);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_Config.iLog & CONF_SAVESHADERS && code) {
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%s/ps_%04i.txt", g_Config.texDumpPath, counter++);
SaveData(szTemp, code);
}
#endif
// printf("Compiling pixel shader. size = %i\n", strlen(code));
if (!code || !CompilePixelShader(newentry.shader, code)) {
ERROR_LOG("failed to create pixel shader\n");
return NULL;
}
//Make an entry in the table
newentry.frameCount = frameCount;
pShaderLast = &newentry.shader;
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, pshaders.size());
return pShaderLast;
}
void PixelShaderCache::Cleanup()
{
PSCache::iterator iter = pshaders.begin();
while (iter != pshaders.end()) {
PSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount - 400) {
entry.Destroy();
#ifdef _WIN32
iter = pshaders.erase(iter);
#else
pshaders.erase(iter++); // (this is gcc standard!)
#endif
}
else
iter++;
}
SETSTAT(stats.numPixelShadersAlive,(int)pshaders.size());
}
bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
{
char stropt[64];
sprintf(stropt, "MaxLocalParams=32,NumInstructionSlots=%d", s_nMaxPixelInstructions);
const char* opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgfProf, "main", opts);
if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
ERROR_LOG("Failed to create ps %s:\n", cgGetLastListing(g_cgcontext));
ERROR_LOG(pstrprogram);
return false;
}
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");
}
if (Renderer::IsUsingATIDrawBuffers()) {
// sometimes compilation can use ARB_draw_buffers, which would fail for ATI cards
// replace the three characters ARB with ATI. TODO - check whether this is fixed in modern ATI drivers.
char* poptions = strstr(pcompiledprog, "ARB_draw_buffers");
if (poptions != NULL) {
poptions[0] = 'A';
poptions[1] = 'T';
poptions[2] = 'I';
}
}
glGenProgramsARB( 1, &ps.glprogid );
glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, ps.glprogid );
glProgramStringARB( GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
GLenum err = GL_NO_ERROR;
GL_REPORT_ERROR();
if (err != GL_NO_ERROR) {
ERROR_LOG(pstrprogram);
ERROR_LOG(pcompiledprog);
}
cgDestroyProgram(tempprog);
// printf("Compiled pixel shader %i\n", ps.glprogid);
#if defined(_DEBUG) || defined(DEBUGFAST)
ps.strprog = pstrprogram;
#endif
return true;
}