dolphin/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
Ryan Houdek b20176b74f Add in GLSL setting again.
PS and VS making. Untested and won't work for now.

Add in program shader cache files.

Readd NativeVertexFormat stuffs.

Add in PS and VS cache things.

SetShaders in places.

Fixed EFB cache index computations in OpenGL renderer.

The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.

Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2011-11-30 22:02:25 -06:00

150 lines
6.3 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"
namespace OGL
{
GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0;
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
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);
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);
//checkForGLError("linking program");
glUseProgram(entry.program.glprogid);
//checkForGLError("using program");
// 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.
for(int a = 0; a < NUM_UNIFORMS; ++a)
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
// Need to get some attribute locations
if(uid.uid.vsid != 0) // We have no vertex Shader
{
entry.program.attrLoc[0] = glGetAttribLocation(entry.program.glprogid, "rawnorm1");
entry.program.attrLoc[1] = glGetAttribLocation(entry.program.glprogid, "rawnorm2");
entry.program.attrLoc[2] = glGetAttribLocation(entry.program.glprogid, "fposmtx");
if(entry.program.attrLoc[0] > 0)
glEnableVertexAttribArray(entry.program.attrLoc[0]);
if(entry.program.attrLoc[1] > 0)
glEnableVertexAttribArray(entry.program.attrLoc[1]);
if(entry.program.attrLoc[2] > 0)
glEnableVertexAttribArray(entry.program.attrLoc[2]);
}
else
entry.program.attrLoc[0] = entry.program.attrLoc[1] = entry.program.attrLoc[2] = 0;
pshaders[ShaderPair] = entry;
CurrentShaderProgram = ShaderPair;
CurrentProgram = entry.program.glprogid;
}
GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
GLint ProgramShaderCache::GetAttr(int num)
{
return pshaders[CurrentShaderProgram].program.attrLoc[num];
}
PROGRAMSHADER ProgramShaderCache::GetShaderProgram()
{
return pshaders[CurrentShaderProgram].program;
}
void ProgramShaderCache::Shutdown(void)
{
PCache::iterator iter = pshaders.begin();
for (; iter != pshaders.end(); iter++)
iter->second.Destroy();
pshaders.clear();
}
}
void GetProgramShaderId(PROGRAMUID *uid, GLuint _v, GLuint _p)
{
uid->uid.vsid = _v;
uid->uid.psid = _p;
}