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-rw-r--r--Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp409
1 files changed, 211 insertions, 198 deletions
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
index a422f80079..008a4a679e 100644
--- a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
+++ b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
@@ -18,234 +18,247 @@
#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;
-
- LinearDiskCache<PROGRAMUID, u8> g_program_disk_cache;
- GLenum ProgramFormat;
-
- std::pair<u32, u32> 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::SetProgramVariables(PCacheEntry &entry, const PROGRAMUID &uid)
- {
- // 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 = 8; a < NUM_UNIFORMS; ++a)
- entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
- 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 && !g_ActiveConfig.backend_info.bSupportsGLSLATTRBind) // 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");
- }
- }
-
- void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
+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;
+
+LinearDiskCache<PROGRAMUID, u8> g_program_disk_cache;
+GLenum ProgramFormat;
+
+std::pair<u32, u32> 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::SetProgramVariables(PCacheEntry &entry, const PROGRAMUID &uid)
+{
+ // 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)
{
- PROGRAMUID uid;
- CurrentFShader = PS;
- CurrentVShader = VS;
+ glUniformBlockBinding(entry.program.glprogid, 0, 1);
+ // Some things have no vertex shader
+ if (uid.uid.vsid != 0)
+ 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
- GetProgramShaderId(&uid, CurrentVShader, CurrentFShader);
+ // (Sonicadvance): 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 = 8; a < NUM_UNIFORMS; ++a)
+ entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
- if(uid.uid.id == 0)
+ if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
+ {
+ for (int a = 0; a < 8; ++a)
{
- CurrentProgram = 0;
- glUseProgram(0);
- return;
+ // 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);
}
+ }
- // Fragment shaders can survive without Vertex Shaders
- // We have a valid fragment shader, let's create our program
- std::pair<u32, u32> 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.uid = uid;
- 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);
- #ifdef GLEW_VERSION_4_0
- if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
- glProgramParameteri(entry.program.glprogid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
- #endif
-
- glLinkProgram(entry.program.glprogid);
-
- glUseProgram(entry.program.glprogid);
+ // Need to get some attribute locations
+ if (uid.uid.vsid != 0 && !g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
+ {
+ // 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");
+ }
+}
- SetProgramVariables(entry, uid);
+void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
+{
+ PROGRAMUID uid;
+ CurrentFShader = PS;
+ CurrentVShader = VS;
- pshaders[ShaderPair] = entry;
- CurrentShaderProgram = ShaderPair;
- CurrentProgram = entry.program.glprogid;
- }
+ GetProgramShaderId(&uid, CurrentVShader, CurrentFShader);
- void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
+ if (uid.uid.id == 0)
{
- glBufferSubData(GL_UNIFORM_BUFFER, offset * sizeof(float) * 4,
- count * sizeof(float) * 4, f);
+ CurrentProgram = 0;
+ glUseProgram(0);
+ return;
}
- void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
+ // Fragment shaders can survive without Vertex Shaders
+ // We have a valid fragment shader, let's create our program
+ std::pair<u32, u32> ShaderPair = std::make_pair(uid.uid.psid, uid.uid.vsid);
+ PCache::iterator iter = pshaders.find(ShaderPair);
+ if (iter != pshaders.end())
{
- glBufferSubData(GL_UNIFORM_BUFFER, s_vs_data_offset + offset * sizeof(float) * 4,
- count * sizeof(float) * 4, f);
+ PCacheEntry &entry = iter->second;
+ glUseProgram(entry.program.glprogid);
+ CurrentShaderProgram = ShaderPair;
+ CurrentProgram = entry.program.glprogid;
+ return;
}
-
- GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
- PROGRAMSHADER ProgramShaderCache::GetShaderProgram(void)
+ PCacheEntry entry;
+ entry.program.vsid = CurrentVShader;
+ entry.program.psid = CurrentFShader;
+ entry.program.uid = uid;
+ 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);
+
+#ifdef GLEW_VERSION_4_0
+ if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
+ glProgramParameteri(entry.program.glprogid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
+#endif
+
+ glLinkProgram(entry.program.glprogid);
+
+ glUseProgram(entry.program.glprogid);
+
+ SetProgramVariables(entry, uid);
+
+ 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)
{
- return pshaders[CurrentShaderProgram].program;
+ 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::Init(void)
+
+#ifdef GLEW_VERSION_4_0
+ // Read our shader cache, only if supported
+ if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
{
- // 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);
- }
- #ifdef GLEW_VERSION_4_0
- // Read our shader cache, only if supported
- if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
- {
- char cache_filename[MAX_PATH];
- sprintf(cache_filename, "%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
- SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
- ProgramShaderCacheInserter inserter;
- g_program_disk_cache.OpenAndRead(cache_filename, inserter);
-
- GLint Supported;
- glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
-
- GLint *Formats = new GLint[Supported];
- glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, Formats);
- ProgramFormat = (GLenum)Formats[0]; // We don't really care about format
- delete[] Formats;
- }
- #endif
+ char cache_filename[MAX_PATH];
+ sprintf(cache_filename, "%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
+ SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
+ ProgramShaderCacheInserter inserter;
+ g_program_disk_cache.OpenAndRead(cache_filename, inserter);
+
+ GLint Supported;
+ glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
+
+ GLint *Formats = new GLint[Supported];
+ glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, Formats);
+ // We don't really care about format
+ ProgramFormat = (GLenum)Formats[0];
+ delete[] Formats;
}
-
- void ProgramShaderCache::Shutdown(void)
+#endif
+}
+
+void ProgramShaderCache::Shutdown(void)
+{
+ if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
{
- if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
- {
- PCache::iterator iter = pshaders.begin();
- for (; iter != pshaders.end(); ++iter)
- g_program_disk_cache.Append(iter->second.program.uid, iter->second.program.Data(), iter->second.program.Size());
-
- g_program_disk_cache.Sync();
- g_program_disk_cache.Close();
- }
-
PCache::iterator iter = pshaders.begin();
for (; iter != pshaders.end(); ++iter)
- iter->second.Destroy();
- pshaders.clear();
+ g_program_disk_cache.Append(iter->second.program.uid, iter->second.program.Data(), iter->second.program.Size());
- if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
- {
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
- glDeleteBuffers(1, &s_ps_vs_ubo);
- s_ps_vs_ubo = 0;
- }
+ g_program_disk_cache.Sync();
+ g_program_disk_cache.Close();
+ }
+
+ 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;
}
}
+} // namespace OGL
+
void GetProgramShaderId(PROGRAMUID *uid, GLuint _v, GLuint _p)
{
uid->uid.vsid = _v;