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-rw-r--r--Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp150
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diff --git a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
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+++ b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
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+// 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;
+}