diff options
Diffstat (limited to 'Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp')
| -rw-r--r-- | Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp | 150 |
1 files changed, 150 insertions, 0 deletions
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp new file mode 100644 index 0000000000..fc056aed63 --- /dev/null +++ b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp @@ -0,0 +1,150 @@ +// 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; +} |
