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Diffstat (limited to 'Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp')
-rw-r--r--Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp334
1 files changed, 234 insertions, 100 deletions
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
index 5481f26541..fcffa175c6 100644
--- a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
+++ b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
@@ -18,37 +18,30 @@
#include "ProgramShaderCache.h"
#include "MathUtil.h"
#include "StreamBuffer.h"
+#include "Debugger.h"
+#include "Statistics.h"
namespace OGL
{
static const u32 UBO_LENGTH = 4*1024*1024;
-GLuint ProgramShaderCache::CurrentProgram = 0;
+static GLuint CurrentProgram = 0;
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
GLintptr ProgramShaderCache::s_vs_data_offset;
u8 *ProgramShaderCache::s_ubo_buffer;
u32 ProgramShaderCache::s_ubo_buffer_size;
bool ProgramShaderCache::s_ubo_dirty;
-LinearDiskCache<u64, u8> g_program_disk_cache;
+LinearDiskCache<SHADERUID, u8> g_program_disk_cache;
GLenum ProgramFormat;
GLuint ProgramShaderCache::PCacheEntry::prog_format = 0;
-u64 ProgramShaderCache::CurrentShaderProgram;
-
static StreamBuffer *s_buffer;
-u64 Create_Pair(u32 key1, u32 key2)
-{
- return (((u64)key1) << 32) | key2;
-}
-void Get_Pair(u64 key, u32 *key1, u32 *key2)
-{
- *key1 = (key & 0xFFFFFFFF00000000) >> 32;
- *key2 = key & 0xFFFFFFFF;
-}
+ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
+SHADERUID ProgramShaderCache::last_uid;
const char *UniformNames[NUM_UNIFORMS] =
{
@@ -75,18 +68,21 @@ const char *UniformNames[NUM_UNIFORMS] =
I_DEPTHPARAMS,
};
-void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
+void SHADER::SetProgramVariables()
{
+ // glsl shader must be bind to set samplers
+ Bind();
+
// Bind UBO
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
- GLint PSBlock_id = glGetUniformBlockIndex(entry.prog_id, "PSBlock");
- GLint VSBlock_id = glGetUniformBlockIndex(entry.prog_id, "VSBlock");
+ GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
+ GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
if(PSBlock_id != -1)
- glUniformBlockBinding(entry.prog_id, PSBlock_id, 1);
+ glUniformBlockBinding(glprogid, PSBlock_id, 1);
if(VSBlock_id != -1)
- glUniformBlockBinding(entry.prog_id, VSBlock_id, 2);
+ glUniformBlockBinding(glprogid, VSBlock_id, 2);
}
// We cache our uniform locations for now
@@ -94,12 +90,12 @@ void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
// We can remove this
// (Sonicadvance): For some reason this fails on my hardware
- //glGetUniformIndices(entry.prog_id, NUM_UNIFORMS, UniformNames, entry.UniformLocations);
+ //glGetUniformIndices(glprogid, NUM_UNIFORMS, UniformNames, UniformLocations);
// Got to do it this crappy way.
- entry.UniformLocations[0] = glGetUniformLocation(entry.prog_id, UniformNames[0]);
+ UniformLocations[0] = glGetUniformLocation(glprogid, UniformNames[0]);
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
for (int a = 1; a < NUM_UNIFORMS; ++a)
- entry.UniformLocations[a] = glGetUniformLocation(entry.prog_id, UniformNames[a]);
+ UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]);
// Bind Texture Sampler
for (int a = 0; a <= 9; ++a)
@@ -108,165 +104,284 @@ void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry)
snprintf(name, 8, "samp%d", a);
// Still need to get sampler locations since we aren't binding them statically in the shaders
- int loc = glGetUniformLocation(entry.prog_id, name);
+ int loc = glGetUniformLocation(glprogid, name);
if (loc != -1)
glUniform1i(loc, a);
}
}
-void ProgramShaderCache::SetProgramBindings ( ProgramShaderCache::PCacheEntry& entry )
+void SHADER::SetProgramBindings()
{
if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
{
// So we do support extended blending
// So we need to set a few more things here.
// Bind our out locations
- glBindFragDataLocationIndexed(entry.prog_id, 0, 0, "ocol0");
- glBindFragDataLocationIndexed(entry.prog_id, 0, 1, "ocol1");
+ glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0");
+ glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1");
}
else
- glBindFragDataLocation(entry.prog_id, 0, "ocol0");
+ glBindFragDataLocation(glprogid, 0, "ocol0");
// Need to set some attribute locations
- glBindAttribLocation(entry.prog_id, SHADER_POSITION_ATTRIB, "rawpos");
+ glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
- glBindAttribLocation(entry.prog_id, SHADER_POSMTX_ATTRIB, "fposmtx");
+ glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
- glBindAttribLocation(entry.prog_id, SHADER_COLOR0_ATTRIB, "color0");
- glBindAttribLocation(entry.prog_id, SHADER_COLOR1_ATTRIB, "color1");
+ glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "color0");
+ glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "color1");
- glBindAttribLocation(entry.prog_id, SHADER_NORM0_ATTRIB, "rawnorm0");
- glBindAttribLocation(entry.prog_id, SHADER_NORM1_ATTRIB, "rawnorm1");
- glBindAttribLocation(entry.prog_id, SHADER_NORM2_ATTRIB, "rawnorm2");
+ glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0");
+ glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
+ glBindAttribLocation(glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
for(int i=0; i<8; i++) {
char attrib_name[8];
snprintf(attrib_name, 8, "tex%d", i);
- glBindAttribLocation(entry.prog_id, SHADER_TEXTURE0_ATTRIB+i, attrib_name);
+ glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB+i, attrib_name);
}
}
+void SHADER::Bind()
+{
+ if(CurrentProgram != glprogid)
+ {
+ glUseProgram(glprogid);
+ CurrentProgram = glprogid;
+ }
+}
+
+
+void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
+{
+ s_ubo_dirty = true;
+ memcpy(s_ubo_buffer+(offset*4*sizeof(float)), f, count*4*sizeof(float));
+}
+
+void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
+{
+ s_ubo_dirty = true;
+ memcpy(s_ubo_buffer+(offset*4*sizeof(float))+s_vs_data_offset, f, count*4*sizeof(float));
+}
-void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
+void ProgramShaderCache::UploadConstants()
{
- if(!PS || !VS) {
- ERROR_LOG(VIDEO, "tried to bind a zero shader");
- return;
+ if(s_ubo_dirty) {
+ s_buffer->Alloc(s_ubo_buffer_size);
+ size_t offset = s_buffer->Upload(s_ubo_buffer, s_ubo_buffer_size);
+ glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->getBuffer(), offset, s_vs_data_offset);
+ glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->getBuffer(), offset + s_vs_data_offset, s_ubo_buffer_size - s_vs_data_offset);
+ s_ubo_dirty = false;
}
+}
+
+GLuint ProgramShaderCache::GetCurrentProgram(void)
+{
+ return CurrentProgram;
+}
+
+SHADER* ProgramShaderCache::SetShader ( DSTALPHA_MODE dstAlphaMode, u32 components )
+{
+ SHADERUID uid;
+ GetShaderId(&uid, dstAlphaMode, components);
- u64 ShaderPair = Create_Pair(PS, VS);
+ // Check if the shader is already set
+ if (last_entry)
+ {
+ if (uid == last_uid)
+ {
+ GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
+ ValidateShaderIDs(last_entry, dstAlphaMode, components);
+ last_entry->shader.Bind();
+ return &last_entry->shader;
+ }
+ }
- // program is already bound
- if(ShaderPair == CurrentShaderProgram) return;
+ last_uid = uid;
- PCache::iterator iter = pshaders.find(ShaderPair);
+ // Check if shader is already in cache
+ PCache::iterator iter = pshaders.find(uid);
if (iter != pshaders.end())
{
- PCacheEntry &entry = iter->second;
- glUseProgram(entry.prog_id);
- CurrentProgram = entry.prog_id;
- CurrentShaderProgram = ShaderPair;
- return;
+ PCacheEntry *entry = &iter->second;
+ last_entry = entry;
+
+ GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
+ ValidateShaderIDs(entry, dstAlphaMode, components);
+ last_entry->shader.Bind();
+ return &last_entry->shader;
+ }
+
+ // Make an entry in the table
+ PCacheEntry& newentry = pshaders[uid];
+ last_entry = &newentry;
+
+ const char *vcode = GenerateVertexShaderCode(components, API_OPENGL);
+ const char *pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
+
+ if (g_ActiveConfig.bEnableShaderDebugging)
+ {
+ GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode, components);
+ newentry.shader.strvprog = vcode;
+ newentry.shader.strpprog = pcode;
}
- PCacheEntry entry;
- entry.Create(PS, VS);
+#if defined(_DEBUG) || defined(DEBUGFAST)
+ if (g_ActiveConfig.iLog & CONF_SAVESHADERS) {
+ static int counter = 0;
+ char szTemp[MAX_PATH];
+ sprintf(szTemp, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
+ SaveData(szTemp, vcode);
+ sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
+ SaveData(szTemp, pcode);
+ }
+#endif
- // Right, the program is created now
- // Let's attach everything
- glAttachShader(entry.prog_id, entry.vsid);
- glAttachShader(entry.prog_id, entry.psid);
+ if (!CompileShader(newentry.shader, vcode, pcode)) {
+ GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
+ return NULL;
+ }
+
+ INCSTAT(stats.numPixelShadersCreated);
+ SETSTAT(stats.numPixelShadersAlive, pshaders.size());
+ GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
+
+ last_entry->shader.Bind();
+ return &last_entry->shader;
+}
+
+bool ProgramShaderCache::CompileShader ( SHADER& shader, const char* vcode, const char* pcode )
+{
+ GLuint vsid = CompileSingleShader(GL_VERTEX_SHADER, vcode);
+ GLuint psid = CompileSingleShader(GL_FRAGMENT_SHADER, pcode);
+
+ if(!vsid || !psid)
+ {
+ glDeleteShader(vsid);
+ glDeleteShader(psid);
+ return false;
+ }
+
+ GLuint pid = shader.glprogid = glCreateProgram();;
+
+ glAttachShader(pid, vsid);
+ glAttachShader(pid, psid);
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
- glProgramParameteri(entry.prog_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
+ glProgramParameteri(pid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
- SetProgramBindings(entry);
+ shader.SetProgramBindings();
- glLinkProgram(entry.prog_id);
+ glLinkProgram(pid);
+
+ // original shaders aren't needed any more
+ glDeleteShader(vsid);
+ glDeleteShader(psid);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
GLsizei length = 0;
- glGetProgramiv(entry.prog_id, GL_INFO_LOG_LENGTH, &length);
+ glGetProgramiv(pid, GL_INFO_LOG_LENGTH, &length);
if (length > 1)
{
GLsizei charsWritten;
GLchar* infoLog = new GLchar[length];
- glGetProgramInfoLog(entry.prog_id, length, &charsWritten, infoLog);
+ glGetProgramInfoLog(pid, length, &charsWritten, infoLog);
ERROR_LOG(VIDEO, "Program info log:\n%s", infoLog);
char szTemp[MAX_PATH];
- sprintf(szTemp, "p_%d.txt", entry.prog_id);
+ sprintf(szTemp, "p_%d.txt", pid);
FILE *fp = fopen(szTemp, "wb");
fwrite(infoLog, length, 1, fp);
delete[] infoLog;
-
- glGetShaderiv(VS, GL_SHADER_SOURCE_LENGTH, &length);
- GLchar* src = new GLchar[length];
- glGetShaderSource(VS, length, &charsWritten, src);
- fwrite(src, strlen(src), 1, fp);
- delete [] src;
-
- glGetShaderiv(PS, GL_SHADER_SOURCE_LENGTH, &length);
- src = new GLchar[length];
- glGetShaderSource(PS, length, &charsWritten, src);
- fwrite(src, strlen(src), 1, fp);
- delete [] src;
+ fwrite(vcode, strlen(vcode), 1, fp);
+ fwrite(pcode, strlen(pcode), 1, fp);
fclose(fp);
}
GLint linkStatus;
- glGetProgramiv(entry.prog_id, GL_LINK_STATUS, &linkStatus);
+ glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE)
{
// Compile failed
ERROR_LOG(VIDEO, "Program linking failed; see info log");
// Don't try to use this shader
- glDeleteProgram(entry.prog_id);
- return;
+ glDeleteProgram(pid);
+ return false;
}
#endif
- glUseProgram(entry.prog_id);
-
- SetProgramVariables(entry);
-
- pshaders[ShaderPair] = entry;
- CurrentShaderProgram = ShaderPair;
- CurrentProgram = entry.prog_id;
+ shader.SetProgramVariables();
+
+ return true;
}
-void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
+GLuint ProgramShaderCache::CompileSingleShader (GLuint type, const char* code )
{
- s_ubo_dirty = true;
- memcpy(s_ubo_buffer+(offset*4*sizeof(float)), f, count*4*sizeof(float));
+ GLuint result = glCreateShader(type);
+
+ const char *src[] = {code};
+
+ glShaderSource(result, 1, src, NULL);
+ glCompileShader(result);
+#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
+ GLsizei length = 0;
+ glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
+ if (length > 1)
+ {
+ GLsizei charsWritten;
+ GLchar* infoLog = new GLchar[length];
+ glGetShaderInfoLog(result, length, &charsWritten, infoLog);
+ ERROR_LOG(VIDEO, "PS Shader info log:\n%s", infoLog);
+ char szTemp[MAX_PATH];
+ sprintf(szTemp, "ps_%d.txt", result);
+ FILE *fp = fopen(szTemp, "wb");
+ fwrite(infoLog, strlen(infoLog), 1, fp);
+ fwrite(code, strlen(code), 1, fp);
+ fclose(fp);
+ delete[] infoLog;
+ }
+
+ GLint compileStatus;
+ glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
+ if (compileStatus != GL_TRUE)
+ {
+ // Compile failed
+ ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
+
+ // Don't try to use this shader
+ glDeleteShader(result);
+ return 0;
+ }
+#endif
+ (void)GL_REPORT_ERROR();
+ return result;
}
-void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
+
+
+void ProgramShaderCache::GetShaderId ( SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 components )
{
- s_ubo_dirty = true;
- memcpy(s_ubo_buffer+(offset*4*sizeof(float))+s_vs_data_offset, f, count*4*sizeof(float));
+ GetPixelShaderId(&uid->puid, dstAlphaMode, components);
+ GetVertexShaderId(&uid->vuid, components);
}
-void ProgramShaderCache::UploadConstants()
+void ProgramShaderCache::GetSafeShaderId ( SHADERUIDSAFE* uid, DSTALPHA_MODE dstAlphaMode, u32 components )
{
- if(s_ubo_dirty) {
- s_buffer->Alloc(s_ubo_buffer_size);
- size_t offset = s_buffer->Upload(s_ubo_buffer, s_ubo_buffer_size);
- glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->getBuffer(), offset, s_vs_data_offset);
- glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->getBuffer(), offset + s_vs_data_offset, s_ubo_buffer_size - s_vs_data_offset);
- s_ubo_dirty = false;
- }
+ GetSafePixelShaderId(&uid->puid, dstAlphaMode, components);
+ GetSafeVertexShaderId(&uid->vuid, components);
}
-GLuint ProgramShaderCache::GetCurrentProgram(void)
+void ProgramShaderCache::ValidateShaderIDs ( PCacheEntry *entry, DSTALPHA_MODE dstAlphaMode, u32 components )
{
- return CurrentProgram;
+ //ValidatePixelShaderIDs(API_OPENGL, entry->safe_uid, entry->shader.strprog, dstAlphaMode, components);
}
+
+
ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram(void)
{
- return pshaders[CurrentShaderProgram];
+ return *last_entry;
}
void ProgramShaderCache::Init(void)
@@ -308,7 +423,7 @@ void ProgramShaderCache::Init(void)
}
CurrentProgram = 0;
- CurrentShaderProgram = 0;
+ last_entry = NULL;
}
void ProgramShaderCache::Shutdown(void)
@@ -318,7 +433,7 @@ void ProgramShaderCache::Shutdown(void)
PCache::iterator iter = pshaders.begin();
for (; iter != pshaders.end(); ++iter)
{
- g_program_disk_cache.Append(iter->second.uid, iter->second.GetProgram(), iter->second.Size());
+ g_program_disk_cache.Append(iter->first, iter->second.GetProgram(), iter->second.Size());
iter->second.FreeProgram();
}
@@ -342,4 +457,23 @@ void ProgramShaderCache::Shutdown(void)
}
}
+void ProgramShaderCache::ProgramShaderCacheInserter::Read ( const SHADERUID& key, const u8* value, u32 value_size )
+{
+ // The two shaders might not even exist anymore
+ // But it is fine, no need to worry about that
+ PCacheEntry entry;
+ entry.shader.glprogid = glCreateProgram();
+ glProgramBinary(entry.shader.glprogid, entry.prog_format, value, value_size);
+
+ GLint success;
+ glGetProgramiv(entry.shader.glprogid, GL_LINK_STATUS, &success);
+
+ if (success)
+ {
+ pshaders[key] = entry;
+ entry.shader.SetProgramVariables();
+ }
+}
+
+
} // namespace OGL