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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 "Globals.h"
#include "GLUtil.h"
#include <cmath>
#include <assert.h>
#include "Statistics.h"
#include "VideoConfig.h"
#include "ImageWrite.h"
#include "Common.h"
#include "Render.h"
#include "VertexShaderGen.h"
#include "ProgramShaderCache.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "FileUtil.h"
#include "Debugger.h"
namespace OGL
{
static int s_nMaxPixelInstructions;
static FRAGMENTSHADER s_ColorMatrixProgram;
static FRAGMENTSHADER s_DepthMatrixProgram;
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
PIXELSHADERUID PixelShaderCache::s_curuid;
bool PixelShaderCache::s_displayCompileAlert;
GLuint PixelShaderCache::CurrentShader;
bool PixelShaderCache::ShaderEnabled;
PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry = NULL;
PIXELSHADERUID PixelShaderCache::last_uid;
void(*pSetPSConstant4f)(unsigned int, float, float, float, float);
void(*pSetPSConstant4fv)(unsigned int, const float*);
void(*pSetMultiPSConstant4fv)(unsigned int, unsigned int, const float*);
bool (*pCompilePixelShader)(FRAGMENTSHADER&, const char*);
GLuint PixelShaderCache::GetDepthMatrixProgram()
{
return s_DepthMatrixProgram.glprogid;
}
GLuint PixelShaderCache::GetColorMatrixProgram()
{
return s_ColorMatrixProgram.glprogid;
}
void PixelShaderCache::Init()
{
ShaderEnabled = true;
CurrentShader = 0;
last_entry = NULL;
GL_REPORT_ERRORD();
s_displayCompileAlert = true;
if(g_ActiveConfig.bUseGLSL)
{
pSetPSConstant4f = SetGLSLPSConstant4f;
pSetPSConstant4fv = SetGLSLPSConstant4fv;
pSetMultiPSConstant4fv = SetMultiGLSLPSConstant4fv;
pCompilePixelShader = CompileGLSLPixelShader;
// Should this be set here?
if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_shading_language_420pack") != NULL)
g_Config.backend_info.bSupportsGLSLBinding = true;
// This bit doesn't quite work yet, always set to false
//if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_separate_shader_objects") != NULL)
g_Config.backend_info.bSupportsGLSLLocation = false;
UpdateActiveConfig();
}
else
{
pSetPSConstant4f = SetCGPSConstant4f;
pSetPSConstant4fv = SetCGPSConstant4fv;
pSetMultiPSConstant4fv = SetMultiCGPSConstant4fv;
pCompilePixelShader = CompileCGPixelShader;
glEnable(GL_FRAGMENT_PROGRAM_ARB);
}
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB, (GLint *)&s_nMaxPixelInstructions);
if(s_nMaxPixelInstructions == 0) // Some combination of drivers and hardware returns zero for some reason.
s_nMaxPixelInstructions = 4096;
if (strstr((const char*)glGetString(GL_VENDOR), "Humper") != NULL) s_nMaxPixelInstructions = 4096;
#if CG_VERSION_NUM == 2100
if (strstr((const char*)glGetString(GL_VENDOR), "ATI") != NULL)
{
s_nMaxPixelInstructions = 4096;
}
#endif
int maxinst, maxattribs;
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&maxinst);
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB, (GLint *)&maxattribs);
INFO_LOG(VIDEO, "pixel max_alu=%d, max_inst=%d, max_attrib=%d", s_nMaxPixelInstructions, maxinst, maxattribs);
if(g_ActiveConfig.bUseGLSL)
{
char pmatrixprog[2048];
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
{
sprintf(pmatrixprog, "#version 330 compatibility\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout(binding = 0) uniform sampler2DRect samp0;\n"
"uniform vec4 "I_COLORS"[7];\n"
"void main(){\n"
"vec4 Temp0, Temp1;\n"
"vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
"Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
"Temp0 = Temp0 * "I_COLORS"[%d];\n"
"Temp0 = Temp0 + K0;\n"
"Temp0 = floor(Temp0);\n"
"Temp0 = Temp0 * "I_COLORS"[%d];\n"
"Temp1.x = dot(Temp0, "I_COLORS"[%d]);\n"
"Temp1.y = dot(Temp0, "I_COLORS"[%d]);\n"
"Temp1.z = dot(Temp0, "I_COLORS"[%d]);\n"
"Temp1.w = dot(Temp0, "I_COLORS"[%d]);\n"
"gl_FragData[0] = Temp1 + "I_COLORS"[%d];\n"
"}\n", C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
}
else
{
sprintf(pmatrixprog, "#version 120\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect samp0;\n"
"uniform vec4 "I_COLORS"[7];\n"
"void main(){\n"
"vec4 Temp0, Temp1;\n"
"vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
"Temp0 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
"Temp0 = Temp0 * "I_COLORS"[%d];\n"
"Temp0 = Temp0 + K0;\n"
"Temp0 = floor(Temp0);\n"
"Temp0 = Temp0 * "I_COLORS"[%d];\n"
"Temp1.x = dot(Temp0, "I_COLORS"[%d]);\n"
"Temp1.y = dot(Temp0, "I_COLORS"[%d]);\n"
"Temp1.z = dot(Temp0, "I_COLORS"[%d]);\n"
"Temp1.w = dot(Temp0, "I_COLORS"[%d]);\n"
"gl_FragData[0] = Temp1 + "I_COLORS"[%d];\n"
"}\n", C_COLORS+5, C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
}
if (!pCompilePixelShader(s_ColorMatrixProgram, pmatrixprog))
{
ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
s_ColorMatrixProgram.Destroy();
}
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
{
sprintf(pmatrixprog, "#version 330 compatibility\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout(binding = 0) uniform sampler2DRect samp0;\n"
"uniform vec4 "I_COLORS"[5];\n"
"void main(){\n"
"vec4 R0, R1, R2;\n"
"vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
"vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
"R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
"R0.x = R2.x * K0.x;\n"
"R0.x = floor(R0).x;\n"
"R0.yzw = (R0 - R0.x).yzw;\n"
"R0.yzw = (R0 * K0.z).yzw;\n"
"R0.y = floor(R0).y;\n"
"R0.zw = (R0 - R0.y).zw;\n"
"R0.zw = (R0 * K0.z).zw;\n"
"R0.z = floor(R0).z;\n"
"R0.w = R0.x;\n"
"R0 = R0 * K0.y;\n"
"R0.w = (R0 * K1.x).w;\n"
"R0.w = floor(R0).w;\n"
"R0.w = (R0 * K1.y).w;\n"
"R1.x = dot(R0, "I_COLORS"[%d]);\n"
"R1.y = dot(R0, "I_COLORS"[%d]);\n"
"R1.z = dot(R0, "I_COLORS"[%d]);\n"
"R1.w = dot(R0, "I_COLORS"[%d]);\n"
"gl_FragData[0] = R1 * "I_COLORS"[%d];\n"
"}\n", C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
}
else
{
sprintf(pmatrixprog, "#version 120\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect samp0;\n"
"uniform vec4 "I_COLORS"[5];\n"
"void main(){\n"
"vec4 R0, R1, R2;\n"
"vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
"vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
"R2 = texture2DRect(samp0, gl_TexCoord[0].xy);\n"
"R0.x = R2.x * K0.x;\n"
"R0.x = floor(R0).x;\n"
"R0.yzw = (R0 - R0.x).yzw;\n"
"R0.yzw = (R0 * K0.z).yzw;\n"
"R0.y = floor(R0).y;\n"
"R0.zw = (R0 - R0.y).zw;\n"
"R0.zw = (R0 * K0.z).zw;\n"
"R0.z = floor(R0).z;\n"
"R0.w = R0.x;\n"
"R0 = R0 * K0.y;\n"
"R0.w = (R0 * K1.x).w;\n"
"R0.w = floor(R0).w;\n"
"R0.w = (R0 * K1.y).w;\n"
"R1.x = dot(R0, "I_COLORS"[%d]);\n"
"R1.y = dot(R0, "I_COLORS"[%d]);\n"
"R1.z = dot(R0, "I_COLORS"[%d]);\n"
"R1.w = dot(R0, "I_COLORS"[%d]);\n"
"gl_FragData[0] = R1 * "I_COLORS"[%d];\n"
"}\n", C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
}
if (!pCompilePixelShader(s_DepthMatrixProgram, pmatrixprog))
{
ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
s_DepthMatrixProgram.Destroy();
}
}
else
{
char pmatrixprog[2048];
sprintf(pmatrixprog, "!!ARBfp1.0"
"TEMP R0;\n"
"TEMP R1;\n"
"PARAM K0 = { 0.5, 0.5, 0.5, 0.5};\n"
"TEX R0, fragment.texcoord[0], texture[0], RECT;\n"
"MUL R0, R0, program.env[%d];\n"
"ADD R0, R0, K0;\n"
"FLR R0, R0;\n"
"MUL R0, R0, program.env[%d];\n"
"DP4 R1.x, R0, program.env[%d];\n"
"DP4 R1.y, R0, program.env[%d];\n"
"DP4 R1.z, R0, program.env[%d];\n"
"DP4 R1.w, R0, program.env[%d];\n"
"ADD result.color, R1, program.env[%d];\n"
"END\n",C_COLORS+5,C_COLORS+6, C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
glGenProgramsARB(1, &s_ColorMatrixProgram.glprogid);
SetCurrentShader(s_ColorMatrixProgram.glprogid);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
GLenum err = GL_REPORT_ERROR();
if (err != GL_NO_ERROR) {
ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
s_ColorMatrixProgram.Destroy();
}
sprintf(pmatrixprog, "!!ARBfp1.0\n"
"TEMP R0;\n"
"TEMP R1;\n"
"TEMP R2;\n"
//16777215/16777216*256, 1/255, 256, 0
"PARAM K0 = { 255.99998474121, 0.003921568627451, 256.0, 0.0};\n"
"PARAM K1 = { 15.0, 0.066666666666, 0.0, 0.0};\n"
//sample the depth value
"TEX R2, fragment.texcoord[0], texture[0], RECT;\n"
//scale from [0*16777216..1*16777216] to
//[0*16777215..1*16777215], multiply by 256
"MUL R0, R2.x, K0.x;\n" // *16777215/16777216*256
//It is easy to get bad results due to low precision
//here, for example converting like this:
//MUL R0,R0,{ 65536, 256, 1, 16777216 }
//FRC R0,R0
//gives {?, 128/255, 254/255, ?} for depth value 254/255
//on some gpus
"FLR R0.x,R0;\n" //bits 31..24
"SUB R0.yzw,R0,R0.x;\n" //subtract bits 31..24 from rest
"MUL R0.yzw,R0,K0.z;\n" // *256
"FLR R0.y,R0;\n" //bits 23..16
"SUB R0.zw,R0,R0.y;\n" //subtract bits 23..16 from rest
"MUL R0.zw,R0,K0.z;\n" // *256
"FLR R0.z,R0;\n" //bits 15..8
"MOV R0.w,R0.x;\n" //duplicate bit 31..24
"MUL R0,R0,K0.y;\n" // /255
"MUL R0.w,R0,K1.x;\n" // *15
"FLR R0.w,R0;\n" //bits 31..28
"MUL R0.w,R0,K1.y;\n" // /15
"DP4 R1.x, R0, program.env[%d];\n"
"DP4 R1.y, R0, program.env[%d];\n"
"DP4 R1.z, R0, program.env[%d];\n"
"DP4 R1.w, R0, program.env[%d];\n"
"ADD result.color, R1, program.env[%d];\n"
"END\n", C_COLORS, C_COLORS+1, C_COLORS+2, C_COLORS+3, C_COLORS+4);
glGenProgramsARB(1, &s_DepthMatrixProgram.glprogid);
SetCurrentShader(s_DepthMatrixProgram.glprogid);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
err = GL_REPORT_ERROR();
if (err != GL_NO_ERROR) {
ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
s_DepthMatrixProgram.Destroy();
}
}
}
void PixelShaderCache::Shutdown()
{
s_ColorMatrixProgram.Destroy();
s_DepthMatrixProgram.Destroy();
PSCache::iterator iter = PixelShaders.begin();
for (; iter != PixelShaders.end(); iter++)
iter->second.Destroy();
PixelShaders.clear();
}
FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlphaMode, components);
// Check if the shader is already set
if (last_entry)
{
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, last_entry->safe_uid, last_entry->shader.strprog, dstAlphaMode, components);
return &last_entry->shader;
}
}
last_uid = uid;
PSCache::iterator iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
{
PSCacheEntry &entry = iter->second;
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, dstAlphaMode, components);
return &last_entry->shader;
}
// Make an entry in the table
PSCacheEntry& newentry = PixelShaders[uid];
last_entry = &newentry;
const char *code = GeneratePixelShaderCode(dstAlphaMode, g_ActiveConfig.bUseGLSL ? API_GLSL : API_OPENGL, components);
if (g_ActiveConfig.bEnableShaderDebugging && code)
{
GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode, components);
newentry.shader.strprog = code;
}
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(szTemp, code);
}
#endif
if (!code || !CompilePixelShader(newentry.shader, code)) {
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return NULL;
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return &last_entry->shader;
}
bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
{
return pCompilePixelShader(ps, pstrprogram);
}
//Disable Fragment programs and reset the selected Program
void PixelShaderCache::DisableShader()
{
if(g_ActiveConfig.bUseGLSL)
assert(true);
if(ShaderEnabled)
{
glDisable(GL_FRAGMENT_PROGRAM_ARB);
ShaderEnabled = false;
}
}
//bind a program if is diferent from the binded oone
void PixelShaderCache::SetCurrentShader(GLuint Shader)
{
if(g_ActiveConfig.bUseGLSL)
assert(true);
if(!ShaderEnabled)
{
glEnable(GL_FRAGMENT_PROGRAM_ARB);
ShaderEnabled = true;
}
if(CurrentShader != Shader)
{
if(Shader != 0)
CurrentShader = Shader;
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
}
}
// GLSL Specific
bool CompileGLSLPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
{
GLuint result = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(result, 1, &pstrprogram, NULL);
glCompileShader(result);
GLsizei length = 0;
glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
if (length > 0)
{
GLsizei charsWritten;
GLchar* infoLog = new GLchar[length];
glGetShaderInfoLog(result, length, &charsWritten, infoLog);
WARN_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(pstrprogram, strlen(pstrprogram), 1, fp);
fclose(fp);
if(strstr(infoLog, "warning") != NULL || strstr(infoLog, "error") != NULL)
exit(0);
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 false;
}
(void)GL_REPORT_ERROR();
ps.glprogid = result;
ps.bGLSL = true;
return true;
}
void PixelShaderCache::SetPSSampler(const char * name, unsigned int Tex)
{
if(g_ActiveConfig.backend_info.bSupportsGLSLBinding)
return;
PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
for(int a = 0; a < NUM_UNIFORMS; ++a)
if(!strcmp(name, UniformNames[a]))
{
if(tmp.UniformLocations[a] == -1)
return;
else
{
glUniform1i(tmp.UniformLocations[a], Tex);
return;
}
}
}
void SetPSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
{
PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
for(int a = 0; a < NUM_UNIFORMS; ++a)
if(!strcmp(name, UniformNames[a]))
{
if(tmp.UniformLocations[a] == -1)
return;
else
{
glUniform4fv(tmp.UniformLocations[a] + offset, count, f);
return;
}
}
}
void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
float f[4] = { f1, f2, f3, f4 };
if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
{
glUniform4fv(const_number, 1, f);
return;
}
for( unsigned int a = 0; a < 10; ++a)
{
if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
{
unsigned int offset = const_number - PSVar_Loc[a].reg;
SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f);
return;
}
}
}
void SetGLSLPSConstant4fv(unsigned int const_number, const float *f)
{
if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
{
glUniform4fv(const_number, 1, f);
return;
}
for( unsigned int a = 0; a < 10; ++a)
{
if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
{
unsigned int offset = const_number - PSVar_Loc[a].reg;
SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f);
return;
}
}
}
void SetMultiGLSLPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
{
if(g_ActiveConfig.backend_info.bSupportsGLSLLocation)
{
glUniform4fv(const_number, count, f);
return;
}
for( unsigned int a = 0; a < 10; ++a)
{
if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
{
unsigned int offset = const_number - PSVar_Loc[a].reg;
SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f, count);
return;
}
}
}
// CG Specific
bool CompileCGPixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
{
GLenum err = GL_REPORT_ERROR();
if (err != GL_NO_ERROR)
{
ERROR_LOG(VIDEO, "glError %08x before PS!", err);
}
#if defined HAVE_CG && HAVE_CG
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgfProf, "main", NULL);
// handle errors
if (!cgIsProgram(tempprog))
{
cgDestroyProgram(tempprog);
static int num_failures = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "bad_ps_%04i.txt", num_failures++);
std::ofstream file(szTemp);
file << pstrprogram;
file.close();
PanicAlert("Failed to compile pixel shader %d!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%d):\n%s",
num_failures - 1, szTemp,
g_cgfProf,
cgGetLastListing(g_cgcontext));
return false;
}
// handle warnings
if (cgGetError() != CG_NO_ERROR)
{
WARN_LOG(VIDEO, "Warnings on compile ps %s:", cgGetLastListing(g_cgcontext));
WARN_LOG(VIDEO, "%s", pstrprogram);
}
// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
// It SHOULD not have any nasty side effects though - but you never know...
char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
char *plocal = strstr(pcompiledprog, "program.local");
while (plocal != NULL)
{
const char *penv = " program.env";
memcpy(plocal, penv, 13);
plocal = strstr(plocal+13, "program.local");
}
glGenProgramsARB(1, &ps.glprogid);
ps.bGLSL = false;
PixelShaderCache::SetCurrentShader(ps.glprogid);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
err = GL_REPORT_ERROR();
if (err != GL_NO_ERROR)
{
GLint error_pos, native_limit;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &error_pos);
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native_limit);
// Error occur
if (error_pos != -1) {
const char *program_error = (const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB);
char line[256];
strncpy(line, (const char *)pcompiledprog + error_pos, 255);
line[255] = 0;
ERROR_LOG(VIDEO, "Error at %i: %s", error_pos, program_error);
ERROR_LOG(VIDEO, "Line dump: \n%s", line);
} else if (native_limit != -1) {
ERROR_LOG(VIDEO, "Hit limit? %i", native_limit);
// TODO
}
ERROR_LOG(VIDEO, "%s", pstrprogram);
ERROR_LOG(VIDEO, "%s", pcompiledprog);
}
cgDestroyProgram(tempprog);
#endif
return true;
}
void SetCGPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
float f[4] = { f1, f2, f3, f4 };
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
}
void SetCGPSConstant4fv(unsigned int const_number, const float *f)
{
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
}
void SetMultiCGPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
{
for (unsigned int i = 0; i < count; i++,f+=4)
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number + i, f);
}
// Renderer functions
void Renderer::SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
pSetPSConstant4f(const_number, f1, f2, f3, f4);
}
void Renderer::SetPSConstant4fv(unsigned int const_number, const float *f)
{
pSetPSConstant4fv(const_number, f);
}
void Renderer::SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
{
pSetMultiPSConstant4fv(const_number, count, f);
}
} // namespace OGL
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