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path: root/Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.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 <math.h>

#include "Globals.h"
#include "Profiler.h"
#include "VideoConfig.h"
#include "Statistics.h"

#include "GLUtil.h"

#include <Cg/cg.h>
#include <Cg/cgGL.h>

#include "Render.h"
#include "VertexShaderGen.h"
#include "VertexShaderManager.h"
#include "VertexShaderCache.h"
#include "VertexManager.h"
#include "VertexLoader.h"
#include "XFMemory.h"
#include "ImageWrite.h"
#include "FileUtil.h"

VertexShaderCache::VSCache VertexShaderCache::vshaders;
bool VertexShaderCache::s_displayCompileAlert;
GLuint VertexShaderCache::CurrentShader;
bool VertexShaderCache::ShaderEnabled;

static VERTEXSHADER *pShaderLast = NULL;
static int s_nMaxVertexInstructions;
static float GC_ALIGNED16(lastVSconstants[C_FOGPARAMS+8][4]);

void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
{
	if ( lastVSconstants[const_number][0] != f1 || 
		lastVSconstants[const_number][1] != f2 ||
		lastVSconstants[const_number][2] != f3 ||
		lastVSconstants[const_number][3] != f4)
	{
		lastVSconstants[const_number][0] = f1;
		lastVSconstants[const_number][1] = f2;
		lastVSconstants[const_number][2] = f3;
		lastVSconstants[const_number][3] = f4;
		glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, lastVSconstants[const_number]);
	}
}

void SetVSConstant4fv(int const_number, const float *f)
{
	if (lastVSconstants[const_number][0] != f[0] || 
		lastVSconstants[const_number][1] != f[1] ||
		lastVSconstants[const_number][2] != f[2] ||
		lastVSconstants[const_number][3] != f[3])
	{
		lastVSconstants[const_number][0] = f[0];
		lastVSconstants[const_number][1] = f[1];
		lastVSconstants[const_number][2] = f[2];
		lastVSconstants[const_number][3] = f[3];
		glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, lastVSconstants[const_number]);
	}
}

void SetMultiVSConstant4fv(int const_number, int count, const float *f)
{
	for (int i = 0; i < count; i++)
	{
		if (lastVSconstants[const_number + i][0] != f[0 + i*4] || 
			lastVSconstants[const_number + i][1] != f[1 + i*4] ||
			lastVSconstants[const_number + i][2] != f[2 + i*4] ||
			lastVSconstants[const_number + i][3] != f[3 + i*4])
		{
			lastVSconstants[const_number + i][0] = f[0 + i*4];
			lastVSconstants[const_number + i][1] = f[1 + i*4];
			lastVSconstants[const_number + i][2] = f[2 + i*4];
			lastVSconstants[const_number + i][3] = f[3 + i*4];
			glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, lastVSconstants[const_number + i]);
		}
	}
}

void SetMultiVSConstant3fv(int const_number, int count, const float *f)
{
	for (int i = 0; i < count; i++)
	{
		if (lastVSconstants[const_number + i][0] != f[0 + i*3] || 
			lastVSconstants[const_number + i][1] != f[1 + i*3] ||
			lastVSconstants[const_number + i][2] != f[2 + i*3] ||
			lastVSconstants[const_number + i][3] != 0.0f)
		{
			lastVSconstants[const_number + i][0] = f[0 + i*3];
			lastVSconstants[const_number + i][1] = f[1 + i*3];
			lastVSconstants[const_number + i][2] = f[2 + i*3];
			lastVSconstants[const_number + i][3] = 0.0f;
			glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, lastVSconstants[const_number + i]);
		}
	}
}


void VertexShaderCache::Init()
{
	for (int i = 0; i < (C_FOGPARAMS + 8) * 4; i++)
		lastVSconstants[i / 4][i % 4] = -100000000.0f;
	memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid));

	s_displayCompileAlert = true;

    glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
	ShaderEnabled = false;
	CurrentShader = 0;
	EnableShader(0);
}

void VertexShaderCache::Shutdown()
{
	for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); iter++)
		iter->second.Destroy();
	vshaders.clear();
}


VERTEXSHADER* VertexShaderCache::GetShader(u32 components)
{
	DVSTARTPROFILE();
	VERTEXSHADERUID uid;
	GetVertexShaderId(&uid, components);

	if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
	{
		return pShaderLast;
	}
	memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));


	VSCache::iterator iter = vshaders.find(uid);

	if (iter != vshaders.end()) {
		iter->second.frameCount = frameCount;
		VSCacheEntry &entry = iter->second;
		if (&entry.shader != pShaderLast) {
			pShaderLast = &entry.shader;
		}

		return pShaderLast;
	}

	//Make an entry in the table
	VSCacheEntry& entry = vshaders[uid];
	entry.frameCount = frameCount;
	pShaderLast = &entry.shader;
	const char *code = GenerateVertexShaderCode(components, false);

#if defined(_DEBUG) || defined(DEBUGFAST)
	if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
		static int counter = 0;
		char szTemp[MAX_PATH];
		sprintf(szTemp, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);

		SaveData(szTemp, code);
	}
#endif

	if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) {
		ERROR_LOG(VIDEO, "failed to create vertex shader");
		return NULL;
	}

	INCSTAT(stats.numVertexShadersCreated);
	SETSTAT(stats.numVertexShadersAlive, vshaders.size());
	return pShaderLast;
}

bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
{
	// Reset GL error before compiling shaders. Yeah, we need to investigate the causes of these.
	GLenum err = GL_REPORT_ERROR();
	if (err != GL_NO_ERROR)
	{
		ERROR_LOG(VIDEO, "glError %08x before VS!", err);
	}

	char stropt[64];
	sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
	const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
	CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
	if (!cgIsProgram(tempprog)) {
        if (s_displayCompileAlert) {
            PanicAlert("Failed to create vertex shader");
            s_displayCompileAlert = false;
        }
        cgDestroyProgram(tempprog);
		ERROR_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
		ERROR_LOG(VIDEO, pstrprogram);
		return false;
	}

	if (cgGetError() != CG_NO_ERROR)
	{
		WARN_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
		WARN_LOG(VIDEO, 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, &vs.glprogid);
	EnableShader(vs.glprogid);

	glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);	
	err = GL_REPORT_ERROR();
	if (err != GL_NO_ERROR) {
		ERROR_LOG(VIDEO, pstrprogram);
		ERROR_LOG(VIDEO, pcompiledprog);
	}

	cgDestroyProgram(tempprog);

#if defined(_DEBUG) || defined(DEBUGFAST) 
	vs.strprog = pstrprogram;
#endif

	return true;
}

void VertexShaderCache::DisableShader()
{
	if (ShaderEnabled)
	{
		CurrentShader = 0;
		glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
		glDisable(GL_VERTEX_PROGRAM_ARB);
		ShaderEnabled = false;
	}
}


void VertexShaderCache::SetCurrentShader(GLuint Shader)
{
	if (ShaderEnabled && CurrentShader != Shader)
	{
		CurrentShader = Shader;
		glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
	}
}

void VertexShaderCache::EnableShader(GLuint Shader)
{
	if (!ShaderEnabled)
	{
		glEnable(GL_VERTEX_PROGRAM_ARB);
		ShaderEnabled= true;
		CurrentShader = 0;
	}
	if (CurrentShader != Shader)
	{
		CurrentShader = Shader;
		glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
	}
}