mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-04-26 22:38:34 +00:00
fix formatting uglies introduced in glsl-master branch
This commit is contained in:
parent
4a4833e617
commit
31a8424bcc
15 changed files with 1061 additions and 1051 deletions
|
@ -18,234 +18,247 @@
|
|||
#include "ProgramShaderCache.h"
|
||||
#include "MathUtil.h"
|
||||
|
||||
#include <assert.h>
|
||||
namespace OGL
|
||||
{
|
||||
GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0;
|
||||
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
|
||||
GLuint ProgramShaderCache::s_ps_vs_ubo;
|
||||
GLintptr ProgramShaderCache::s_vs_data_offset;
|
||||
|
||||
LinearDiskCache<PROGRAMUID, u8> g_program_disk_cache;
|
||||
GLenum ProgramFormat;
|
||||
GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0;
|
||||
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
|
||||
GLuint ProgramShaderCache::s_ps_vs_ubo;
|
||||
GLintptr ProgramShaderCache::s_vs_data_offset;
|
||||
|
||||
std::pair<u32, u32> 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,
|
||||
};
|
||||
LinearDiskCache<PROGRAMUID, u8> g_program_disk_cache;
|
||||
GLenum ProgramFormat;
|
||||
|
||||
void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry, const PROGRAMUID &uid)
|
||||
std::pair<u32, u32> 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::SetProgramVariables(PCacheEntry &entry, const PROGRAMUID &uid)
|
||||
{
|
||||
// Dunno why this is needed when I have the binding
|
||||
// points statically set in the shader source
|
||||
// We should only need these two functions when we don't support binding but do support UBO
|
||||
// Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
// Dunno why this is needed when I have the binding
|
||||
// points statically set in the shader source
|
||||
// We should only need these two functions when we don't support binding but do support UBO
|
||||
// Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
glUniformBlockBinding( entry.program.glprogid, 0, 1 );
|
||||
if(uid.uid.vsid != 0) // Some things have no vertex shader
|
||||
glUniformBlockBinding( entry.program.glprogid, 1, 2 );
|
||||
}
|
||||
|
||||
// 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.
|
||||
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
for(int a = 8; a < NUM_UNIFORMS; ++a)
|
||||
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
|
||||
if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
|
||||
for(int a = 0; a < 8; ++a)
|
||||
{
|
||||
// Still need to get sampler locations since we aren't binding them statically in the shaders
|
||||
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
|
||||
if(entry.program.UniformLocations[a] != -1)
|
||||
glUniform1i(entry.program.UniformLocations[a], a);
|
||||
}
|
||||
glUniformBlockBinding(entry.program.glprogid, 0, 1);
|
||||
// Some things have no vertex shader
|
||||
if (uid.uid.vsid != 0)
|
||||
glUniformBlockBinding(entry.program.glprogid, 1, 2);
|
||||
}
|
||||
|
||||
// Need to get some attribute locations
|
||||
if(uid.uid.vsid != 0 && !g_ActiveConfig.backend_info.bSupportsGLSLATTRBind) // We have no vertex Shader
|
||||
// We cache our uniform locations for now
|
||||
// Once we move up to a newer version of GLSL, ~1.30
|
||||
// We can remove this
|
||||
|
||||
// (Sonicadvance): 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.
|
||||
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
for (int a = 8; a < NUM_UNIFORMS; ++a)
|
||||
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
|
||||
|
||||
if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
|
||||
{
|
||||
for (int a = 0; a < 8; ++a)
|
||||
{
|
||||
glBindAttribLocation(entry.program.glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
|
||||
glBindAttribLocation(entry.program.glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
|
||||
glBindAttribLocation(entry.program.glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
|
||||
// Still need to get sampler locations since we aren't binding them statically in the shaders
|
||||
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
|
||||
if (entry.program.UniformLocations[a] != -1)
|
||||
glUniform1i(entry.program.UniformLocations[a], a);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
|
||||
// Need to get some attribute locations
|
||||
if (uid.uid.vsid != 0 && !g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
|
||||
{
|
||||
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<u32, u32> 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.uid = uid;
|
||||
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);
|
||||
#ifdef GLEW_VERSION_4_0
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
|
||||
glProgramParameteri(entry.program.glprogid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
|
||||
#endif
|
||||
|
||||
glLinkProgram(entry.program.glprogid);
|
||||
|
||||
glUseProgram(entry.program.glprogid);
|
||||
|
||||
SetProgramVariables(entry, uid);
|
||||
|
||||
pshaders[ShaderPair] = entry;
|
||||
CurrentShaderProgram = ShaderPair;
|
||||
CurrentProgram = entry.program.glprogid;
|
||||
}
|
||||
|
||||
void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
|
||||
{
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, offset * sizeof(float) * 4,
|
||||
count * sizeof(float) * 4, f);
|
||||
}
|
||||
|
||||
void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
|
||||
{
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, s_vs_data_offset + offset * sizeof(float) * 4,
|
||||
count * sizeof(float) * 4, f);
|
||||
}
|
||||
|
||||
GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
|
||||
|
||||
PROGRAMSHADER ProgramShaderCache::GetShaderProgram(void)
|
||||
{
|
||||
return pshaders[CurrentShaderProgram].program;
|
||||
}
|
||||
void ProgramShaderCache::Init(void)
|
||||
{
|
||||
// We have to get the UBO alignment here because
|
||||
// if we generate a buffer that isn't aligned
|
||||
// then the UBO will fail.
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
GLint Align;
|
||||
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);
|
||||
|
||||
GLintptr const ps_data_size = ROUND_UP(C_PENVCONST_END * sizeof(float) * 4, Align);
|
||||
GLintptr const vs_data_size = ROUND_UP(C_VENVCONST_END * sizeof(float) * 4, Align);
|
||||
s_vs_data_offset = ps_data_size;
|
||||
|
||||
// We multiply by *4*4 because we need to get down to basic machine units.
|
||||
// So multiply by four to get how many floats we have from vec4s
|
||||
// Then once more to get bytes
|
||||
glGenBuffers(1, &s_ps_vs_ubo);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, s_ps_vs_ubo);
|
||||
glBufferData(GL_UNIFORM_BUFFER, ps_data_size + vs_data_size, NULL, GL_DYNAMIC_DRAW);
|
||||
|
||||
// Now bind the buffer to the index point
|
||||
// We know PS is 0 since we have it statically set in the shader
|
||||
// Repeat for VS shader
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_ps_vs_ubo, 0, ps_data_size);
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_ps_vs_ubo, s_vs_data_offset, vs_data_size);
|
||||
}
|
||||
#ifdef GLEW_VERSION_4_0
|
||||
// Read our shader cache, only if supported
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
|
||||
{
|
||||
char cache_filename[MAX_PATH];
|
||||
sprintf(cache_filename, "%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
|
||||
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
|
||||
ProgramShaderCacheInserter inserter;
|
||||
g_program_disk_cache.OpenAndRead(cache_filename, inserter);
|
||||
|
||||
GLint Supported;
|
||||
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
|
||||
|
||||
GLint *Formats = new GLint[Supported];
|
||||
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, Formats);
|
||||
ProgramFormat = (GLenum)Formats[0]; // We don't really care about format
|
||||
delete[] Formats;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void ProgramShaderCache::Shutdown(void)
|
||||
{
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
|
||||
{
|
||||
PCache::iterator iter = pshaders.begin();
|
||||
for (; iter != pshaders.end(); ++iter)
|
||||
g_program_disk_cache.Append(iter->second.program.uid, iter->second.program.Data(), iter->second.program.Size());
|
||||
|
||||
g_program_disk_cache.Sync();
|
||||
g_program_disk_cache.Close();
|
||||
}
|
||||
|
||||
PCache::iterator iter = pshaders.begin();
|
||||
for (; iter != pshaders.end(); ++iter)
|
||||
iter->second.Destroy();
|
||||
pshaders.clear();
|
||||
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
glDeleteBuffers(1, &s_ps_vs_ubo);
|
||||
s_ps_vs_ubo = 0;
|
||||
}
|
||||
// We have no vertex Shader
|
||||
glBindAttribLocation(entry.program.glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
|
||||
glBindAttribLocation(entry.program.glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
|
||||
glBindAttribLocation(entry.program.glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
|
||||
}
|
||||
}
|
||||
|
||||
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<u32, u32> 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.uid = uid;
|
||||
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);
|
||||
|
||||
#ifdef GLEW_VERSION_4_0
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
|
||||
glProgramParameteri(entry.program.glprogid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
|
||||
#endif
|
||||
|
||||
glLinkProgram(entry.program.glprogid);
|
||||
|
||||
glUseProgram(entry.program.glprogid);
|
||||
|
||||
SetProgramVariables(entry, uid);
|
||||
|
||||
pshaders[ShaderPair] = entry;
|
||||
CurrentShaderProgram = ShaderPair;
|
||||
CurrentProgram = entry.program.glprogid;
|
||||
}
|
||||
|
||||
void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
|
||||
{
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, offset * sizeof(float) * 4,
|
||||
count * sizeof(float) * 4, f);
|
||||
}
|
||||
|
||||
void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
|
||||
{
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, s_vs_data_offset + offset * sizeof(float) * 4,
|
||||
count * sizeof(float) * 4, f);
|
||||
}
|
||||
|
||||
GLuint ProgramShaderCache::GetCurrentProgram(void)
|
||||
{
|
||||
return CurrentProgram;
|
||||
}
|
||||
|
||||
PROGRAMSHADER ProgramShaderCache::GetShaderProgram(void)
|
||||
{
|
||||
return pshaders[CurrentShaderProgram].program;
|
||||
}
|
||||
|
||||
void ProgramShaderCache::Init(void)
|
||||
{
|
||||
// We have to get the UBO alignment here because
|
||||
// if we generate a buffer that isn't aligned
|
||||
// then the UBO will fail.
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
GLint Align;
|
||||
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);
|
||||
|
||||
GLintptr const ps_data_size = ROUND_UP(C_PENVCONST_END * sizeof(float) * 4, Align);
|
||||
GLintptr const vs_data_size = ROUND_UP(C_VENVCONST_END * sizeof(float) * 4, Align);
|
||||
s_vs_data_offset = ps_data_size;
|
||||
|
||||
// We multiply by *4*4 because we need to get down to basic machine units.
|
||||
// So multiply by four to get how many floats we have from vec4s
|
||||
// Then once more to get bytes
|
||||
glGenBuffers(1, &s_ps_vs_ubo);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, s_ps_vs_ubo);
|
||||
glBufferData(GL_UNIFORM_BUFFER, ps_data_size + vs_data_size, NULL, GL_DYNAMIC_DRAW);
|
||||
|
||||
// Now bind the buffer to the index point
|
||||
// We know PS is 0 since we have it statically set in the shader
|
||||
// Repeat for VS shader
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_ps_vs_ubo, 0, ps_data_size);
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_ps_vs_ubo, s_vs_data_offset, vs_data_size);
|
||||
}
|
||||
|
||||
#ifdef GLEW_VERSION_4_0
|
||||
// Read our shader cache, only if supported
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
|
||||
{
|
||||
char cache_filename[MAX_PATH];
|
||||
sprintf(cache_filename, "%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
|
||||
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
|
||||
ProgramShaderCacheInserter inserter;
|
||||
g_program_disk_cache.OpenAndRead(cache_filename, inserter);
|
||||
|
||||
GLint Supported;
|
||||
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
|
||||
|
||||
GLint *Formats = new GLint[Supported];
|
||||
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, Formats);
|
||||
// We don't really care about format
|
||||
ProgramFormat = (GLenum)Formats[0];
|
||||
delete[] Formats;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void ProgramShaderCache::Shutdown(void)
|
||||
{
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
|
||||
{
|
||||
PCache::iterator iter = pshaders.begin();
|
||||
for (; iter != pshaders.end(); ++iter)
|
||||
g_program_disk_cache.Append(iter->second.program.uid, iter->second.program.Data(), iter->second.program.Size());
|
||||
|
||||
g_program_disk_cache.Sync();
|
||||
g_program_disk_cache.Close();
|
||||
}
|
||||
|
||||
PCache::iterator iter = pshaders.begin();
|
||||
for (; iter != pshaders.end(); ++iter)
|
||||
iter->second.Destroy();
|
||||
pshaders.clear();
|
||||
|
||||
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
|
||||
{
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
glDeleteBuffers(1, &s_ps_vs_ubo);
|
||||
s_ps_vs_ubo = 0;
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace OGL
|
||||
|
||||
void GetProgramShaderId(PROGRAMUID *uid, GLuint _v, GLuint _p)
|
||||
{
|
||||
uid->uid.vsid = _v;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue