Add in GLSL setting again.

PS and VS making. Untested and won't work for now.

Add in program shader cache files.

Readd NativeVertexFormat stuffs.

Add in PS and VS cache things.

SetShaders in places.

Fixed EFB cache index computations in OpenGL renderer.

The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.

Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
This commit is contained in:
Ryan Houdek 2011-11-30 21:00:21 -06:00
parent cda94290f5
commit b20176b74f
20 changed files with 1243 additions and 519 deletions

View file

@ -26,6 +26,7 @@
#include "Render.h"
#include "VertexShaderGen.h"
#include "VertexShaderManager.h"
#include "ProgramShaderCache.h"
#include "VertexShaderCache.h"
#include "VertexManager.h"
#include "VertexLoader.h"
@ -45,194 +46,293 @@ VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry = NULL;
VERTEXSHADERUID VertexShaderCache::last_uid;
static int s_nMaxVertexInstructions;
void (*pSetVSConstant4f)(unsigned int, float, float, float, float);
void (*pSetVSConstant4fv)(unsigned int, const float*);
void (*pSetMultiVSConstant4fv)(unsigned int, unsigned int, const float*);
void (*pSetMultiVSConstant3fv)(unsigned int, unsigned int, const float*);
void VertexShaderCache::Init()
{
glEnable(GL_VERTEX_PROGRAM_ARB);
ShaderEnabled = true;
CurrentShader = 0;
last_entry = NULL;
glEnable(GL_VERTEX_PROGRAM_ARB);
ShaderEnabled = true;
CurrentShader = 0;
last_entry = NULL;
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
if (strstr((const char*)glGetString(GL_VENDOR), "Humper") != NULL) s_nMaxVertexInstructions = 4096;
if(g_ActiveConfig.bUseGLSL)
{
pSetVSConstant4f = SetGLSLVSConstant4f;
pSetVSConstant4fv = SetGLSLVSConstant4fv;
pSetMultiVSConstant4fv = SetMultiGLSLVSConstant4fv;
pSetMultiVSConstant3fv = SetMultiGLSLVSConstant3fv;
}
else
{
pSetVSConstant4f = SetCGVSConstant4f;
pSetVSConstant4fv = SetCGVSConstant4fv;
pSetMultiVSConstant4fv = SetMultiCGVSConstant4fv;
pSetMultiVSConstant3fv = SetMultiCGVSConstant3fv;
}
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
if (strstr((const char*)glGetString(GL_VENDOR), "Humper") != NULL) s_nMaxVertexInstructions = 4096;
#if CG_VERSION_NUM == 2100
if (strstr((const char*)glGetString(GL_VENDOR), "ATI") != NULL)
{
s_nMaxVertexInstructions = 4096;
}
if (strstr((const char*)glGetString(GL_VENDOR), "ATI") != NULL)
{
s_nMaxVertexInstructions = 4096;
}
#endif
}
void VertexShaderCache::Shutdown()
{
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
iter->second.Destroy();
vshaders.clear();
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
iter->second.Destroy();
vshaders.clear();
}
VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
{
VERTEXSHADERUID uid;
GetVertexShaderId(&uid, components);
if (last_entry)
{
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_OPENGL, vshaders[uid].safe_uid, vshaders[uid].shader.strprog, components);
return &last_entry->shader;
}
}
VERTEXSHADERUID uid;
GetVertexShaderId(&uid, components);
if (last_entry)
{
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_OPENGL, vshaders[uid].safe_uid, vshaders[uid].shader.strprog, components);
return &last_entry->shader;
}
}
last_uid = uid;
last_uid = uid;
VSCache::iterator iter = vshaders.find(uid);
if (iter != vshaders.end())
{
VSCacheEntry &entry = iter->second;
last_entry = &entry;
VSCache::iterator iter = vshaders.find(uid);
if (iter != vshaders.end())
{
VSCacheEntry &entry = iter->second;
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, components);
return &last_entry->shader;
}
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, components);
return &last_entry->shader;
}
// Make an entry in the table
VSCacheEntry& entry = vshaders[uid];
last_entry = &entry;
const char *code = GenerateVertexShaderCode(components, API_OPENGL);
GetSafeVertexShaderId(&entry.safe_uid, components);
// Make an entry in the table
VSCacheEntry& entry = vshaders[uid];
last_entry = &entry;
const char *code = GenerateVertexShaderCode(components, API_OPENGL);
GetSafeVertexShaderId(&entry.safe_uid, components);
#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).c_str(), counter++);
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).c_str(), counter++);
SaveData(szTemp, code);
}
SaveData(szTemp, code);
}
#endif
if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) {
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return NULL;
}
if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) {
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return NULL;
}
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, vshaders.size());
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return &last_entry->shader;
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, vshaders.size());
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return &last_entry->shader;
}
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);
}
// 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);
}
#if defined HAVE_CG && HAVE_CG
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)) {
static int num_failures = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%sbad_vs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file(szTemp);
file << pstrprogram;
file.close();
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)) {
static int num_failures = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%sbad_vs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file(szTemp);
file << pstrprogram;
file.close();
PanicAlert("Failed to compile vertex shader!\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",
szTemp,
g_cgfProf,
cgGetLastListing(g_cgcontext));
PanicAlert("Failed to compile vertex shader!\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",
szTemp,
g_cgfProf,
cgGetLastListing(g_cgcontext));
cgDestroyProgram(tempprog);
ERROR_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
ERROR_LOG(VIDEO, "%s", pstrprogram);
return false;
}
ERROR_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
ERROR_LOG(VIDEO, "%s", pstrprogram);
return false;
}
if (cgGetError() != CG_NO_ERROR)
{
WARN_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
WARN_LOG(VIDEO, "%s", pstrprogram);
}
if (cgGetError() != CG_NO_ERROR)
{
WARN_LOG(VIDEO, "Failed to load vs %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, &vs.glprogid);
SetCurrentShader(vs.glprogid);
// 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);
SetCurrentShader(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, "%s", pstrprogram);
ERROR_LOG(VIDEO, "%s", pcompiledprog);
}
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, "%s", pstrprogram);
ERROR_LOG(VIDEO, "%s", pcompiledprog);
}
cgDestroyProgram(tempprog);
cgDestroyProgram(tempprog);
#endif
if (g_ActiveConfig.bEnableShaderDebugging)
vs.strprog = pstrprogram;
if (g_ActiveConfig.bEnableShaderDebugging)
vs.strprog = pstrprogram;
return true;
return true;
}
void VertexShaderCache::DisableShader()
{
if (ShaderEnabled)
{
glDisable(GL_VERTEX_PROGRAM_ARB);
ShaderEnabled = false;
}
if (ShaderEnabled)
{
glDisable(GL_VERTEX_PROGRAM_ARB);
ShaderEnabled = false;
}
}
void VertexShaderCache::SetCurrentShader(GLuint Shader)
{
if (!ShaderEnabled)
{
glEnable(GL_VERTEX_PROGRAM_ARB);
ShaderEnabled= true;
}
if (CurrentShader != Shader)
{
if(Shader != 0)
CurrentShader = Shader;
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
}
if (!ShaderEnabled)
{
glEnable(GL_VERTEX_PROGRAM_ARB);
ShaderEnabled= true;
}
if (CurrentShader != Shader)
{
if(Shader != 0)
CurrentShader = Shader;
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
}
}
void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
// GLSL Specific
void SetVSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
{
glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB, const_number, f1, f2, f3, f4);
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 Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
float buf[4];
buf[0] = f1;
buf[1] = f2;
buf[2] = f3;
buf[3] = f4;
for( unsigned int a = 0; a < 9; ++a)
{
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
{
unsigned int offset = const_number - VSVar_Loc[a].reg;
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, buf);
return;
}
}
}
void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
void SetGLSLVSConstant4fv(unsigned int const_number, const float *f)
{
for( unsigned int a = 0; a < 9; ++a)
{
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
{
unsigned int offset = const_number - VSVar_Loc[a].reg;
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, f);
return;
}
}
}
void SetMultiGLSLVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
{
for( unsigned int a = 0; a < 9; ++a)
{
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
{
unsigned int offset = const_number - VSVar_Loc[a].reg;
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, f, count);
return;
}
}
}
void SetMultiGLSLVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
{
float buf[4 * C_VENVCONST_END];
for (unsigned int i = 0; i < count; i++)
{
buf[4*i ] = *f++;
buf[4*i+1] = *f++;
buf[4*i+2] = *f++;
buf[4*i+3] = 0.f;
}
for( unsigned int a = 0; a < 9; ++a)
{
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
{
unsigned int offset = const_number - VSVar_Loc[a].reg;
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, buf, count);
return;
}
}
}
// CG Specific
void SetCGVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB, const_number, f1, f2, f3, f4);
}
void SetCGVSConstant4fv(unsigned int const_number, const float *f)
{
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
}
void SetMultiCGVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
{
if(GLEW_EXT_gpu_program_parameters)
{
glProgramEnvParameters4fvEXT(GL_VERTEX_PROGRAM_ARB, const_number, count, f);
glProgramEnvParameters4fvEXT(GL_VERTEX_PROGRAM_ARB, const_number, count, f);
}
else
{
@ -241,32 +341,54 @@ void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int cou
}
}
void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
void SetMultiCGVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
{
if(GLEW_EXT_gpu_program_parameters)
{
if(GLEW_EXT_gpu_program_parameters)
{
float buf[4 * C_VENVCONST_END];
for (unsigned int i = 0; i < count; i++)
{
buf[4*i ] = *f++;
buf[4*i+1] = *f++;
buf[4*i+2] = *f++;
buf[4*i+3] = 0.f;
}
{
buf[4*i ] = *f++;
buf[4*i+1] = *f++;
buf[4*i+2] = *f++;
buf[4*i+3] = 0.f;
}
glProgramEnvParameters4fvEXT(GL_VERTEX_PROGRAM_ARB, const_number, count, buf);
}
else
{
for (unsigned int i = 0; i < count; i++)
{
float buf[4];
buf[0] = *f++;
buf[1] = *f++;
buf[2] = *f++;
buf[3] = 0.f;
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, buf);
}
{
float buf[4];
buf[0] = *f++;
buf[1] = *f++;
buf[2] = *f++;
buf[3] = 0.f;
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, buf);
}
}
}
// Renderer Functions
void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
pSetVSConstant4f(const_number, f1, f2, f3, f4);
}
void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
{
pSetVSConstant4fv(const_number, f);
}
void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
{
pSetMultiVSConstant4fv(const_number, count, f);
}
void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
{
pSetMultiVSConstant3fv(const_number, count, f);
}
} // namespace OGL