mirror of
https://github.com/dolphin-emu/dolphin.git
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d3d: remove the depth texture path it will not work so for now only lockable textures were available. i thing the only way will be a use a secondary render target and do a depth pass to mimic depth textures. opengl: minor cleanup here and there and a possible fix to issue 1509, but not tested because in my system the errors remarked in the issue don't show. commond: code reorganization an optimization in the pixel shader generator, trying to understand the tev stages, make some changes to make the generator faster (not much only started for the alpha test and fog). this changes try start solving the diferences bethen the hardware plugins and the soft plugin. i hope with i don't brake nothing but please test this a lot. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4465 8ced0084-cf51-0410-be5f-012b33b47a6e
304 lines
8.6 KiB
C++
304 lines
8.6 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <math.h>
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#include "Globals.h"
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#include "Profiler.h"
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#include "VideoConfig.h"
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#include "Statistics.h"
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#include "GLUtil.h"
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#include <Cg/cg.h>
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#include <Cg/cgGL.h>
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#include "Render.h"
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#include "VertexShaderGen.h"
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#include "VertexShaderManager.h"
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#include "VertexShaderCache.h"
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#include "VertexManager.h"
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#include "VertexLoader.h"
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#include "XFMemory.h"
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#include "ImageWrite.h"
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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bool VertexShaderCache::s_displayCompileAlert;
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GLuint VertexShaderCache::CurrentShader;
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bool VertexShaderCache::ShaderEnabled;
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static VERTEXSHADER *pShaderLast = NULL;
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static int s_nMaxVertexInstructions;
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static float GC_ALIGNED16(lastVSconstants[C_FOGPARAMS+8][4]);
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void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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{
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if( lastVSconstants[const_number][0] != f1 ||
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lastVSconstants[const_number][1] != f2 ||
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lastVSconstants[const_number][2] != f3 ||
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lastVSconstants[const_number][3] != f4)
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{
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lastVSconstants[const_number][0] = f1;
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lastVSconstants[const_number][1] = f2;
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lastVSconstants[const_number][2] = f3;
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lastVSconstants[const_number][3] = f4;
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, lastVSconstants[const_number]);
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}
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}
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void SetVSConstant4fv(int const_number, const float *f)
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{
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if (lastVSconstants[const_number][0] != f[0] ||
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lastVSconstants[const_number][1] != f[1] ||
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lastVSconstants[const_number][2] != f[2] ||
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lastVSconstants[const_number][3] != f[3])
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{
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lastVSconstants[const_number][0] = f[0];
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lastVSconstants[const_number][1] = f[1];
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lastVSconstants[const_number][2] = f[2];
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lastVSconstants[const_number][3] = f[3];
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, lastVSconstants[const_number]);
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}
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}
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void SetMultiVSConstant4fv(int const_number, int count, const float *f)
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{
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for (int i = 0; i < count; i++)
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{
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if (lastVSconstants[const_number + i][0] != f[0 + i*4] ||
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lastVSconstants[const_number + i][1] != f[1 + i*4] ||
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lastVSconstants[const_number + i][2] != f[2 + i*4] ||
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lastVSconstants[const_number + i][3] != f[3 + i*4])
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{
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lastVSconstants[const_number + i][0] = f[0 + i*4];
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lastVSconstants[const_number + i][1] = f[1 + i*4];
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lastVSconstants[const_number + i][2] = f[2 + i*4];
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lastVSconstants[const_number + i][3] = f[3 + i*4];
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, lastVSconstants[const_number + i]);
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}
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}
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}
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void SetMultiVSConstant3fv(int const_number, int count, const float *f)
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{
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for (int i = 0; i < count; i++)
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{
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if (lastVSconstants[const_number + i][0] != f[0 + i*3] ||
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lastVSconstants[const_number + i][1] != f[1 + i*3] ||
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lastVSconstants[const_number + i][2] != f[2 + i*3] ||
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lastVSconstants[const_number + i][3] != 0.0f)
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{
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lastVSconstants[const_number + i][0] = f[0 + i*3];
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lastVSconstants[const_number + i][1] = f[1 + i*3];
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lastVSconstants[const_number + i][2] = f[2 + i*3];
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lastVSconstants[const_number + i][3] = 0.0f;
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, lastVSconstants[const_number + i]);
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}
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}
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}
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void VertexShaderCache::Init()
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{
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for( int i=0;i<(C_FOGPARAMS+8)*4;i++)
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lastVSconstants[i/4][i%4] = -100000000.0f;
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memset(&last_vertex_shader_uid,0xFF,sizeof(last_vertex_shader_uid));
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s_displayCompileAlert = true;
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glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
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ShaderEnabled = false;
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CurrentShader = 0;
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EnableShader(0);
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}
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void VertexShaderCache::Shutdown()
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{
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for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); iter++)
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iter->second.Destroy();
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vshaders.clear();
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}
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VERTEXSHADER* VertexShaderCache::GetShader(u32 components)
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{
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DVSTARTPROFILE();
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VERTEXSHADERUID uid;
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GetVertexShaderId(uid, components);
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if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
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{
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return pShaderLast;
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}
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memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
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VSCache::iterator iter = vshaders.find(uid);
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if (iter != vshaders.end()) {
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iter->second.frameCount = frameCount;
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VSCacheEntry &entry = iter->second;
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if (&entry.shader != pShaderLast) {
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pShaderLast = &entry.shader;
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}
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return pShaderLast;
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}
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//Make an entry in the table
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VSCacheEntry& entry = vshaders[uid];
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entry.frameCount = frameCount;
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pShaderLast = &entry.shader;
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const char *code = GenerateVertexShader(components, false);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%s/vs_%04i.txt", FULL_DUMP_DIR, counter++);
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SaveData(szTemp, code);
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}
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#endif
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if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) {
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ERROR_LOG(VIDEO, "failed to create vertex shader");
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return NULL;
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}
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, vshaders.size());
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return pShaderLast;
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}
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void VertexShaderCache::ProgressiveCleanup()
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{
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/*
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VSCache::iterator iter = vshaders.begin();
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while (iter != vshaders.end()) {
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VSCacheEntry &entry = iter->second;
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if (entry.frameCount < frameCount - 200) {
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entry.Destroy();
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#ifdef _WIN32
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iter = vshaders.erase(iter);
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#else
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vshaders.erase(iter++);
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#endif
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}
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else {
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++iter;
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}
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}
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SETSTAT(stats.numVertexShadersAlive, vshaders.size());
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*/
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}
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bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
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{
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// Reset GL error before compiling shaders. Yeah, we need to investigate the causes of these.
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GLenum err = GL_REPORT_ERROR();
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if (err != GL_NO_ERROR)
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{
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ERROR_LOG(VIDEO, "glError %08x before VS!", err);
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}
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char stropt[64];
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sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
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const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
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CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
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if (!cgIsProgram(tempprog)) {
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if (s_displayCompileAlert) {
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PanicAlert("Failed to create vertex shader");
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s_displayCompileAlert = false;
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}
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cgDestroyProgram(tempprog);
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ERROR_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
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ERROR_LOG(VIDEO, pstrprogram);
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return false;
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}
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if(cgGetError() != CG_NO_ERROR)
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{
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WARN_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
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WARN_LOG(VIDEO, pstrprogram);
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}
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// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
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// It SHOULD not have any nasty side effects though - but you never know...
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char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
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char *plocal = strstr(pcompiledprog, "program.local");
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while (plocal != NULL) {
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const char* penv = " program.env";
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memcpy(plocal, penv, 13);
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plocal = strstr(plocal + 13, "program.local");
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}
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glGenProgramsARB(1, &vs.glprogid);
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EnableShader(vs.glprogid);
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//glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vs.glprogid);
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//CurrentShader = vs.glprogid;
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glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
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err = GL_REPORT_ERROR();
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if (err != GL_NO_ERROR) {
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ERROR_LOG(VIDEO, pstrprogram);
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ERROR_LOG(VIDEO, pcompiledprog);
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}
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cgDestroyProgram(tempprog);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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vs.strprog = pstrprogram;
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#endif
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return true;
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}
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void VertexShaderCache::DisableShader()
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{
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if(ShaderEnabled)
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{
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CurrentShader = 0;
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
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glDisable(GL_VERTEX_PROGRAM_ARB);
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ShaderEnabled = false;
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}
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}
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void VertexShaderCache::SetCurrentShader(GLuint Shader)
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{
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if(ShaderEnabled /*&& CurrentShader != Shader*/)
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{
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CurrentShader = Shader;
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
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}
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}
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void VertexShaderCache::EnableShader(GLuint Shader)
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{
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if(!ShaderEnabled)
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{
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glEnable(GL_VERTEX_PROGRAM_ARB);
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ShaderEnabled= true;
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CurrentShader = 0;
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}
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if(CurrentShader != Shader)
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{
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CurrentShader = Shader;
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
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}
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}
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