fix formatting uglies introduced in glsl-master branch

This commit is contained in:
Shawn Hoffman
2011-12-26 00:15:54 -05:00
committed by Sonicadvance1
parent 4a4833e617
commit 31a8424bcc
15 changed files with 1061 additions and 1051 deletions

View File

@ -16,7 +16,6 @@
// http://code.google.com/p/dolphin-emu/
#include <math.h>
#include <assert.h>
#include "Globals.h"
#include "VideoConfig.h"
@ -55,98 +54,97 @@ bool (*pCompileVertexShader)(VERTEXSHADER&, const char*);
void VertexShaderCache::Init()
{
ShaderEnabled = true;
CurrentShader = 0;
last_entry = NULL;
ShaderEnabled = true;
CurrentShader = 0;
last_entry = NULL;
if(g_ActiveConfig.bUseGLSL)
{
pSetVSConstant4f = SetGLSLVSConstant4f;
pSetVSConstant4fv = SetGLSLVSConstant4fv;
pSetMultiVSConstant4fv = SetMultiGLSLVSConstant4fv;
pSetMultiVSConstant3fv = SetMultiGLSLVSConstant3fv;
pCompileVertexShader = CompileGLSLVertexShader;
}
else
{
pSetVSConstant4f = SetCGVSConstant4f;
pSetVSConstant4fv = SetCGVSConstant4fv;
pSetMultiVSConstant4fv = SetMultiCGVSConstant4fv;
pSetMultiVSConstant3fv = SetMultiCGVSConstant3fv;
pCompileVertexShader = CompileCGVertexShader;
glEnable(GL_VERTEX_PROGRAM_ARB);
}
if (g_ActiveConfig.bUseGLSL)
{
pSetVSConstant4f = SetGLSLVSConstant4f;
pSetVSConstant4fv = SetGLSLVSConstant4fv;
pSetMultiVSConstant4fv = SetMultiGLSLVSConstant4fv;
pSetMultiVSConstant3fv = SetMultiGLSLVSConstant3fv;
pCompileVertexShader = CompileGLSLVertexShader;
}
else
{
pSetVSConstant4f = SetCGVSConstant4f;
pSetVSConstant4fv = SetCGVSConstant4fv;
pSetMultiVSConstant4fv = SetMultiCGVSConstant4fv;
pSetMultiVSConstant3fv = SetMultiCGVSConstant3fv;
pCompileVertexShader = CompileCGVertexShader;
glEnable(GL_VERTEX_PROGRAM_ARB);
}
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;
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)
VERTEXSHADERUID uid;
GetVertexShaderId(&uid, components);
if (last_entry)
{
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;
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;
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;
}
// Make an entry in the table
VSCacheEntry& entry = vshaders[uid];
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;
}
// Make an entry in the table
VSCacheEntry& entry = vshaders[uid];
last_entry = &entry;
const char *code = GenerateVertexShaderCode(components, g_ActiveConfig.bUseGLSL ? API_GLSL : API_OPENGL);
GetSafeVertexShaderId(&entry.safe_uid, components);
const char *code = GenerateVertexShaderCode(components, g_ActiveConfig.bUseGLSL ? API_GLSL : 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)
@ -156,32 +154,28 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
void VertexShaderCache::DisableShader()
{
if(g_ActiveConfig.bUseGLSL)
assert(true);
if (ShaderEnabled)
{
glDisable(GL_VERTEX_PROGRAM_ARB);
ShaderEnabled = false;
}
if (ShaderEnabled)
{
glDisable(GL_VERTEX_PROGRAM_ARB);
ShaderEnabled = false;
}
}
void VertexShaderCache::SetCurrentShader(GLuint Shader)
{
if(g_ActiveConfig.bUseGLSL)
assert(true);
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);
}
}
// GLSL Specific
bool CompileGLSLVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
{
@ -205,12 +199,12 @@ bool CompileGLSLVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
GLchar* infoLog = new GLchar[length];
glGetShaderInfoLog(result, length, &charsWritten, infoLog);
WARN_LOG(VIDEO, "VS Shader info log:\n%s", infoLog);
char szTemp[MAX_PATH];
sprintf(szTemp, "vs_%d.txt", result);
FILE *fp = fopen(szTemp, "wb");
fwrite(pstrprogram, strlen(pstrprogram), 1, fp);
fclose(fp);
char szTemp[MAX_PATH];
sprintf(szTemp, "vs_%d.txt", result);
FILE *fp = fopen(szTemp, "wb");
fwrite(pstrprogram, strlen(pstrprogram), 1, fp);
fclose(fp);
delete[] infoLog;
}
// Don't try to use this shader
@ -223,39 +217,43 @@ bool CompileGLSLVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
vs.bGLSL = true;
return true;
}
void SetVSConstant4fvByName(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]))
PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
for (int a = 0; a < NUM_UNIFORMS; ++a)
{
if(tmp.UniformLocations[a] == -1)
return;
else
{
glUniform4fv(tmp.UniformLocations[a] + offset, count, f);
return;
}
if (!strcmp(name, UniformNames[a]))
{
if (tmp.UniformLocations[a] == -1)
return;
else
{
glUniform4fv(tmp.UniformLocations[a] + offset, count, f);
return;
}
}
}
}
void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
float const buf[4] = {f1, f2, f3, f4};
float const buf[4] = {f1, f2, f3, f4};
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
ProgramShaderCache::SetMultiVSConstant4fv(const_number, buf, 1);
return;
}
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))
for (unsigned int a = 0; a < 9; ++a)
{
unsigned int offset = const_number - VSVar_Loc[a].reg;
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, buf);
return;
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 SetGLSLVSConstant4fv(unsigned int const_number, const float *f)
@ -265,15 +263,15 @@ void SetGLSLVSConstant4fv(unsigned int const_number, const float *f)
ProgramShaderCache::SetMultiVSConstant4fv(const_number, f, 1);
return;
}
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))
for (unsigned int a = 0; a < 9; ++a)
{
unsigned int offset = const_number - VSVar_Loc[a].reg;
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, f);
return;
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)
@ -283,157 +281,157 @@ void SetMultiGLSLVSConstant4fv(unsigned int const_number, unsigned int count, co
ProgramShaderCache::SetMultiVSConstant4fv(const_number, f, count);
return;
}
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))
for (unsigned int a = 0; a < 9; ++a)
{
unsigned int offset = const_number - VSVar_Loc[a].reg;
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, f, count);
return;
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;
}
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;
}
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
ProgramShaderCache::SetMultiVSConstant4fv(const_number, buf, count);
return;
}
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))
for (unsigned int a = 0; a < 9; ++a)
{
unsigned int offset = const_number - VSVar_Loc[a].reg;
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, buf, count);
return;
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
bool CompileCGVertexShader(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
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", NULL);
if (!cgIsProgram(tempprog)) {
static int num_failures = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "bad_vs_%04i.txt", num_failures++);
std::ofstream file(szTemp);
file << pstrprogram;
file.close();
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", NULL);
if (!cgIsProgram(tempprog)) {
static int num_failures = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "bad_vs_%04i.txt", num_failures++);
std::ofstream file(szTemp);
file << pstrprogram;
file.close();
PanicAlert("Failed to compile vertex 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));
PanicAlert("Failed to compile vertex 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));
cgDestroyProgram(tempprog);
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);
}
// 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);
vs.bGLSL = false;
VertexShaderCache::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);
}
cgDestroyProgram(tempprog);
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);
}
// 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);
vs.bGLSL = false;
VertexShaderCache::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);
}
cgDestroyProgram(tempprog);
#endif
if (g_ActiveConfig.bEnableShaderDebugging)
vs.strprog = pstrprogram;
if (g_ActiveConfig.bEnableShaderDebugging)
vs.strprog = pstrprogram;
return true;
return true;
}
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);
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);
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);
}
else
{
for (unsigned int i = 0; i < count; i++,f+=4)
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, f);
}
if (GLEW_EXT_gpu_program_parameters)
{
glProgramEnvParameters4fvEXT(GL_VERTEX_PROGRAM_ARB, const_number, count, f);
}
else
{
for (unsigned int i = 0; i < count; i++,f+=4)
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, f);
}
}
void SetMultiCGVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
{
if(GLEW_EXT_gpu_program_parameters)
{
float buf[4 * C_VENVCONST_END];
for (unsigned int i = 0; i < count; i++)
if (GLEW_EXT_gpu_program_parameters)
{
buf[4*i ] = *f++;
buf[4*i+1] = *f++;
buf[4*i+2] = *f++;
buf[4*i+3] = 0.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;
}
glProgramEnvParameters4fvEXT(GL_VERTEX_PROGRAM_ARB, const_number, count, buf);
}
glProgramEnvParameters4fvEXT(GL_VERTEX_PROGRAM_ARB, const_number, count, buf);
}
else
{
for (unsigned int i = 0; i < count; i++)
else
{
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);
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);
}
}
}
}
// Renderer Functions
@ -457,5 +455,4 @@ void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int cou
pSetMultiVSConstant3fv(const_number, count, f);
}
} // namespace OGL