mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-06-19 19:00:09 +02:00
merge Vertex and PixelShaderCache into ProgramShaderCache
this is the first step, uniform handling is still missing
This commit is contained in:
@ -27,7 +27,6 @@
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#include "VertexShaderGen.h"
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#include "VertexShaderManager.h"
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#include "ProgramShaderCache.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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@ -38,122 +37,6 @@
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namespace OGL
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{
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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GLuint VertexShaderCache::CurrentShader;
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bool VertexShaderCache::ShaderEnabled;
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VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry = NULL;
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VERTEXSHADERUID VertexShaderCache::last_uid;
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void VertexShaderCache::Init()
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{
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ShaderEnabled = true;
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CurrentShader = 0;
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last_entry = NULL;
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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::SetShader(u32 components)
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{
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VERTEXSHADERUID uid;
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GetVertexShaderId(&uid, components);
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if (last_entry)
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{
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if (uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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ValidateVertexShaderIDs(API_OPENGL, vshaders[uid].safe_uid, vshaders[uid].shader.strprog, components);
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return &last_entry->shader;
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}
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}
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last_uid = uid;
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VSCache::iterator iter = vshaders.find(uid);
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if (iter != vshaders.end())
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{
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VSCacheEntry &entry = iter->second;
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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ValidateVertexShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, components);
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return &last_entry->shader;
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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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last_entry = &entry;
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const char *code = GenerateVertexShaderCode(components, API_OPENGL);
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GetSafeVertexShaderId(&entry.safe_uid, components);
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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, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), 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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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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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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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return &last_entry->shader;
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}
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bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
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{
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GLuint result = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(result, 1, &pstrprogram, NULL);
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glCompileShader(result);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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GLsizei length = 0;
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glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
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if (length > 1)
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{
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GLsizei charsWritten;
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GLchar* infoLog = new GLchar[length];
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glGetShaderInfoLog(result, length, &charsWritten, infoLog);
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ERROR_LOG(VIDEO, "VS Shader info log:\n%s", infoLog);
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char szTemp[MAX_PATH];
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sprintf(szTemp, "vs_%d.txt", result);
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FILE *fp = fopen(szTemp, "wb");
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fwrite(infoLog, strlen(infoLog), 1, fp);
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fwrite(pstrprogram, strlen(pstrprogram), 1, fp);
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fclose(fp);
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delete[] infoLog;
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}
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GLint compileStatus;
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glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
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if (compileStatus != GL_TRUE)
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{
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// Compile failed
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ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
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// Don't try to use this shader
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glDeleteShader(result);
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return false;
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}
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#endif
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(void)GL_REPORT_ERROR();
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vs.glprogid = result;
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return true;
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}
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void SetVSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
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{
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ProgramShaderCache::PCacheEntry tmp = ProgramShaderCache::GetShaderProgram();
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@ -161,11 +44,11 @@ void SetVSConstant4fvByName(const char * name, unsigned int offset, const float
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{
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if (!strcmp(name, UniformNames[a]))
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{
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if (tmp.UniformLocations[a] == -1)
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if (tmp.shader.UniformLocations[a] == -1)
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return;
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else
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{
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glUniform4fv(tmp.UniformLocations[a] + offset, count, f);
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glUniform4fv(tmp.shader.UniformLocations[a] + offset, count, f);
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return;
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}
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}
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