// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #ifndef _SHADERGENCOMMON_H #define _SHADERGENCOMMON_H #include #include #include #include #include #include "CommonTypes.h" #include "VideoCommon.h" /** * Common interface for classes that need to go through the shader generation path (GenerateVertexShader, GeneratePixelShader) * In particular, this includes the shader code generator (ShaderCode). * A different class (ShaderUid) can be used to uniquely identify each ShaderCode object. * More interesting things can be done with this, e.g. ShaderConstantProfile checks what shader constants are being used. This can be used to optimize buffer management. * Each of the ShaderCode, ShaderUid and ShaderConstantProfile child classes only implement the subset of ShaderGeneratorInterface methods that are required for the specific tasks. */ class ShaderGeneratorInterface { public: /* * Used when the shader generator would write a piece of ShaderCode. * Can be used like printf. * @note In the ShaderCode implementation, this does indeed write the parameter string to an internal buffer. However, you're free to do whatever you like with the parameter. */ void Write(const char* fmt, ...) {} /* * Returns a read pointer to the internal buffer. * @note When implementing this method in a child class, you likely want to return the argument of the last SetBuffer call here * @note SetBuffer() should be called before using GetBuffer(). */ const char* GetBuffer() { return NULL; } /* * Can be used to give the object a place to write to. This should be called before using Write(). * @param buffer pointer to a char buffer that the object can write to */ void SetBuffer(char* buffer) { } /* * Tells us that a specific constant range (including last_index) is being used by the shader */ inline void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {} /* * Returns a pointer to an internally stored object of the uid_data type. * @warning since most child classes use the default implementation you shouldn't access this directly without adding precautions against NULL access (e.g. via adding a dummy structure, cf. the vertex/pixel shader generators) */ template uid_data& GetUidData() { return *(uid_data*)NULL; } }; /** * Shader UID class used to uniquely identify the ShaderCode output written in the shader generator. * uid_data can be any struct of parameters that uniquely identify each shader code output. * Unless performance is not an issue, uid_data should be tightly packed to reduce memory footprint. * Shader generators will write to specific uid_data fields; ShaderUid methods will only read raw u32 values from a union. */ template class ShaderUid : public ShaderGeneratorInterface { public: ShaderUid() { // TODO: Move to Shadergen => can be optimized out memset(values, 0, sizeof(values)); } bool operator == (const ShaderUid& obj) const { return memcmp(this->values, obj.values, sizeof(values)) == 0; } bool operator != (const ShaderUid& obj) const { return memcmp(this->values, obj.values, sizeof(values)) != 0; } // determines the storage order inside STL containers bool operator < (const ShaderUid& obj) const { // TODO: Store last frame used and order by that? makes much more sense anyway... for (unsigned int i = 0; i < sizeof(uid_data) / sizeof(u32); ++i) { if (this->values[i] < obj.values[i]) return true; else if (this->values[i] > obj.values[i]) return false; } return false; } template inline T& GetUidData() { return data; } private: union { uid_data data; u32 values[sizeof(uid_data) / sizeof(u32)]; }; }; class ShaderCode : public ShaderGeneratorInterface { public: ShaderCode() : buf(NULL), write_ptr(NULL) { } void Write(const char* fmt, ...) { va_list arglist; va_start(arglist, fmt); write_ptr += vsprintf(write_ptr, fmt, arglist); va_end(arglist); } const char* GetBuffer() { return buf; } void SetBuffer(char* buffer) { buf = buffer; write_ptr = buffer; } private: const char* buf; char* write_ptr; }; /** * Generates a shader constant profile which can be used to query which constants are used in a shader */ class ShaderConstantProfile : public ShaderGeneratorInterface { public: ShaderConstantProfile(int num_constants) { constant_usage.resize(num_constants); } inline void SetConstantsUsed(unsigned int first_index, unsigned int last_index) { for (unsigned int i = first_index; i < last_index+1; ++i) constant_usage[i] = true; } inline bool ConstantIsUsed(unsigned int index) { // TODO: Not ready for usage yet return true; // return constant_usage[index]; } private: std::vector constant_usage; // TODO: Is vector appropriate here? }; template static void WriteRegister(T& object, API_TYPE ApiType, const char *prefix, const u32 num) { if (ApiType == API_OPENGL) return; // Nothing to do here object.Write(" : register(%s%d)", prefix, num); } template static void WriteLocation(T& object, API_TYPE ApiType, bool using_ubos) { if (using_ubos) return; object.Write("uniform "); } template static void DeclareUniform(T& object, API_TYPE api_type, bool using_ubos, const u32 num, const char* type, const char* name) { WriteLocation(object, api_type, using_ubos); object.Write("%s %s ", type, name); WriteRegister(object, api_type, "c", num); object.Write(";\n"); } /** * Common uid data used for shader generators that use lighting calculations. * Expected to be stored as a member called "lighting". */ struct LightingUidData { struct { u32 matsource : 1; u32 enablelighting : 1; u32 ambsource : 1; u32 diffusefunc : 2; u32 attnfunc : 2; u32 light_mask : 8; } lit_chans[4]; }; /** * Checks if there has been */ template void CheckForUidMismatch(CodeT& new_code, const UidT& new_uid, const char* shader_type, const char* dump_prefix) { // TODO: Might be sensitive to config changes static std::map s_shaders; static std::vector s_uids; bool uid_is_indexed = std::find(s_uids.begin(), s_uids.end(), new_uid) != s_uids.end(); if (!uid_is_indexed) { s_uids.push_back(new_uid); s_shaders[new_uid] = new_code.GetBuffer(); } else { // uid is already in the index => check if there's a shader with the same uid but different code auto& old_code = s_shaders[new_uid]; if (strcmp(old_code.c_str(), new_code.GetBuffer()) != 0) { static int num_failures = 0; char szTemp[MAX_PATH]; sprintf(szTemp, "%s%ssuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), dump_prefix, ++num_failures); // TODO: Should also dump uids std::ofstream file; OpenFStream(file, szTemp, std::ios_base::out); file << "Old shader code:\n" << old_code; file << "\n\nNew shader code:\n" << new_code.GetBuffer(); file.close(); // TODO: Make this more idiot-proof ERROR_LOG(VIDEO, "%s shader uid mismatch!", shader_type); } } } #endif // _SHADERGENCOMMON_H