dolphin/Source/Plugins/Plugin_VideoMerge/Src/OGL/OGL_PixelShaderCache.cpp
Jordan Woyak 194493cc04 Some work on merging the video plugins: Added a new plugin to the solution(shouldn't build by default) which combines the DX9, DX11, and OGL plugins with their common code merged (and some things temporarily removed). In it's current state the plugin is hardly usable. Perhaps someone with knowledge of the video plugins will be able to fix the things I have broken more easily than me(or point me in the right direction). I will continue to work on it as well.
Main Issues:
DX11 is functional with a ~2MB/s mem leak.
OpenGL/DirectX9 have a black display while game runs. (DirectX 9 flashes good display on emulation stop)
Too many virtual function calls. (once everything is working, I will work on removing them)
Won't build on non-Windows in its current state. (mainly EmuWindow will need changes for Linux/OS X)
Probably other stuff.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6219 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-20 21:45:47 +00:00

341 lines
10 KiB
C++

// 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/
#include <cmath>
// Common
#include "Common.h"
#include "FileUtil.h"
// VideoCommon
#include "Profiler.h"
#include "Statistics.h"
#include "VideoConfig.h"
#include "ImageWrite.h"
#include "PixelShaderManager.h"
#include "VertexShaderGen.h"
// OGL
#include "OGL_Render.h"
#include "OGL_GLUtil.h"
#include "OGL_PixelShaderCache.h"
#include "../Main.h"
namespace OGL
{
static int s_nMaxPixelInstructions;
static GLuint s_ColorMatrixProgram = 0;
static GLuint s_DepthMatrixProgram = 0;
PixelShaderCache::PSCache PixelShaderCache::pshaders;
PIXELSHADERUID PixelShaderCache::s_curuid;
bool PixelShaderCache::s_displayCompileAlert;
GLuint PixelShaderCache::CurrentShader;
bool PixelShaderCache::ShaderEnabled;
static FRAGMENTSHADER* pShaderLast = NULL;
void PixelShaderCache::SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
float f[4] = { f1, f2, f3, f4 };
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
//SetPSConstant4fv(const_number, f);
}
void PixelShaderCache::SetPSConstant4fv(unsigned int const_number, const float *f)
{
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
}
void PixelShaderCache::SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
{
for (unsigned int i = 0; i < count; ++i, f+=4, ++const_number)
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
//SetPSConstant4fv(const_number, f);
}
PixelShaderCache::PixelShaderCache()
{
glEnable(GL_FRAGMENT_PROGRAM_ARB);
ShaderEnabled = true;
CurrentShader = 0;
GL_REPORT_ERRORD();
memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));
s_displayCompileAlert = true;
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB, (GLint *)&s_nMaxPixelInstructions);
#if CG_VERSION_NUM == 2100
if (strstr((const char*)glGetString(GL_VENDOR), "ATI") != NULL)
{
s_nMaxPixelInstructions = 4096;
}
#endif
int maxinst, maxattribs;
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&maxinst);
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB, (GLint *)&maxattribs);
INFO_LOG(VIDEO, "pixel max_alu=%d, max_inst=%d, max_attrib=%d", s_nMaxPixelInstructions, maxinst, maxattribs);
char pmatrixprog[1024];
sprintf(pmatrixprog, "!!ARBfp1.0"
"TEMP R0;\n"
"TEMP R1;\n"
"TEX R0, fragment.texcoord[0], texture[0], RECT;\n"
"DP4 R1.w, R0, program.env[%d];\n"
"DP4 R1.z, R0, program.env[%d];\n"
"DP4 R1.x, R0, program.env[%d];\n"
"DP4 R1.y, R0, program.env[%d];\n"
"ADD result.color, R1, program.env[%d];\n"
"END\n", C_COLORMATRIX+3, C_COLORMATRIX+2, C_COLORMATRIX, C_COLORMATRIX+1, C_COLORMATRIX+4);
glGenProgramsARB(1, &s_ColorMatrixProgram);
SetCurrentShader(s_ColorMatrixProgram);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
GLenum err = GL_REPORT_ERROR();
if (err != GL_NO_ERROR) {
ERROR_LOG(VIDEO, "Failed to create color matrix fragment program");
glDeleteProgramsARB(1, &s_ColorMatrixProgram);
s_ColorMatrixProgram = 0;
}
sprintf(pmatrixprog, "!!ARBfp1.0"
"TEMP R0;\n"
"TEMP R1;\n"
"TEMP R2;\n"
"PARAM K0 = { 65535.0, 255.0,1.0,16777215.0};\n"
"PARAM K1 = { 0.999999940395355224609375, 1.0000000596046483281045155587504,0.0,0.0};\n"
"TEX R2, fragment.texcoord[0], texture[0], RECT;\n"
"MUL R0, R2.x, K1.x;\n"
"MUL R0, R0.x, K0;\n"
"FRC R0, R0;\n"
"MUL R0, R0, K1.y;\n"
"DP4 R1.x, R0, program.env[%d];\n"
"DP4 R1.y, R0, program.env[%d];\n"
"DP4 R1.z, R0, program.env[%d];\n"
"DP4 R1.w, R0, program.env[%d];\n"
"ADD result.color, R1, program.env[%d];\n"
"END\n", C_COLORMATRIX, C_COLORMATRIX+1, C_COLORMATRIX+2, C_COLORMATRIX+3, C_COLORMATRIX+4);
glGenProgramsARB(1, &s_DepthMatrixProgram);
SetCurrentShader(s_DepthMatrixProgram);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
err = GL_REPORT_ERROR();
if (err != GL_NO_ERROR) {
ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
glDeleteProgramsARB(1, &s_DepthMatrixProgram);
s_DepthMatrixProgram = 0;
}
}
PixelShaderCache::~PixelShaderCache()
{
glDeleteProgramsARB(1, &s_ColorMatrixProgram);
s_ColorMatrixProgram = 0;
glDeleteProgramsARB(1, &s_DepthMatrixProgram);
s_DepthMatrixProgram = 0;
PSCache::iterator iter = pshaders.begin();
for (; iter != pshaders.end(); iter++)
iter->second.Destroy();
pshaders.clear();
}
GLuint PixelShaderCache::GetColorMatrixProgram()
{
return s_ColorMatrixProgram;
}
GLuint PixelShaderCache::GetDepthMatrixProgram()
{
return s_DepthMatrixProgram;
}
bool PixelShaderCache::SetShader(bool dstAlphaEnable)
{
const FRAGMENTSHADER* const ps = GetShader(dstAlphaEnable);
if (ps)
{
SetCurrentShader(ps->glprogid);
return true;
}
else
return false;
}
FRAGMENTSHADER* PixelShaderCache::GetShader(bool dstAlphaEnable)
{
DVSTARTPROFILE();
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlphaEnable ? 1 : 0);
if (uid == last_pixel_shader_uid && pshaders[uid].frameCount == frameCount)
{
return pShaderLast;
}
memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
PSCache::iterator iter = pshaders.find(uid);
if (iter != pshaders.end()) {
iter->second.frameCount = frameCount;
PSCacheEntry &entry = iter->second;
if (&entry.shader != pShaderLast)
{
pShaderLast = &entry.shader;
}
return pShaderLast;
}
//Make an entry in the table
PSCacheEntry& newentry = pshaders[uid];
newentry.frameCount = frameCount;
pShaderLast = &newentry.shader;
const char *code = GeneratePixelShaderCode(dstAlphaEnable,API_OPENGL);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);
SaveData(szTemp, code);
}
#endif
// printf("Compiling pixel shader. size = %i\n", strlen(code));
if (!code || !CompilePixelShader(newentry.shader, code)) {
ERROR_LOG(VIDEO, "failed to create pixel shader");
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%sBADps_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);
SaveData(szTemp, code);
return NULL;
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, pshaders.size());
return pShaderLast;
}
bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
{
GLenum err = GL_REPORT_ERROR();
if (err != GL_NO_ERROR)
{
ERROR_LOG(VIDEO, "glError %08x before PS!", err);
}
#if defined HAVE_CG && HAVE_CG
char stropt[128];
sprintf(stropt, "MaxLocalParams=32,NumInstructionSlots=%d", s_nMaxPixelInstructions);
const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgfProf, "main", opts);
// handle errors
if (!cgIsProgram(tempprog)) {
cgDestroyProgram(tempprog);
ERROR_LOG(VIDEO, "Failed to compile ps %s:", cgGetLastListing(g_cgcontext));
ERROR_LOG(VIDEO, pstrprogram);
return false;
}
// handle warnings
if (cgGetError() != CG_NO_ERROR)
{
WARN_LOG(VIDEO, "Warnings on compile ps %s:", cgGetLastListing(g_cgcontext));
WARN_LOG(VIDEO, 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, &ps.glprogid);
SetCurrentShader(ps.glprogid);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
err = GL_REPORT_ERROR();
if (err != GL_NO_ERROR)
{
GLint error_pos, native_limit;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &error_pos);
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &native_limit);
// Error occur
if (error_pos != -1) {
const char *program_error = (const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB);
char line[256];
strncpy(line, (const char *)pcompiledprog + error_pos, 255);
line[255] = 0;
ERROR_LOG(VIDEO, "Error at %i: %s", error_pos, program_error);
ERROR_LOG(VIDEO, "Line dump: \n%s", line);
} else if (native_limit != -1) {
ERROR_LOG(VIDEO, "Hit limit? %i", native_limit);
// TODO
}
ERROR_LOG(VIDEO, pstrprogram);
ERROR_LOG(VIDEO, pcompiledprog);
}
cgDestroyProgram(tempprog);
#endif
#if defined(_DEBUG) || defined(DEBUGFAST)
ps.strprog = pstrprogram;
#endif
return true;
}
//Disable Fragment programs and reset the selected Program
void PixelShaderCache::DisableShader()
{
if(ShaderEnabled)
{
glDisable(GL_FRAGMENT_PROGRAM_ARB);
ShaderEnabled = false;
}
}
//bind a program if is diferent from the binded oone
void PixelShaderCache::SetCurrentShader(GLuint Shader)
{
if(!ShaderEnabled)
{
glEnable(GL_FRAGMENT_PROGRAM_ARB);
ShaderEnabled = true;
}
if(CurrentShader != Shader)
{
if(Shader != 0)
CurrentShader = Shader;
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
}
}
}