dolphin/Source/Plugins/Plugin_VideoMerge/Src/OGL/OGL_VertexShaderCache.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

256 lines
7.0 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 <math.h>
// Common
#include "FileUtil.h"
// VideoCommon
#include "Profiler.h"
#include "VideoConfig.h"
#include "Statistics.h"
#include "VertexShaderGen.h"
#include "VertexShaderManager.h"
#include "VertexLoader.h"
#include "XFMemory.h"
#include "ImageWrite.h"
// OGL
#include "OGL_Render.h"
#include "OGL_VertexShaderCache.h"
#include "OGL_GLUtil.h"
#include "OGL_VertexManager.h"
#include "../Main.h"
namespace OGL
{
VertexShaderCache::VSCache VertexShaderCache::vshaders;
bool VertexShaderCache::s_displayCompileAlert;
GLuint VertexShaderCache::CurrentShader;
bool VertexShaderCache::ShaderEnabled;
static VERTEXSHADER *pShaderLast = NULL;
static int s_nMaxVertexInstructions;
void VertexShaderCache::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
float f[4] = { f1, f2, f3, f4 };
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
}
void VertexShaderCache::SetVSConstant4fv(unsigned int const_number, const float *f)
{
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
}
void VertexShaderCache::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
{
for (unsigned int i = 0; i < count; i++,f+=4)
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, f);
}
void VertexShaderCache::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
{
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);
}
}
VertexShaderCache::VertexShaderCache()
{
glEnable(GL_VERTEX_PROGRAM_ARB);
ShaderEnabled = true;
CurrentShader = 0;
memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid));
s_displayCompileAlert = true;
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
#if CG_VERSION_NUM == 2100
if (strstr((const char*)glGetString(GL_VENDOR), "ATI") != NULL)
{
s_nMaxVertexInstructions = 4096;
}
#endif
}
VertexShaderCache::~VertexShaderCache()
{
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); iter++)
iter->second.Destroy();
vshaders.clear();
}
bool VertexShaderCache::SetShader(u32 components)
{
const VERTEXSHADER* const vs = GetShader(components);
if (vs)
{
SetCurrentShader(vs->glprogid);
return true;
}
else
return false;
}
VERTEXSHADER* VertexShaderCache::GetShader(u32 components)
{
DVSTARTPROFILE();
VERTEXSHADERUID uid;
GetVertexShaderId(&uid, components);
if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
{
return pShaderLast;
}
memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
VSCache::iterator iter = vshaders.find(uid);
if (iter != vshaders.end()) {
iter->second.frameCount = frameCount;
VSCacheEntry &entry = iter->second;
if (&entry.shader != pShaderLast) {
pShaderLast = &entry.shader;
}
return pShaderLast;
}
//Make an entry in the table
VSCacheEntry& entry = vshaders[uid];
entry.frameCount = frameCount;
pShaderLast = &entry.shader;
const char *code = GenerateVertexShaderCode(components, API_OPENGL);
#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), counter++);
SaveData(szTemp, code);
}
#endif
if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) {
ERROR_LOG(VIDEO, "failed to create vertex shader");
return NULL;
}
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, vshaders.size());
return pShaderLast;
}
bool VertexShaderCache::CompileVertexShader(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);
}
#if defined HAVE_CG && HAVE_CG
char stropt[64];
sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
if (!cgIsProgram(tempprog)) {
if (s_displayCompileAlert) {
PanicAlert("Failed to create vertex shader");
s_displayCompileAlert = false;
}
cgDestroyProgram(tempprog);
ERROR_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
ERROR_LOG(VIDEO, pstrprogram);
return false;
}
if (cgGetError() != CG_NO_ERROR)
{
WARN_LOG(VIDEO, "Failed to load vs %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, &vs.glprogid);
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, pstrprogram);
ERROR_LOG(VIDEO, pcompiledprog);
}
cgDestroyProgram(tempprog);
#endif
#if defined(_DEBUG) || defined(DEBUGFAST)
vs.strprog = pstrprogram;
#endif
return true;
}
void VertexShaderCache::DisableShader()
{
if (ShaderEnabled)
{
glDisable(GL_VERTEX_PROGRAM_ARB);
ShaderEnabled = false;
}
}
void VertexShaderCache::SetCurrentShader(GLuint Shader)
{
if (!ShaderEnabled)
{
glEnable(GL_VERTEX_PROGRAM_ARB);
ShaderEnabled= true;
}
if (CurrentShader != Shader)
{
if(Shader != 0)
CurrentShader = Shader;
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
}
}
}