fix formatting uglies introduced in glsl-master branch

This commit is contained in:
Shawn Hoffman
2012-10-09 23:54:17 -05:00
committed by Sonicadvance1
parent 4a4833e617
commit 31a8424bcc
15 changed files with 1061 additions and 1051 deletions
@@ -573,7 +573,7 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string &title, con
// GLSL Option
{
if(strstr(choice_backend->GetString(choice_backend->GetSelection()).ToAscii(), "OpenGL") != NULL)
if (strstr(choice_backend->GetString(choice_backend->GetSelection()).ToAscii(), "OpenGL") != NULL)
{
wxCheckBox* const cb_GLSL = CreateCheckBox(page_advanced, _("Use GLSL Shaders"), wxGetTranslation(GLSL_desc), vconfig.bUseGLSL);
szr_misc->Add(cb_GLSL);
+1 -1
View File
@@ -112,7 +112,7 @@ protected:
void Event_ProgressiveScan(wxCommandEvent &ev)
{
SConfig::GetInstance().m_SYSCONF->SetData("IPL.PGS", ev.GetInt());
SConfig::GetInstance().m_LocalCoreStartupParameter.bProgressive = ev.GetInt();
SConfig::GetInstance().m_LocalCoreStartupParameter.bProgressive = !!ev.GetInt();
ev.Skip();
}
+40 -45
View File
@@ -511,23 +511,25 @@ static void BuildSwapModeTable()
const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num)
{
if(ApiType == API_GLSL)
if (ApiType == API_GLSL)
return ""; // Nothing to do here
static char result[64];
sprintf(result, " : register(%s%d)", prefix, num);
return result;
}
const char* WriteBinding(API_TYPE ApiType, const u32 num)
{
if(ApiType != API_GLSL || !g_ActiveConfig.backend_info.bSupportsGLSLBinding)
if (ApiType != API_GLSL || !g_ActiveConfig.backend_info.bSupportsGLSLBinding)
return "";
static char result[64];
sprintf(result, "layout(binding = %d) ", num);
return result;
}
const char *WriteLocation(API_TYPE ApiType)
{
if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
return "";
static char result[64];
sprintf(result, "uniform ");
@@ -559,7 +561,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
}
DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth ;
if(ApiType == API_GLSL)
if (ApiType == API_GLSL)
{
// A few required defines and ones that will make our lives a lot easier
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding || g_ActiveConfig.backend_info.bSupportsGLSLUBO)
@@ -573,7 +575,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
else
WRITE(p, "#version 120\n");
if(g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
if (g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
WRITE(p, "#extension GL_ARB_explicit_attrib_location : enable\n");
// Silly differences
WRITE(p, "#define float2 vec2\n");
@@ -602,7 +604,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
{
// Declare samplers
if(ApiType != API_D3D11)
if (ApiType != API_D3D11)
{
WRITE(p, "uniform sampler2D ");
}
@@ -618,7 +620,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
bfirst = false;
}
WRITE(p, ";\n");
if(ApiType == API_D3D11)
if (ApiType == API_D3D11)
{
WRITE(p, "Texture2D ");
bfirst = true;
@@ -632,7 +634,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
}
WRITE(p, "\n");
if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
WRITE(p, "layout(std140) uniform PSBlock {\n");
WRITE(p, "%sfloat4 "I_COLORS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_COLORS));
@@ -648,13 +650,13 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
WRITE(p, "%sfloat4 "I_PLIGHTS"[40] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PLIGHTS));
WRITE(p, "%sfloat4 "I_PMATERIALS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PMATERIALS));
if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
WRITE(p, "};\n");
if(ApiType != API_GLSL)
if (ApiType != API_GLSL)
{
WRITE(p, "void main(\n");
if(ApiType != API_D3D11)
if (ApiType != API_D3D11)
{
WRITE(p, " out float4 ocol0 : COLOR0,%s%s\n in float4 rawpos : %s,\n",
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : COLOR1," : "",
@@ -702,7 +704,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
// Once we switch to GLSL 1.3 we will bind a lot of these.
if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
{
// This won't get hit unless we support GL 3.3
WRITE(p, " layout(location = 0) out float4 ocol0;\n");
@@ -712,7 +714,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
{
WRITE(p, " float4 ocol0;\n");
}
if(DepthTextureEnable)
if (DepthTextureEnable)
WRITE(p, " float depth;\n"); // TODO: Passed to Vertex Shader right?
WRITE(p, " float4 rawpos = gl_FragCoord;\n");
@@ -725,13 +727,13 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
for (int i = 0; i < numTexgen; ++i)
WRITE(p, " float3 uv%d = gl_TexCoord[%d].xyz;\n", i, i);
WRITE(p, " float4 clipPos = gl_TexCoord[%d];\n", numTexgen);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, " float4 Normal = gl_TexCoord[%d];\n", numTexgen + 1);
}
else
{
// wpos is in w of first 4 texcoords
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
for (int i = 0; i < 8; ++i)
WRITE(p, " float4 uv%d = gl_TexCoord[%d];\n", i, i);
@@ -783,7 +785,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
" float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);\n"
" float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);\n\n");
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
if (xfregs.numTexGen.numTexGens < 7)
{
@@ -830,7 +832,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
}
// indirect texture map lookup
for(u32 i = 0; i < bpmem.genMode.numindstages; ++i)
for (u32 i = 0; i < bpmem.genMode.numindstages; ++i)
{
if (nIndirectStagesUsed & (1<<i))
{
@@ -860,7 +862,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
for (int i = 0; i < numStages; i++)
WriteStage(p, i, ApiType); //build the equation for this stage
if(numStages)
if (numStages)
{
// The results of the last texenv stage are put onto the screen,
// regardless of the used destination register
@@ -889,15 +891,15 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
WRITE(p, "ocol0 = 0;\n");
if(DepthTextureEnable)
WRITE(p, "depth = 1.f;\n");
if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "ocol1 = vec4(0.0f);\n");
if(ApiType == API_GLSL)
if (ApiType == API_GLSL)
{
// Once we switch to GLSL 1.3 and bind variables, we won't need to do this
if (dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "gl_FragData[0] = ocol0;\n");
if(DepthTextureEnable)
WRITE(p, "gl_FragDepth = depth;\n");
if (DepthTextureEnable)
WRITE(p, "gl_FragDepth = depth;\n");
}
WRITE(p, "discard;\n");
if(ApiType != API_D3D11)
@@ -945,9 +947,9 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
// ...and the alpha from ocol0 will be written to the framebuffer.
WRITE(p, " ocol0.a = " I_ALPHA"[0].a;\n");
if(ApiType == API_GLSL)
if (ApiType == API_GLSL)
{
if(DepthTextureEnable)
if (DepthTextureEnable)
WRITE(p, "gl_FragDepth = depth;\n");
if (dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "gl_FragData[0] = ocol0;\n");
@@ -1109,10 +1111,10 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
if (bpmem.tevorders[n/2].getEnable(n&1))
{
if(!bHasIndStage)
if (!bHasIndStage)
{
// calc tevcord
if(bHasTexCoord)
if (bHasTexCoord)
WRITE(p, "tevcoord.xy = uv%d.xy;\n", texcoord);
else
WRITE(p, "tevcoord.xy = float2(0.0f, 0.0f);\n");
@@ -1132,7 +1134,7 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
int kc = bpmem.tevksel[n / 2].getKC(n & 1);
int ka = bpmem.tevksel[n / 2].getKA(n & 1);
WRITE(p, "konsttemp = float4(%s, %s);\n", tevKSelTableC[kc], tevKSelTableA[ka]);
if(kc > 7 || ka > 7)
if (kc > 7 || ka > 7)
{
WRITE(p, "ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f);\n");
}
@@ -1231,7 +1233,7 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
if (cc.shift > TEVSCALE_1)
WRITE(p, "%s*(", tevScaleTable[cc.shift]);
if(!(cc.d == TEVCOLORARG_ZERO && cc.op == TEVOP_ADD))
if (!(cc.d == TEVCOLORARG_ZERO && cc.op == TEVOP_ADD))
WRITE(p, "%s%s", tevCInputTable[cc.d], tevOpTable[cc.op]);
if (cc.a == cc.b)
@@ -1281,7 +1283,7 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
if (ac.shift > TEVSCALE_1)
WRITE(p, "%s*(", tevScaleTable[ac.shift]);
if(!(ac.d == TEVALPHAARG_ZERO && ac.op == TEVOP_ADD))
if (!(ac.d == TEVALPHAARG_ZERO && ac.op == TEVOP_ADD))
WRITE(p, "%s.a%s", tevAInputTable[ac.d], tevOpTable[ac.op]);
if (ac.a == ac.b)
@@ -1297,7 +1299,7 @@ static void WriteStage(char *&p, int n, API_TYPE ApiType)
WRITE(p, "%s",tevBiasTable[ac.bias]);
if (ac.shift>0)
if (ac.shift > 0)
WRITE(p, ")");
}
@@ -1386,6 +1388,7 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
I_ALPHA"[0].g"
};
// using discard then return works the same in cg and dx9 but not in dx11
WRITE(p, "if(!( ");
@@ -1399,9 +1402,9 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
<<<<<<< HEAD
WRITE(p, ")) {\n");
WRITE(p, "ocol0 = float4(0);\n");
WRITE(p, "ocol0 = float4(0.0f);\n");
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "ocol1 = 0;\n");
WRITE(p, "ocol1 = float4(0.0f);\n");
if (DepthTextureEnable)
WRITE(p, "depth = 1.f;\n");
@@ -1426,13 +1429,6 @@ static void WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
WRITE(p, "}\n");
=======
WRITE(p, ")){ocol0 = float4(0.0f);%s%s discard;%s}\n",
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "ocol1 = vec4(0.0f);" : "",
DepthTextureEnable ? "depth = 1.f;" : "",
(ApiType != API_D3D11) ? "return;" : "");
return true;
>>>>>>> Few compiler errors that got exposed once I got Dual Source Blending working. Seems it isn't working quite 100% either. Good chance I missed something anyway.
}
static const char *tevFogFuncsTable[] =
@@ -1449,7 +1445,8 @@ static const char *tevFogFuncsTable[] =
static void WriteFog(char *&p)
{
if(bpmem.fog.c_proj_fsel.fsel == 0)return;//no Fog
if (bpmem.fog.c_proj_fsel.fsel == 0)
return; // no Fog
if (bpmem.fog.c_proj_fsel.proj == 0)
{
@@ -1467,7 +1464,7 @@ static void WriteFog(char *&p)
// x_adjust = sqrt((x-center)^2 + k^2)/k
// ze *= x_adjust
//this is complitly teorical as the real hard seems to use a table intead of calculate the values.
if(bpmem.fogRange.Base.Enabled)
if (bpmem.fogRange.Base.Enabled)
{
WRITE (p, " float x_adjust = (2.0f * (clipPos.x / " I_FOG"[2].y)) - 1.0f - " I_FOG"[2].x;\n");
WRITE (p, " x_adjust = sqrt(x_adjust * x_adjust + " I_FOG"[2].z * " I_FOG"[2].z) / " I_FOG"[2].z;\n");
@@ -1476,17 +1473,15 @@ static void WriteFog(char *&p)
WRITE (p, " float fog = saturate(ze - " I_FOG"[1].z);\n");
if(bpmem.fog.c_proj_fsel.fsel > 3)
if (bpmem.fog.c_proj_fsel.fsel > 3)
{
WRITE(p, "%s", tevFogFuncsTable[bpmem.fog.c_proj_fsel.fsel]);
}
else
{
if(bpmem.fog.c_proj_fsel.fsel != 2)
if (bpmem.fog.c_proj_fsel.fsel != 2)
WARN_LOG(VIDEO, "Unknown Fog Type! %08x", bpmem.fog.c_proj_fsel.fsel);
}
WRITE(p, " prev.rgb = lerp(prev.rgb," I_FOG"[0].rgb,fog);\n");
}
File diff suppressed because it is too large Load Diff
+61 -65
View File
@@ -185,65 +185,64 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
char *p = text;
WRITE(p, "//Vertex Shader: comp:%x, \n", components);
if(ApiType == API_GLSL)
if (ApiType == API_GLSL)
{
// A few required defines and ones that will make our lives a lot easier
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding || g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
WRITE(p, "#version 330 compatibility\n");
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n");
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
WRITE(p, "#extension GL_ARB_uniform_buffer_object : enable\n");
WRITE(p, "#define ATTRIN in\n");
WRITE(p, "#define ATTROUT out\n");
}
else
{
WRITE(p, "#version 120\n");
WRITE(p, "#define ATTRIN attribute\n");
WRITE(p, "#define ATTROUT attribute\n");
}
if(g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
WRITE(p, "#extension GL_ARB_explicit_attrib_location : enable\n");
// Silly differences
WRITE(p, "#define float2 vec2\n");
WRITE(p, "#define float3 vec3\n");
WRITE(p, "#define float4 vec4\n");
// A few required defines and ones that will make our lives a lot easier
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding || g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
WRITE(p, "#version 330 compatibility\n");
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n");
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
WRITE(p, "#extension GL_ARB_uniform_buffer_object : enable\n");
WRITE(p, "#define ATTRIN in\n");
WRITE(p, "#define ATTROUT out\n");
}
else
{
WRITE(p, "#version 120\n");
WRITE(p, "#define ATTRIN attribute\n");
WRITE(p, "#define ATTROUT attribute\n");
}
if (g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
WRITE(p, "#extension GL_ARB_explicit_attrib_location : enable\n");
// Silly differences
WRITE(p, "#define float2 vec2\n");
WRITE(p, "#define float3 vec3\n");
WRITE(p, "#define float4 vec4\n");
// cg to glsl function translation
WRITE(p, "#define frac(x) fract(x)\n");
WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n");
WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n");
// cg to glsl function translation
WRITE(p, "#define frac(x) fract(x)\n");
WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n");
WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n");
}
// uniforms
if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
WRITE(p, "layout(std140) uniform VSBlock {\n");
WRITE(p, "%sfloat4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
WRITE(p, "%sfloat4 "I_PROJECTION"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PROJECTION));
WRITE(p, "%sfloat4 "I_MATERIALS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_MATERIALS));
WRITE(p, "%sfloat4 "I_LIGHTS"[40] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_LIGHTS));
WRITE(p, "%sfloat4 "I_TEXMATRICES"[24] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
WRITE(p, "%sfloat4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType),WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
WRITE(p, "%sfloat4 "I_NORMALMATRICES"[32] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_NORMALMATRICES));
WRITE(p, "%sfloat4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES));
WRITE(p, "%sfloat4 "I_DEPTHPARAMS" %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_DEPTHPARAMS));
WRITE(p, "%sfloat4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
WRITE(p, "%sfloat4 "I_PROJECTION"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PROJECTION));
WRITE(p, "%sfloat4 "I_MATERIALS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_MATERIALS));
WRITE(p, "%sfloat4 "I_LIGHTS"[40] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_LIGHTS));
WRITE(p, "%sfloat4 "I_TEXMATRICES"[24] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
WRITE(p, "%sfloat4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType),WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
WRITE(p, "%sfloat4 "I_NORMALMATRICES"[32] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_NORMALMATRICES));
WRITE(p, "%sfloat4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES));
WRITE(p, "%sfloat4 "I_DEPTHPARAMS" %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_DEPTHPARAMS));
if(ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
WRITE(p, "};\n");
p = GenerateVSOutputStruct(p, components, ApiType);
if(ApiType == API_GLSL)
if(ApiType == API_GLSL)
{
if (components & VB_HAS_NRM0)
WRITE(p, " float3 rawnorm0 = gl_Normal; // NORMAL0,\n");
WRITE(p, " float3 rawnorm0 = gl_Normal; // NORMAL0,\n");
if(g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
if (g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
{
if (components & VB_HAS_POSMTXIDX)
WRITE(p, "layout(location = %d) ATTRIN float fposmtx;\n", SHADER_POSMTX_ATTRIB);
@@ -277,7 +276,6 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
}
else
{
WRITE(p, "VS_OUTPUT main(\n");
// inputs
@@ -306,9 +304,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
}
if (components & VB_HAS_POSMTXIDX) {
if (is_d3d)
{
WRITE(p, " float4 blend_indices : BLENDINDICES,\n");
}
else
WRITE(p, " float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
}
@@ -369,7 +365,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
"float3 ldir, h;\n"
"float dist, dist2, attn;\n");
if(xfregs.numChan.numColorChans == 0)
if (xfregs.numChan.numColorChans == 0)
{
if (components & VB_HAS_COL0)
WRITE(p, "o.colors_0 = color0;\n");
@@ -380,7 +376,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
// TODO: This probably isn't necessary if pixel lighting is enabled.
p = GenerateLightingShader(p, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
if(xfregs.numChan.numColorChans < 2)
if (xfregs.numChan.numColorChans < 2)
{
if (components & VB_HAS_COL1)
WRITE(p, "o.colors_1 = color1;\n");
@@ -584,23 +580,23 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
// clipPos/w needs to be done in pixel shader, not here
if (xfregs.numTexGen.numTexGens < 7) {
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " gl_TexCoord[%d].xyz = o.tex%d;\n", i, i);
WRITE(p, " gl_TexCoord[%d] = o.clipPos;\n", xfregs.numTexGen.numTexGens);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, " gl_TexCoord[%d] = o.Normal;\n", xfregs.numTexGen.numTexGens + 1);
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " gl_TexCoord[%d].xyz = o.tex%d;\n", i, i);
WRITE(p, " gl_TexCoord[%d] = o.clipPos;\n", xfregs.numTexGen.numTexGens);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, " gl_TexCoord[%d] = o.Normal;\n", xfregs.numTexGen.numTexGens + 1);
} else {
// clip position is in w of first 4 texcoords
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
for (int i = 0; i < 8; ++i)
WRITE(p, " gl_TexCoord[%d] = o.tex%d;\n", i, i);
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " gl_TexCoord[%d]%s = o.tex%d;\n", i, i < 4 ? ".xyzw" : ".xyz" , i);
}
// clip position is in w of first 4 texcoords
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
for (int i = 0; i < 8; ++i)
WRITE(p, " gl_TexCoord[%d] = o.tex%d;\n", i, i);
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " gl_TexCoord[%d]%s = o.tex%d;\n", i, i < 4 ? ".xyzw" : ".xyz" , i);
}
}
WRITE(p, "gl_FrontColor = o.colors_0;\n");
WRITE(p, "gl_FrontSecondaryColor = o.colors_1;\n");
@@ -608,7 +604,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
WRITE(p, "}\n");
}
else
WRITE(p, "return o;\n}\n");
WRITE(p, "return o;\n}\n");
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
File diff suppressed because it is too large Load Diff
@@ -34,7 +34,7 @@ struct FRAGMENTSHADER
{
if (glprogid)
{
if(bGLSL)
if (bGLSL)
glDeleteShader(glprogid);
else
glDeleteProgramsARB(1, &glprogid);
@@ -18,234 +18,247 @@
#include "ProgramShaderCache.h"
#include "MathUtil.h"
#include <assert.h>
namespace OGL
{
GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0;
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
GLuint ProgramShaderCache::s_ps_vs_ubo;
GLintptr ProgramShaderCache::s_vs_data_offset;
LinearDiskCache<PROGRAMUID, u8> g_program_disk_cache;
GLenum ProgramFormat;
GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0;
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
GLuint ProgramShaderCache::s_ps_vs_ubo;
GLintptr ProgramShaderCache::s_vs_data_offset;
std::pair<u32, u32> ProgramShaderCache::CurrentShaderProgram;
const char *UniformNames[NUM_UNIFORMS] = {
// SAMPLERS
"samp0","samp1","samp2","samp3","samp4","samp5","samp6","samp7",
// PIXEL SHADER UNIFORMS
I_COLORS,
I_KCOLORS,
I_ALPHA,
I_TEXDIMS,
I_ZBIAS ,
I_INDTEXSCALE ,
I_INDTEXMTX,
I_FOG,
I_PLIGHTS,
I_PMATERIALS,
// VERTEX SHADER UNIFORMS
I_POSNORMALMATRIX,
I_PROJECTION ,
I_MATERIALS,
I_LIGHTS,
I_TEXMATRICES,
I_TRANSFORMMATRICES ,
I_NORMALMATRICES ,
I_POSTTRANSFORMMATRICES,
I_DEPTHPARAMS,
};
LinearDiskCache<PROGRAMUID, u8> g_program_disk_cache;
GLenum ProgramFormat;
void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry, const PROGRAMUID &uid)
std::pair<u32, u32> ProgramShaderCache::CurrentShaderProgram;
const char *UniformNames[NUM_UNIFORMS] =
{
// SAMPLERS
"samp0","samp1","samp2","samp3","samp4","samp5","samp6","samp7",
// PIXEL SHADER UNIFORMS
I_COLORS,
I_KCOLORS,
I_ALPHA,
I_TEXDIMS,
I_ZBIAS ,
I_INDTEXSCALE ,
I_INDTEXMTX,
I_FOG,
I_PLIGHTS,
I_PMATERIALS,
// VERTEX SHADER UNIFORMS
I_POSNORMALMATRIX,
I_PROJECTION ,
I_MATERIALS,
I_LIGHTS,
I_TEXMATRICES,
I_TRANSFORMMATRICES ,
I_NORMALMATRICES ,
I_POSTTRANSFORMMATRICES,
I_DEPTHPARAMS,
};
void ProgramShaderCache::SetProgramVariables(PCacheEntry &entry, const PROGRAMUID &uid)
{
// Dunno why this is needed when I have the binding
// points statically set in the shader source
// We should only need these two functions when we don't support binding but do support UBO
// Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
// Dunno why this is needed when I have the binding
// points statically set in the shader source
// We should only need these two functions when we don't support binding but do support UBO
// Driver Bug? Nvidia GTX 570, 290.xx Driver, Linux x64
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
glUniformBlockBinding( entry.program.glprogid, 0, 1 );
if(uid.uid.vsid != 0) // Some things have no vertex shader
glUniformBlockBinding( entry.program.glprogid, 1, 2 );
}
// We cache our uniform locations for now
// Once we move up to a newer version of GLSL, ~1.30
// We can remove this
//For some reason this fails on my hardware
//glGetUniformIndices(entry.program.glprogid, NUM_UNIFORMS, UniformNames, entry.program.UniformLocations);
//Got to do it this crappy way.
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
for(int a = 8; a < NUM_UNIFORMS; ++a)
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
for(int a = 0; a < 8; ++a)
{
// Still need to get sampler locations since we aren't binding them statically in the shaders
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
if(entry.program.UniformLocations[a] != -1)
glUniform1i(entry.program.UniformLocations[a], a);
}
glUniformBlockBinding(entry.program.glprogid, 0, 1);
// Some things have no vertex shader
if (uid.uid.vsid != 0)
glUniformBlockBinding(entry.program.glprogid, 1, 2);
}
// Need to get some attribute locations
if(uid.uid.vsid != 0 && !g_ActiveConfig.backend_info.bSupportsGLSLATTRBind) // We have no vertex Shader
// We cache our uniform locations for now
// Once we move up to a newer version of GLSL, ~1.30
// We can remove this
// (Sonicadvance): For some reason this fails on my hardware
//glGetUniformIndices(entry.program.glprogid, NUM_UNIFORMS, UniformNames, entry.program.UniformLocations);
// Got to do it this crappy way.
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
for (int a = 8; a < NUM_UNIFORMS; ++a)
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
{
for (int a = 0; a < 8; ++a)
{
glBindAttribLocation(entry.program.glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
glBindAttribLocation(entry.program.glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
glBindAttribLocation(entry.program.glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
// Still need to get sampler locations since we aren't binding them statically in the shaders
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
if (entry.program.UniformLocations[a] != -1)
glUniform1i(entry.program.UniformLocations[a], a);
}
}
void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
// Need to get some attribute locations
if (uid.uid.vsid != 0 && !g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
{
PROGRAMUID uid;
CurrentFShader = PS;
CurrentVShader = VS;
GetProgramShaderId(&uid, CurrentVShader, CurrentFShader);
if(uid.uid.id == 0)
{
CurrentProgram = 0;
glUseProgram(0);
return;
}
// Fragment shaders can survive without Vertex Shaders
// We have a valid fragment shader, let's create our program
std::pair<u32, u32> ShaderPair = std::make_pair(uid.uid.psid, uid.uid.vsid);
PCache::iterator iter = pshaders.find(ShaderPair);
if (iter != pshaders.end())
{
PCacheEntry &entry = iter->second;
glUseProgram(entry.program.glprogid);
CurrentShaderProgram = ShaderPair;
CurrentProgram = entry.program.glprogid;
return;
}
PCacheEntry entry;
entry.program.vsid = CurrentVShader;
entry.program.psid = CurrentFShader;
entry.program.uid = uid;
entry.program.glprogid = glCreateProgram();
// Right, the program is created now
// Let's attach everything
if(entry.program.vsid != 0) // attaching zero vertex shader makes it freak out
glAttachShader(entry.program.glprogid, entry.program.vsid);
glAttachShader(entry.program.glprogid, entry.program.psid);
#ifdef GLEW_VERSION_4_0
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
glProgramParameteri(entry.program.glprogid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
#endif
glLinkProgram(entry.program.glprogid);
glUseProgram(entry.program.glprogid);
SetProgramVariables(entry, uid);
pshaders[ShaderPair] = entry;
CurrentShaderProgram = ShaderPair;
CurrentProgram = entry.program.glprogid;
}
void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
{
glBufferSubData(GL_UNIFORM_BUFFER, offset * sizeof(float) * 4,
count * sizeof(float) * 4, f);
}
void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
{
glBufferSubData(GL_UNIFORM_BUFFER, s_vs_data_offset + offset * sizeof(float) * 4,
count * sizeof(float) * 4, f);
}
GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
PROGRAMSHADER ProgramShaderCache::GetShaderProgram(void)
{
return pshaders[CurrentShaderProgram].program;
}
void ProgramShaderCache::Init(void)
{
// We have to get the UBO alignment here because
// if we generate a buffer that isn't aligned
// then the UBO will fail.
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
GLint Align;
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);
GLintptr const ps_data_size = ROUND_UP(C_PENVCONST_END * sizeof(float) * 4, Align);
GLintptr const vs_data_size = ROUND_UP(C_VENVCONST_END * sizeof(float) * 4, Align);
s_vs_data_offset = ps_data_size;
// We multiply by *4*4 because we need to get down to basic machine units.
// So multiply by four to get how many floats we have from vec4s
// Then once more to get bytes
glGenBuffers(1, &s_ps_vs_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, s_ps_vs_ubo);
glBufferData(GL_UNIFORM_BUFFER, ps_data_size + vs_data_size, NULL, GL_DYNAMIC_DRAW);
// Now bind the buffer to the index point
// We know PS is 0 since we have it statically set in the shader
// Repeat for VS shader
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_ps_vs_ubo, 0, ps_data_size);
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_ps_vs_ubo, s_vs_data_offset, vs_data_size);
}
#ifdef GLEW_VERSION_4_0
// Read our shader cache, only if supported
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
{
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
ProgramShaderCacheInserter inserter;
g_program_disk_cache.OpenAndRead(cache_filename, inserter);
GLint Supported;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
GLint *Formats = new GLint[Supported];
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, Formats);
ProgramFormat = (GLenum)Formats[0]; // We don't really care about format
delete[] Formats;
}
#endif
}
void ProgramShaderCache::Shutdown(void)
{
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
{
PCache::iterator iter = pshaders.begin();
for (; iter != pshaders.end(); ++iter)
g_program_disk_cache.Append(iter->second.program.uid, iter->second.program.Data(), iter->second.program.Size());
g_program_disk_cache.Sync();
g_program_disk_cache.Close();
}
PCache::iterator iter = pshaders.begin();
for (; iter != pshaders.end(); ++iter)
iter->second.Destroy();
pshaders.clear();
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glDeleteBuffers(1, &s_ps_vs_ubo);
s_ps_vs_ubo = 0;
}
// We have no vertex Shader
glBindAttribLocation(entry.program.glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
glBindAttribLocation(entry.program.glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
glBindAttribLocation(entry.program.glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
}
}
void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
{
PROGRAMUID uid;
CurrentFShader = PS;
CurrentVShader = VS;
GetProgramShaderId(&uid, CurrentVShader, CurrentFShader);
if (uid.uid.id == 0)
{
CurrentProgram = 0;
glUseProgram(0);
return;
}
// Fragment shaders can survive without Vertex Shaders
// We have a valid fragment shader, let's create our program
std::pair<u32, u32> ShaderPair = std::make_pair(uid.uid.psid, uid.uid.vsid);
PCache::iterator iter = pshaders.find(ShaderPair);
if (iter != pshaders.end())
{
PCacheEntry &entry = iter->second;
glUseProgram(entry.program.glprogid);
CurrentShaderProgram = ShaderPair;
CurrentProgram = entry.program.glprogid;
return;
}
PCacheEntry entry;
entry.program.vsid = CurrentVShader;
entry.program.psid = CurrentFShader;
entry.program.uid = uid;
entry.program.glprogid = glCreateProgram();
// Right, the program is created now
// Let's attach everything
if (entry.program.vsid != 0) // attaching zero vertex shader makes it freak out
glAttachShader(entry.program.glprogid, entry.program.vsid);
glAttachShader(entry.program.glprogid, entry.program.psid);
#ifdef GLEW_VERSION_4_0
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
glProgramParameteri(entry.program.glprogid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
#endif
glLinkProgram(entry.program.glprogid);
glUseProgram(entry.program.glprogid);
SetProgramVariables(entry, uid);
pshaders[ShaderPair] = entry;
CurrentShaderProgram = ShaderPair;
CurrentProgram = entry.program.glprogid;
}
void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
{
glBufferSubData(GL_UNIFORM_BUFFER, offset * sizeof(float) * 4,
count * sizeof(float) * 4, f);
}
void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
{
glBufferSubData(GL_UNIFORM_BUFFER, s_vs_data_offset + offset * sizeof(float) * 4,
count * sizeof(float) * 4, f);
}
GLuint ProgramShaderCache::GetCurrentProgram(void)
{
return CurrentProgram;
}
PROGRAMSHADER ProgramShaderCache::GetShaderProgram(void)
{
return pshaders[CurrentShaderProgram].program;
}
void ProgramShaderCache::Init(void)
{
// We have to get the UBO alignment here because
// if we generate a buffer that isn't aligned
// then the UBO will fail.
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
GLint Align;
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);
GLintptr const ps_data_size = ROUND_UP(C_PENVCONST_END * sizeof(float) * 4, Align);
GLintptr const vs_data_size = ROUND_UP(C_VENVCONST_END * sizeof(float) * 4, Align);
s_vs_data_offset = ps_data_size;
// We multiply by *4*4 because we need to get down to basic machine units.
// So multiply by four to get how many floats we have from vec4s
// Then once more to get bytes
glGenBuffers(1, &s_ps_vs_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, s_ps_vs_ubo);
glBufferData(GL_UNIFORM_BUFFER, ps_data_size + vs_data_size, NULL, GL_DYNAMIC_DRAW);
// Now bind the buffer to the index point
// We know PS is 0 since we have it statically set in the shader
// Repeat for VS shader
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_ps_vs_ubo, 0, ps_data_size);
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_ps_vs_ubo, s_vs_data_offset, vs_data_size);
}
#ifdef GLEW_VERSION_4_0
// Read our shader cache, only if supported
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
{
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
ProgramShaderCacheInserter inserter;
g_program_disk_cache.OpenAndRead(cache_filename, inserter);
GLint Supported;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
GLint *Formats = new GLint[Supported];
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, Formats);
// We don't really care about format
ProgramFormat = (GLenum)Formats[0];
delete[] Formats;
}
#endif
}
void ProgramShaderCache::Shutdown(void)
{
if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
{
PCache::iterator iter = pshaders.begin();
for (; iter != pshaders.end(); ++iter)
g_program_disk_cache.Append(iter->second.program.uid, iter->second.program.Data(), iter->second.program.Size());
g_program_disk_cache.Sync();
g_program_disk_cache.Close();
}
PCache::iterator iter = pshaders.begin();
for (; iter != pshaders.end(); ++iter)
iter->second.Destroy();
pshaders.clear();
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glDeleteBuffers(1, &s_ps_vs_ubo);
s_ps_vs_ubo = 0;
}
}
} // namespace OGL
void GetProgramShaderId(PROGRAMUID *uid, GLuint _v, GLuint _p)
{
uid->uid.vsid = _v;
@@ -15,8 +15,7 @@
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _ProgramShaderCache_H_
#define _ProgramShaderCache_H_
#pragma once
#include "GLUtil.h"
@@ -28,18 +27,18 @@
#include "LinearDiskCache.h"
#include "ConfigManager.h"
union PID
union PID
{
struct
{
struct {
GLuint vsid, psid;
};
u64 id;
};
u64 id;
};
class PROGRAMUID
{
public:
PID uid;
PROGRAMUID()
@@ -51,57 +50,63 @@ public:
{
uid.id = r.uid.id;
}
PROGRAMUID(GLuint _v, GLuint _p)
{
uid.vsid = _v;
uid.psid = _p;
}
int GetNumValues() const
u64 GetNumValues() const
{
return uid.id;
}
};
void GetProgramShaderId(PROGRAMUID *uid, GLuint _v, GLuint _p);
namespace OGL
{
#define NUM_UNIFORMS 27
const int NUM_UNIFORMS = 27;
extern const char *UniformNames[NUM_UNIFORMS];
extern GLenum ProgramFormat;
struct PROGRAMSHADER
{
PROGRAMSHADER() : glprogid(0), vsid(0), psid(0), binaryLength(0){}
GLuint glprogid; // opengl program id
PROGRAMSHADER() : glprogid(0), vsid(0), psid(0), binaryLength(0) {}
// opengl program id
GLuint glprogid;
GLuint vsid, psid;
PROGRAMUID uid;
GLint UniformLocations[NUM_UNIFORMS];
GLint binaryLength;
// TODO at first glance looks bad - malloc/no free/pointer not saved in instance...
u8 *Data()
{
#ifdef GLEW_VERSION_4_0
#ifdef GLEW_VERSION_4_0
glGetProgramiv(glprogid, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
u8* binary = (u8*)malloc(binaryLength);
glGetProgramBinary(glprogid, binaryLength, NULL, &ProgramFormat, binary);
return binary;
#else
return NULL;
#endif
u8* binary = (u8*)malloc(binaryLength);
glGetProgramBinary(glprogid, binaryLength, NULL, &ProgramFormat, binary);
return binary;
#else
return NULL;
#endif
}
GLint Size()
{
#ifdef GLEW_VERSION_4_0
if(!binaryLength)
#ifdef GLEW_VERSION_4_0
if (!binaryLength)
glGetProgramiv(glprogid, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
return binaryLength;
#else
#else
return 0;
#endif
#endif
}
};
class ProgramShaderCache
{
struct PCacheEntry
@@ -109,50 +114,54 @@ class ProgramShaderCache
PROGRAMSHADER program;
int frameCount;
PCacheEntry() : frameCount(0) {}
void Destroy() {
void Destroy()
{
glDeleteProgram(program.glprogid);
program.glprogid = 0;
}
u8* Data()
{
return program.Data();
}
GLint Size()
{
return program.Size();
}
};
class ProgramShaderCacheInserter : public LinearDiskCacheReader<PROGRAMUID, u8>
{
public:
void Read(const PROGRAMUID &key, const u8 *value, u32 value_size)
public:
void Read(const PROGRAMUID &key, const u8 *value, u32 value_size)
{
#ifdef GLEW_VERSION_4_0
PCacheEntry entry;
// The two shaders might not even exist anymore
// But it is fine, no need to worry about that
entry.program.vsid = key.uid.vsid;
entry.program.psid = key.uid.psid;
entry.program.glprogid = glCreateProgram();
glProgramBinary(entry.program.glprogid, ProgramFormat, value, value_size);
GLint success;
glGetProgramiv(entry.program.glprogid, GL_LINK_STATUS, &success);
if (success)
{
#ifdef GLEW_VERSION_4_0
PCacheEntry entry;
// The two shaders might not even exist anymore
// But it is fine, no need to worry about that
entry.program.vsid = key.uid.vsid;
entry.program.psid = key.uid.psid;
entry.program.glprogid = glCreateProgram();
glProgramBinary(entry.program.glprogid, ProgramFormat, value, value_size);
GLint success;
glGetProgramiv(entry.program.glprogid, GL_LINK_STATUS, &success);
if (success)
{
pshaders[std::make_pair(key.uid.psid, key.uid.vsid)] = entry;
glUseProgram(entry.program.glprogid);
SetProgramVariables(entry, key);
}
#endif
pshaders[std::make_pair(key.uid.psid, key.uid.vsid)] = entry;
glUseProgram(entry.program.glprogid);
SetProgramVariables(entry, key);
}
#endif
}
};
typedef std::map<std::pair<u32, u32>, PCacheEntry> PCache;
static PCache pshaders;
@@ -162,7 +171,7 @@ class ProgramShaderCache
static GLuint s_ps_vs_ubo;
static GLintptr s_vs_data_offset;
static void SetProgramVariables(PCacheEntry &entry, const PROGRAMUID &uid);
public:
static PROGRAMSHADER GetShaderProgram(void);
static void SetBothShaders(GLuint PS, GLuint VS);
@@ -170,12 +179,9 @@ public:
static void SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count);
static void SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count);
static void Init(void);
static void Shutdown(void);
};
} // namespace OGL
#endif
@@ -1419,7 +1419,7 @@ void Renderer::ResetAPIState()
{
// Gets us to a reasonably sane state where it's possible to do things like
// image copies with textured quads, etc.
if(g_ActiveConfig.bUseGLSL)
if (g_ActiveConfig.bUseGLSL)
ProgramShaderCache::SetBothShaders(0, 0);
else
{
@@ -211,7 +211,7 @@ void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
if (pcfmt != PC_TEX_FMT_DXT1)
{
if (expanded_width != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
glPixelStorei(GL_UNPACK_ROW_LENGTH, expanded_width);
if (bHaveMipMaps && autogen_mips)
{
@@ -225,7 +225,7 @@ void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
}
if (expanded_width != width)
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}
else
{
@@ -300,7 +300,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
glViewport(0, 0, virtual_width, virtual_height);
if(g_ActiveConfig.bUseGLSL)
if (g_ActiveConfig.bUseGLSL)
ProgramShaderCache::SetBothShaders((srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(), 0);
else
PixelShaderCache::SetCurrentShader((srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
@@ -396,8 +396,8 @@ TextureCache::~TextureCache()
{
if (s_TempFramebuffer)
{
glDeleteFramebuffersEXT(1, (GLuint*)&s_TempFramebuffer);
s_TempFramebuffer = 0;
glDeleteFramebuffersEXT(1, (GLuint*)&s_TempFramebuffer);
s_TempFramebuffer = 0;
}
}
@@ -61,9 +61,9 @@ static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
void CreateRgbToYuyvProgram()
{
// Output is BGRA because that is slightly faster than RGBA.
if(g_ActiveConfig.bUseGLSL)
if (g_ActiveConfig.bUseGLSL)
{
if(g_ActiveConfig.backend_info.bSupportsGLSLBinding)
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
{
const char *FProgram =
"#version 330 compatibility\n"
@@ -132,9 +132,9 @@ void CreateRgbToYuyvProgram()
void CreateYuyvToRgbProgram()
{
if(g_ActiveConfig.bUseGLSL)
if (g_ActiveConfig.bUseGLSL)
{
if(g_ActiveConfig.backend_info.bSupportsGLSLBinding)
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
{
const char *FProgram =
"#version 330 compatibility\n"
@@ -390,7 +390,7 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
s32 expandedWidth = (width + blkW) & (~blkW);
s32 expandedHeight = (height + blkH) & (~blkH);
if(g_ActiveConfig.bUseGLSL)
if (g_ActiveConfig.bUseGLSL)
ProgramShaderCache::SetBothShaders(texconv_shader.glprogid, 0);
else
PixelShaderCache::SetCurrentShader(texconv_shader.glprogid);
@@ -425,7 +425,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
{
g_renderer->ResetAPIState();
if(g_ActiveConfig.bUseGLSL)
if (g_ActiveConfig.bUseGLSL)
ProgramShaderCache::SetBothShaders(s_rgbToYuyvProgram.glprogid, 0);
else
PixelShaderCache::SetCurrentShader(s_rgbToYuyvProgram.glprogid);
@@ -472,7 +472,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
// TODO: make this less slow. (How?)
if((GLsizei)s_srcTextureWidth == (GLsizei)srcFmtWidth && (GLsizei)s_srcTextureHeight == (GLsizei)srcHeight)
if ((GLsizei)s_srcTextureWidth == (GLsizei)srcFmtWidth && (GLsizei)s_srcTextureHeight == (GLsizei)srcHeight)
{
glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,0,0,s_srcTextureWidth, s_srcTextureHeight,
GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
@@ -486,7 +486,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
}
glViewport(0, 0, srcWidth, srcHeight);
if(g_ActiveConfig.bUseGLSL)
if (g_ActiveConfig.bUseGLSL)
ProgramShaderCache::SetBothShaders(s_yuyvToRgbProgram.glprogid, 0);
else
PixelShaderCache::SetCurrentShader(s_yuyvToRgbProgram.glprogid);
@@ -195,7 +195,7 @@ void VertexManager::vFlush()
}
VERTEXSHADER* vs = VertexShaderCache::SetShader(g_nativeVertexFmt->m_components);
if(g_ActiveConfig.bUseGLSL)
if (g_ActiveConfig.bUseGLSL)
ProgramShaderCache::SetBothShaders(ps->glprogid, vs->glprogid);
else
{
@@ -218,10 +218,10 @@ void VertexManager::vFlush()
if (useDstAlpha && !dualSourcePossible)
{
ps = PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
if(g_ActiveConfig.bUseGLSL)
if (g_ActiveConfig.bUseGLSL)
{
ProgramShaderCache::SetBothShaders(ps->glprogid, 0);
if(!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
PixelShaderManager::SetConstants(); // Need to set these again, if we don't support UBO
if (g_nativeVertexFmt)
g_nativeVertexFmt->SetupVertexPointers();
File diff suppressed because it is too large Load Diff
@@ -32,7 +32,7 @@ struct VERTEXSHADER
VERTEXSHADER() : glprogid(0), bGLSL(0) {}
void Destroy()
{
if(bGLSL)
if (bGLSL)
glDeleteShader(glprogid);
else
glDeleteProgramsARB(1, &glprogid);