| 
									
										
										
										
											2008-12-26 11:23:59 +00:00
										 |  |  | // Copyright (C) 2003-2008 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>
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #include "Globals.h"
 | 
					
						
							|  |  |  | #include "Profiler.h"
 | 
					
						
							|  |  |  | #include "Config.h"
 | 
					
						
							|  |  |  | #include "Statistics.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #include "GLUtil.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #include <Cg/cg.h>
 | 
					
						
							|  |  |  | #include <Cg/cgGL.h>
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #include "Render.h"
 | 
					
						
							| 
									
										
										
										
											2008-12-26 17:33:53 +00:00
										 |  |  | #include "VertexShaderGen.h"
 | 
					
						
							| 
									
										
										
										
											2008-12-26 11:23:59 +00:00
										 |  |  | #include "VertexShaderManager.h"
 | 
					
						
							|  |  |  | #include "VertexShaderCache.h"
 | 
					
						
							|  |  |  | #include "VertexManager.h"
 | 
					
						
							|  |  |  | #include "VertexLoader.h"
 | 
					
						
							|  |  |  | #include "XFMemory.h"
 | 
					
						
							| 
									
										
										
										
											2008-12-26 11:33:32 +00:00
										 |  |  | #include "ImageWrite.h"
 | 
					
						
							| 
									
										
										
										
											2008-12-26 11:23:59 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | VertexShaderCache::VSCache VertexShaderCache::vshaders; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static VERTEXSHADER *pShaderLast = NULL; | 
					
						
							|  |  |  | static int s_nMaxVertexInstructions; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB, const_number, f1, f2, f3, f4); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void SetVSConstant4fv(int const_number, const float *f) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void VertexShaderCache::Init() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void VertexShaderCache::Shutdown() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); iter++) | 
					
						
							|  |  |  | 		iter->second.Destroy(); | 
					
						
							|  |  |  | 	vshaders.clear(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | VERTEXSHADER* VertexShaderCache::GetShader(u32 components) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	DVSTARTPROFILE(); | 
					
						
							|  |  |  | 	VERTEXSHADERUID uid; | 
					
						
							|  |  |  | 	u32 zbufrender = (bpmem.ztex2.op == ZTEXTURE_ADD) || Renderer::GetZBufferTarget() != 0; | 
					
						
							|  |  |  | 	GetVertexShaderId(uid, components, zbufrender); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	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; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	VSCacheEntry& entry = vshaders[uid]; | 
					
						
							|  |  |  | 	const char *code = GenerateVertexShader(components, Renderer::GetZBufferTarget() != 0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if defined(_DEBUG) || defined(DEBUGFAST)
 | 
					
						
							|  |  |  | 	if (g_Config.iLog & CONF_SAVESHADERS && code) { | 
					
						
							|  |  |  | 		static int counter = 0; | 
					
						
							|  |  |  | 		char szTemp[MAX_PATH]; | 
					
						
							|  |  |  | 		sprintf(szTemp, "%s/vs_%04i.txt", g_Config.texDumpPath, counter++); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		SaveData(szTemp, code); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) { | 
					
						
							|  |  |  | 		ERROR_LOG("failed to create vertex shader\n"); | 
					
						
							|  |  |  | 		return NULL; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	//Make an entry in the table
 | 
					
						
							|  |  |  | 	entry.frameCount = frameCount; | 
					
						
							|  |  |  | 	pShaderLast = &entry.shader; | 
					
						
							|  |  |  | 	INCSTAT(stats.numVertexShadersCreated); | 
					
						
							|  |  |  | 	SETSTAT(stats.numVertexShadersAlive, vshaders.size()); | 
					
						
							|  |  |  | 	return pShaderLast; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void VertexShaderCache::Cleanup() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	VSCache::iterator iter = vshaders.begin(); | 
					
						
							|  |  |  | 	while (iter != vshaders.end()) { | 
					
						
							|  |  |  | 		VSCacheEntry &entry = iter->second; | 
					
						
							|  |  |  | 		if (entry.frameCount < frameCount - 200) { | 
					
						
							|  |  |  | 			entry.Destroy(); | 
					
						
							|  |  |  | #ifdef _WIN32
 | 
					
						
							|  |  |  | 			iter = vshaders.erase(iter); | 
					
						
							|  |  |  | #else
 | 
					
						
							|  |  |  | 			vshaders.erase(iter++); | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		else { | 
					
						
							|  |  |  | 			++iter; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	SETSTAT(stats.numVertexShadersAlive, vshaders.size()); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	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) || cgGetError() != CG_NO_ERROR) { | 
					
						
							|  |  |  | 		ERROR_LOG("Failed to load vs %s:\n", cgGetLastListing(g_cgcontext)); | 
					
						
							|  |  |  | 		ERROR_LOG(pstrprogram); | 
					
						
							|  |  |  | 		return false; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	//ERROR_LOG(pstrprogram);
 | 
					
						
							|  |  |  | 	//ERROR_LOG("id: %d\n", g_Config.iSaveTargetId);
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	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); | 
					
						
							|  |  |  | 	glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vs.glprogid); | 
					
						
							|  |  |  | 	glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	GLenum err = GL_NO_ERROR; | 
					
						
							|  |  |  | 	GL_REPORT_ERROR(); | 
					
						
							|  |  |  | 	if (err != GL_NO_ERROR) { | 
					
						
							|  |  |  | 		ERROR_LOG(pstrprogram); | 
					
						
							|  |  |  | 		ERROR_LOG(pcompiledprog); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	cgDestroyProgram(tempprog); | 
					
						
							|  |  |  | 	// printf("Compiled vertex shader %i\n", vs.glprogid);
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if defined(_DEBUG) || defined(DEBUGFAST) 
 | 
					
						
							|  |  |  | 	vs.strprog = pstrprogram; | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return true; | 
					
						
							|  |  |  | } |