forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3234 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			185 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			185 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003-2009 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <math.h>
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#include "Globals.h"
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#include "Profiler.h"
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#include "Config.h"
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#include "Statistics.h"
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#include "GLUtil.h"
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#include <Cg/cg.h>
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#include <Cg/cgGL.h>
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#include "Render.h"
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#include "VertexShaderGen.h"
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#include "VertexShaderManager.h"
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#include "VertexShaderCache.h"
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#include "VertexManager.h"
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#include "VertexLoader.h"
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#include "XFMemory.h"
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#include "ImageWrite.h"
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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bool VertexShaderCache::s_displayCompileAlert;
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static VERTEXSHADER *pShaderLast = NULL;
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static int s_nMaxVertexInstructions;
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void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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{
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	glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB, const_number, f1, f2, f3, f4);
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}
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void SetVSConstant4fv(int const_number, const float *f)
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{
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	glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
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}
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void VertexShaderCache::Init()
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{
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	s_displayCompileAlert = true;
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    glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
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}
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void VertexShaderCache::Shutdown()
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{
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	for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); iter++)
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		iter->second.Destroy();
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	vshaders.clear();
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}
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VERTEXSHADER* VertexShaderCache::GetShader(u32 components)
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{
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	DVSTARTPROFILE();
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	VERTEXSHADERUID uid;
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	GetVertexShaderId(uid, components);
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	VSCache::iterator iter = vshaders.find(uid);
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	if (iter != vshaders.end()) {
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		iter->second.frameCount = frameCount;
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		VSCacheEntry &entry = iter->second;
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		if (&entry.shader != pShaderLast) {
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			pShaderLast = &entry.shader;
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		}
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		return pShaderLast;
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	}
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	VSCacheEntry& entry = vshaders[uid];
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	const char *code = GenerateVertexShader(components);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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	if (g_Config.iLog & CONF_SAVESHADERS && code) {
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		static int counter = 0;
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		char szTemp[MAX_PATH];
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		sprintf(szTemp, "%s/vs_%04i.txt", FULL_DUMP_DIR, counter++);
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		SaveData(szTemp, code);
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	}
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#endif
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	if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) {
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		ERROR_LOG(VIDEO, "failed to create vertex shader");
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		return NULL;
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	}
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	//Make an entry in the table
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	entry.frameCount = frameCount;
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	pShaderLast = &entry.shader;
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	INCSTAT(stats.numVertexShadersCreated);
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	SETSTAT(stats.numVertexShadersAlive, vshaders.size());
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	return pShaderLast;
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}
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void VertexShaderCache::ProgressiveCleanup()
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{
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	VSCache::iterator iter = vshaders.begin();
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	while (iter != vshaders.end()) {
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		VSCacheEntry &entry = iter->second;
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		if (entry.frameCount < frameCount - 200) {
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			entry.Destroy();
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#ifdef _WIN32
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			iter = vshaders.erase(iter);
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#else
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			vshaders.erase(iter++);
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#endif
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		}
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		else {
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			++iter;
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		}
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	}
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	SETSTAT(stats.numVertexShadersAlive, vshaders.size());
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}
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bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrprogram)
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{
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	// Reset GL error before compiling shaders. Yeah, we need to investigate the causes of these.
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	GLenum err = GL_REPORT_ERROR();
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	if (err != GL_NO_ERROR)
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	{
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		ERROR_LOG(VIDEO, "glError %08x before VS!", err);
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	}
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	char stropt[64];
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	sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
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	const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
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	CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
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	if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
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        if (s_displayCompileAlert) {
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            PanicAlert("Failed to create vertex shader");
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            s_displayCompileAlert = false;
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        }
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        cgDestroyProgram(tempprog);
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		ERROR_LOG(VIDEO, "Failed to load vs %s:", cgGetLastListing(g_cgcontext));
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		ERROR_LOG(VIDEO, pstrprogram);
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		return false;
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	}
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	// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
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	// It SHOULD not have any nasty side effects though - but you never know...
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	char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
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	char *plocal = strstr(pcompiledprog, "program.local");
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	while (plocal != NULL) {
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		const char* penv = "  program.env";
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		memcpy(plocal, penv, 13);
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		plocal = strstr(plocal + 13, "program.local");
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	}
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	glGenProgramsARB(1, &vs.glprogid);
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	glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vs.glprogid);
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	glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pcompiledprog), pcompiledprog);
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	err = GL_REPORT_ERROR();
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	if (err != GL_NO_ERROR) {
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		ERROR_LOG(VIDEO, pstrprogram);
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		ERROR_LOG(VIDEO, pcompiledprog);
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	}
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	cgDestroyProgram(tempprog);
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#if defined(_DEBUG) || defined(DEBUGFAST) 
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	vs.strprog = pstrprogram;
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#endif
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	return true;
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}
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