forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			557 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			557 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003 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 "ProgramShaderCache.h"
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#include "MathUtil.h"
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#include "StreamBuffer.h"
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#include "Debugger.h"
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#include "Statistics.h"
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namespace OGL
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{
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static const u32 UBO_LENGTH = 4*1024*1024;
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GLintptr ProgramShaderCache::s_vs_data_offset;
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u8 *ProgramShaderCache::s_ubo_buffer;
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u32 ProgramShaderCache::s_ubo_buffer_size;
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bool ProgramShaderCache::s_ubo_dirty;
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static StreamBuffer *s_buffer;
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LinearDiskCache<SHADERUID, u8> g_program_disk_cache;
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static GLuint CurrentProgram = 0;
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ProgramShaderCache::PCache ProgramShaderCache::pshaders;
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ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
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SHADERUID ProgramShaderCache::last_uid;
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static char s_glsl_header[1024] = "";
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const char *UniformNames[NUM_UNIFORMS] =
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{
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	// PIXEL SHADER UNIFORMS
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	I_COLORS,
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	I_KCOLORS,
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	I_ALPHA,
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	I_TEXDIMS,
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	I_ZBIAS ,
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	I_INDTEXSCALE ,
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	I_INDTEXMTX,
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	I_FOG,
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	I_PLIGHTS,
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	I_PMATERIALS,
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	// VERTEX SHADER UNIFORMS
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	I_POSNORMALMATRIX,
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	I_PROJECTION ,
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	I_MATERIALS,
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	I_LIGHTS,
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	I_TEXMATRICES,
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	I_TRANSFORMMATRICES ,
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	I_NORMALMATRICES ,
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	I_POSTTRANSFORMMATRICES,
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	I_DEPTHPARAMS,
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};
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void SHADER::SetProgramVariables()
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{
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	// glsl shader must be bind to set samplers
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	Bind();
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	// Bind UBO 
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	if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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	{
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		GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
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		GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
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		if(PSBlock_id != -1)
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			glUniformBlockBinding(glprogid, PSBlock_id, 1);
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		if(VSBlock_id != -1)
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			glUniformBlockBinding(glprogid, VSBlock_id, 2);
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	}
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	// We cache our uniform locations for now
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	// Once we move up to a newer version of GLSL, ~1.30
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	// We can remove this
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	// (Sonicadvance): For some reason this fails on my hardware
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	//glGetUniformIndices(glprogid, NUM_UNIFORMS, UniformNames, UniformLocations);
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	// Got to do it this crappy way.
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	UniformLocations[0] = glGetUniformLocation(glprogid, UniformNames[0]);
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	if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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		for (int a = 1; a < NUM_UNIFORMS; ++a)
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			UniformLocations[a] = glGetUniformLocation(glprogid, UniformNames[a]);
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	// Bind Texture Sampler
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	for (int a = 0; a <= 9; ++a)
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	{
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		char name[8];
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		snprintf(name, 8, "samp%d", a);
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		// Still need to get sampler locations since we aren't binding them statically in the shaders
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		int loc = glGetUniformLocation(glprogid, name);
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		if (loc != -1)
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			glUniform1i(loc, a);
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	}
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}
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void SHADER::SetProgramBindings()
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{
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	if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
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	{
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		// So we do support extended blending
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		// So we need to set a few more things here.
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		// Bind our out locations
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		glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0");
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		glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1");
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	}
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	else
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		glBindFragDataLocation(glprogid, 0, "ocol0");
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	// Need to set some attribute locations
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	glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
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	glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB,   "fposmtx");
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	glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB,   "color0");
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	glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB,   "color1");
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	glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB,    "rawnorm0");
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	glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB,    "rawnorm1");
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	glBindAttribLocation(glprogid, SHADER_NORM2_ATTRIB,    "rawnorm2");
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	for(int i=0; i<8; i++) {
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		char attrib_name[8];
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		snprintf(attrib_name, 8, "tex%d", i);
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		glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB+i, attrib_name);
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	}
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}
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void SHADER::Bind()
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{
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	if(CurrentProgram != glprogid)
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	{
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		glUseProgram(glprogid);
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		CurrentProgram = glprogid;
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	}
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}
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void ProgramShaderCache::SetMultiPSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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{
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	s_ubo_dirty = true;
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	memcpy(s_ubo_buffer+(offset*4*sizeof(float)), f, count*4*sizeof(float));
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}
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void ProgramShaderCache::SetMultiVSConstant4fv(unsigned int offset, const float *f, unsigned int count)
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{
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	s_ubo_dirty = true;
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	memcpy(s_ubo_buffer+(offset*4*sizeof(float))+s_vs_data_offset, f, count*4*sizeof(float));
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}
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void ProgramShaderCache::UploadConstants()
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{
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	if(s_ubo_dirty) {
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		s_buffer->Alloc(s_ubo_buffer_size);
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		size_t offset = s_buffer->Upload(s_ubo_buffer, s_ubo_buffer_size);
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		glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->getBuffer(), offset, s_vs_data_offset);
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		glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->getBuffer(), offset + s_vs_data_offset, s_ubo_buffer_size - s_vs_data_offset);
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		s_ubo_dirty = false;
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	}
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}
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GLuint ProgramShaderCache::GetCurrentProgram(void)
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{
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	return CurrentProgram;
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}
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SHADER* ProgramShaderCache::SetShader ( DSTALPHA_MODE dstAlphaMode, u32 components )
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{
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	SHADERUID uid;
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	GetShaderId(&uid, dstAlphaMode, components);
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	// Check if the shader is already set
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	if (last_entry)
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	{
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		if (uid == last_uid)
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		{
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			GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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			ValidateShaderIDs(last_entry, dstAlphaMode, components);
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			last_entry->shader.Bind();
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			return &last_entry->shader;
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		}
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	}
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	last_uid = uid;
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	// Check if shader is already in cache
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	PCache::iterator iter = pshaders.find(uid);
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	if (iter != pshaders.end())
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	{
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		PCacheEntry *entry = &iter->second;
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		last_entry = entry;
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		GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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		ValidateShaderIDs(entry, dstAlphaMode, components);
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		last_entry->shader.Bind();
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		return &last_entry->shader;
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	}
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	// Make an entry in the table
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	PCacheEntry& newentry = pshaders[uid];
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	last_entry = &newentry;
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	newentry.in_cache = 0;
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	const char *vcode = GenerateVertexShaderCode(components, API_OPENGL);
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	const char *pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
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	if (g_ActiveConfig.bEnableShaderDebugging)
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	{
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		GetSafeShaderId(&newentry.safe_uid, dstAlphaMode, components);
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		newentry.shader.strvprog = vcode;
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		newentry.shader.strpprog = pcode;
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	}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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	if (g_ActiveConfig.iLog & CONF_SAVESHADERS) {
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		static int counter = 0;
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		char szTemp[MAX_PATH];
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		sprintf(szTemp, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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		SaveData(szTemp, vcode);
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		sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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		SaveData(szTemp, pcode);
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	}
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#endif
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	if (!CompileShader(newentry.shader, vcode, pcode)) {
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		GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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		return NULL;
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	}
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	INCSTAT(stats.numPixelShadersCreated);
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	SETSTAT(stats.numPixelShadersAlive, pshaders.size());
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	GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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	last_entry->shader.Bind();
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	return &last_entry->shader;
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}
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bool ProgramShaderCache::CompileShader ( SHADER& shader, const char* vcode, const char* pcode )
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{
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	GLuint vsid = CompileSingleShader(GL_VERTEX_SHADER, vcode);
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	GLuint psid = CompileSingleShader(GL_FRAGMENT_SHADER, pcode);
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	if(!vsid || !psid)
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	{
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		glDeleteShader(vsid);
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		glDeleteShader(psid);
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		return false;
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	}
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	GLuint pid = shader.glprogid = glCreateProgram();;
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	glAttachShader(pid, vsid);
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	glAttachShader(pid, psid);
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	if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
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		glProgramParameteri(pid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
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	shader.SetProgramBindings();
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	glLinkProgram(pid);
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	// original shaders aren't needed any more
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	glDeleteShader(vsid);
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	glDeleteShader(psid);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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	GLsizei length = 0;
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	glGetProgramiv(pid, GL_INFO_LOG_LENGTH, &length);
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	if (length > 1)
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	{
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		GLsizei charsWritten;
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		GLchar* infoLog = new GLchar[length];
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		glGetProgramInfoLog(pid, length, &charsWritten, infoLog);
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		ERROR_LOG(VIDEO, "Program info log:\n%s", infoLog);
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		char szTemp[MAX_PATH];
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		sprintf(szTemp, "p_%d.txt", pid);
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		FILE *fp = fopen(szTemp, "wb");
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		fwrite(infoLog, length, 1, fp);
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		delete[] infoLog;
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		fwrite(s_glsl_header, strlen(s_glsl_header), 1, fp);
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		fwrite(vcode, strlen(vcode), 1, fp);
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		fwrite(s_glsl_header, strlen(s_glsl_header), 1, fp);
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		fwrite(pcode, strlen(pcode), 1, fp);
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		fclose(fp);
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	}
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	GLint linkStatus;
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	glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus);
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	if (linkStatus != GL_TRUE)
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	{
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		// Compile failed
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		ERROR_LOG(VIDEO, "Program linking failed; see info log");
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		// Don't try to use this shader
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		glDeleteProgram(pid);
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		return false;
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	}
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#endif
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	shader.SetProgramVariables();
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	return true;
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}
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GLuint ProgramShaderCache::CompileSingleShader (GLuint type, const char* code )
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{
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	GLuint result = glCreateShader(type);
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	const char *src[] = {s_glsl_header, code};
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	glShaderSource(result, 2, src, NULL);
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	glCompileShader(result);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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	GLsizei length = 0;
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	glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
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	if (length > 1)
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	{
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		GLsizei charsWritten;
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		GLchar* infoLog = new GLchar[length];
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		glGetShaderInfoLog(result, length, &charsWritten, infoLog);
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		ERROR_LOG(VIDEO, "PS Shader info log:\n%s", infoLog);
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		char szTemp[MAX_PATH];
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		sprintf(szTemp, "ps_%d.txt", result);
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		FILE *fp = fopen(szTemp, "wb");
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		fwrite(infoLog, strlen(infoLog), 1, fp);
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		fwrite(s_glsl_header, strlen(s_glsl_header), 1, fp);
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		fwrite(code, strlen(code), 1, fp);
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		fclose(fp);
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		delete[] infoLog;
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	}
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	GLint compileStatus;
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	glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
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	if (compileStatus != GL_TRUE)
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	{
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		// Compile failed
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		ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
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		// Don't try to use this shader
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		glDeleteShader(result);
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		return 0;
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	}
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#endif
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	(void)GL_REPORT_ERROR();
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	return result;
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}
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void ProgramShaderCache::GetShaderId ( SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 components )
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{
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	GetPixelShaderId(&uid->puid, dstAlphaMode, components);
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	GetVertexShaderId(&uid->vuid, components);
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}
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void ProgramShaderCache::GetSafeShaderId ( SHADERUIDSAFE* uid, DSTALPHA_MODE dstAlphaMode, u32 components )
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{
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	GetSafePixelShaderId(&uid->puid, dstAlphaMode, components);
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	GetSafeVertexShaderId(&uid->vuid, components);
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}
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void ProgramShaderCache::ValidateShaderIDs ( PCacheEntry *entry, DSTALPHA_MODE dstAlphaMode, u32 components )
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{
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	ValidateVertexShaderIDs(API_OPENGL, entry->safe_uid.vuid, entry->shader.strvprog, components);
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	ValidatePixelShaderIDs(API_OPENGL, entry->safe_uid.puid, entry->shader.strpprog, dstAlphaMode, components);
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}
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ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram(void)
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{
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	return *last_entry;
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}
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void ProgramShaderCache::Init(void)
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{
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	// We have to get the UBO alignment here because
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	// if we generate a buffer that isn't aligned
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	// then the UBO will fail.
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	if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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	{
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		GLint Align;
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		glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &Align);
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		GLintptr const ps_data_size = ROUND_UP(C_PENVCONST_END * sizeof(float) * 4, Align);
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		GLintptr const vs_data_size = ROUND_UP(C_VENVCONST_END * sizeof(float) * 4, Align);
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		s_vs_data_offset = ps_data_size;
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		s_ubo_buffer_size = ps_data_size + vs_data_size;
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		// We multiply by *4*4 because we need to get down to basic machine units.
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		// So multiply by four to get how many floats we have from vec4s
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		// Then once more to get bytes
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		s_buffer = new StreamBuffer(GL_UNIFORM_BUFFER, UBO_LENGTH);
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		s_ubo_buffer = new u8[s_ubo_buffer_size];
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		memset(s_ubo_buffer, 0, s_ubo_buffer_size);
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		s_ubo_dirty = true;
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	}
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						|
 | 
						|
	// Read our shader cache, only if supported
 | 
						|
	if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
 | 
						|
	{
 | 
						|
		GLint Supported;
 | 
						|
		glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
 | 
						|
		if(!Supported)
 | 
						|
		{
 | 
						|
			ERROR_LOG(VIDEO, "GL_ARB_get_program_binary is supported, but no binary format is known. So disable shader cache.");
 | 
						|
			g_ActiveConfig.backend_info.bSupportsGLSLCache = false;
 | 
						|
		}
 | 
						|
		else
 | 
						|
		{
 | 
						|
			if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
 | 
						|
				File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());
 | 
						|
		
 | 
						|
			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);
 | 
						|
		}
 | 
						|
		SETSTAT(stats.numPixelShadersAlive, pshaders.size());
 | 
						|
	}
 | 
						|
	
 | 
						|
	CreateHeader();
 | 
						|
	
 | 
						|
	CurrentProgram = 0;
 | 
						|
	last_entry = NULL;
 | 
						|
}
 | 
						|
 | 
						|
void ProgramShaderCache::Shutdown(void)
 | 
						|
{
 | 
						|
	// store all shaders in cache on disk
 | 
						|
	if (g_ActiveConfig.backend_info.bSupportsGLSLCache)
 | 
						|
	{
 | 
						|
		PCache::iterator iter = pshaders.begin();
 | 
						|
		for (; iter != pshaders.end(); ++iter)
 | 
						|
		{
 | 
						|
			if(iter->second.in_cache) continue;
 | 
						|
			
 | 
						|
			GLint binary_size;
 | 
						|
			glGetProgramiv(iter->second.shader.glprogid, GL_PROGRAM_BINARY_LENGTH, &binary_size);
 | 
						|
			if(!binary_size) continue;
 | 
						|
			
 | 
						|
			u8 *data = new u8[binary_size+sizeof(GLenum)];
 | 
						|
			u8 *binary = data + sizeof(GLenum);
 | 
						|
			GLenum *prog_format = (GLenum*)data;
 | 
						|
			glGetProgramBinary(iter->second.shader.glprogid, binary_size, NULL, prog_format, binary);
 | 
						|
			
 | 
						|
			g_program_disk_cache.Append(iter->first, data, binary_size+sizeof(GLenum));
 | 
						|
			delete [] data;
 | 
						|
		}
 | 
						|
 | 
						|
		g_program_disk_cache.Sync();
 | 
						|
		g_program_disk_cache.Close();
 | 
						|
	}
 | 
						|
 | 
						|
	glUseProgram(0);
 | 
						|
	
 | 
						|
	PCache::iterator iter = pshaders.begin();
 | 
						|
	for (; iter != pshaders.end(); ++iter)
 | 
						|
		iter->second.Destroy();
 | 
						|
	pshaders.clear();
 | 
						|
 | 
						|
	if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
 | 
						|
	{
 | 
						|
		delete s_buffer;
 | 
						|
		s_buffer = 0;
 | 
						|
		delete [] s_ubo_buffer;
 | 
						|
		s_ubo_buffer = 0;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void ProgramShaderCache::CreateHeader ( void )
 | 
						|
{
 | 
						|
#ifdef _WIN32
 | 
						|
	// Intel Windows driver has a issue:
 | 
						|
	// their glsl doesn't know about the ubo extension, so we can't load it.
 | 
						|
	// but as version 140, ubo is in core and don't have to be loaded in glsl.
 | 
						|
	// as sandy do ogl3.1, glsl 140 is supported, so force it in this way. 
 | 
						|
	// TODO: remove this again when the issue is fixed:
 | 
						|
	// see http://communities.intel.com/thread/36084
 | 
						|
	char *vendor = (char*)glGetString(GL_VENDOR);
 | 
						|
	bool intel_windows_hack = strcmp(vendor, "Intel") == 0;
 | 
						|
#else
 | 
						|
	bool intel_windows_hack = false;
 | 
						|
#endif
 | 
						|
	
 | 
						|
	snprintf(s_glsl_header, sizeof(s_glsl_header), 
 | 
						|
		"#version %s\n"
 | 
						|
		"#extension GL_ARB_texture_rectangle : enable\n"
 | 
						|
		"%s\n" // ubo
 | 
						|
		
 | 
						|
		"\n"// A few required defines and ones that will make our lives a lot easier
 | 
						|
		"#define ATTRIN in\n"
 | 
						|
		"#define ATTROUT out\n"
 | 
						|
		"#define VARYIN in\n"
 | 
						|
		"#define VARYOUT out\n"
 | 
						|
 | 
						|
		// Silly differences
 | 
						|
		"#define float2 vec2\n"
 | 
						|
		"#define float3 vec3\n"
 | 
						|
		"#define float4 vec4\n"
 | 
						|
 | 
						|
		// hlsl to glsl function translation
 | 
						|
		"#define frac(x) fract(x)\n"
 | 
						|
		"#define saturate(x) clamp(x, 0.0f, 1.0f)\n"
 | 
						|
		"#define lerp(x, y, z) mix(x, y, z)\n"
 | 
						|
		
 | 
						|
		
 | 
						|
		, intel_windows_hack ? "140" : "130"
 | 
						|
		, g_ActiveConfig.backend_info.bSupportsGLSLUBO && !intel_windows_hack ? "#extension GL_ARB_uniform_buffer_object : enable" : "// ubo disabled"
 | 
						|
	);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void ProgramShaderCache::ProgramShaderCacheInserter::Read ( const SHADERUID& key, const u8* value, u32 value_size )
 | 
						|
{
 | 
						|
	const u8 *binary = value+sizeof(GLenum);
 | 
						|
	GLenum *prog_format = (GLenum*)value;
 | 
						|
	GLint binary_size = value_size-sizeof(GLenum);
 | 
						|
	
 | 
						|
	PCacheEntry entry;
 | 
						|
	entry.in_cache = 1;
 | 
						|
	entry.shader.glprogid = glCreateProgram();
 | 
						|
	glProgramBinary(entry.shader.glprogid, *prog_format, binary, binary_size);
 | 
						|
 | 
						|
	GLint success;
 | 
						|
	glGetProgramiv(entry.shader.glprogid, GL_LINK_STATUS, &success);
 | 
						|
 | 
						|
	if (success)
 | 
						|
	{
 | 
						|
		pshaders[key] = entry;
 | 
						|
		entry.shader.SetProgramVariables();
 | 
						|
	}
 | 
						|
	else
 | 
						|
		glDeleteProgram(entry.shader.glprogid);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
} // namespace OGL
 |