// Copyright (c) 2012- PPSSPP 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 or later versions. // 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 git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include #include "math/lin/matrix4x4.h" #include "../GPUState.h" #include "../ge_constants.h" #include "ShaderManager.h" #include "TransformPipeline.h" Shader::Shader(const char *code, uint32_t shaderType) { #ifdef _DEBUG source_ = code; #endif #ifdef _WIN32 // OutputDebugString(code); #endif shader = glCreateShader(shaderType); glShaderSource(shader, 1, &code, 0); glCompileShader(shader); GLint success; glGetShaderiv(shader, GL_COMPILE_STATUS, &success); if (!success) { #define MAX_INFO_LOG_SIZE 2048 GLchar infoLog[MAX_INFO_LOG_SIZE]; GLsizei len; glGetShaderInfoLog(shader, MAX_INFO_LOG_SIZE, &len, infoLog); infoLog[len] = '\0'; ERROR_LOG(G3D, "Error in shader compilation!\n"); ERROR_LOG(G3D, "Info log: %s\n", infoLog); ERROR_LOG(G3D, "Shader source:\n%s\n", (const char *)code); } else { //NOTICE_LOG(G3D, "Compiled shader:\n%s\n", (const char *)code); } } LinkedShader::LinkedShader(Shader *vs, Shader *fs) : program(0), dirtyUniforms(0) { program = glCreateProgram(); glAttachShader(program, vs->shader); glAttachShader(program, fs->shader); glLinkProgram(program); GLint linkStatus; glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); if (linkStatus != GL_TRUE) { GLint bufLength = 0; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength); if (bufLength) { char* buf = new char[bufLength]; glGetProgramInfoLog(program, bufLength, NULL, buf); ERROR_LOG(G3D, "Could not link program:\n %s", buf); delete [] buf; // we're dead! //_dbg_assert_msg_(HLE,0,"Could not link program"); } return; } NOTICE_LOG(G3D, "Linked shader!"); u_tex = glGetUniformLocation(program, "tex"); u_proj = glGetUniformLocation(program, "u_proj"); u_texenv = glGetUniformLocation(program, "u_texenv"); u_fogcolor = glGetUniformLocation(program, "u_fogcolor"); u_fogparam = glGetUniformLocation(program, "u_fogparam"); u_alpharef = glGetUniformLocation(program, "u_alpharef"); a_position = glGetAttribLocation(program, "a_position"); a_color0 = glGetAttribLocation(program, "a_color0"); a_color1 = glGetAttribLocation(program, "a_color1"); a_texcoord = glGetAttribLocation(program, "a_texcoord"); glUseProgram(program); // Default uniform values glUniform1i(u_tex, 0); // The rest, use the "dirty" mechanism. dirtyUniforms = DIRTY_PROJMATRIX | DIRTY_TEXENV | DIRTY_ALPHAREF; } LinkedShader::~LinkedShader() { glDeleteProgram(program); } void LinkedShader::use() { glUseProgram(program); glUniform1i(u_tex, 0); // Update any dirty uniforms before we draw if (dirtyUniforms & DIRTY_PROJMATRIX) { if (gstate.vertType & GE_VTYPE_THROUGH_MASK) { Matrix4x4 proj; proj.setOrtho(0.0f, 480, 272, 0, -1, 0); // TODO: Store this somewhere instead of regenerating! And not in each LinkedShader object! glUniformMatrix4fv(u_proj, 1, GL_FALSE, proj.getReadPtr()); } else { glUniformMatrix4fv(u_proj, 1, GL_FALSE, gstate.projMatrix); } } if (u_texenv != -1 && dirtyUniforms & DIRTY_TEXENV) { glUniform4f(u_texenv, 1.0, 1.0, 1.0, 1.0); // TODO } if (u_alpharef != -1 && dirtyUniforms & DIRTY_ALPHAREF) { glUniform4f(u_alpharef, ((float)((gstate.alphatest >> 8) & 0xFF)) / 255.0f, 0.0f, 0.0f, 0.0f); } dirtyUniforms = 0; } void ShaderManager::DirtyUniform(u32 what) { globalDirty |= what; } void ShaderManager::Clear() { for (LinkedShaderCache::iterator iter = linkedShaderCache.begin(); iter != linkedShaderCache.end(); ++iter) { delete iter->second; } for (FSCache::iterator iter = fsCache.begin(); iter != fsCache.end(); ++iter) { delete iter->second; } for (VSCache::iterator iter = vsCache.begin(); iter != vsCache.end(); ++iter) { delete iter->second; } linkedShaderCache.clear(); fsCache.clear(); vsCache.clear(); globalDirty = 0xFFFFFFFF; } void ShaderManager::ClearCache(bool deleteThem) { Clear(); } void ShaderManager::DirtyShader() { // Forget the last shader ID lastFSID.clear(); lastVSID.clear(); } LinkedShader *ShaderManager::ApplyShader() { if (globalDirty) { // Deferred dirtying! Let's see if we can make this even more clever later. for (LinkedShaderCache::iterator iter = linkedShaderCache.begin(); iter != linkedShaderCache.end(); ++iter) { iter->second->dirtyUniforms |= globalDirty; } globalDirty = 0; } VertexShaderID VSID; FragmentShaderID FSID; ComputeVertexShaderID(&VSID); ComputeFragmentShaderID(&FSID); // Bail quickly in the no-op case. TODO: why does it cause trouble? // if (VSID == lastVSID && FSID == lastFSID) return lastShader; // Already all set. lastVSID = VSID; lastFSID = FSID; VSCache::iterator vsIter = vsCache.find(VSID); Shader *vs; if (vsIter == vsCache.end()) { // Vertex shader not in cache. Let's compile it. char *shaderCode = GenerateVertexShader(); vs = new Shader(shaderCode, GL_VERTEX_SHADER); vsCache[VSID] = vs; } else { vs = vsIter->second; } FSCache::iterator fsIter = fsCache.find(FSID); Shader *fs; if (fsIter == fsCache.end()) { // Fragment shader not in cache. Let's compile it. char *shaderCode = GenerateFragmentShader(); fs = new Shader(shaderCode, GL_FRAGMENT_SHADER); fsCache[FSID] = fs; } else { fs = fsIter->second; } // Okay, we have both shaders. Let's see if there's a linked one. std::pair linkedID(vs, fs); LinkedShaderCache::iterator iter = linkedShaderCache.find(linkedID); LinkedShader *ls; if (iter == linkedShaderCache.end()) { ls = new LinkedShader(vs, fs); // This does "use" automatically linkedShaderCache[linkedID] = ls; } else { ls = iter->second; } ls->use(); lastShader = ls; return ls; }