mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
244 lines
7.3 KiB
C++
244 lines
7.3 KiB
C++
// 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 <map>
|
|
|
|
#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) {
|
|
source_ = code;
|
|
#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 {
|
|
DEBUG_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);
|
|
ERROR_LOG(G3D, "VS:\n%s", vs->source().c_str());
|
|
ERROR_LOG(G3D, "FS:\n%s", fs->source().c_str());
|
|
delete [] buf; // we're dead!
|
|
}
|
|
return;
|
|
}
|
|
|
|
INFO_LOG(G3D, "Linked shader: vs %i fs %i", (int)vs->shader, (int)fs->shader);
|
|
|
|
u_tex = glGetUniformLocation(program, "tex");
|
|
u_proj = glGetUniformLocation(program, "u_proj");
|
|
u_proj_through = glGetUniformLocation(program, "u_proj_through");
|
|
u_texenv = glGetUniformLocation(program, "u_texenv");
|
|
u_fogcolor = glGetUniformLocation(program, "u_fogcolor");
|
|
u_fogcoef = glGetUniformLocation(program, "u_fogcoef");
|
|
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_PROJTHROUGHMATRIX | DIRTY_TEXENV | DIRTY_ALPHAREF;
|
|
}
|
|
|
|
LinkedShader::~LinkedShader() {
|
|
glDeleteProgram(program);
|
|
}
|
|
|
|
// Utility
|
|
static void SetColorUniform3(int uniform, u32 color)
|
|
{
|
|
const float col[3] = { ((color & 0xFF0000) >> 16) / 255.0f, ((color & 0xFF00) >> 8) / 255.0f, ((color & 0xFF)) / 255.0f};
|
|
glUniform3fv(uniform, 1, col);
|
|
}
|
|
|
|
void LinkedShader::use() {
|
|
glUseProgram(program);
|
|
glUniform1i(u_tex, 0);
|
|
|
|
if (!dirtyUniforms)
|
|
return;
|
|
|
|
// Update any dirty uniforms before we draw
|
|
if (u_proj != -1 && (dirtyUniforms & DIRTY_PROJMATRIX)) {
|
|
glUniformMatrix4fv(u_proj, 1, GL_FALSE, gstate.projMatrix);
|
|
float flippedMatrix[16];
|
|
memcpy(flippedMatrix, gstate.projMatrix, 16 * sizeof(float));
|
|
if (gstate_c.vpHeight < 0) {
|
|
flippedMatrix[5] = -flippedMatrix[5];
|
|
flippedMatrix[13] = -flippedMatrix[13];
|
|
}
|
|
if (gstate_c.vpWidth < 0) {
|
|
flippedMatrix[0] = -flippedMatrix[0];
|
|
flippedMatrix[12] = -flippedMatrix[12];
|
|
}
|
|
glUniformMatrix4fv(u_proj, 1, GL_FALSE, flippedMatrix);
|
|
}
|
|
if (u_proj_through != -1 && (dirtyUniforms & DIRTY_PROJTHROUGHMATRIX))
|
|
{
|
|
Matrix4x4 proj_through;
|
|
proj_through.setOrtho(0.0f, 480, 272, 0, -1, 0); // TODO: Store this somewhere instead of regenerating! And not in each LinkedShader object!
|
|
glUniformMatrix4fv(u_proj_through, 1, GL_FALSE, proj_through.getReadPtr());
|
|
}
|
|
if (u_texenv != -1 && (dirtyUniforms & DIRTY_TEXENV)) {
|
|
SetColorUniform3(u_texenv, gstate.texenvcolor);
|
|
}
|
|
if (u_alpharef != -1 && (dirtyUniforms & DIRTY_ALPHAREF)) {
|
|
glUniform4f(u_alpharef, ((float)((gstate.alphatest >> 8) & 0xFF)) / 255.0f, 0.0f, 0.0f, 0.0f);
|
|
}
|
|
if (u_fogcolor != -1 && (dirtyUniforms & DIRTY_FOGCOLOR)) {
|
|
SetColorUniform3(u_fogcolor, gstate.fogcolor);
|
|
}
|
|
if (u_fogcoef != -1 && (dirtyUniforms & DIRTY_FOGCOEF)) {
|
|
const float fogcoef[2] = { getFloat24(gstate.fog1), getFloat24(gstate.fog2) };
|
|
glUniform2fv(u_fogcoef, 1, fogcoef);
|
|
}
|
|
|
|
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(int prim)
|
|
{
|
|
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, prim);
|
|
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<Shader*, Shader*> 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;
|
|
}
|