ppsspp/GPU/GLES/ShaderManager.cpp

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;
}