merge Vertex and PixelShaderCache into ProgramShaderCache

this is the first step, uniform handling is still missing
This commit is contained in:
degasus 2013-02-13 13:12:19 +01:00
parent 818a376bd4
commit bbc292c210
15 changed files with 389 additions and 716 deletions

View file

@ -28,7 +28,6 @@
#include "Render.h"
#include "VertexShaderGen.h"
#include "ProgramShaderCache.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "OnScreenDisplay.h"
#include "StringUtil.h"
@ -38,136 +37,6 @@
namespace OGL
{
static int s_nMaxPixelInstructions;
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
PIXELSHADERUID PixelShaderCache::s_curuid;
bool PixelShaderCache::s_displayCompileAlert;
GLuint PixelShaderCache::CurrentShader;
bool PixelShaderCache::ShaderEnabled;
PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry = NULL;
PIXELSHADERUID PixelShaderCache::last_uid;
void PixelShaderCache::Init()
{
ShaderEnabled = true;
CurrentShader = 0;
last_entry = NULL;
GL_REPORT_ERRORD();
s_displayCompileAlert = true;
}
void PixelShaderCache::Shutdown()
{
PSCache::iterator iter = PixelShaders.begin();
for (; iter != PixelShaders.end(); iter++)
iter->second.Destroy();
PixelShaders.clear();
}
FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlphaMode, components);
// Check if the shader is already set
if (last_entry)
{
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, last_entry->safe_uid, last_entry->shader.strprog, dstAlphaMode, components);
return &last_entry->shader;
}
}
last_uid = uid;
PSCache::iterator iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
{
PSCacheEntry &entry = iter->second;
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, dstAlphaMode, components);
return &last_entry->shader;
}
// Make an entry in the table
PSCacheEntry& newentry = PixelShaders[uid];
last_entry = &newentry;
const char *code = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
if (g_ActiveConfig.bEnableShaderDebugging && code)
{
GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode, components);
newentry.shader.strprog = code;
}
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(szTemp, code);
}
#endif
if (!code || !CompilePixelShader(newentry.shader, code)) {
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return NULL;
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return &last_entry->shader;
}
bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
{
GLuint result = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(result, 1, &pstrprogram, NULL);
glCompileShader(result);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
GLsizei length = 0;
glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
if (length > 1)
{
GLsizei charsWritten;
GLchar* infoLog = new GLchar[length];
glGetShaderInfoLog(result, length, &charsWritten, infoLog);
ERROR_LOG(VIDEO, "PS Shader info log:\n%s", infoLog);
char szTemp[MAX_PATH];
sprintf(szTemp, "ps_%d.txt", result);
FILE *fp = fopen(szTemp, "wb");
fwrite(infoLog, strlen(infoLog), 1, fp);
fwrite(pstrprogram, strlen(pstrprogram), 1, fp);
fclose(fp);
delete[] infoLog;
}
GLint compileStatus;
glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
if (compileStatus != GL_TRUE)
{
// Compile failed
ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
// Don't try to use this shader
glDeleteShader(result);
return false;
}
#endif
(void)GL_REPORT_ERROR();
ps.glprogid = result;
return true;
}
void SetPSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
{
ProgramShaderCache::PCacheEntry tmp = ProgramShaderCache::GetShaderProgram();
@ -175,11 +44,11 @@ void SetPSConstant4fvByName(const char * name, unsigned int offset, const float
{
if (!strcmp(name, UniformNames[a]))
{
if (tmp.UniformLocations[a] == -1)
if (tmp.shader.UniformLocations[a] == -1)
return;
else
{
glUniform4fv(tmp.UniformLocations[a] + offset, count, f);
glUniform4fv(tmp.shader.UniformLocations[a] + offset, count, f);
return;
}
}