// 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/. #ifdef _WIN32 #define SHADERLOG #endif #ifdef SHADERLOG #define WIN32_LEAN_AND_MEAN #include #endif #include #include "math/lin/matrix4x4.h" #include "Core/Reporting.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 SHADERLOG 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); Reporting::ReportMessage("Error in shader compilation: info: %s / code: %s", infoLog, (const char *)code); #ifdef SHADERLOG OutputDebugString(infoLog); #endif } 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()); #ifdef SHADERLOG OutputDebugString(buf); OutputDebugString(vs->source().c_str()); OutputDebugString(fs->source().c_str()); #endif 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_alphacolorref = glGetUniformLocation(program, "u_alphacolorref"); u_colormask = glGetUniformLocation(program, "u_colormask"); // Transform u_view = glGetUniformLocation(program, "u_view"); u_world = glGetUniformLocation(program, "u_world"); u_texmtx = glGetUniformLocation(program, "u_texmtx"); numBones = gstate.getNumBoneWeights(); #ifdef USE_BONE_ARRAY u_bone = glGetUniformLocation(program, "u_bone"); #else for (int i = 0; i < numBones; i++) { char name[10]; sprintf(name, "u_bone%i", i); u_bone[i] = glGetUniformLocation(program, name); } #endif // Lighting, texturing u_ambient = glGetUniformLocation(program, "u_ambient"); u_matambientalpha = glGetUniformLocation(program, "u_matambientalpha"); u_matdiffuse = glGetUniformLocation(program, "u_matdiffuse"); u_matspecular = glGetUniformLocation(program, "u_matspecular"); u_matemissive = glGetUniformLocation(program, "u_matemissive"); u_uvscaleoffset = glGetUniformLocation(program, "u_uvscaleoffset"); for (int i = 0; i < 4; i++) { char temp[64]; sprintf(temp, "u_lightpos%i", i); u_lightpos[i] = glGetUniformLocation(program, temp); sprintf(temp, "u_lightdir%i", i); u_lightdir[i] = glGetUniformLocation(program, temp); sprintf(temp, "u_lightatt%i", i); u_lightatt[i] = glGetUniformLocation(program, temp); sprintf(temp, "u_lightangle%i", i); u_lightangle[i] = glGetUniformLocation(program, temp); sprintf(temp, "u_lightspotCoef%i", i); u_lightspotCoef[i] = glGetUniformLocation(program, temp); sprintf(temp, "u_lightambient%i", i); u_lightambient[i] = glGetUniformLocation(program, temp); sprintf(temp, "u_lightdiffuse%i", i); u_lightdiffuse[i] = glGetUniformLocation(program, temp); sprintf(temp, "u_lightspecular%i", i); u_lightspecular[i] = glGetUniformLocation(program, temp); } a_position = glGetAttribLocation(program, "a_position"); a_color0 = glGetAttribLocation(program, "a_color0"); a_color1 = glGetAttribLocation(program, "a_color1"); a_texcoord = glGetAttribLocation(program, "a_texcoord"); a_normal = glGetAttribLocation(program, "a_normal"); a_weight0123 = glGetAttribLocation(program, "a_w1"); a_weight4567 = glGetAttribLocation(program, "a_w2"); glUseProgram(program); // Default uniform values glUniform1i(u_tex, 0); // The rest, use the "dirty" mechanism. dirtyUniforms = DIRTY_ALL; use(); } LinkedShader::~LinkedShader() { glDeleteProgram(program); } // Utility static void SetColorUniform3(int uniform, u32 color) { const float col[3] = { ((color & 0xFF)) / 255.0f, ((color & 0xFF00) >> 8) / 255.0f, ((color & 0xFF0000) >> 16) / 255.0f }; glUniform3fv(uniform, 1, col); } static void SetColorUniform3Alpha(int uniform, u32 color, u8 alpha) { const float col[4] = { ((color & 0xFF)) / 255.0f, ((color & 0xFF00) >> 8) / 255.0f, ((color & 0xFF0000) >> 16) / 255.0f, alpha/255.0f }; glUniform4fv(uniform, 1, col); } // This passes colors unscaled (e.g. 0 - 255 not 0 - 1.) static void SetColorUniform3Alpha255(int uniform, u32 color, u8 alpha) { const float col[4] = { (float)((color & 0xFF)), (float)((color & 0xFF00) >> 8), (float)((color & 0xFF0000) >> 16), (float)alpha }; glUniform4fv(uniform, 1, col); } static void SetColorUniform3ExtraFloat(int uniform, u32 color, float extra) { const float col[4] = { ((color & 0xFF)) / 255.0f, ((color & 0xFF00) >> 8) / 255.0f, ((color & 0xFF0000) >> 16) / 255.0f, extra }; glUniform4fv(uniform, 1, col); } static void ConvertMatrix4x3To4x4(const float *m4x3, float *m4x4) { m4x4[0] = m4x3[0]; m4x4[1] = m4x3[1]; m4x4[2] = m4x3[2]; m4x4[3] = 0.0f; m4x4[4] = m4x3[3]; m4x4[5] = m4x3[4]; m4x4[6] = m4x3[5]; m4x4[7] = 0.0f; m4x4[8] = m4x3[6]; m4x4[9] = m4x3[7]; m4x4[10] = m4x3[8]; m4x4[11] = 0.0f; m4x4[12] = m4x3[9]; m4x4[13] = m4x3[10]; m4x4[14] = m4x3[11]; m4x4[15] = 1.0f; } static void SetMatrix4x3(int uniform, const float *m4x3) { float m4x4[16]; ConvertMatrix4x3To4x4(m4x3, m4x4); glUniformMatrix4fv(uniform, 1, GL_FALSE, m4x4); } void LinkedShader::use() { glUseProgram(program); updateUniforms(); glEnableVertexAttribArray(a_position); if (a_texcoord != -1) glEnableVertexAttribArray(a_texcoord); if (a_color0 != -1) glEnableVertexAttribArray(a_color0); if (a_color1 != -1) glEnableVertexAttribArray(a_color1); if (a_normal != -1) glEnableVertexAttribArray(a_normal); if (a_weight0123 != -1) glEnableVertexAttribArray(a_weight0123); if (a_weight4567 != -1) glEnableVertexAttribArray(a_weight4567); } void LinkedShader::stop() { glDisableVertexAttribArray(a_position); if (a_texcoord != -1) glDisableVertexAttribArray(a_texcoord); if (a_color0 != -1) glDisableVertexAttribArray(a_color0); if (a_color1 != -1) glDisableVertexAttribArray(a_color1); if (a_normal != -1) glDisableVertexAttribArray(a_normal); if (a_weight0123 != -1) glDisableVertexAttribArray(a_weight0123); if (a_weight4567 != -1) glDisableVertexAttribArray(a_weight4567); } void LinkedShader::updateUniforms() { 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, gstate_c.curRTWidth, gstate_c.curRTHeight, 0, 0, 1); glUniformMatrix4fv(u_proj_through, 1, GL_FALSE, proj_through.getReadPtr()); } if (u_texenv != -1 && (dirtyUniforms & DIRTY_TEXENV)) { SetColorUniform3(u_texenv, gstate.texenvcolor); } if (u_alphacolorref != -1 && (dirtyUniforms & DIRTY_ALPHACOLORREF)) { SetColorUniform3Alpha255(u_alphacolorref, gstate.colorref, (gstate.alphatest >> 8) & 0xFF); } if (u_colormask != -1 && (dirtyUniforms & DIRTY_COLORMASK)) { SetColorUniform3(u_colormask, gstate.colormask); } 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); } // Texturing if (u_uvscaleoffset != -1 && (dirtyUniforms & DIRTY_UVSCALEOFFSET)) { float uvscaleoff[4] = {gstate_c.uScale, gstate_c.vScale, gstate_c.uOff, gstate_c.vOff}; if (gstate.isModeThrough()) { // We never get here because we don't use HW transform with through mode. // Although - why don't we? uvscaleoff[0] /= gstate_c.curTextureWidth; uvscaleoff[1] /= gstate_c.curTextureHeight; uvscaleoff[2] /= gstate_c.curTextureWidth; uvscaleoff[3] /= gstate_c.curTextureHeight; } else { uvscaleoff[0] *= 2.0f; uvscaleoff[1] *= 2.0f; } glUniform4fv(u_uvscaleoffset, 1, uvscaleoff); } // Transform if (u_world != -1 && (dirtyUniforms & DIRTY_WORLDMATRIX)) { SetMatrix4x3(u_world, gstate.worldMatrix); } if (u_view != -1 && (dirtyUniforms & DIRTY_VIEWMATRIX)) { SetMatrix4x3(u_view, gstate.viewMatrix); } if (u_texmtx != -1 && (dirtyUniforms & DIRTY_TEXMATRIX)) { SetMatrix4x3(u_texmtx, gstate.tgenMatrix); } // TODO: Could even set all bones in one go if they're all dirty. #ifdef USE_BONE_ARRAY if (u_bone != -1) { float allBones[8 * 16]; bool allDirty = true; for (int i = 0; i < numBones; i++) { if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) { ConvertMatrix4x3To4x4(gstate.boneMatrix + 12 * i, allBones + 16 * i); } else { allDirty = false; } } if (allDirty) { // Set them all with one call glUniformMatrix4fv(u_bone, numBones, GL_FALSE, allBones); } else { // Set them one by one. Could try to coalesce two in a row etc but too lazy. for (int i = 0; i < numBones; i++) { if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) { glUniformMatrix4fv(u_bone + i, 1, GL_FALSE, allBones + 16 * i); } } } } #else float bonetemp[16]; for (int i = 0; i < numBones; i++) { if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) { ConvertMatrix4x3To4x4(gstate.boneMatrix + 12 * i, bonetemp); glUniformMatrix4fv(u_bone[i], 1, GL_FALSE, bonetemp); } } #endif // Lighting if (u_ambient != -1 && (dirtyUniforms & DIRTY_AMBIENT)) { SetColorUniform3Alpha(u_ambient, gstate.ambientcolor, gstate.ambientalpha & 0xFF); } if (u_matambientalpha != -1 && (dirtyUniforms & DIRTY_MATAMBIENTALPHA)) { SetColorUniform3Alpha(u_matambientalpha, gstate.materialambient, gstate.materialalpha & 0xFF); } if (u_matdiffuse != -1 && (dirtyUniforms & DIRTY_MATDIFFUSE)) { SetColorUniform3(u_matdiffuse, gstate.materialdiffuse); } if (u_matemissive != -1 && (dirtyUniforms & DIRTY_MATEMISSIVE)) { SetColorUniform3(u_matemissive, gstate.materialemissive); } if (u_matspecular != -1 && (dirtyUniforms & DIRTY_MATSPECULAR)) { SetColorUniform3ExtraFloat(u_matspecular, gstate.materialspecular, getFloat24(gstate.materialspecularcoef)); } for (int i = 0; i < 4; i++) { if (dirtyUniforms & (DIRTY_LIGHT0 << i)) { if (u_lightpos[i] != -1) glUniform3fv(u_lightpos[i], 1, gstate_c.lightpos[i]); if (u_lightdir[i] != -1) glUniform3fv(u_lightdir[i], 1, gstate_c.lightdir[i]); if (u_lightatt[i] != -1) glUniform3fv(u_lightatt[i], 1, gstate_c.lightatt[i]); if (u_lightangle[i] != -1) glUniform1f(u_lightangle[i], gstate_c.lightangle[i]); if (u_lightspotCoef[i] != -1) glUniform1f(u_lightspotCoef[i], gstate_c.lightspotCoef[i]); if (u_lightambient[i] != -1) glUniform3fv(u_lightambient[i], 1, gstate_c.lightColor[0][i]); if (u_lightdiffuse[i] != -1) glUniform3fv(u_lightdiffuse[i], 1, gstate_c.lightColor[1][i]); if (u_lightspecular[i] != -1) glUniform3fv(u_lightspecular[i], 1, gstate_c.lightColor[2][i]); } } dirtyUniforms = 0; } ShaderManager::ShaderManager() : lastShader(NULL), globalDirty(0xFFFFFFFF), shaderSwitchDirty(0) { codeBuffer_ = new char[16384]; } ShaderManager::~ShaderManager() { delete [] codeBuffer_; } 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; DirtyShader(); } void ShaderManager::ClearCache(bool deleteThem) { Clear(); } void ShaderManager::DirtyShader() { // Forget the last shader ID lastFSID.clear(); lastVSID.clear(); lastShader = 0; } void ShaderManager::EndFrame() // disables vertex arrays { if (lastShader) lastShader->stop(); lastShader = 0; } LinkedShader *ShaderManager::ApplyShader(int prim) { if (globalDirty) { if (lastShader) lastShader->dirtyUniforms |= globalDirty; shaderSwitchDirty |= globalDirty; globalDirty = 0; } VertexShaderID VSID; FragmentShaderID FSID; ComputeVertexShaderID(&VSID, prim); ComputeFragmentShaderID(&FSID); // Just update uniforms if this is the same shader as last time. if (lastShader != 0 && VSID == lastVSID && FSID == lastFSID) { lastShader->updateUniforms(); return lastShader; // Already all set. } if (lastShader != 0) { // There was a previous shader and we're switching. lastShader->stop(); } // 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 |= shaderSwitchDirty; } shaderSwitchDirty = 0; 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. GenerateVertexShader(prim, codeBuffer_); vs = new Shader(codeBuffer_, 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. GenerateFragmentShader(codeBuffer_); fs = new Shader(codeBuffer_, 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; }