mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-02 10:36:22 +00:00
1100 lines
35 KiB
C++
1100 lines
35 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#if defined(_WIN32) && defined(SHADERLOG)
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#include "Common/CommonWindows.h"
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#endif
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#include <map>
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#include <cstdio>
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#include "math/dataconv.h"
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#include "base/logging.h"
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#include "base/timeutil.h"
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#include "gfx/gl_debug_log.h"
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#include "i18n/i18n.h"
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#include "math/math_util.h"
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#include "math/lin/matrix4x4.h"
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#include "profiler/profiler.h"
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#include "Common/FileUtil.h"
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#include "Core/Config.h"
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#include "Core/Host.h"
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#include "Core/Reporting.h"
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#include "GPU/Math3D.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "ext/native/gfx/GLStateCache.h"
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#include "GPU/GLES/ShaderManagerGLES.h"
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#include "GPU/GLES/DrawEngineGLES.h"
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#include "FramebufferManagerGLES.h"
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Shader::Shader(const ShaderID &id, const char *code, uint32_t glShaderType, bool useHWTransform, uint32_t attrMask, uint64_t uniformMask)
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: failed_(false), useHWTransform_(useHWTransform), attrMask_(attrMask), uniformMask_(uniformMask) {
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PROFILE_THIS_SCOPE("shadercomp");
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isFragment_ = glShaderType == GL_FRAGMENT_SHADER;
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source_ = code;
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#ifdef SHADERLOG
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#ifdef _WIN32
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OutputDebugStringUTF8(code);
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#else
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printf("%s\n", code);
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#endif
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#endif
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shader = glCreateShader(glShaderType);
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glShaderSource(shader, 1, &code, 0);
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glCompileShader(shader);
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GLint success = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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#define MAX_INFO_LOG_SIZE 2048
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GLchar infoLog[MAX_INFO_LOG_SIZE];
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GLsizei len;
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glGetShaderInfoLog(shader, MAX_INFO_LOG_SIZE, &len, infoLog);
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infoLog[len] = '\0';
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#ifdef __ANDROID__
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ELOG("Error in shader compilation! %s\n", infoLog);
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ELOG("Shader source:\n%s\n", (const char *)code);
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#endif
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std::string desc = GetShaderString(SHADER_STRING_SHORT_DESC, id);
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ERROR_LOG(G3D, "Error in shader compilation for: %s", desc.c_str());
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ERROR_LOG(G3D, "Info log: %s", infoLog);
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ERROR_LOG(G3D, "Shader source:\n%s\n", (const char *)code);
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Reporting::ReportMessage("Error in shader compilation: info: %s\n%s\n%s", infoLog, desc.c_str(), (const char *)code);
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#ifdef SHADERLOG
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OutputDebugStringUTF8(infoLog);
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#endif
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failed_ = true;
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shader = 0;
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} else {
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DEBUG_LOG(G3D, "Compiled shader:\n%s\n", (const char *)code);
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}
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CHECK_GL_ERROR_IF_DEBUG();
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}
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Shader::~Shader() {
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if (shader)
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glDeleteShader(shader);
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}
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LinkedShader::LinkedShader(VShaderID VSID, Shader *vs, FShaderID FSID, Shader *fs, bool useHWTransform, bool preloading)
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: useHWTransform_(useHWTransform) {
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PROFILE_THIS_SCOPE("shaderlink");
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program = glCreateProgram();
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vs_ = vs;
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glAttachShader(program, vs->shader);
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glAttachShader(program, fs->shader);
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// Bind attribute locations to fixed locations so that they're
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// the same in all shaders. We use this later to minimize the calls to
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// glEnableVertexAttribArray and glDisableVertexAttribArray.
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glBindAttribLocation(program, ATTR_POSITION, "position");
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glBindAttribLocation(program, ATTR_TEXCOORD, "texcoord");
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glBindAttribLocation(program, ATTR_NORMAL, "normal");
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glBindAttribLocation(program, ATTR_W1, "w1");
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glBindAttribLocation(program, ATTR_W2, "w2");
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glBindAttribLocation(program, ATTR_COLOR0, "color0");
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glBindAttribLocation(program, ATTR_COLOR1, "color1");
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#if !defined(USING_GLES2)
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if (gstate_c.featureFlags & GPU_SUPPORTS_DUALSOURCE_BLEND) {
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// Dual source alpha
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glBindFragDataLocationIndexed(program, 0, 0, "fragColor0");
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glBindFragDataLocationIndexed(program, 0, 1, "fragColor1");
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} else if (gl_extensions.VersionGEThan(3, 3, 0)) {
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glBindFragDataLocation(program, 0, "fragColor0");
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}
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#elif !defined(IOS)
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if (gl_extensions.GLES3) {
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if (gstate_c.featureFlags & GPU_SUPPORTS_DUALSOURCE_BLEND) {
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glBindFragDataLocationIndexedEXT(program, 0, 0, "fragColor0");
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glBindFragDataLocationIndexedEXT(program, 0, 1, "fragColor1");
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}
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}
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#endif
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glLinkProgram(program);
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GLint linkStatus = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
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if (linkStatus != GL_TRUE) {
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GLint bufLength = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
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if (bufLength) {
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char* buf = new char[bufLength];
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glGetProgramInfoLog(program, bufLength, NULL, buf);
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#ifdef __ANDROID__
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ELOG("Could not link program:\n %s", buf);
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#endif
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ERROR_LOG(G3D, "Could not link program:\n %s", buf);
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std::string vs_desc = vs->GetShaderString(SHADER_STRING_SHORT_DESC, VSID);
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std::string fs_desc = fs->GetShaderString(SHADER_STRING_SHORT_DESC, FSID);
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std::string vs_source = vs->GetShaderString(SHADER_STRING_SOURCE_CODE, VSID);
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std::string fs_source = fs->GetShaderString(SHADER_STRING_SOURCE_CODE, FSID);
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ERROR_LOG(G3D, "VS desc:\n%s", vs_desc.c_str());
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ERROR_LOG(G3D, "FS desc:\n%s", fs_desc.c_str());
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ERROR_LOG(G3D, "VS:\n%s\n", vs_source.c_str());
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ERROR_LOG(G3D, "FS:\n%s\n", fs_source.c_str());
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if (preloading) {
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Reporting::ReportMessage("Error in shader program link during preload: info: %s\nfs: %s\n%s\nvs: %s\n%s", buf, fs_desc.c_str(), fs_source.c_str(), vs_desc.c_str(), vs_source.c_str());
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} else {
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Reporting::ReportMessage("Error in shader program link: info: %s\nfs: %s\n%s\nvs: %s\n%s", buf, fs_desc.c_str(), fs_source.c_str(), vs_desc.c_str(), vs_source.c_str());
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}
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#ifdef SHADERLOG
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OutputDebugStringUTF8(buf);
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OutputDebugStringUTF8(vs_source.c_str());
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OutputDebugStringUTF8(fs_source.c_str());
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#endif
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delete [] buf; // we're dead!
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}
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// Prevent a buffer overflow.
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numBones = 0;
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// Avoid weird attribute enables.
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attrMask = 0;
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availableUniforms = 0;
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return;
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}
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INFO_LOG(G3D, "Linked shader: vs %i fs %i", (int)vs->shader, (int)fs->shader);
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u_tex = glGetUniformLocation(program, "tex");
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u_proj = glGetUniformLocation(program, "u_proj");
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u_proj_through = glGetUniformLocation(program, "u_proj_through");
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u_texenv = glGetUniformLocation(program, "u_texenv");
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u_fogcolor = glGetUniformLocation(program, "u_fogcolor");
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u_fogcoef = glGetUniformLocation(program, "u_fogcoef");
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u_alphacolorref = glGetUniformLocation(program, "u_alphacolorref");
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u_alphacolormask = glGetUniformLocation(program, "u_alphacolormask");
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u_stencilReplaceValue = glGetUniformLocation(program, "u_stencilReplaceValue");
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u_testtex = glGetUniformLocation(program, "testtex");
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u_fbotex = glGetUniformLocation(program, "fbotex");
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u_blendFixA = glGetUniformLocation(program, "u_blendFixA");
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u_blendFixB = glGetUniformLocation(program, "u_blendFixB");
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u_fbotexSize = glGetUniformLocation(program, "u_fbotexSize");
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// Transform
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u_view = glGetUniformLocation(program, "u_view");
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u_world = glGetUniformLocation(program, "u_world");
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u_texmtx = glGetUniformLocation(program, "u_texmtx");
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if (VSID.Bit(VS_BIT_ENABLE_BONES))
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numBones = TranslateNumBones(VSID.Bits(VS_BIT_BONES, 3) + 1);
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else
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numBones = 0;
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u_depthRange = glGetUniformLocation(program, "u_depthRange");
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#ifdef USE_BONE_ARRAY
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u_bone = glGetUniformLocation(program, "u_bone");
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#else
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for (int i = 0; i < 8; i++) {
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char name[10];
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sprintf(name, "u_bone%i", i);
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u_bone[i] = glGetUniformLocation(program, name);
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}
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#endif
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// Lighting, texturing
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u_ambient = glGetUniformLocation(program, "u_ambient");
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u_matambientalpha = glGetUniformLocation(program, "u_matambientalpha");
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u_matdiffuse = glGetUniformLocation(program, "u_matdiffuse");
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u_matspecular = glGetUniformLocation(program, "u_matspecular");
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u_matemissive = glGetUniformLocation(program, "u_matemissive");
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u_uvscaleoffset = glGetUniformLocation(program, "u_uvscaleoffset");
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u_texclamp = glGetUniformLocation(program, "u_texclamp");
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u_texclampoff = glGetUniformLocation(program, "u_texclampoff");
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for (int i = 0; i < 4; i++) {
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char temp[64];
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sprintf(temp, "u_lightpos%i", i);
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u_lightpos[i] = glGetUniformLocation(program, temp);
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sprintf(temp, "u_lightdir%i", i);
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u_lightdir[i] = glGetUniformLocation(program, temp);
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sprintf(temp, "u_lightatt%i", i);
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u_lightatt[i] = glGetUniformLocation(program, temp);
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sprintf(temp, "u_lightangle%i", i);
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u_lightangle[i] = glGetUniformLocation(program, temp);
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sprintf(temp, "u_lightspotCoef%i", i);
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u_lightspotCoef[i] = glGetUniformLocation(program, temp);
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sprintf(temp, "u_lightambient%i", i);
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u_lightambient[i] = glGetUniformLocation(program, temp);
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sprintf(temp, "u_lightdiffuse%i", i);
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u_lightdiffuse[i] = glGetUniformLocation(program, temp);
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sprintf(temp, "u_lightspecular%i", i);
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u_lightspecular[i] = glGetUniformLocation(program, temp);
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}
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// We need to fetch these unconditionally, gstate_c.spline or bezier will not be set if we
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// create this shader at load time from the shader cache.
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u_tess_pos_tex = glGetUniformLocation(program, "u_tess_pos_tex");
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u_tess_tex_tex = glGetUniformLocation(program, "u_tess_tex_tex");
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u_tess_col_tex = glGetUniformLocation(program, "u_tess_col_tex");
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u_spline_count_u = glGetUniformLocation(program, "u_spline_count_u");
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u_spline_count_v = glGetUniformLocation(program, "u_spline_count_v");
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u_spline_type_u = glGetUniformLocation(program, "u_spline_type_u");
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u_spline_type_v = glGetUniformLocation(program, "u_spline_type_v");
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attrMask = vs->GetAttrMask();
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availableUniforms = vs->GetUniformMask() | fs->GetUniformMask();
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glUseProgram(program);
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// Default uniform values
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glUniform1i(u_tex, 0);
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glUniform1i(u_fbotex, 1);
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glUniform1i(u_testtex, 2);
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if (u_tess_pos_tex != -1)
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glUniform1i(u_tess_pos_tex, 4); // Texture unit 4
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if (u_tess_tex_tex != -1)
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glUniform1i(u_tess_tex_tex, 5); // Texture unit 5
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if (u_tess_col_tex != -1)
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glUniform1i(u_tess_col_tex, 6); // Texture unit 6
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// The rest, use the "dirty" mechanism.
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dirtyUniforms = DIRTY_ALL_UNIFORMS;
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CHECK_GL_ERROR_IF_DEBUG();
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}
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LinkedShader::~LinkedShader() {
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// Shaders are automatically detached by glDeleteProgram.
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glDeleteProgram(program);
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}
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// Utility
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static void SetColorUniform3(int uniform, u32 color) {
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float f[4];
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Uint8x4ToFloat4(f, color);
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glUniform3fv(uniform, 1, f);
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}
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static void SetColorUniform3Alpha(int uniform, u32 color, u8 alpha) {
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float f[4];
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Uint8x3ToFloat4_AlphaUint8(f, color, alpha);
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glUniform4fv(uniform, 1, f);
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}
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// This passes colors unscaled (e.g. 0 - 255 not 0 - 1.)
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static void SetColorUniform3Alpha255(int uniform, u32 color, u8 alpha) {
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if (gl_extensions.gpuVendor == GPU_VENDOR_IMGTEC) {
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const float col[4] = {
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(float)((color & 0xFF) >> 0) * (1.0f / 255.0f),
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(float)((color & 0xFF00) >> 8) * (1.0f / 255.0f),
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(float)((color & 0xFF0000) >> 16) * (1.0f / 255.0f),
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(float)alpha * (1.0f / 255.0f)
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};
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glUniform4fv(uniform, 1, col);
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} else {
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const float col[4] = {
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(float)((color & 0xFF) >> 0),
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(float)((color & 0xFF00) >> 8),
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(float)((color & 0xFF0000) >> 16),
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(float)alpha
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};
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glUniform4fv(uniform, 1, col);
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}
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}
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static void SetColorUniform3iAlpha(int uniform, u32 color, u8 alpha) {
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const int col[4] = {
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(int)((color & 0xFF) >> 0),
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(int)((color & 0xFF00) >> 8),
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(int)((color & 0xFF0000) >> 16),
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(int)alpha,
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};
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glUniform4iv(uniform, 1, col);
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}
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static void SetColorUniform3ExtraFloat(int uniform, u32 color, float extra) {
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const float col[4] = {
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((color & 0xFF)) / 255.0f,
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((color & 0xFF00) >> 8) / 255.0f,
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((color & 0xFF0000) >> 16) / 255.0f,
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extra
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};
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glUniform4fv(uniform, 1, col);
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}
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static void SetFloat24Uniform3(int uniform, const uint32_t data[3]) {
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float f[4];
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ExpandFloat24x3ToFloat4(f, data);
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glUniform3fv(uniform, 1, f);
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}
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static void SetFloatUniform4(int uniform, float data[4]) {
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glUniform4fv(uniform, 1, data);
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}
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static void SetMatrix4x3(int uniform, const float *m4x3) {
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float m4x4[16];
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ConvertMatrix4x3To4x4(m4x4, m4x3);
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glUniformMatrix4fv(uniform, 1, GL_FALSE, m4x4);
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}
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static inline void ScaleProjMatrix(Matrix4x4 &in) {
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float yOffset = gstate_c.vpYOffset;
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if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) {
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// GL upside down is a pain as usual.
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yOffset = -yOffset;
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}
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const Vec3 trans(gstate_c.vpXOffset, yOffset, gstate_c.vpZOffset);
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const Vec3 scale(gstate_c.vpWidthScale, gstate_c.vpHeightScale, gstate_c.vpDepthScale);
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in.translateAndScale(trans, scale);
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}
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void LinkedShader::use(const VShaderID &VSID, LinkedShader *previous) {
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glUseProgram(program);
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int enable, disable;
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if (previous) {
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enable = attrMask & ~previous->attrMask;
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disable = (~attrMask) & previous->attrMask;
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} else {
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enable = attrMask;
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disable = ~attrMask;
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}
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for (int i = 0; i < ATTR_COUNT; i++) {
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if (enable & (1 << i))
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glEnableVertexAttribArray(i);
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else if (disable & (1 << i))
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glDisableVertexAttribArray(i);
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}
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}
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void LinkedShader::stop() {
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for (int i = 0; i < ATTR_COUNT; i++) {
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if (attrMask & (1 << i))
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glDisableVertexAttribArray(i);
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}
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}
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void LinkedShader::UpdateUniforms(u32 vertType, const VShaderID &vsid) {
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CHECK_GL_ERROR_IF_DEBUG();
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u64 dirty = dirtyUniforms & availableUniforms;
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dirtyUniforms = 0;
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if (!dirty)
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return;
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// Update any dirty uniforms before we draw
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if (dirty & DIRTY_PROJMATRIX) {
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Matrix4x4 flippedMatrix;
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memcpy(&flippedMatrix, gstate.projMatrix, 16 * sizeof(float));
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bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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const bool invertedY = useBufferedRendering ? (gstate_c.vpHeight < 0) : (gstate_c.vpHeight > 0);
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if (invertedY) {
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flippedMatrix[1] = -flippedMatrix[1];
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flippedMatrix[5] = -flippedMatrix[5];
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flippedMatrix[9] = -flippedMatrix[9];
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flippedMatrix[13] = -flippedMatrix[13];
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}
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const bool invertedX = gstate_c.vpWidth < 0;
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if (invertedX) {
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flippedMatrix[0] = -flippedMatrix[0];
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flippedMatrix[4] = -flippedMatrix[4];
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flippedMatrix[8] = -flippedMatrix[8];
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flippedMatrix[12] = -flippedMatrix[12];
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}
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// In Phantasy Star Portable 2, depth range sometimes goes negative and is clamped by glDepthRange to 0,
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// causing graphics clipping glitch (issue #1788). This hack modifies the projection matrix to work around it.
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if (gstate_c.Supports(GPU_USE_DEPTH_RANGE_HACK)) {
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float zScale = gstate.getViewportZScale() / 65535.0f;
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float zCenter = gstate.getViewportZCenter() / 65535.0f;
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|
|
// if far depth range < 0
|
|
if (zCenter + zScale < 0.0f) {
|
|
// if perspective projection
|
|
if (flippedMatrix[11] < 0.0f) {
|
|
float depthMax = gstate.getDepthRangeMax() / 65535.0f;
|
|
float depthMin = gstate.getDepthRangeMin() / 65535.0f;
|
|
|
|
float a = flippedMatrix[10];
|
|
float b = flippedMatrix[14];
|
|
|
|
float n = b / (a - 1.0f);
|
|
float f = b / (a + 1.0f);
|
|
|
|
f = (n * f) / (n + ((zCenter + zScale) * (n - f) / (depthMax - depthMin)));
|
|
|
|
a = (n + f) / (n - f);
|
|
b = (2.0f * n * f) / (n - f);
|
|
|
|
if (!my_isnan(a) && !my_isnan(b)) {
|
|
flippedMatrix[10] = a;
|
|
flippedMatrix[14] = b;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ScaleProjMatrix(flippedMatrix);
|
|
|
|
glUniformMatrix4fv(u_proj, 1, GL_FALSE, flippedMatrix.m);
|
|
}
|
|
if (dirty & DIRTY_PROJTHROUGHMATRIX)
|
|
{
|
|
Matrix4x4 proj_through;
|
|
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
|
|
if (useBufferedRendering) {
|
|
proj_through.setOrtho(0.0f, gstate_c.curRTWidth, 0.0f, gstate_c.curRTHeight, 0.0f, 1.0f);
|
|
} else {
|
|
proj_through.setOrtho(0.0f, gstate_c.curRTWidth, gstate_c.curRTHeight, 0.0f, 0.0f, 1.0f);
|
|
}
|
|
glUniformMatrix4fv(u_proj_through, 1, GL_FALSE, proj_through.getReadPtr());
|
|
}
|
|
if (dirty & DIRTY_TEXENV) {
|
|
SetColorUniform3(u_texenv, gstate.texenvcolor);
|
|
}
|
|
if (dirty & DIRTY_ALPHACOLORREF) {
|
|
SetColorUniform3Alpha255(u_alphacolorref, gstate.getColorTestRef(), gstate.getAlphaTestRef() & gstate.getAlphaTestMask());
|
|
}
|
|
if (dirty & DIRTY_ALPHACOLORMASK) {
|
|
SetColorUniform3iAlpha(u_alphacolormask, gstate.colortestmask, gstate.getAlphaTestMask());
|
|
}
|
|
if (dirty & DIRTY_FOGCOLOR) {
|
|
SetColorUniform3(u_fogcolor, gstate.fogcolor);
|
|
}
|
|
if (dirty & DIRTY_FOGCOEF) {
|
|
float fogcoef[2] = {
|
|
getFloat24(gstate.fog1),
|
|
getFloat24(gstate.fog2),
|
|
};
|
|
if (my_isinf(fogcoef[1])) {
|
|
// not really sure what a sensible value might be.
|
|
fogcoef[1] = fogcoef[1] < 0.0f ? -10000.0f : 10000.0f;
|
|
} else if (my_isnan(fogcoef[1])) {
|
|
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
|
|
// Just put the fog far away at a large finite distance.
|
|
// Infinities and NaNs are rather unpredictable in shaders on many GPUs
|
|
// so it's best to just make it a sane calculation.
|
|
fogcoef[0] = 100000.0f;
|
|
fogcoef[1] = 1.0f;
|
|
}
|
|
#ifndef MOBILE_DEVICE
|
|
else if (my_isnanorinf(fogcoef[1]) || my_isnanorinf(fogcoef[0])) {
|
|
ERROR_LOG_REPORT_ONCE(fognan, G3D, "Unhandled fog NaN/INF combo: %f %f", fogcoef[0], fogcoef[1]);
|
|
}
|
|
#endif
|
|
glUniform2fv(u_fogcoef, 1, fogcoef);
|
|
}
|
|
|
|
if (dirty & DIRTY_UVSCALEOFFSET) {
|
|
const float invW = 1.0f / (float)gstate_c.curTextureWidth;
|
|
const float invH = 1.0f / (float)gstate_c.curTextureHeight;
|
|
const int w = gstate.getTextureWidth(0);
|
|
const int h = gstate.getTextureHeight(0);
|
|
const float widthFactor = (float)w * invW;
|
|
const float heightFactor = (float)h * invH;
|
|
float uvscaleoff[4];
|
|
if (gstate_c.bezier || gstate_c.spline) {
|
|
// When we are generating UV coordinates through the bezier/spline, we need to apply the scaling.
|
|
// However, this is missing a check that we're not getting our UV:s supplied for us in the vertices.
|
|
uvscaleoff[0] = gstate_c.uv.uScale * widthFactor;
|
|
uvscaleoff[1] = gstate_c.uv.vScale * heightFactor;
|
|
uvscaleoff[2] = gstate_c.uv.uOff * widthFactor;
|
|
uvscaleoff[3] = gstate_c.uv.vOff * heightFactor;
|
|
} else {
|
|
uvscaleoff[0] = widthFactor;
|
|
uvscaleoff[1] = heightFactor;
|
|
uvscaleoff[2] = 0.0f;
|
|
uvscaleoff[3] = 0.0f;
|
|
}
|
|
glUniform4fv(u_uvscaleoffset, 1, uvscaleoff);
|
|
}
|
|
|
|
if ((dirty & DIRTY_TEXCLAMP) && u_texclamp != -1) {
|
|
const float invW = 1.0f / (float)gstate_c.curTextureWidth;
|
|
const float invH = 1.0f / (float)gstate_c.curTextureHeight;
|
|
const int w = gstate.getTextureWidth(0);
|
|
const int h = gstate.getTextureHeight(0);
|
|
const float widthFactor = (float)w * invW;
|
|
const float heightFactor = (float)h * invH;
|
|
|
|
// First wrap xy, then half texel xy (for clamp.)
|
|
const float texclamp[4] = {
|
|
widthFactor,
|
|
heightFactor,
|
|
invW * 0.5f,
|
|
invH * 0.5f,
|
|
};
|
|
const float texclampoff[2] = {
|
|
gstate_c.curTextureXOffset * invW,
|
|
gstate_c.curTextureYOffset * invH,
|
|
};
|
|
glUniform4fv(u_texclamp, 1, texclamp);
|
|
if (u_texclampoff != -1) {
|
|
glUniform2fv(u_texclampoff, 1, texclampoff);
|
|
}
|
|
}
|
|
|
|
// Transform
|
|
if (dirty & DIRTY_WORLDMATRIX) {
|
|
SetMatrix4x3(u_world, gstate.worldMatrix);
|
|
}
|
|
if (dirty & DIRTY_VIEWMATRIX) {
|
|
SetMatrix4x3(u_view, gstate.viewMatrix);
|
|
}
|
|
if (dirty & DIRTY_TEXMATRIX) {
|
|
SetMatrix4x3(u_texmtx, gstate.tgenMatrix);
|
|
}
|
|
if ((dirty & DIRTY_DEPTHRANGE) && u_depthRange != -1) {
|
|
// Since depth is [-1, 1] mapping to [minz, maxz], this is easyish.
|
|
float vpZScale = gstate.getViewportZScale();
|
|
float vpZCenter = gstate.getViewportZCenter();
|
|
|
|
// These are just the reverse of the formulas in GPUStateUtils.
|
|
float halfActualZRange = vpZScale / gstate_c.vpDepthScale;
|
|
float minz = -((gstate_c.vpZOffset * halfActualZRange) - vpZCenter) - halfActualZRange;
|
|
float viewZScale = halfActualZRange;
|
|
float viewZCenter = minz + halfActualZRange;
|
|
|
|
if (!gstate_c.Supports(GPU_SUPPORTS_ACCURATE_DEPTH)) {
|
|
viewZScale = vpZScale;
|
|
viewZCenter = vpZCenter;
|
|
}
|
|
|
|
float viewZInvScale;
|
|
if (viewZScale != 0.0) {
|
|
viewZInvScale = 1.0f / viewZScale;
|
|
} else {
|
|
viewZInvScale = 0.0;
|
|
}
|
|
|
|
float data[4] = { viewZScale, viewZCenter, viewZCenter, viewZInvScale };
|
|
SetFloatUniform4(u_depthRange, data);
|
|
}
|
|
|
|
if (dirty & DIRTY_STENCILREPLACEVALUE) {
|
|
glUniform1f(u_stencilReplaceValue, (float)gstate.getStencilTestRef() * (1.0f / 255.0f));
|
|
}
|
|
// 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 (dirty & (DIRTY_BONEMATRIX0 << i)) {
|
|
ConvertMatrix4x3To4x4(allBones + 16 * i, gstate.boneMatrix + 12 * 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 (dirty & (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 (dirty & (DIRTY_BONEMATRIX0 << i)) {
|
|
ConvertMatrix4x3To4x4(bonetemp, gstate.boneMatrix + 12 * i);
|
|
glUniformMatrix4fv(u_bone[i], 1, GL_FALSE, bonetemp);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (dirty & DIRTY_SHADERBLEND) {
|
|
if (u_blendFixA != -1) {
|
|
SetColorUniform3(u_blendFixA, gstate.getFixA());
|
|
}
|
|
if (u_blendFixB != -1) {
|
|
SetColorUniform3(u_blendFixB, gstate.getFixB());
|
|
}
|
|
|
|
const float fbotexSize[2] = {
|
|
1.0f / (float)gstate_c.curRTRenderWidth,
|
|
1.0f / (float)gstate_c.curRTRenderHeight,
|
|
};
|
|
if (u_fbotexSize != -1) {
|
|
glUniform2fv(u_fbotexSize, 1, fbotexSize);
|
|
}
|
|
}
|
|
|
|
// Lighting
|
|
if (dirty & DIRTY_AMBIENT) {
|
|
SetColorUniform3Alpha(u_ambient, gstate.ambientcolor, gstate.getAmbientA());
|
|
}
|
|
if (dirty & DIRTY_MATAMBIENTALPHA) {
|
|
SetColorUniform3Alpha(u_matambientalpha, gstate.materialambient, gstate.getMaterialAmbientA());
|
|
}
|
|
if (dirty & DIRTY_MATDIFFUSE) {
|
|
SetColorUniform3(u_matdiffuse, gstate.materialdiffuse);
|
|
}
|
|
if (dirty & DIRTY_MATEMISSIVE) {
|
|
SetColorUniform3(u_matemissive, gstate.materialemissive);
|
|
}
|
|
if (dirty & DIRTY_MATSPECULAR) {
|
|
SetColorUniform3ExtraFloat(u_matspecular, gstate.materialspecular, getFloat24(gstate.materialspecularcoef));
|
|
}
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
if (dirty & (DIRTY_LIGHT0 << i)) {
|
|
if (gstate.isDirectionalLight(i)) {
|
|
// Prenormalize
|
|
float x = getFloat24(gstate.lpos[i * 3 + 0]);
|
|
float y = getFloat24(gstate.lpos[i * 3 + 1]);
|
|
float z = getFloat24(gstate.lpos[i * 3 + 2]);
|
|
float len = sqrtf(x*x + y*y + z*z);
|
|
if (len == 0.0f)
|
|
len = 1.0f;
|
|
else
|
|
len = 1.0f / len;
|
|
float vec[3] = { x * len, y * len, z * len };
|
|
glUniform3fv(u_lightpos[i], 1, vec);
|
|
} else {
|
|
SetFloat24Uniform3(u_lightpos[i], &gstate.lpos[i * 3]);
|
|
}
|
|
if (u_lightdir[i] != -1) SetFloat24Uniform3(u_lightdir[i], &gstate.ldir[i * 3]);
|
|
if (u_lightatt[i] != -1) SetFloat24Uniform3(u_lightatt[i], &gstate.latt[i * 3]);
|
|
if (u_lightangle[i] != -1) glUniform1f(u_lightangle[i], getFloat24(gstate.lcutoff[i]));
|
|
if (u_lightspotCoef[i] != -1) glUniform1f(u_lightspotCoef[i], getFloat24(gstate.lconv[i]));
|
|
if (u_lightambient[i] != -1) SetColorUniform3(u_lightambient[i], gstate.lcolor[i * 3]);
|
|
if (u_lightdiffuse[i] != -1) SetColorUniform3(u_lightdiffuse[i], gstate.lcolor[i * 3 + 1]);
|
|
if (u_lightspecular[i] != -1) SetColorUniform3(u_lightspecular[i], gstate.lcolor[i * 3 + 2]);
|
|
}
|
|
}
|
|
|
|
if (dirty & DIRTY_BEZIERSPLINE) {
|
|
glUniform1i(u_spline_count_u, gstate_c.spline_count_u);
|
|
if (u_spline_count_v != -1)
|
|
glUniform1i(u_spline_count_v, gstate_c.spline_count_v);
|
|
if (u_spline_type_u != -1)
|
|
glUniform1i(u_spline_type_u, gstate_c.spline_type_u);
|
|
if (u_spline_type_v != -1)
|
|
glUniform1i(u_spline_type_v, gstate_c.spline_type_v);
|
|
}
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
}
|
|
|
|
ShaderManagerGLES::ShaderManagerGLES()
|
|
: lastShader_(nullptr), shaderSwitchDirtyUniforms_(0), diskCacheDirty_(false), fsCache_(16), vsCache_(16) {
|
|
codeBuffer_ = new char[16384];
|
|
lastFSID_.set_invalid();
|
|
lastVSID_.set_invalid();
|
|
}
|
|
|
|
ShaderManagerGLES::~ShaderManagerGLES() {
|
|
delete [] codeBuffer_;
|
|
}
|
|
|
|
void ShaderManagerGLES::Clear() {
|
|
DirtyLastShader();
|
|
for (auto iter = linkedShaderCache_.begin(); iter != linkedShaderCache_.end(); ++iter) {
|
|
delete iter->ls;
|
|
}
|
|
fsCache_.Iterate([&](const FShaderID &key, Shader *shader) {
|
|
delete shader;
|
|
});
|
|
vsCache_.Iterate([&](const VShaderID &key, Shader *shader) {
|
|
delete shader;
|
|
});
|
|
linkedShaderCache_.clear();
|
|
fsCache_.Clear();
|
|
vsCache_.Clear();
|
|
DirtyShader();
|
|
}
|
|
|
|
void ShaderManagerGLES::ClearCache(bool deleteThem) {
|
|
// TODO: Recreate all from the diskcache when we come back.
|
|
Clear();
|
|
}
|
|
|
|
void ShaderManagerGLES::DirtyShader() {
|
|
// Forget the last shader ID
|
|
lastFSID_.set_invalid();
|
|
lastVSID_.set_invalid();
|
|
DirtyLastShader();
|
|
gstate_c.Dirty(DIRTY_ALL_UNIFORMS | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
|
|
shaderSwitchDirtyUniforms_ = 0;
|
|
}
|
|
|
|
void ShaderManagerGLES::DirtyLastShader() { // disables vertex arrays
|
|
if (lastShader_)
|
|
lastShader_->stop();
|
|
lastShader_ = nullptr;
|
|
lastVShaderSame_ = false;
|
|
}
|
|
|
|
Shader *ShaderManagerGLES::CompileFragmentShader(FShaderID FSID) {
|
|
uint64_t uniformMask;
|
|
if (!GenerateFragmentShader(FSID, codeBuffer_, &uniformMask)) {
|
|
return nullptr;
|
|
}
|
|
return new Shader(FSID, codeBuffer_, GL_FRAGMENT_SHADER, false, 0, uniformMask);
|
|
}
|
|
|
|
Shader *ShaderManagerGLES::CompileVertexShader(VShaderID VSID) {
|
|
bool useHWTransform = VSID.Bit(VS_BIT_USE_HW_TRANSFORM);
|
|
uint32_t attrMask;
|
|
uint64_t uniformMask;
|
|
GenerateVertexShader(VSID, codeBuffer_, &attrMask, &uniformMask);
|
|
return new Shader(VSID, codeBuffer_, GL_VERTEX_SHADER, useHWTransform, attrMask, uniformMask);
|
|
}
|
|
|
|
Shader *ShaderManagerGLES::ApplyVertexShader(int prim, u32 vertType, VShaderID *VSID) {
|
|
uint64_t dirty = gstate_c.GetDirtyUniforms();
|
|
if (dirty) {
|
|
if (lastShader_)
|
|
lastShader_->dirtyUniforms |= dirty;
|
|
shaderSwitchDirtyUniforms_ |= dirty;
|
|
gstate_c.CleanUniforms();
|
|
}
|
|
|
|
if (gstate_c.IsDirty(DIRTY_VERTEXSHADER_STATE)) {
|
|
gstate_c.Clean(DIRTY_VERTEXSHADER_STATE);
|
|
bool useHWTransform = CanUseHardwareTransform(prim);
|
|
ComputeVertexShaderID(VSID, vertType, useHWTransform);
|
|
} else {
|
|
*VSID = lastVSID_;
|
|
}
|
|
|
|
if (lastShader_ != 0 && *VSID == lastVSID_) {
|
|
lastVShaderSame_ = true;
|
|
return lastShader_->vs_; // Already all set.
|
|
} else {
|
|
lastVShaderSame_ = false;
|
|
}
|
|
lastVSID_ = *VSID;
|
|
|
|
Shader *vs = vsCache_.Get(*VSID);
|
|
if (!vs) {
|
|
// Vertex shader not in cache. Let's compile it.
|
|
vs = CompileVertexShader(*VSID);
|
|
if (vs->Failed()) {
|
|
I18NCategory *gr = GetI18NCategory("Graphics");
|
|
ERROR_LOG(G3D, "Shader compilation failed, falling back to software transform");
|
|
if (!g_Config.bHideSlowWarnings) {
|
|
host->NotifyUserMessage(gr->T("hardware transform error - falling back to software"), 2.5f, 0xFF3030FF);
|
|
}
|
|
delete vs;
|
|
|
|
// TODO: Look for existing shader with the appropriate ID, use that instead of generating a new one - however, need to make sure
|
|
// that that shader ID is not used when computing the linked shader ID below, because then IDs won't match
|
|
// next time and we'll do this over and over...
|
|
|
|
// Can still work with software transform.
|
|
VShaderID vsidTemp;
|
|
ComputeVertexShaderID(&vsidTemp, vertType, false);
|
|
uint32_t attrMask;
|
|
uint64_t uniformMask;
|
|
GenerateVertexShader(vsidTemp, codeBuffer_, &attrMask, &uniformMask);
|
|
vs = new Shader(vsidTemp, codeBuffer_, GL_VERTEX_SHADER, false, attrMask, uniformMask);
|
|
}
|
|
|
|
vsCache_.Insert(*VSID, vs);
|
|
diskCacheDirty_ = true;
|
|
}
|
|
return vs;
|
|
}
|
|
|
|
LinkedShader *ShaderManagerGLES::ApplyFragmentShader(VShaderID VSID, Shader *vs, u32 vertType, int prim) {
|
|
FShaderID FSID;
|
|
if (gstate_c.IsDirty(DIRTY_FRAGMENTSHADER_STATE)) {
|
|
gstate_c.Clean(DIRTY_FRAGMENTSHADER_STATE);
|
|
ComputeFragmentShaderID(&FSID);
|
|
} else {
|
|
FSID = lastFSID_;
|
|
}
|
|
|
|
if (lastVShaderSame_ && FSID == lastFSID_) {
|
|
lastShader_->UpdateUniforms(vertType, VSID);
|
|
return lastShader_;
|
|
}
|
|
|
|
lastFSID_ = FSID;
|
|
|
|
Shader *fs = fsCache_.Get(FSID);
|
|
if (!fs) {
|
|
// Fragment shader not in cache. Let's compile it.
|
|
fs = CompileFragmentShader(FSID);
|
|
fsCache_.Insert(FSID, fs);
|
|
diskCacheDirty_ = true;
|
|
}
|
|
|
|
// Okay, we have both shaders. Let's see if there's a linked one.
|
|
LinkedShader *ls = nullptr;
|
|
|
|
u64 switchDirty = shaderSwitchDirtyUniforms_;
|
|
for (auto iter = linkedShaderCache_.begin(); iter != linkedShaderCache_.end(); ++iter) {
|
|
// Deferred dirtying! Let's see if we can make this even more clever later.
|
|
iter->ls->dirtyUniforms |= switchDirty;
|
|
|
|
if (iter->vs == vs && iter->fs == fs) {
|
|
ls = iter->ls;
|
|
}
|
|
}
|
|
shaderSwitchDirtyUniforms_ = 0;
|
|
|
|
if (ls == nullptr) {
|
|
_dbg_assert_(G3D, FSID.Bit(FS_BIT_LMODE) == VSID.Bit(VS_BIT_LMODE));
|
|
_dbg_assert_(G3D, FSID.Bit(FS_BIT_DO_TEXTURE) == VSID.Bit(VS_BIT_DO_TEXTURE));
|
|
_dbg_assert_(G3D, FSID.Bit(FS_BIT_ENABLE_FOG) == VSID.Bit(VS_BIT_ENABLE_FOG));
|
|
_dbg_assert_(G3D, FSID.Bit(FS_BIT_FLATSHADE) == VSID.Bit(VS_BIT_FLATSHADE));
|
|
|
|
// Check if we can link these.
|
|
ls = new LinkedShader(VSID, vs, FSID, fs, vs->UseHWTransform());
|
|
ls->use(VSID, lastShader_);
|
|
const LinkedShaderCacheEntry entry(vs, fs, ls);
|
|
linkedShaderCache_.push_back(entry);
|
|
} else {
|
|
ls->use(VSID, lastShader_);
|
|
}
|
|
ls->UpdateUniforms(vertType, VSID);
|
|
|
|
lastShader_ = ls;
|
|
return ls;
|
|
}
|
|
|
|
std::string Shader::GetShaderString(DebugShaderStringType type, ShaderID id) const {
|
|
switch (type) {
|
|
case SHADER_STRING_SOURCE_CODE:
|
|
return source_;
|
|
case SHADER_STRING_SHORT_DESC:
|
|
return isFragment_ ? FragmentShaderDesc(id) : VertexShaderDesc(id);
|
|
default:
|
|
return "N/A";
|
|
}
|
|
}
|
|
|
|
std::vector<std::string> ShaderManagerGLES::DebugGetShaderIDs(DebugShaderType type) {
|
|
std::string id;
|
|
std::vector<std::string> ids;
|
|
switch (type) {
|
|
case SHADER_TYPE_VERTEX:
|
|
{
|
|
vsCache_.Iterate([&](const VShaderID &id, Shader *shader) {
|
|
std::string idstr;
|
|
id.ToString(&idstr);
|
|
ids.push_back(idstr);
|
|
});
|
|
}
|
|
break;
|
|
case SHADER_TYPE_FRAGMENT:
|
|
{
|
|
fsCache_.Iterate([&](const FShaderID &id, Shader *shader) {
|
|
std::string idstr;
|
|
id.ToString(&idstr);
|
|
ids.push_back(idstr);
|
|
});
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
return ids;
|
|
}
|
|
|
|
std::string ShaderManagerGLES::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
|
|
ShaderID shaderId;
|
|
shaderId.FromString(id);
|
|
switch (type) {
|
|
case SHADER_TYPE_VERTEX:
|
|
{
|
|
Shader *vs = vsCache_.Get(VShaderID(shaderId));
|
|
return vs ? vs->GetShaderString(stringType, shaderId) : "";
|
|
}
|
|
|
|
case SHADER_TYPE_FRAGMENT:
|
|
{
|
|
Shader *fs = fsCache_.Get(FShaderID(shaderId));
|
|
return fs->GetShaderString(stringType, shaderId);
|
|
}
|
|
default:
|
|
return "N/A";
|
|
}
|
|
}
|
|
|
|
// Shader pseudo-cache.
|
|
//
|
|
// We simply store the IDs of the shaders used during gameplay. On next startup of
|
|
// the same game, we simply compile all the shaders from the start, so we don't have to
|
|
// compile them on the fly later. Ideally we would store the actual compiled shaders
|
|
// rather than just their IDs, but OpenGL does not support this, except for a few obscure
|
|
// vendor-specific extensions.
|
|
//
|
|
// If things like GPU supported features have changed since the last time, we discard the cache
|
|
// as sometimes these features might have an effect on the ID bits.
|
|
|
|
#define CACHE_HEADER_MAGIC 0x83277592
|
|
#define CACHE_VERSION 5
|
|
struct CacheHeader {
|
|
uint32_t magic;
|
|
uint32_t version;
|
|
uint32_t featureFlags;
|
|
uint32_t reserved;
|
|
int numVertexShaders;
|
|
int numFragmentShaders;
|
|
int numLinkedPrograms;
|
|
};
|
|
|
|
void ShaderManagerGLES::LoadAndPrecompile(const std::string &filename) {
|
|
File::IOFile f(filename, "rb");
|
|
u64 sz = f.GetSize();
|
|
if (!f.IsOpen()) {
|
|
return;
|
|
}
|
|
CacheHeader header;
|
|
if (!f.ReadArray(&header, 1)) {
|
|
return;
|
|
}
|
|
if (header.magic != CACHE_HEADER_MAGIC || header.version != CACHE_VERSION || header.featureFlags != gstate_c.featureFlags) {
|
|
return;
|
|
}
|
|
time_update();
|
|
double start = time_now_d();
|
|
|
|
// Sanity check the file contents
|
|
if (header.numFragmentShaders > 1000 || header.numVertexShaders > 1000 || header.numLinkedPrograms > 1000) {
|
|
ERROR_LOG(G3D, "Corrupt shader cache file header, aborting.");
|
|
return;
|
|
}
|
|
|
|
// Also make sure the size makes sense, in case there's corruption.
|
|
u64 expectedSize = sizeof(header);
|
|
expectedSize += header.numVertexShaders * sizeof(VShaderID);
|
|
expectedSize += header.numFragmentShaders * sizeof(FShaderID);
|
|
expectedSize += header.numLinkedPrograms * (sizeof(VShaderID) + sizeof(FShaderID));
|
|
if (sz != expectedSize) {
|
|
ERROR_LOG(G3D, "Shader cache file is too large, aborting.");
|
|
return;
|
|
}
|
|
|
|
for (int i = 0; i < header.numVertexShaders; i++) {
|
|
VShaderID id;
|
|
if (!f.ReadArray(&id, 1)) {
|
|
ERROR_LOG(G3D, "Truncated shader cache file, aborting.");
|
|
return;
|
|
}
|
|
if (!vsCache_.Get(id)) {
|
|
if (id.Bit(VS_BIT_IS_THROUGH) && id.Bit(VS_BIT_USE_HW_TRANSFORM)) {
|
|
// Clearly corrupt, bailing.
|
|
ERROR_LOG_REPORT(G3D, "Corrupt shader cache: Both IS_THROUGH and USE_HW_TRANSFORM set.");
|
|
return;
|
|
}
|
|
|
|
Shader *vs = CompileVertexShader(id);
|
|
if (vs->Failed()) {
|
|
// Give up on using the cache, just bail. We can't safely create the fallback shaders here
|
|
// without trying to deduce the vertType from the VSID.
|
|
ERROR_LOG(G3D, "Failed to compile a vertex shader loading from cache. Skipping rest of shader cache.");
|
|
delete vs;
|
|
return;
|
|
}
|
|
vsCache_.Insert(id, vs);
|
|
} else {
|
|
WARN_LOG(G3D, "Duplicate vertex shader found in GL shader cache, ignoring");
|
|
}
|
|
}
|
|
for (int i = 0; i < header.numFragmentShaders; i++) {
|
|
FShaderID id;
|
|
if (!f.ReadArray(&id, 1)) {
|
|
ERROR_LOG(G3D, "Truncated shader cache file, aborting.");
|
|
return;
|
|
}
|
|
if (!fsCache_.Get(id)) {
|
|
fsCache_.Insert(id, CompileFragmentShader(id));
|
|
} else {
|
|
WARN_LOG(G3D, "Duplicate fragment shader found in GL shader cache, ignoring");
|
|
}
|
|
}
|
|
for (int i = 0; i < header.numLinkedPrograms; i++) {
|
|
VShaderID vsid;
|
|
FShaderID fsid;
|
|
if (!f.ReadArray(&vsid, 1)) {
|
|
ERROR_LOG(G3D, "Truncated shader cache file, aborting.");
|
|
return;
|
|
}
|
|
if (!f.ReadArray(&fsid, 1)) {
|
|
ERROR_LOG(G3D, "Truncated shader cache file, aborting.");
|
|
return;
|
|
}
|
|
Shader *vs = vsCache_.Get(vsid);
|
|
Shader *fs = fsCache_.Get(fsid);
|
|
if (vs && fs) {
|
|
LinkedShader *ls = new LinkedShader(vsid, vs, fsid, fs, vs->UseHWTransform(), true);
|
|
LinkedShaderCacheEntry entry(vs, fs, ls);
|
|
linkedShaderCache_.push_back(entry);
|
|
}
|
|
}
|
|
time_update();
|
|
double end = time_now_d();
|
|
|
|
NOTICE_LOG(G3D, "Compiled and linked %d programs (%d vertex, %d fragment) in %0.1f milliseconds", header.numLinkedPrograms, header.numVertexShaders, header.numFragmentShaders, 1000 * (end - start));
|
|
NOTICE_LOG(G3D, "Loaded the shader cache from '%s'", filename.c_str());
|
|
diskCacheDirty_ = false;
|
|
}
|
|
|
|
void ShaderManagerGLES::Save(const std::string &filename) {
|
|
if (!diskCacheDirty_) {
|
|
return;
|
|
}
|
|
if (linkedShaderCache_.empty()) {
|
|
return;
|
|
}
|
|
INFO_LOG(G3D, "Saving the shader cache to '%s'", filename.c_str());
|
|
FILE *f = File::OpenCFile(filename, "wb");
|
|
if (!f) {
|
|
// Can't save, give up for now.
|
|
diskCacheDirty_ = false;
|
|
return;
|
|
}
|
|
CacheHeader header;
|
|
header.magic = CACHE_HEADER_MAGIC;
|
|
header.version = CACHE_VERSION;
|
|
header.reserved = 0;
|
|
header.featureFlags = gstate_c.featureFlags;
|
|
header.numVertexShaders = GetNumVertexShaders();
|
|
header.numFragmentShaders = GetNumFragmentShaders();
|
|
header.numLinkedPrograms = GetNumPrograms();
|
|
fwrite(&header, 1, sizeof(header), f);
|
|
vsCache_.Iterate([&](const ShaderID &id, Shader *shader) {
|
|
fwrite(&id, 1, sizeof(id), f);
|
|
});
|
|
fsCache_.Iterate([&](const ShaderID &id, Shader *shader) {
|
|
fwrite(&id, 1, sizeof(id), f);
|
|
});
|
|
for (auto iter : linkedShaderCache_) {
|
|
ShaderID vsid, fsid;
|
|
vsCache_.Iterate([&](const ShaderID &id, Shader *shader) {
|
|
if (iter.vs == shader)
|
|
vsid = id;
|
|
});
|
|
fsCache_.Iterate([&](const ShaderID &id, Shader *shader) {
|
|
if (iter.fs == shader)
|
|
fsid = id;
|
|
});
|
|
fwrite(&vsid, 1, sizeof(vsid), f);
|
|
fwrite(&fsid, 1, sizeof(fsid), f);
|
|
}
|
|
fclose(f);
|
|
diskCacheDirty_ = false;
|
|
}
|