mirror of
https://github.com/xemu-project/xemu.git
synced 2024-11-23 03:29:43 +00:00
nv2a: Cache shaders to disk
This commit is contained in:
parent
f7b2acbb79
commit
080022833d
@ -191,6 +191,6 @@ perf:
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hard_fpu:
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type: bool
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default: true
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# cache_shaders:
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# type: bool
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# default: true
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cache_shaders:
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type: bool
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default: true
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@ -129,6 +129,21 @@ LruNode *lru_evict_one(Lru *lru)
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return found;
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}
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static inline
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bool lru_contains_hash(Lru *lru, uint64_t hash)
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{
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unsigned int bin = lru_hash_to_bin(lru, hash);
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LruNode *iter;
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QTAILQ_FOREACH(iter, &lru->bins[bin], next_bin) {
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if (iter->hash == hash) {
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return true;
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}
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}
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return false;
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}
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static inline
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LruNode *lru_lookup(Lru *lru, uint64_t hash, void *key)
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{
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@ -380,6 +380,14 @@ static void nv2a_vm_state_change(void *opaque, bool running, RunState state)
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nv2a_lock_fifo(d);
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qatomic_set(&d->pfifo.halt, false);
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nv2a_unlock_fifo(d);
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} else if (state == RUN_STATE_SHUTDOWN) {
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nv2a_lock_fifo(d);
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qatomic_set(&d->pgraph.shader_cache_writeback_pending, true);
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qemu_event_reset(&d->pgraph.shader_cache_writeback_complete);
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nv2a_unlock_fifo(d);
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qemu_mutex_unlock_iothread();
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qemu_event_wait(&d->pgraph.shader_cache_writeback_complete);
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qemu_mutex_lock_iothread();
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}
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}
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@ -305,12 +305,15 @@ typedef struct PGRAPHState {
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hwaddr dma_a, dma_b;
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Lru texture_cache;
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struct TextureLruNode *texture_cache_entries;
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TextureLruNode *texture_cache_entries;
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bool texture_dirty[NV2A_MAX_TEXTURES];
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TextureBinding *texture_binding[NV2A_MAX_TEXTURES];
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GHashTable *shader_cache;
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Lru shader_cache;
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ShaderLruNode *shader_cache_entries;
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ShaderBinding *shader_binding;
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QemuMutex shader_cache_lock;
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QemuThread shader_disk_thread;
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bool texture_matrix_enable[NV2A_MAX_TEXTURES];
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@ -370,7 +373,7 @@ typedef struct PGRAPHState {
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uint16_t compressed_attrs;
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Lru element_cache;
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struct VertexLruNode *element_cache_entries;
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VertexLruNode *element_cache_entries;
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unsigned int inline_array_length;
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uint32_t inline_array[NV2A_MAX_BATCH_LENGTH];
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@ -403,10 +406,12 @@ typedef struct PGRAPHState {
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bool download_dirty_surfaces_pending;
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bool flush_pending;
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bool gl_sync_pending;
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bool shader_cache_writeback_pending;
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QemuEvent downloads_complete;
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QemuEvent dirty_surfaces_download_complete;
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QemuEvent flush_complete;
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QemuEvent gl_sync_complete;
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QemuEvent shader_cache_writeback_complete;
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unsigned int surface_scale_factor;
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uint8_t *scale_buf;
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@ -452,7 +452,8 @@ static void process_requests(NV2AState *d)
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if (qatomic_read(&d->pgraph.downloads_pending) ||
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qatomic_read(&d->pgraph.download_dirty_surfaces_pending) ||
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qatomic_read(&d->pgraph.gl_sync_pending) ||
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qatomic_read(&d->pgraph.flush_pending)) {
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qatomic_read(&d->pgraph.flush_pending) ||
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qatomic_read(&d->pgraph.shader_cache_writeback_pending)) {
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qemu_mutex_unlock(&d->pfifo.lock);
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qemu_mutex_lock(&d->pgraph.lock);
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if (qatomic_read(&d->pgraph.downloads_pending)) {
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@ -467,6 +468,9 @@ static void process_requests(NV2AState *d)
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if (qatomic_read(&d->pgraph.flush_pending)) {
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pgraph_flush(d);
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}
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if (qatomic_read(&d->pgraph.shader_cache_writeback_pending)) {
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shader_write_cache_reload_list(&d->pgraph);
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}
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qemu_mutex_unlock(&d->pgraph.lock);
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qemu_mutex_lock(&d->pfifo.lock);
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}
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@ -451,8 +451,6 @@ static bool vertex_cache_entry_compare(Lru *lru, LruNode *node, void *key)
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static void pgraph_mark_textures_possibly_dirty(NV2AState *d, hwaddr addr, hwaddr size);
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static bool pgraph_check_texture_dirty(NV2AState *d, hwaddr addr, hwaddr size);
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static guint shader_hash(gconstpointer key);
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static gboolean shader_equal(gconstpointer a, gconstpointer b);
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static unsigned int kelvin_map_stencil_op(uint32_t parameter);
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static unsigned int kelvin_map_polygon_mode(uint32_t parameter);
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static unsigned int kelvin_map_texgen(uint32_t parameter, unsigned int channel);
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@ -3958,10 +3956,12 @@ void pgraph_init(NV2AState *d)
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pg->downloads_pending = false;
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qemu_mutex_init(&pg->lock);
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qemu_mutex_init(&pg->shader_cache_lock);
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qemu_event_init(&pg->gl_sync_complete, false);
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qemu_event_init(&pg->downloads_complete, false);
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qemu_event_init(&pg->dirty_surfaces_download_complete, false);
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qemu_event_init(&pg->flush_complete, false);
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qemu_event_init(&pg->shader_cache_writeback_complete, false);
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/* fire up opengl */
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glo_set_current(g_nv2a_context_render);
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@ -4018,7 +4018,7 @@ void pgraph_init(NV2AState *d)
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pg->element_cache.init_node = vertex_cache_entry_init;
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pg->element_cache.compare_nodes = vertex_cache_entry_compare;
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pg->shader_cache = g_hash_table_new(shader_hash, shader_equal);
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shader_cache_init(pg);
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pg->material_alpha = 0.0f;
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SET_MASK(pg->regs[NV_PGRAPH_CONTROL_3], NV_PGRAPH_CONTROL_3_SHADEMODE,
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@ -4053,6 +4053,7 @@ void pgraph_init(NV2AState *d)
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void pgraph_destroy(PGRAPHState *pg)
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{
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qemu_mutex_destroy(&pg->lock);
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qemu_mutex_destroy(&pg->shader_cache_lock);
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glo_set_current(g_nv2a_context_render);
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@ -4060,7 +4061,9 @@ void pgraph_destroy(PGRAPHState *pg)
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glDeleteFramebuffers(1, &pg->gl_framebuffer);
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// TODO: clear out shader cached
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// Clear out shader cache
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shader_write_cache_reload_list(pg);
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free(pg->shader_cache_entries);
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// Clear out texture cache
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lru_flush(&pg->texture_cache);
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@ -4640,20 +4643,25 @@ static void pgraph_bind_shaders(PGRAPHState *pg)
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state.psh.conv_tex[i] = kernel;
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}
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ShaderBinding* cached_shader = (ShaderBinding*)g_hash_table_lookup(pg->shader_cache, &state);
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if (cached_shader) {
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pg->shader_binding = cached_shader;
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uint64_t shader_state_hash = fast_hash((uint8_t*) &state, sizeof(ShaderState));
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qemu_mutex_lock(&pg->shader_cache_lock);
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LruNode *node = lru_lookup(&pg->shader_cache, shader_state_hash, &state);
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ShaderLruNode *snode = container_of(node, ShaderLruNode, node);
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if (snode->binding || shader_load_from_memory(snode)) {
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pg->shader_binding = snode->binding;
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} else {
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pg->shader_binding = generate_shaders(&state);
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nv2a_profile_inc_counter(NV2A_PROF_SHADER_GEN);
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/* cache it */
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ShaderState *cache_state = (ShaderState *)g_malloc(sizeof(*cache_state));
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memcpy(cache_state, &state, sizeof(*cache_state));
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g_hash_table_insert(pg->shader_cache, cache_state,
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(gpointer)pg->shader_binding);
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snode->binding = pg->shader_binding;
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if (g_config.perf.cache_shaders) {
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shader_cache_to_disk(snode);
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}
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}
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qemu_mutex_unlock(&pg->shader_cache_lock);
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binding_changed = (pg->shader_binding != old_binding);
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if (binding_changed) {
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nv2a_profile_inc_counter(NV2A_PROF_SHADER_BIND);
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@ -7649,17 +7657,6 @@ static bool texture_cache_entry_compare(Lru *lru, LruNode *node, void *key)
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return memcmp(&tnode->key, key, sizeof(TextureKey));
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}
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/* hash and equality for shader cache hash table */
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static guint shader_hash(gconstpointer key)
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{
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return fast_hash((const uint8_t *)key, sizeof(ShaderState));
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}
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static gboolean shader_equal(gconstpointer a, gconstpointer b)
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{
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const ShaderState *as = (const ShaderState *)a, *bs = (const ShaderState *)b;
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return memcmp(as, bs, sizeof(ShaderState)) == 0;
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}
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static unsigned int kelvin_map_stencil_op(uint32_t parameter)
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{
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unsigned int op;
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@ -25,6 +25,9 @@
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#include "shaders_common.h"
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#include "shaders.h"
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#include "nv2a_int.h"
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#include "ui/xemu-settings.h"
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#include "xemu-version.h"
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void mstring_append_fmt(MString *qstring, const char *fmt, ...)
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{
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@ -71,6 +74,37 @@ void mstring_append_va(MString *qstring, const char *fmt, va_list va)
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g_free(buf);
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}
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GLenum get_gl_primitive_mode(enum ShaderPolygonMode polygon_mode, enum ShaderPrimitiveMode primitive_mode)
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{
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if (polygon_mode == POLY_MODE_POINT) {
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return GL_POINTS;
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}
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switch (primitive_mode) {
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case PRIM_TYPE_POINTS: return GL_POINTS;
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case PRIM_TYPE_LINES: return GL_LINES;
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case PRIM_TYPE_LINE_LOOP: return GL_LINE_LOOP;
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case PRIM_TYPE_LINE_STRIP: return GL_LINE_STRIP;
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case PRIM_TYPE_TRIANGLES: return GL_TRIANGLES;
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case PRIM_TYPE_TRIANGLE_STRIP: return GL_TRIANGLE_STRIP;
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case PRIM_TYPE_TRIANGLE_FAN: return GL_TRIANGLE_FAN;
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case PRIM_TYPE_QUADS: return GL_LINES_ADJACENCY;
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case PRIM_TYPE_QUAD_STRIP: return GL_LINE_STRIP_ADJACENCY;
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case PRIM_TYPE_POLYGON:
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if (polygon_mode == POLY_MODE_LINE) {
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return GL_LINE_LOOP;
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} else if (polygon_mode == POLY_MODE_FILL) {
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return GL_TRIANGLE_FAN;
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}
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assert(!"PRIM_TYPE_POLYGON with invalid polygon_mode");
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return 0;
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default:
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assert(!"Invalid primitive_mode");
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return 0;
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}
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}
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static MString* generate_geometry_shader(
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enum ShaderPolygonMode polygon_front_mode,
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enum ShaderPolygonMode polygon_back_mode,
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@ -78,14 +112,14 @@ static MString* generate_geometry_shader(
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GLenum *gl_primitive_mode,
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bool smooth_shading)
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{
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/* FIXME: Missing support for 2-sided-poly mode */
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assert(polygon_front_mode == polygon_back_mode);
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enum ShaderPolygonMode polygon_mode = polygon_front_mode;
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*gl_primitive_mode = get_gl_primitive_mode(polygon_mode, primitive_mode);
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/* POINT mode shouldn't require any special work */
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if (polygon_mode == POLY_MODE_POINT) {
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*gl_primitive_mode = GL_POINTS;
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return NULL;
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}
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@ -94,12 +128,11 @@ static MString* generate_geometry_shader(
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const char *layout_out = NULL;
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const char *body = NULL;
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switch (primitive_mode) {
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case PRIM_TYPE_POINTS: *gl_primitive_mode = GL_POINTS; return NULL;
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case PRIM_TYPE_LINES: *gl_primitive_mode = GL_LINES; return NULL;
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case PRIM_TYPE_LINE_LOOP: *gl_primitive_mode = GL_LINE_LOOP; return NULL;
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case PRIM_TYPE_LINE_STRIP: *gl_primitive_mode = GL_LINE_STRIP; return NULL;
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case PRIM_TYPE_POINTS: return NULL;
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case PRIM_TYPE_LINES: return NULL;
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case PRIM_TYPE_LINE_LOOP: return NULL;
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case PRIM_TYPE_LINE_STRIP: return NULL;
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case PRIM_TYPE_TRIANGLES:
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*gl_primitive_mode = GL_TRIANGLES;
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if (polygon_mode == POLY_MODE_FILL) { return NULL; }
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assert(polygon_mode == POLY_MODE_LINE);
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layout_in = "layout(triangles) in;\n";
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@ -111,7 +144,6 @@ static MString* generate_geometry_shader(
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" EndPrimitive();\n";
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break;
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case PRIM_TYPE_TRIANGLE_STRIP:
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*gl_primitive_mode = GL_TRIANGLE_STRIP;
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if (polygon_mode == POLY_MODE_FILL) { return NULL; }
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assert(polygon_mode == POLY_MODE_LINE);
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layout_in = "layout(triangles) in;\n";
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@ -133,7 +165,6 @@ static MString* generate_geometry_shader(
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" EndPrimitive();\n";
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break;
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case PRIM_TYPE_TRIANGLE_FAN:
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*gl_primitive_mode = GL_TRIANGLE_FAN;
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if (polygon_mode == POLY_MODE_FILL) { return NULL; }
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assert(polygon_mode == POLY_MODE_LINE);
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layout_in = "layout(triangles) in;\n";
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@ -147,7 +178,6 @@ static MString* generate_geometry_shader(
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" EndPrimitive();\n";
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break;
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case PRIM_TYPE_QUADS:
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*gl_primitive_mode = GL_LINES_ADJACENCY;
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layout_in = "layout(lines_adjacency) in;\n";
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if (polygon_mode == POLY_MODE_LINE) {
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layout_out = "layout(line_strip, max_vertices = 5) out;\n";
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@ -170,7 +200,6 @@ static MString* generate_geometry_shader(
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}
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break;
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case PRIM_TYPE_QUAD_STRIP:
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*gl_primitive_mode = GL_LINE_STRIP_ADJACENCY;
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layout_in = "layout(lines_adjacency) in;\n";
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if (polygon_mode == POLY_MODE_LINE) {
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layout_out = "layout(line_strip, max_vertices = 5) out;\n";
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@ -198,11 +227,9 @@ static MString* generate_geometry_shader(
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break;
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case PRIM_TYPE_POLYGON:
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if (polygon_mode == POLY_MODE_LINE) {
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*gl_primitive_mode = GL_LINE_LOOP;
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return NULL;
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}
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if (polygon_mode == POLY_MODE_FILL) {
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*gl_primitive_mode = GL_TRIANGLE_FAN;
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if (smooth_shading) {
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return NULL;
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}
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@ -291,7 +318,6 @@ static void append_skinning_code(MString* str, bool mix,
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const char* output, const char* input,
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const char* matrix, const char* swizzle)
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{
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if (count == 0) {
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mstring_append_fmt(str, "%s %s = (%s * %s0).%s;\n",
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type, output, input, matrix, swizzle);
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@ -999,11 +1025,107 @@ static GLuint create_gl_shader(GLenum gl_shader_type,
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return shader;
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}
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ShaderBinding *generate_shaders(const ShaderState *state)
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void update_shader_constant_locations(ShaderBinding *binding, const ShaderState *state)
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{
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int i, j;
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char tmp[64];
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/* set texture samplers */
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for (i = 0; i < NV2A_MAX_TEXTURES; i++) {
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char samplerName[16];
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snprintf(samplerName, sizeof(samplerName), "texSamp%d", i);
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GLint texSampLoc = glGetUniformLocation(binding->gl_program, samplerName);
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if (texSampLoc >= 0) {
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glUniform1i(texSampLoc, i);
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}
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}
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/* validate the program */
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glValidateProgram(binding->gl_program);
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GLint valid = 0;
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glGetProgramiv(binding->gl_program, GL_VALIDATE_STATUS, &valid);
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if (!valid) {
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GLchar log[1024];
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glGetProgramInfoLog(binding->gl_program, 1024, NULL, log);
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fprintf(stderr, "nv2a: shader validation failed: %s\n", log);
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abort();
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}
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/* lookup fragment shader uniforms */
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for (i = 0; i < 9; i++) {
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for (j = 0; j < 2; j++) {
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snprintf(tmp, sizeof(tmp), "c%d_%d", j, i);
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binding->psh_constant_loc[i][j] = glGetUniformLocation(binding->gl_program, tmp);
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}
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}
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binding->alpha_ref_loc = glGetUniformLocation(binding->gl_program, "alphaRef");
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for (i = 1; i < NV2A_MAX_TEXTURES; i++) {
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snprintf(tmp, sizeof(tmp), "bumpMat%d", i);
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binding->bump_mat_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
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snprintf(tmp, sizeof(tmp), "bumpScale%d", i);
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binding->bump_scale_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
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snprintf(tmp, sizeof(tmp), "bumpOffset%d", i);
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binding->bump_offset_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
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}
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for (int i = 0; i < NV2A_MAX_TEXTURES; i++) {
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snprintf(tmp, sizeof(tmp), "texScale%d", i);
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binding->tex_scale_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
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}
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/* lookup vertex shader uniforms */
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for(i = 0; i < NV2A_VERTEXSHADER_CONSTANTS; i++) {
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snprintf(tmp, sizeof(tmp), "c[%d]", i);
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binding->vsh_constant_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
|
||||
}
|
||||
binding->surface_size_loc = glGetUniformLocation(binding->gl_program, "surfaceSize");
|
||||
binding->clip_range_loc = glGetUniformLocation(binding->gl_program, "clipRange");
|
||||
binding->fog_color_loc = glGetUniformLocation(binding->gl_program, "fogColor");
|
||||
binding->fog_param_loc[0] = glGetUniformLocation(binding->gl_program, "fogParam[0]");
|
||||
binding->fog_param_loc[1] = glGetUniformLocation(binding->gl_program, "fogParam[1]");
|
||||
|
||||
binding->inv_viewport_loc = glGetUniformLocation(binding->gl_program, "invViewport");
|
||||
for (i = 0; i < NV2A_LTCTXA_COUNT; i++) {
|
||||
snprintf(tmp, sizeof(tmp), "ltctxa[%d]", i);
|
||||
binding->ltctxa_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
|
||||
}
|
||||
for (i = 0; i < NV2A_LTCTXB_COUNT; i++) {
|
||||
snprintf(tmp, sizeof(tmp), "ltctxb[%d]", i);
|
||||
binding->ltctxb_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
|
||||
}
|
||||
for (i = 0; i < NV2A_LTC1_COUNT; i++) {
|
||||
snprintf(tmp, sizeof(tmp), "ltc1[%d]", i);
|
||||
binding->ltc1_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
|
||||
}
|
||||
for (i = 0; i < NV2A_MAX_LIGHTS; i++) {
|
||||
snprintf(tmp, sizeof(tmp), "lightInfiniteHalfVector%d", i);
|
||||
binding->light_infinite_half_vector_loc[i] =
|
||||
glGetUniformLocation(binding->gl_program, tmp);
|
||||
snprintf(tmp, sizeof(tmp), "lightInfiniteDirection%d", i);
|
||||
binding->light_infinite_direction_loc[i] =
|
||||
glGetUniformLocation(binding->gl_program, tmp);
|
||||
|
||||
snprintf(tmp, sizeof(tmp), "lightLocalPosition%d", i);
|
||||
binding->light_local_position_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
|
||||
snprintf(tmp, sizeof(tmp), "lightLocalAttenuation%d", i);
|
||||
binding->light_local_attenuation_loc[i] =
|
||||
glGetUniformLocation(binding->gl_program, tmp);
|
||||
}
|
||||
for (i = 0; i < 8; i++) {
|
||||
snprintf(tmp, sizeof(tmp), "clipRegion[%d]", i);
|
||||
binding->clip_region_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
|
||||
}
|
||||
|
||||
if (state->fixed_function) {
|
||||
binding->material_alpha_loc =
|
||||
glGetUniformLocation(binding->gl_program, "material_alpha");
|
||||
} else {
|
||||
binding->material_alpha_loc = -1;
|
||||
}
|
||||
}
|
||||
|
||||
ShaderBinding *generate_shaders(const ShaderState *state)
|
||||
{
|
||||
char *previous_numeric_locale = setlocale(LC_NUMERIC, NULL);
|
||||
if (previous_numeric_locale) {
|
||||
previous_numeric_locale = g_strdup(previous_numeric_locale);
|
||||
@ -1011,10 +1133,9 @@ ShaderBinding *generate_shaders(const ShaderState *state)
|
||||
|
||||
/* Ensure numeric values are printed with '.' radix, no grouping */
|
||||
setlocale(LC_NUMERIC, "C");
|
||||
|
||||
GLuint program = glCreateProgram();
|
||||
|
||||
/* Create an option geometry shader and find primitive type */
|
||||
/* Create an optional geometry shader and find primitive type */
|
||||
GLenum gl_primitive_mode;
|
||||
MString* geometry_shader_code =
|
||||
generate_geometry_shader(state->polygon_front_mode,
|
||||
@ -1064,102 +1185,11 @@ ShaderBinding *generate_shaders(const ShaderState *state)
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
/* set texture samplers */
|
||||
for (i = 0; i < NV2A_MAX_TEXTURES; i++) {
|
||||
char samplerName[16];
|
||||
snprintf(samplerName, sizeof(samplerName), "texSamp%d", i);
|
||||
GLint texSampLoc = glGetUniformLocation(program, samplerName);
|
||||
if (texSampLoc >= 0) {
|
||||
glUniform1i(texSampLoc, i);
|
||||
}
|
||||
}
|
||||
|
||||
/* validate the program */
|
||||
glValidateProgram(program);
|
||||
GLint valid = 0;
|
||||
glGetProgramiv(program, GL_VALIDATE_STATUS, &valid);
|
||||
if (!valid) {
|
||||
GLchar log[1024];
|
||||
glGetProgramInfoLog(program, 1024, NULL, log);
|
||||
fprintf(stderr, "nv2a: shader validation failed: %s\n", log);
|
||||
abort();
|
||||
}
|
||||
|
||||
ShaderBinding* ret = g_malloc0(sizeof(ShaderBinding));
|
||||
ret->gl_program = program;
|
||||
ret->gl_primitive_mode = gl_primitive_mode;
|
||||
|
||||
/* lookup fragment shader uniforms */
|
||||
for (i = 0; i < 9; i++) {
|
||||
for (j = 0; j < 2; j++) {
|
||||
snprintf(tmp, sizeof(tmp), "c%d_%d", j, i);
|
||||
ret->psh_constant_loc[i][j] = glGetUniformLocation(program, tmp);
|
||||
}
|
||||
}
|
||||
ret->alpha_ref_loc = glGetUniformLocation(program, "alphaRef");
|
||||
for (i = 1; i < NV2A_MAX_TEXTURES; i++) {
|
||||
snprintf(tmp, sizeof(tmp), "bumpMat%d", i);
|
||||
ret->bump_mat_loc[i] = glGetUniformLocation(program, tmp);
|
||||
snprintf(tmp, sizeof(tmp), "bumpScale%d", i);
|
||||
ret->bump_scale_loc[i] = glGetUniformLocation(program, tmp);
|
||||
snprintf(tmp, sizeof(tmp), "bumpOffset%d", i);
|
||||
ret->bump_offset_loc[i] = glGetUniformLocation(program, tmp);
|
||||
}
|
||||
|
||||
for (int i = 0; i < NV2A_MAX_TEXTURES; i++) {
|
||||
snprintf(tmp, sizeof(tmp), "texScale%d", i);
|
||||
ret->tex_scale_loc[i] = glGetUniformLocation(program, tmp);
|
||||
}
|
||||
|
||||
/* lookup vertex shader uniforms */
|
||||
for(i = 0; i < NV2A_VERTEXSHADER_CONSTANTS; i++) {
|
||||
snprintf(tmp, sizeof(tmp), "c[%d]", i);
|
||||
ret->vsh_constant_loc[i] = glGetUniformLocation(program, tmp);
|
||||
}
|
||||
ret->surface_size_loc = glGetUniformLocation(program, "surfaceSize");
|
||||
ret->clip_range_loc = glGetUniformLocation(program, "clipRange");
|
||||
ret->fog_color_loc = glGetUniformLocation(program, "fogColor");
|
||||
ret->fog_param_loc[0] = glGetUniformLocation(program, "fogParam[0]");
|
||||
ret->fog_param_loc[1] = glGetUniformLocation(program, "fogParam[1]");
|
||||
|
||||
ret->inv_viewport_loc = glGetUniformLocation(program, "invViewport");
|
||||
for (i = 0; i < NV2A_LTCTXA_COUNT; i++) {
|
||||
snprintf(tmp, sizeof(tmp), "ltctxa[%d]", i);
|
||||
ret->ltctxa_loc[i] = glGetUniformLocation(program, tmp);
|
||||
}
|
||||
for (i = 0; i < NV2A_LTCTXB_COUNT; i++) {
|
||||
snprintf(tmp, sizeof(tmp), "ltctxb[%d]", i);
|
||||
ret->ltctxb_loc[i] = glGetUniformLocation(program, tmp);
|
||||
}
|
||||
for (i = 0; i < NV2A_LTC1_COUNT; i++) {
|
||||
snprintf(tmp, sizeof(tmp), "ltc1[%d]", i);
|
||||
ret->ltc1_loc[i] = glGetUniformLocation(program, tmp);
|
||||
}
|
||||
for (i = 0; i < NV2A_MAX_LIGHTS; i++) {
|
||||
snprintf(tmp, sizeof(tmp), "lightInfiniteHalfVector%d", i);
|
||||
ret->light_infinite_half_vector_loc[i] =
|
||||
glGetUniformLocation(program, tmp);
|
||||
snprintf(tmp, sizeof(tmp), "lightInfiniteDirection%d", i);
|
||||
ret->light_infinite_direction_loc[i] =
|
||||
glGetUniformLocation(program, tmp);
|
||||
|
||||
snprintf(tmp, sizeof(tmp), "lightLocalPosition%d", i);
|
||||
ret->light_local_position_loc[i] = glGetUniformLocation(program, tmp);
|
||||
snprintf(tmp, sizeof(tmp), "lightLocalAttenuation%d", i);
|
||||
ret->light_local_attenuation_loc[i] =
|
||||
glGetUniformLocation(program, tmp);
|
||||
}
|
||||
for (i = 0; i < 8; i++) {
|
||||
snprintf(tmp, sizeof(tmp), "clipRegion[%d]", i);
|
||||
ret->clip_region_loc[i] = glGetUniformLocation(program, tmp);
|
||||
}
|
||||
|
||||
if (state->fixed_function) {
|
||||
ret->material_alpha_loc =
|
||||
glGetUniformLocation(program, "material_alpha");
|
||||
} else {
|
||||
ret->material_alpha_loc = -1;
|
||||
}
|
||||
update_shader_constant_locations(ret, state);
|
||||
|
||||
if (previous_numeric_locale) {
|
||||
setlocale(LC_NUMERIC, previous_numeric_locale);
|
||||
@ -1168,3 +1198,399 @@ ShaderBinding *generate_shaders(const ShaderState *state)
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
static const char *shader_gl_vendor = NULL;
|
||||
|
||||
static void shader_create_cache_folder(void)
|
||||
{
|
||||
char *shader_path = g_strdup_printf("%sshaders", xemu_settings_get_base_path());
|
||||
qemu_mkdir(shader_path);
|
||||
g_free(shader_path);
|
||||
}
|
||||
|
||||
static char *shader_get_lru_cache_path(void)
|
||||
{
|
||||
return g_strdup_printf("%s/shader_cache_list", xemu_settings_get_base_path());
|
||||
}
|
||||
|
||||
static void shader_write_lru_list_entry_to_disk(Lru *lru, LruNode *node, void *opaque)
|
||||
{
|
||||
FILE *lru_list_file = (FILE*) opaque;
|
||||
size_t written = fwrite(&node->hash, sizeof(uint64_t), 1, lru_list_file);
|
||||
if (written != 1) {
|
||||
fprintf(stderr, "nv2a: Failed to write shader list entry %llx to disk\n",
|
||||
(unsigned long long) node->hash);
|
||||
}
|
||||
}
|
||||
|
||||
void shader_write_cache_reload_list(PGRAPHState *pg)
|
||||
{
|
||||
if (!g_config.perf.cache_shaders) {
|
||||
qatomic_set(&pg->shader_cache_writeback_pending, false);
|
||||
qemu_event_set(&pg->shader_cache_writeback_complete);
|
||||
return;
|
||||
}
|
||||
|
||||
char *shader_lru_path = shader_get_lru_cache_path();
|
||||
qemu_thread_join(&pg->shader_disk_thread);
|
||||
|
||||
FILE *lru_list = qemu_fopen(shader_lru_path, "wb");
|
||||
g_free(shader_lru_path);
|
||||
if (!lru_list) {
|
||||
fprintf(stderr, "nv2a: Failed to open shader LRU cache for writing\n");
|
||||
return;
|
||||
}
|
||||
|
||||
lru_visit_active(&pg->shader_cache, shader_write_lru_list_entry_to_disk, lru_list);
|
||||
fclose(lru_list);
|
||||
|
||||
lru_flush(&pg->shader_cache);
|
||||
|
||||
qatomic_set(&pg->shader_cache_writeback_pending, false);
|
||||
qemu_event_set(&pg->shader_cache_writeback_complete);
|
||||
}
|
||||
|
||||
bool shader_load_from_memory(ShaderLruNode *snode)
|
||||
{
|
||||
assert(glGetError() == GL_NO_ERROR);
|
||||
|
||||
if (!snode->program) {
|
||||
return false;
|
||||
}
|
||||
|
||||
GLuint gl_program = glCreateProgram();
|
||||
glProgramBinary(gl_program, snode->program_format, snode->program, snode->program_size);
|
||||
GLint gl_error = glGetError();
|
||||
if (gl_error != GL_NO_ERROR) {
|
||||
NV2A_DPRINTF("failed to load shader binary from disk: GL error code %d\n", gl_error);
|
||||
glDeleteProgram(gl_program);
|
||||
return false;
|
||||
}
|
||||
|
||||
glValidateProgram(gl_program);
|
||||
GLint valid = 0;
|
||||
glGetProgramiv(gl_program, GL_VALIDATE_STATUS, &valid);
|
||||
if (!valid) {
|
||||
GLchar log[1024];
|
||||
glGetProgramInfoLog(gl_program, 1024, NULL, log);
|
||||
NV2A_DPRINTF("failed to load shader binary from disk: %s\n", log);
|
||||
glDeleteProgram(gl_program);
|
||||
return false;
|
||||
}
|
||||
|
||||
glUseProgram(gl_program);
|
||||
|
||||
ShaderBinding* binding = g_malloc0(sizeof(ShaderBinding));
|
||||
binding->gl_program = gl_program;
|
||||
binding->gl_primitive_mode = get_gl_primitive_mode(snode->state.polygon_front_mode,
|
||||
snode->state.primitive_mode);
|
||||
snode->binding = binding;
|
||||
|
||||
g_free(snode->program);
|
||||
snode->program = NULL;
|
||||
|
||||
update_shader_constant_locations(binding, &snode->state);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static char *shader_get_bin_directory(uint64_t hash)
|
||||
{
|
||||
const char *cfg_dir = xemu_settings_get_base_path();
|
||||
uint64_t bin_mask = 0xffffUL << 48;
|
||||
char *shader_bin_dir = g_strdup_printf("%s/shaders/%04lx",
|
||||
cfg_dir, (hash & bin_mask) >> 48);
|
||||
return shader_bin_dir;
|
||||
}
|
||||
|
||||
static char *shader_get_binary_path(const char *shader_bin_dir, uint64_t hash)
|
||||
{
|
||||
uint64_t bin_mask = 0xffffUL << 48;
|
||||
return g_strdup_printf("%s/%012lx", shader_bin_dir,
|
||||
hash & (~bin_mask));
|
||||
}
|
||||
|
||||
static void shader_load_from_disk(PGRAPHState *pg, uint64_t hash)
|
||||
{
|
||||
char *shader_bin_dir = shader_get_bin_directory(hash);
|
||||
char *shader_path = shader_get_binary_path(shader_bin_dir, hash);
|
||||
char *cached_xemu_version = NULL;
|
||||
char *cached_gl_vendor = NULL;
|
||||
void *program_buffer = NULL;
|
||||
|
||||
uint64_t cached_xemu_version_len;
|
||||
uint64_t gl_vendor_len;
|
||||
GLenum program_binary_format;
|
||||
ShaderState state;
|
||||
size_t shader_size;
|
||||
|
||||
g_free(shader_bin_dir);
|
||||
|
||||
qemu_mutex_lock(&pg->shader_cache_lock);
|
||||
if (lru_contains_hash(&pg->shader_cache, hash)) {
|
||||
qemu_mutex_unlock(&pg->shader_cache_lock);
|
||||
return;
|
||||
}
|
||||
qemu_mutex_unlock(&pg->shader_cache_lock);
|
||||
|
||||
FILE *shader_file = qemu_fopen(shader_path, "rb");
|
||||
if (!shader_file) {
|
||||
goto error;
|
||||
}
|
||||
|
||||
size_t nread;
|
||||
#define READ_OR_ERR(data, data_len) \
|
||||
do { \
|
||||
nread = fread(data, data_len, 1, shader_file); \
|
||||
if (nread != 1) { \
|
||||
fclose(shader_file); \
|
||||
goto error; \
|
||||
} \
|
||||
} while (0)
|
||||
|
||||
READ_OR_ERR(&cached_xemu_version_len, sizeof(cached_xemu_version_len));
|
||||
|
||||
cached_xemu_version = g_malloc(cached_xemu_version_len +1);
|
||||
READ_OR_ERR(cached_xemu_version, cached_xemu_version_len);
|
||||
if (strcmp(cached_xemu_version, xemu_version) != 0) {
|
||||
fclose(shader_file);
|
||||
goto error;
|
||||
}
|
||||
|
||||
READ_OR_ERR(&gl_vendor_len, sizeof(gl_vendor_len));
|
||||
|
||||
cached_gl_vendor = g_malloc(gl_vendor_len);
|
||||
READ_OR_ERR(cached_gl_vendor, gl_vendor_len);
|
||||
if (strcmp(cached_gl_vendor, shader_gl_vendor) != 0) {
|
||||
fclose(shader_file);
|
||||
goto error;
|
||||
}
|
||||
|
||||
READ_OR_ERR(&program_binary_format, sizeof(program_binary_format));
|
||||
READ_OR_ERR(&state, sizeof(state));
|
||||
READ_OR_ERR(&shader_size, sizeof(shader_size));
|
||||
|
||||
program_buffer = g_malloc(shader_size);
|
||||
READ_OR_ERR(program_buffer, shader_size);
|
||||
|
||||
#undef READ_OR_ERR
|
||||
|
||||
fclose(shader_file);
|
||||
g_free(shader_path);
|
||||
g_free(cached_xemu_version);
|
||||
g_free(cached_gl_vendor);
|
||||
|
||||
qemu_mutex_lock(&pg->shader_cache_lock);
|
||||
LruNode *node = lru_lookup(&pg->shader_cache, hash, &state);
|
||||
ShaderLruNode *snode = container_of(node, ShaderLruNode, node);
|
||||
|
||||
/* If we happened to regenerate this shader already, then we may as well use the new one */
|
||||
if (snode->binding) {
|
||||
qemu_mutex_unlock(&pg->shader_cache_lock);
|
||||
return;
|
||||
}
|
||||
|
||||
snode->program_format = program_binary_format;
|
||||
snode->program_size = shader_size;
|
||||
snode->program = program_buffer;
|
||||
snode->cached = true;
|
||||
qemu_mutex_unlock(&pg->shader_cache_lock);
|
||||
return;
|
||||
|
||||
error:
|
||||
/* Delete the shader so it won't be loaded again */
|
||||
qemu_unlink(shader_path);
|
||||
g_free(shader_path);
|
||||
g_free(program_buffer);
|
||||
g_free(cached_xemu_version);
|
||||
g_free(cached_gl_vendor);
|
||||
}
|
||||
|
||||
static void *shader_reload_lru_from_disk(void *arg)
|
||||
{
|
||||
if (!g_config.perf.cache_shaders) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
PGRAPHState *pg = (PGRAPHState*) arg;
|
||||
char *shader_lru_path = shader_get_lru_cache_path();
|
||||
|
||||
FILE *lru_shaders_list = qemu_fopen(shader_lru_path, "rb");
|
||||
g_free(shader_lru_path);
|
||||
if (!lru_shaders_list) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
uint64_t hash;
|
||||
while (fread(&hash, sizeof(uint64_t), 1, lru_shaders_list) == 1) {
|
||||
shader_load_from_disk(pg, hash);
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
static void shader_cache_entry_init(Lru *lru, LruNode *node, void *state)
|
||||
{
|
||||
ShaderLruNode *snode = container_of(node, ShaderLruNode, node);
|
||||
memcpy(&snode->state, state, sizeof(ShaderState));
|
||||
snode->cached = false;
|
||||
snode->binding = NULL;
|
||||
snode->program = NULL;
|
||||
snode->save_thread = NULL;
|
||||
}
|
||||
|
||||
static void shader_cache_entry_post_evict(Lru *lru, LruNode *node)
|
||||
{
|
||||
ShaderLruNode *snode = container_of(node, ShaderLruNode, node);
|
||||
|
||||
if (snode->save_thread) {
|
||||
qemu_thread_join(snode->save_thread);
|
||||
g_free(snode->save_thread);
|
||||
}
|
||||
|
||||
if (snode->binding) {
|
||||
glDeleteProgram(snode->binding->gl_program);
|
||||
g_free(snode->binding);
|
||||
}
|
||||
|
||||
if (snode->program) {
|
||||
g_free(snode->program);
|
||||
}
|
||||
|
||||
snode->cached = false;
|
||||
snode->save_thread = NULL;
|
||||
snode->binding = NULL;
|
||||
snode->program = NULL;
|
||||
memset(&snode->state, 0, sizeof(ShaderState));
|
||||
}
|
||||
|
||||
static bool shader_cache_entry_compare(Lru *lru, LruNode *node, void *key)
|
||||
{
|
||||
ShaderLruNode *snode = container_of(node, ShaderLruNode, node);
|
||||
return memcmp(&snode->state, key, sizeof(ShaderState));
|
||||
}
|
||||
|
||||
void shader_cache_init(PGRAPHState *pg)
|
||||
{
|
||||
if (!shader_gl_vendor) {
|
||||
shader_gl_vendor = (const char *) glGetString(GL_VENDOR);
|
||||
}
|
||||
|
||||
shader_create_cache_folder();
|
||||
|
||||
/* FIXME: Make this configurable */
|
||||
const size_t shader_cache_size = 50*1024;
|
||||
lru_init(&pg->shader_cache);
|
||||
pg->shader_cache_entries = malloc(shader_cache_size * sizeof(ShaderLruNode));
|
||||
assert(pg->shader_cache_entries != NULL);
|
||||
for (int i = 0; i < shader_cache_size; i++) {
|
||||
lru_add_free(&pg->shader_cache, &pg->shader_cache_entries[i].node);
|
||||
}
|
||||
|
||||
pg->shader_cache.init_node = shader_cache_entry_init;
|
||||
pg->shader_cache.compare_nodes = shader_cache_entry_compare;
|
||||
pg->shader_cache.post_node_evict = shader_cache_entry_post_evict;
|
||||
|
||||
qemu_thread_create(&pg->shader_disk_thread, "pgraph.shader_cache",
|
||||
shader_reload_lru_from_disk, pg, QEMU_THREAD_JOINABLE);
|
||||
}
|
||||
|
||||
static void *shader_write_to_disk(void *arg)
|
||||
{
|
||||
ShaderLruNode *snode = (ShaderLruNode*) arg;
|
||||
|
||||
char *shader_bin = shader_get_bin_directory(snode->node.hash);
|
||||
char *shader_path = shader_get_binary_path(shader_bin, snode->node.hash);
|
||||
|
||||
static uint64_t gl_vendor_len;
|
||||
if (gl_vendor_len == 0) {
|
||||
gl_vendor_len = (uint64_t) (strlen(shader_gl_vendor) + 1);
|
||||
}
|
||||
|
||||
static uint64_t xemu_version_len = 0;
|
||||
if (xemu_version_len == 0) {
|
||||
xemu_version_len = (uint64_t) (strlen(xemu_version) + 1);
|
||||
}
|
||||
|
||||
qemu_mkdir(shader_bin);
|
||||
g_free(shader_bin);
|
||||
|
||||
FILE *shader_file = qemu_fopen(shader_path, "wb");
|
||||
if (!shader_file) {
|
||||
goto error;
|
||||
}
|
||||
|
||||
size_t written;
|
||||
#define WRITE_OR_ERR(data, data_size) \
|
||||
do { \
|
||||
written = fwrite(data, data_size, 1, shader_file); \
|
||||
if (written != 1) { \
|
||||
fclose(shader_file); \
|
||||
goto error; \
|
||||
} \
|
||||
} while (0)
|
||||
|
||||
WRITE_OR_ERR(&xemu_version_len, sizeof(xemu_version_len));
|
||||
WRITE_OR_ERR(xemu_version, xemu_version_len);
|
||||
|
||||
WRITE_OR_ERR(&gl_vendor_len, sizeof(gl_vendor_len));
|
||||
WRITE_OR_ERR(shader_gl_vendor, gl_vendor_len);
|
||||
|
||||
WRITE_OR_ERR(&snode->program_format, sizeof(snode->program_format));
|
||||
WRITE_OR_ERR(&snode->state, sizeof(snode->state));
|
||||
|
||||
WRITE_OR_ERR(&snode->program_size, sizeof(snode->program_size));
|
||||
WRITE_OR_ERR(snode->program, snode->program_size);
|
||||
|
||||
#undef WRITE_OR_ERR
|
||||
|
||||
fclose(shader_file);
|
||||
|
||||
g_free(shader_path);
|
||||
g_free(snode->program);
|
||||
snode->program = NULL;
|
||||
|
||||
return NULL;
|
||||
|
||||
error:
|
||||
fprintf(stderr, "nv2a: Failed to write shader binary file to %s\n", shader_path);
|
||||
qemu_unlink(shader_path);
|
||||
g_free(shader_path);
|
||||
g_free(snode->program);
|
||||
snode->program = NULL;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void shader_cache_to_disk(ShaderLruNode *snode)
|
||||
{
|
||||
if (!snode->binding || snode->cached) {
|
||||
return;
|
||||
}
|
||||
|
||||
GLint program_size;
|
||||
glGetProgramiv(snode->binding->gl_program, GL_PROGRAM_BINARY_LENGTH, &program_size);
|
||||
|
||||
if (snode->program) {
|
||||
g_free(snode->program);
|
||||
snode->program = NULL;
|
||||
}
|
||||
|
||||
/* program_size might be zero on some systems, if no binary formats are supported */
|
||||
if (program_size == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
snode->program = g_malloc(program_size);
|
||||
GLsizei program_size_copied;
|
||||
glGetProgramBinary(snode->binding->gl_program, program_size, &program_size_copied,
|
||||
&snode->program_format, snode->program);
|
||||
assert(glGetError() == GL_NO_ERROR);
|
||||
|
||||
snode->program_size = program_size_copied;
|
||||
snode->cached = true;
|
||||
|
||||
char name[24];
|
||||
snprintf(name, sizeof(name), "scache-%llx", (unsigned long long) snode->node.hash);
|
||||
snode->save_thread = g_malloc0(sizeof(QemuThread));
|
||||
qemu_thread_create(snode->save_thread, name, shader_write_to_disk, snode, QEMU_THREAD_JOINABLE);
|
||||
}
|
||||
|
@ -21,12 +21,14 @@
|
||||
#ifndef HW_NV2A_SHADERS_H
|
||||
#define HW_NV2A_SHADERS_H
|
||||
|
||||
#include "qemu/thread.h"
|
||||
#include "qapi/qmp/qstring.h"
|
||||
#include "gl/gloffscreen.h"
|
||||
|
||||
#include "nv2a_regs.h"
|
||||
#include "vsh.h"
|
||||
#include "psh.h"
|
||||
#include "lru.h"
|
||||
|
||||
enum ShaderPrimitiveMode {
|
||||
PRIM_TYPE_INVALID,
|
||||
@ -136,6 +138,26 @@ typedef struct ShaderBinding {
|
||||
GLint material_alpha_loc;
|
||||
} ShaderBinding;
|
||||
|
||||
typedef struct ShaderLruNode {
|
||||
LruNode node;
|
||||
bool cached;
|
||||
void *program;
|
||||
size_t program_size;
|
||||
GLenum program_format;
|
||||
ShaderState state;
|
||||
ShaderBinding *binding;
|
||||
QemuThread *save_thread;
|
||||
} ShaderLruNode;
|
||||
|
||||
typedef struct PGRAPHState PGRAPHState;
|
||||
|
||||
GLenum get_gl_primitive_mode(enum ShaderPolygonMode polygon_mode, enum ShaderPrimitiveMode primitive_mode);
|
||||
void update_shader_constant_locations(ShaderBinding *binding, const ShaderState *state);
|
||||
ShaderBinding *generate_shaders(const ShaderState *state);
|
||||
|
||||
void shader_cache_init(PGRAPHState *pg);
|
||||
void shader_write_cache_reload_list(PGRAPHState *pg);
|
||||
bool shader_load_from_memory(ShaderLruNode *snode);
|
||||
void shader_cache_to_disk(ShaderLruNode *snode);
|
||||
|
||||
#endif
|
||||
|
@ -584,6 +584,9 @@ int qemu_open(const char *name, int flags, Error **errp);
|
||||
int qemu_create(const char *name, int flags, mode_t mode, Error **errp);
|
||||
int qemu_close(int fd);
|
||||
int qemu_unlink(const char *name);
|
||||
#ifdef XBOX
|
||||
int qemu_mkdir(const char *path);
|
||||
#endif
|
||||
#ifndef _WIN32
|
||||
int qemu_dup_flags(int fd, int flags);
|
||||
int qemu_dup(int fd);
|
||||
|
@ -69,18 +69,32 @@ void xemu_settings_set_path(const char *path)
|
||||
fprintf(stderr, "%s: config path: %s\n", __func__, settings_path);
|
||||
}
|
||||
|
||||
const char *xemu_settings_get_path(void)
|
||||
const char *xemu_settings_get_base_path(void)
|
||||
{
|
||||
if (settings_path != NULL) {
|
||||
return settings_path;
|
||||
static const char *base_path = NULL;
|
||||
if (base_path != NULL) {
|
||||
return base_path;
|
||||
}
|
||||
|
||||
char *base = xemu_settings_detect_portable_mode()
|
||||
? SDL_GetBasePath()
|
||||
: SDL_GetPrefPath("xemu", "xemu");
|
||||
assert(base != NULL);
|
||||
settings_path = g_strdup_printf("%s%s", base, filename);
|
||||
base_path = g_strdup(base);
|
||||
SDL_free(base);
|
||||
fprintf(stderr, "%s: base path: %s\n", __func__, base_path);
|
||||
return base_path;
|
||||
}
|
||||
|
||||
const char *xemu_settings_get_path(void)
|
||||
{
|
||||
if (settings_path != NULL) {
|
||||
return settings_path;
|
||||
}
|
||||
|
||||
const char *base = xemu_settings_get_base_path();
|
||||
assert(base != NULL);
|
||||
settings_path = g_strdup_printf("%s%s", base, filename);
|
||||
fprintf(stderr, "%s: config path: %s\n", __func__, settings_path);
|
||||
return settings_path;
|
||||
}
|
||||
@ -92,12 +106,9 @@ const char *xemu_settings_get_default_eeprom_path(void)
|
||||
return eeprom_path;
|
||||
}
|
||||
|
||||
char *base = xemu_settings_detect_portable_mode()
|
||||
? SDL_GetBasePath()
|
||||
: SDL_GetPrefPath("xemu", "xemu");
|
||||
const char *base = xemu_settings_get_base_path();
|
||||
assert(base != NULL);
|
||||
eeprom_path = g_strdup_printf("%s%s", base, "eeprom.bin");
|
||||
SDL_free(base);
|
||||
return eeprom_path;
|
||||
}
|
||||
|
||||
|
@ -38,6 +38,9 @@ extern struct config g_config;
|
||||
// Override the default config file paths
|
||||
void xemu_settings_set_path(const char *path);
|
||||
|
||||
// Get the path of the base settings dir
|
||||
const char *xemu_settings_get_base_path(void);
|
||||
|
||||
// Get path of the config file on disk
|
||||
const char *xemu_settings_get_path(void);
|
||||
|
||||
|
@ -56,8 +56,8 @@ void MainMenuGeneralView::Draw()
|
||||
"Use hardware-accelerated floating point emulation (requires restart)");
|
||||
#endif
|
||||
|
||||
// toggle("Cache shaders to disk", &g_config.perf.cache_shaders,
|
||||
// "Reduce stutter in games by caching previously generated shaders");
|
||||
Toggle("Cache shaders to disk", &g_config.perf.cache_shaders,
|
||||
"Reduce stutter in games by caching previously generated shaders");
|
||||
|
||||
SectionTitle("Miscellaneous");
|
||||
Toggle("Skip startup animation", &g_config.general.skip_boot_anim,
|
||||
|
39
util/osdep.c
39
util/osdep.c
@ -451,9 +451,48 @@ int qemu_unlink(const char *name)
|
||||
return 0;
|
||||
}
|
||||
|
||||
#ifdef _WIN32
|
||||
wchar_t *namew = g_utf8_to_utf16(name, -1, NULL, NULL, NULL);
|
||||
if (!namew) {
|
||||
return -1;
|
||||
}
|
||||
int ret = _wunlink(namew);
|
||||
g_free(namew);
|
||||
return ret;
|
||||
#else
|
||||
return unlink(name);
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef XBOX
|
||||
|
||||
/*
|
||||
* Create a directory on the filesystem
|
||||
*
|
||||
* Returns: On success, zero is returned. On error, -1 is returned,
|
||||
* and errno is set appropriately.
|
||||
*/
|
||||
|
||||
int qemu_mkdir(const char *path)
|
||||
{
|
||||
#ifdef _WIN32
|
||||
wchar_t *wpath = g_utf8_to_utf16(path, -1, NULL, NULL, NULL);
|
||||
if (!wpath) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
BOOL dirResult = CreateDirectoryW(wpath, 0);
|
||||
g_free(wpath);
|
||||
if (!dirResult) {
|
||||
return -1;
|
||||
}
|
||||
#else
|
||||
return mkdir(path, S_IRWXU | S_IRWXG | S_IROTH | S_IXOTH);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
/*
|
||||
* A variant of write(2) which handles partial write.
|
||||
*
|
||||
|
Loading…
Reference in New Issue
Block a user