Files
ppsspp/GPU/GLES/ShaderManager.cpp
T
Henrik Rydgard 2430c283a5 More GPU cleaning, removing uses of GPUState.h where not needed.
Want to get rid of direct accesses to GPUState in modules that may be reused in
my future next-gen backends, that will reformat display lists into command lists that will
then be optimized and executed, out of sync with the real GPUState.

Candidate modules that may be reused in full are Framebuffer and Depal, possibly TextureCache to some degree.
2015-07-29 12:37:49 +02:00

859 lines
28 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#ifdef _WIN32
#define SHADERLOG
#endif
#ifdef SHADERLOG
#include "Common/CommonWindows.h"
#endif
#include <map>
#include "base/logging.h"
#include "math/math_util.h"
#include "gfx_es2/gl_state.h"
#include "math/lin/matrix4x4.h"
#include "profiler/profiler.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "GPU/Math3D.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/GLES/ShaderManager.h"
#include "GPU/GLES/TransformPipeline.h"
#include "UI/OnScreenDisplay.h"
#include "Framebuffer.h"
#include "i18n/i18n.h"
Shader::Shader(const char *code, uint32_t shaderType, bool useHWTransform, const ShaderID &shaderID) : failed_(false), useHWTransform_(useHWTransform), id_(shaderID) {
PROFILE_THIS_SCOPE("shadercomp");
source_ = code;
#ifdef SHADERLOG
OutputDebugStringUTF8(code);
#endif
shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &code, 0);
glCompileShader(shader);
GLint success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
#define MAX_INFO_LOG_SIZE 2048
GLchar infoLog[MAX_INFO_LOG_SIZE];
GLsizei len;
glGetShaderInfoLog(shader, MAX_INFO_LOG_SIZE, &len, infoLog);
infoLog[len] = '\0';
#ifdef ANDROID
ELOG("Error in shader compilation! %s\n", infoLog);
ELOG("Shader source:\n%s\n", (const char *)code);
#endif
ERROR_LOG(G3D, "Error in shader compilation!\n");
ERROR_LOG(G3D, "Info log: %s\n", infoLog);
ERROR_LOG(G3D, "Shader source:\n%s\n", (const char *)code);
Reporting::ReportMessage("Error in shader compilation: info: %s / code: %s", infoLog, (const char *)code);
#ifdef SHADERLOG
OutputDebugStringUTF8(infoLog);
#endif
failed_ = true;
shader = 0;
} else {
DEBUG_LOG(G3D, "Compiled shader:\n%s\n", (const char *)code);
}
}
Shader::~Shader() {
if (shader)
glDeleteShader(shader);
}
LinkedShader::LinkedShader(Shader *vs, Shader *fs, u32 vertType, bool useHWTransform, LinkedShader *previous)
: useHWTransform_(useHWTransform), program(0), dirtyUniforms(0) {
PROFILE_THIS_SCOPE("shaderlink");
program = glCreateProgram();
vs_ = vs;
glAttachShader(program, vs->shader);
glAttachShader(program, fs->shader);
// Bind attribute locations to fixed locations so that they're
// the same in all shaders. We use this later to minimize the calls to
// glEnableVertexAttribArray and glDisableVertexAttribArray.
glBindAttribLocation(program, ATTR_POSITION, "position");
glBindAttribLocation(program, ATTR_TEXCOORD, "texcoord");
glBindAttribLocation(program, ATTR_NORMAL, "normal");
glBindAttribLocation(program, ATTR_W1, "w1");
glBindAttribLocation(program, ATTR_W2, "w2");
glBindAttribLocation(program, ATTR_COLOR0, "color0");
glBindAttribLocation(program, ATTR_COLOR1, "color1");
#ifndef USING_GLES2
if (gl_extensions.ARB_blend_func_extended) {
// Dual source alpha
glBindFragDataLocationIndexed(program, 0, 0, "fragColor0");
glBindFragDataLocationIndexed(program, 0, 1, "fragColor1");
} else if (gl_extensions.VersionGEThan(3, 3, 0)) {
glBindFragDataLocation(program, 0, "fragColor0");
}
#endif
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE) {
GLint bufLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength) {
char* buf = new char[bufLength];
glGetProgramInfoLog(program, bufLength, NULL, buf);
#ifdef ANDROID
ELOG("Could not link program:\n %s", buf);
#endif
ERROR_LOG(G3D, "Could not link program:\n %s", buf);
ERROR_LOG(G3D, "VS:\n%s", vs->source().c_str());
ERROR_LOG(G3D, "FS:\n%s", fs->source().c_str());
Reporting::ReportMessage("Error in shader program link: info: %s / fs: %s / vs: %s", buf, fs->source().c_str(), vs->source().c_str());
#ifdef SHADERLOG
OutputDebugStringUTF8(buf);
OutputDebugStringUTF8(vs->source().c_str());
OutputDebugStringUTF8(fs->source().c_str());
#endif
delete [] buf; // we're dead!
}
// Prevent a buffer overflow.
numBones = 0;
return;
}
INFO_LOG(G3D, "Linked shader: vs %i fs %i", (int)vs->shader, (int)fs->shader);
u_tex = glGetUniformLocation(program, "tex");
u_proj = glGetUniformLocation(program, "u_proj");
u_proj_through = glGetUniformLocation(program, "u_proj_through");
u_texenv = glGetUniformLocation(program, "u_texenv");
u_fogcolor = glGetUniformLocation(program, "u_fogcolor");
u_fogcoef = glGetUniformLocation(program, "u_fogcoef");
u_alphacolorref = glGetUniformLocation(program, "u_alphacolorref");
u_alphacolormask = glGetUniformLocation(program, "u_alphacolormask");
u_stencilReplaceValue = glGetUniformLocation(program, "u_stencilReplaceValue");
u_testtex = glGetUniformLocation(program, "testtex");
u_fbotex = glGetUniformLocation(program, "fbotex");
u_blendFixA = glGetUniformLocation(program, "u_blendFixA");
u_blendFixB = glGetUniformLocation(program, "u_blendFixB");
u_fbotexSize = glGetUniformLocation(program, "u_fbotexSize");
// Transform
u_view = glGetUniformLocation(program, "u_view");
u_world = glGetUniformLocation(program, "u_world");
u_texmtx = glGetUniformLocation(program, "u_texmtx");
if (vertTypeGetWeightMask(vertType) != GE_VTYPE_WEIGHT_NONE)
numBones = TranslateNumBones(vertTypeGetNumBoneWeights(vertType));
else
numBones = 0;
#ifdef USE_BONE_ARRAY
u_bone = glGetUniformLocation(program, "u_bone");
#else
for (int i = 0; i < 8; i++) {
char name[10];
sprintf(name, "u_bone%i", i);
u_bone[i] = glGetUniformLocation(program, name);
}
#endif
// Lighting, texturing
u_ambient = glGetUniformLocation(program, "u_ambient");
u_matambientalpha = glGetUniformLocation(program, "u_matambientalpha");
u_matdiffuse = glGetUniformLocation(program, "u_matdiffuse");
u_matspecular = glGetUniformLocation(program, "u_matspecular");
u_matemissive = glGetUniformLocation(program, "u_matemissive");
u_uvscaleoffset = glGetUniformLocation(program, "u_uvscaleoffset");
u_texclamp = glGetUniformLocation(program, "u_texclamp");
u_texclampoff = glGetUniformLocation(program, "u_texclampoff");
for (int i = 0; i < 4; i++) {
char temp[64];
sprintf(temp, "u_lightpos%i", i);
u_lightpos[i] = glGetUniformLocation(program, temp);
sprintf(temp, "u_lightdir%i", i);
u_lightdir[i] = glGetUniformLocation(program, temp);
sprintf(temp, "u_lightatt%i", i);
u_lightatt[i] = glGetUniformLocation(program, temp);
sprintf(temp, "u_lightangle%i", i);
u_lightangle[i] = glGetUniformLocation(program, temp);
sprintf(temp, "u_lightspotCoef%i", i);
u_lightspotCoef[i] = glGetUniformLocation(program, temp);
sprintf(temp, "u_lightambient%i", i);
u_lightambient[i] = glGetUniformLocation(program, temp);
sprintf(temp, "u_lightdiffuse%i", i);
u_lightdiffuse[i] = glGetUniformLocation(program, temp);
sprintf(temp, "u_lightspecular%i", i);
u_lightspecular[i] = glGetUniformLocation(program, temp);
}
attrMask = 0;
if (-1 != glGetAttribLocation(program, "position")) attrMask |= 1 << ATTR_POSITION;
if (-1 != glGetAttribLocation(program, "texcoord")) attrMask |= 1 << ATTR_TEXCOORD;
if (-1 != glGetAttribLocation(program, "normal")) attrMask |= 1 << ATTR_NORMAL;
if (-1 != glGetAttribLocation(program, "w1")) attrMask |= 1 << ATTR_W1;
if (-1 != glGetAttribLocation(program, "w2")) attrMask |= 1 << ATTR_W2;
if (-1 != glGetAttribLocation(program, "color0")) attrMask |= 1 << ATTR_COLOR0;
if (-1 != glGetAttribLocation(program, "color1")) attrMask |= 1 << ATTR_COLOR1;
availableUniforms = 0;
if (u_proj != -1) availableUniforms |= DIRTY_PROJMATRIX;
if (u_proj_through != -1) availableUniforms |= DIRTY_PROJTHROUGHMATRIX;
if (u_texenv != -1) availableUniforms |= DIRTY_TEXENV;
if (u_alphacolorref != -1) availableUniforms |= DIRTY_ALPHACOLORREF;
if (u_alphacolormask != -1) availableUniforms |= DIRTY_ALPHACOLORMASK;
if (u_fogcolor != -1) availableUniforms |= DIRTY_FOGCOLOR;
if (u_fogcoef != -1) availableUniforms |= DIRTY_FOGCOEF;
if (u_texenv != -1) availableUniforms |= DIRTY_TEXENV;
if (u_uvscaleoffset != -1) availableUniforms |= DIRTY_UVSCALEOFFSET;
if (u_texclamp != -1) availableUniforms |= DIRTY_TEXCLAMP;
if (u_world != -1) availableUniforms |= DIRTY_WORLDMATRIX;
if (u_view != -1) availableUniforms |= DIRTY_VIEWMATRIX;
if (u_texmtx != -1) availableUniforms |= DIRTY_TEXMATRIX;
if (u_stencilReplaceValue != -1) availableUniforms |= DIRTY_STENCILREPLACEVALUE;
if (u_blendFixA != -1 || u_blendFixB != -1 || u_fbotexSize != -1) availableUniforms |= DIRTY_SHADERBLEND;
// Looping up to numBones lets us avoid checking u_bone[i]
#ifdef USE_BONE_ARRAY
if (u_bone != -1) {
for (int i = 0; i < numBones; i++) {
availableUniforms |= DIRTY_BONEMATRIX0 << i;
}
}
#else
for (int i = 0; i < numBones; i++) {
if (u_bone[i] != -1)
availableUniforms |= DIRTY_BONEMATRIX0 << i;
}
#endif
if (u_ambient != -1) availableUniforms |= DIRTY_AMBIENT;
if (u_matambientalpha != -1) availableUniforms |= DIRTY_MATAMBIENTALPHA;
if (u_matdiffuse != -1) availableUniforms |= DIRTY_MATDIFFUSE;
if (u_matemissive != -1) availableUniforms |= DIRTY_MATEMISSIVE;
if (u_matspecular != -1) availableUniforms |= DIRTY_MATSPECULAR;
for (int i = 0; i < 4; i++) {
if (u_lightdir[i] != -1 ||
u_lightspecular[i] != -1 ||
u_lightpos[i] != -1)
availableUniforms |= DIRTY_LIGHT0 << i;
}
glUseProgram(program);
// Default uniform values
glUniform1i(u_tex, 0);
glUniform1i(u_fbotex, 1);
glUniform1i(u_testtex, 2);
// The rest, use the "dirty" mechanism.
dirtyUniforms = DIRTY_ALL;
use(vertType, previous);
}
LinkedShader::~LinkedShader() {
// Shaders are automatically detached by glDeleteProgram.
glDeleteProgram(program);
}
// Utility
static void SetColorUniform3(int uniform, u32 color) {
const float col[3] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
((color & 0xFF0000) >> 16) / 255.0f
};
glUniform3fv(uniform, 1, col);
}
static void SetColorUniform3Alpha(int uniform, u32 color, u8 alpha) {
const float col[4] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
((color & 0xFF0000) >> 16) / 255.0f,
alpha/255.0f
};
glUniform4fv(uniform, 1, col);
}
// This passes colors unscaled (e.g. 0 - 255 not 0 - 1.)
static void SetColorUniform3Alpha255(int uniform, u32 color, u8 alpha) {
if (gl_extensions.gpuVendor == GPU_VENDOR_POWERVR) {
const float col[4] = {
(float)((color & 0xFF) >> 0) * (1.0f / 255.0f),
(float)((color & 0xFF00) >> 8) * (1.0f / 255.0f),
(float)((color & 0xFF0000) >> 16) * (1.0f / 255.0f),
(float)alpha * (1.0f / 255.0f)
};
glUniform4fv(uniform, 1, col);
} else {
const float col[4] = {
(float)((color & 0xFF) >> 0),
(float)((color & 0xFF00) >> 8),
(float)((color & 0xFF0000) >> 16),
(float)alpha
};
glUniform4fv(uniform, 1, col);
}
}
static void SetColorUniform3iAlpha(int uniform, u32 color, u8 alpha) {
const int col[4] = {
(int)((color & 0xFF) >> 0),
(int)((color & 0xFF00) >> 8),
(int)((color & 0xFF0000) >> 16),
(int)alpha,
};
glUniform4iv(uniform, 1, col);
}
static void SetColorUniform3ExtraFloat(int uniform, u32 color, float extra) {
const float col[4] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
((color & 0xFF0000) >> 16) / 255.0f,
extra
};
glUniform4fv(uniform, 1, col);
}
static void SetFloat24Uniform3(int uniform, const u32 data[3]) {
const u32 col[3] = {
data[0] << 8, data[1] << 8, data[2] << 8
};
glUniform3fv(uniform, 1, (const GLfloat *)&col[0]);
}
static void SetMatrix4x3(int uniform, const float *m4x3) {
float m4x4[16];
ConvertMatrix4x3To4x4(m4x4, m4x3);
glUniformMatrix4fv(uniform, 1, GL_FALSE, m4x4);
}
static inline void ScaleProjMatrix(Matrix4x4 &in) {
const Vec3 trans(gstate_c.vpXOffset, gstate_c.vpYOffset, 0.0f);
const Vec3 scale(gstate_c.vpWidthScale, gstate_c.vpHeightScale, 1.0);
in.translateAndScale(trans, scale);
}
void LinkedShader::use(u32 vertType, LinkedShader *previous) {
glUseProgram(program);
UpdateUniforms(vertType);
int enable, disable;
if (previous) {
enable = attrMask & ~previous->attrMask;
disable = (~attrMask) & previous->attrMask;
} else {
enable = attrMask;
disable = ~attrMask;
}
for (int i = 0; i < ATTR_COUNT; i++) {
if (enable & (1 << i))
glEnableVertexAttribArray(i);
else if (disable & (1 << i))
glDisableVertexAttribArray(i);
}
}
void LinkedShader::stop() {
for (int i = 0; i < ATTR_COUNT; i++) {
if (attrMask & (1 << i))
glDisableVertexAttribArray(i);
}
}
void LinkedShader::UpdateUniforms(u32 vertType) {
u32 dirty = dirtyUniforms & availableUniforms;
dirtyUniforms = 0;
if (!dirty)
return;
// Update any dirty uniforms before we draw
if (dirty & DIRTY_PROJMATRIX) {
Matrix4x4 flippedMatrix;
memcpy(&flippedMatrix, gstate.projMatrix, 16 * sizeof(float));
const bool invertedY = gstate_c.vpHeight < 0;
if (invertedY) {
flippedMatrix[5] = -flippedMatrix[5];
flippedMatrix[13] = -flippedMatrix[13];
}
const bool invertedX = gstate_c.vpWidth < 0;
if (invertedX) {
flippedMatrix[0] = -flippedMatrix[0];
flippedMatrix[12] = -flippedMatrix[12];
}
// In Phantasy Star Portable 2, depth range sometimes goes negative and is clamped by glDepthRange to 0,
// causing graphics clipping glitch (issue #1788). This hack modifies the projection matrix to work around it.
if (g_Config.bDepthRangeHack) {
float zScale = getFloat24(gstate.viewportz1) / 65535.0f;
float zOff = getFloat24(gstate.viewportz2) / 65535.0f;
// if far depth range < 0
if (zOff + 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 + ((zOff + 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;
proj_through.setOrtho(0.0f, gstate_c.curRTWidth, gstate_c.curRTHeight, 0, 0, 1);
glUniformMatrix4fv(u_proj_through, 1, GL_FALSE, proj_through.getReadPtr());
}
if (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);
}
// Texturing
// If this dirty check is changed to true, Frontier Gate Boost works in texcoord speedhack mode.
// This means that it's not a flushing issue.
// It uses GE_TEXMAP_TEXTURE_MATRIX with GE_PROJMAP_UV a lot.
// Can't figure out why it doesn't dirty at the right points though...
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;
static const float rescale[4] = {1.0f, 2*127.5f/128.f, 2*32767.5f/32768.f, 1.0f};
const float factor = rescale[(vertType & GE_VTYPE_TC_MASK) >> GE_VTYPE_TC_SHIFT];
float uvscaleoff[4];
switch (gstate.getUVGenMode()) {
case GE_TEXMAP_TEXTURE_COORDS:
// Not sure what GE_TEXMAP_UNKNOWN is, but seen in Riviera. Treating the same as GE_TEXMAP_TEXTURE_COORDS works.
case GE_TEXMAP_UNKNOWN:
if (g_Config.bPrescaleUV) {
// Shouldn't even get here as we won't use the uniform in the shader.
// We are here but are prescaling UV in the decoder? Let's do the same as in the other case
// except consider *Scale and *Off to be 1 and 0.
uvscaleoff[0] = widthFactor;
uvscaleoff[1] = heightFactor;
uvscaleoff[2] = 0.0f;
uvscaleoff[3] = 0.0f;
} else {
uvscaleoff[0] = gstate_c.uv.uScale * factor * widthFactor;
uvscaleoff[1] = gstate_c.uv.vScale * factor * heightFactor;
uvscaleoff[2] = gstate_c.uv.uOff * widthFactor;
uvscaleoff[3] = gstate_c.uv.vOff * heightFactor;
}
break;
// These two work the same whether or not we prescale UV.
case GE_TEXMAP_TEXTURE_MATRIX:
// We cannot bake the UV coord scale factor in here, as we apply a matrix multiplication
// before this is applied, and the matrix multiplication may contain translation. In this case
// the translation will be scaled which breaks faces in Hexyz Force for example.
// So I've gone back to applying the scale factor in the shader.
uvscaleoff[0] = widthFactor;
uvscaleoff[1] = heightFactor;
uvscaleoff[2] = 0.0f;
uvscaleoff[3] = 0.0f;
break;
case GE_TEXMAP_ENVIRONMENT_MAP:
// In this mode we only use uvscaleoff to scale to the texture size.
uvscaleoff[0] = widthFactor;
uvscaleoff[1] = heightFactor;
uvscaleoff[2] = 0.0f;
uvscaleoff[3] = 0.0f;
break;
default:
ERROR_LOG_REPORT(G3D, "Unexpected UV gen mode: %d", gstate.getUVGenMode());
}
glUniform4fv(u_uvscaleoffset, 1, uvscaleoff);
}
if (dirty & DIRTY_TEXCLAMP) {
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_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]);
}
}
}
ShaderManager::ShaderManager() : lastShader_(NULL), globalDirty_(0xFFFFFFFF), shaderSwitchDirty_(0) {
codeBuffer_ = new char[16384];
}
ShaderManager::~ShaderManager() {
delete [] codeBuffer_;
}
void ShaderManager::Clear() {
DirtyLastShader();
for (auto iter = linkedShaderCache_.begin(); iter != linkedShaderCache_.end(); ++iter) {
delete iter->ls;
}
for (auto iter = fsCache_.begin(); iter != fsCache_.end(); ++iter) {
delete iter->second;
}
for (auto iter = vsCache_.begin(); iter != vsCache_.end(); ++iter) {
delete iter->second;
}
linkedShaderCache_.clear();
fsCache_.clear();
vsCache_.clear();
globalDirty_ = 0xFFFFFFFF;
lastFSID_.clear();
lastVSID_.clear();
DirtyShader();
}
void ShaderManager::ClearCache(bool deleteThem) {
Clear();
}
void ShaderManager::DirtyShader() {
// Forget the last shader ID
lastFSID_.clear();
lastVSID_.clear();
DirtyLastShader();
globalDirty_ = 0xFFFFFFFF;
shaderSwitchDirty_ = 0;
}
void ShaderManager::DirtyLastShader() { // disables vertex arrays
if (lastShader_)
lastShader_->stop();
lastShader_ = 0;
}
// This is to be used when debugging why incompatible shaders are being linked, like is
// happening as I write this in Tactics Ogre
bool ShaderManager::DebugAreShadersCompatibleForLinking(Shader *vs, Shader *fs) {
// Check clear mode flag just for starters.
ShaderID vsid = vs->ID();
ShaderID fsid = fs->ID();
// TODO: Make the flag fields more similar?
// Check DoTexture
if (((vsid.d[0] >> 4) & 1) != ((fsid.d[0] >> 1) & 1)) {
ERROR_LOG(G3D, "Texture enable flag mismatch!");
return false;
}
return true;
}
Shader *ShaderManager::ApplyVertexShader(int prim, u32 vertType) {
// This doesn't work - we miss some events that really do need to dirty the prescale.
// like changing the texmapmode.
// if (g_Config.bPrescaleUV)
// globalDirty_ &= ~DIRTY_UVSCALEOFFSET;
if (globalDirty_) {
if (lastShader_)
lastShader_->dirtyUniforms |= globalDirty_;
shaderSwitchDirty_ |= globalDirty_;
globalDirty_ = 0;
}
bool useHWTransform = CanUseHardwareTransform(prim);
ShaderID VSID;
ComputeVertexShaderID(&VSID, vertType, useHWTransform);
// Just update uniforms if this is the same shader as last time.
if (lastShader_ != 0 && VSID == lastVSID_) {
lastVShaderSame_ = true;
return lastShader_->vs_; // Already all set.
} else {
lastVShaderSame_ = false;
}
lastVSID_ = VSID;
VSCache::iterator vsIter = vsCache_.find(VSID);
Shader *vs;
if (vsIter == vsCache_.end()) {
// Vertex shader not in cache. Let's compile it.
GenerateVertexShader(prim, vertType, codeBuffer_, useHWTransform);
vs = new Shader(codeBuffer_, GL_VERTEX_SHADER, useHWTransform, VSID);
if (vs->Failed()) {
I18NCategory *gr = GetI18NCategory("Graphics");
ERROR_LOG(G3D, "Shader compilation failed, falling back to software transform");
osm.Show(gr->T("hardware transform error - falling back to software"), 2.5f, 0xFF3030FF, -1, true);
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.
GenerateVertexShader(prim, vertType, codeBuffer_, false);
vs = new Shader(codeBuffer_, GL_VERTEX_SHADER, false, VSID);
}
vsCache_[VSID] = vs;
} else {
vs = vsIter->second;
}
return vs;
}
LinkedShader *ShaderManager::ApplyFragmentShader(Shader *vs, int prim, u32 vertType) {
ShaderID FSID;
ComputeFragmentShaderID(&FSID);
if (lastVShaderSame_ && FSID == lastFSID_) {
lastShader_->UpdateUniforms(vertType);
return lastShader_;
}
lastFSID_ = FSID;
FSCache::iterator fsIter = fsCache_.find(FSID);
Shader *fs;
if (fsIter == fsCache_.end()) {
// Fragment shader not in cache. Let's compile it.
GenerateFragmentShader(codeBuffer_);
fs = new Shader(codeBuffer_, GL_FRAGMENT_SHADER, vs->UseHWTransform(), FSID);
fsCache_[FSID] = fs;
} else {
fs = fsIter->second;
}
// Okay, we have both shaders. Let's see if there's a linked one.
LinkedShader *ls = NULL;
u32 switchDirty = shaderSwitchDirty_;
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;
}
}
shaderSwitchDirty_ = 0;
if (ls == NULL) {
// Check if we can link these.
#ifdef _DEBUG
if (!DebugAreShadersCompatibleForLinking(vs, fs)) {
return NULL;
}
#endif
ls = new LinkedShader(vs, fs, vertType, vs->UseHWTransform(), lastShader_); // This does "use" automatically
const LinkedShaderCacheEntry entry(vs, fs, ls);
linkedShaderCache_.push_back(entry);
} else {
ls->use(vertType, lastShader_);
}
lastShader_ = ls;
return ls;
}