Files
ppsspp/GPU/GLES/DepalettizeShader.cpp
T
Unknown W. Brackets 8f8aeaef77 Improve depal shader failure cases.
Primarily, this handles lost (e.g. Android sleep) better, in that it
recreates the vertex shader.  Previously, this would simply cause all
future depal operations to fail, and to constantly retry compiling and
linking the failed program.
2015-03-15 13:15:16 -07:00

271 lines
7.3 KiB
C++

// Copyright (c) 2014- 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/.
#include <map>
#include "base/logging.h"
#include "Common/Log.h"
#include "Core/Reporting.h"
#include "DepalettizeShader.h"
#include "GPU/GPUState.h"
#include "GPU/GLES/TextureCache.h"
#include "GPU/Common/DepalettizeShaderCommon.h"
static const int DEPAL_TEXTURE_OLD_AGE = 120;
#ifdef _WIN32
#define SHADERLOG
#endif
static const char *depalVShader100 =
#ifdef USING_GLES2
"#version 100\n"
"precision highp float;\n"
#endif
"attribute vec4 a_position;\n"
"attribute vec2 a_texcoord0;\n"
"varying vec2 v_texcoord0;\n"
"void main() {\n"
" v_texcoord0 = a_texcoord0;\n"
" gl_Position = a_position;\n"
"}\n";
static const char *depalVShader300 =
#ifdef USING_GLES2
"#version 300 es\n"
"precision highp float;\n"
#else
"#version 330\n"
#endif
"in vec4 a_position;\n"
"in vec2 a_texcoord0;\n"
"out vec2 v_texcoord0;\n"
"void main() {\n"
" v_texcoord0 = a_texcoord0;\n"
" gl_Position = a_position;\n"
"}\n";
static bool CheckShaderCompileSuccess(GLuint shader, const char *code) {
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);
#ifdef SHADERLOG
OutputDebugStringUTF8(infoLog);
#endif
shader = 0;
return false;
} else {
DEBUG_LOG(G3D, "Compiled shader:\n%s\n", (const char *)code);
#ifdef SHADERLOG
OutputDebugStringUTF8(code);
#endif
return true;
}
}
DepalShaderCache::DepalShaderCache() {
// Pre-build the vertex program
useGL3_ = gl_extensions.GLES3 || gl_extensions.VersionGEThan(3, 3);
vertexShaderFailed_ = false;
vertexShader_ = 0;
}
DepalShaderCache::~DepalShaderCache() {
Clear();
if (vertexShader_) {
glDeleteShader(vertexShader_);
}
}
bool DepalShaderCache::CreateVertexShader() {
if (vertexShaderFailed_) {
return false;
}
vertexShader_ = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader_, 1, useGL3_ ? &depalVShader300 : &depalVShader100, 0);
glCompileShader(vertexShader_);
if (!CheckShaderCompileSuccess(vertexShader_, useGL3_ ? depalVShader300 : depalVShader100)) {
glDeleteShader(vertexShader_);
vertexShader_ = 0;
// Don't try to recompile.
vertexShaderFailed_ = true;
}
return !vertexShaderFailed_;
}
u32 DepalShaderCache::GenerateShaderID(GEBufferFormat pixelFormat) {
return (gstate.clutformat & 0xFFFFFF) | (pixelFormat << 24);
}
GLuint DepalShaderCache::GetClutTexture(const u32 clutID, u32 *rawClut) {
GEPaletteFormat palFormat = gstate.getClutPaletteFormat();
const u32 realClutID = clutID ^ palFormat;
auto oldtex = texCache_.find(realClutID);
if (oldtex != texCache_.end()) {
oldtex->second->lastFrame = gpuStats.numFlips;
return oldtex->second->texture;
}
GLuint dstFmt = getClutDestFormat(palFormat);
int texturePixels = palFormat == GE_CMODE_32BIT_ABGR8888 ? 256 : 512;
bool useBGRA = UseBGRA8888() && dstFmt == GL_UNSIGNED_BYTE;
DepalTexture *tex = new DepalTexture();
glGenTextures(1, &tex->texture);
glBindTexture(GL_TEXTURE_2D, tex->texture);
GLuint components = dstFmt == GL_UNSIGNED_SHORT_5_6_5 ? GL_RGB : GL_RGBA;
GLuint components2 = components;
if (useBGRA) {
components2 = GL_BGRA_EXT;
}
glTexImage2D(GL_TEXTURE_2D, 0, components, texturePixels, 1, 0, components2, dstFmt, (void *)rawClut);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
tex->lastFrame = gpuStats.numFlips;
texCache_[realClutID] = tex;
return tex->texture;
}
void DepalShaderCache::Clear() {
for (auto shader = cache_.begin(); shader != cache_.end(); ++shader) {
glDeleteShader(shader->second->fragShader);
if (shader->second->program) {
glDeleteProgram(shader->second->program);
}
delete shader->second;
}
cache_.clear();
for (auto tex = texCache_.begin(); tex != texCache_.end(); ++tex) {
glDeleteTextures(1, &tex->second->texture);
delete tex->second;
}
texCache_.clear();
}
void DepalShaderCache::Decimate() {
for (auto tex = texCache_.begin(); tex != texCache_.end(); ) {
if (tex->second->lastFrame + DEPAL_TEXTURE_OLD_AGE < gpuStats.numFlips) {
glDeleteTextures(1, &tex->second->texture);
delete tex->second;
texCache_.erase(tex++);
} else {
++tex;
}
}
}
GLuint DepalShaderCache::GetDepalettizeShader(GEBufferFormat pixelFormat) {
u32 id = GenerateShaderID(pixelFormat);
auto shader = cache_.find(id);
if (shader != cache_.end()) {
return shader->second->program;
}
if (vertexShader_ == 0) {
if (!CreateVertexShader()) {
// The vertex shader failed, no need to bother trying the fragment.
return 0;
}
}
char *buffer = new char[2048];
GenerateDepalShader(buffer, pixelFormat, useGL3_ ? GLSL_300 : GLSL_140);
GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
const char *buf = buffer;
glShaderSource(fragShader, 1, &buf, 0);
glCompileShader(fragShader);
CheckShaderCompileSuccess(fragShader, buffer);
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader_);
glAttachShader(program, fragShader);
glBindAttribLocation(program, 0, "a_position");
glBindAttribLocation(program, 1, "a_texcoord0");
glLinkProgram(program);
glUseProgram(program);
GLint u_tex = glGetUniformLocation(program, "tex");
GLint u_pal = glGetUniformLocation(program, "pal");
glUniform1i(u_tex, 0);
glUniform1i(u_pal, 3);
DepalShader *depal = new DepalShader();
depal->program = program;
depal->fragShader = fragShader;
cache_[id] = depal;
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* errorbuf = new char[bufLength];
glGetProgramInfoLog(program, bufLength, NULL, errorbuf);
#ifdef SHADERLOG
OutputDebugStringUTF8(buffer);
OutputDebugStringUTF8(errorbuf);
#endif
ERROR_LOG(G3D, "Could not link program:\n %s \n\n %s", errorbuf, buf);
delete[] errorbuf; // we're dead!
}
// Since it failed, let's mark it in the cache so we don't keep retrying.
// That will only make it slower.
depal->program = 0;
// We will delete the shader later in Clear().
glDeleteProgram(program);
}
delete[] buffer;
return depal->program;
}