Files
Ishiiruka/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp
2017-05-13 12:35:28 -03:00

819 lines
24 KiB
C++

// Copyright 2011 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <string>
#include "Common/Align.h"
#include "Common/Common.h"
#include "Common/MathUtil.h"
#include "Common/StringUtil.h"
#include "Core/Host.h"
#include "Core/ConfigManager.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/StreamBuffer.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexShaderManager.h"
namespace OGL
{
u32 ProgramShaderCache::s_ubo_buffer_size;
u32 ProgramShaderCache::s_v_ubo_buffer_size;
u32 ProgramShaderCache::s_p_ubo_buffer_size;
u32 ProgramShaderCache::s_g_ubo_buffer_size;
s32 ProgramShaderCache::s_ubo_align;
static std::unique_ptr<StreamBuffer> s_buffer;
static int num_failures = 0;
static LinearDiskCache<SHADERUID, u8> g_program_disk_cache;
static GLuint CurrentProgram = 0;
ProgramShaderCache::PCache* ProgramShaderCache::pshaders;
std::array<ProgramShaderCache::PCacheEntry*, PIXEL_SHADER_RENDER_MODE::PSRM_DEPTH_ONLY + 1> ProgramShaderCache::last_entry;
std::array<SHADERUID, PIXEL_SHADER_RENDER_MODE::PSRM_DEPTH_ONLY + 1> ProgramShaderCache::last_uid;
static char s_glsl_header[2048] = "";
static std::string GetGLSLVersionString()
{
GLSL_VERSION v = g_ogl_config.eSupportedGLSLVersion;
switch (v)
{
case GLSLES_300:
return "#version 300 es";
case GLSLES_310:
return "#version 310 es";
case GLSLES_320:
return "#version 320 es";
case GLSL_130:
return "#version 130";
case GLSL_140:
return "#version 140";
case GLSL_150:
return "#version 150";
case GLSL_330:
return "#version 330";
case GLSL_400:
return "#version 400";
case GLSL_430:
return "#version 430";
default:
// Shouldn't ever hit this
return "#version ERROR";
}
}
void SHADER::SetProgramVariables()
{
// Bind UBO and texture samplers
if (!g_ActiveConfig.backend_info.bSupportsBindingLayout)
{
GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
GLint GSBlock_id = glGetUniformBlockIndex(glprogid, "GSBlock");
if (PSBlock_id != -1)
glUniformBlockBinding(glprogid, PSBlock_id, 1);
if (VSBlock_id != -1)
glUniformBlockBinding(glprogid, VSBlock_id, 2);
if (GSBlock_id != -1)
glUniformBlockBinding(glprogid, GSBlock_id, 3);
// Bind Texture Sampler
for (int a = 0; a <= 16; ++a)
{
char name[10];
snprintf(name, 10, "samp[%d]", a);
// Still need to get sampler locations since we aren't binding them statically in the shaders
int loc = glGetUniformLocation(glprogid, name);
if (loc == -1)
{
snprintf(name, 10, "samp%d", a);
loc = glGetUniformLocation(glprogid, name);
}
if (loc != -1)
glUniform1i(loc, a);
}
}
}
void SHADER::SetProgramBindings(bool is_compute)
{
if (!is_compute)
{
if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
{
// So we do support extended blending
// So we need to set a few more things here.
// Bind our out locations
glBindFragDataLocationIndexed(glprogid, 0, 0, "ocol0");
glBindFragDataLocationIndexed(glprogid, 0, 1, "ocol1");
}
// Need to set some attribute locations
glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "color0");
glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "color1");
glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0");
glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
glBindAttribLocation(glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
}
for (int i = 0; i < 8; i++)
{
char attrib_name[8];
snprintf(attrib_name, 8, "tex%d", i);
glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB + i, attrib_name);
}
}
void SHADER::Bind()
{
if (CurrentProgram != glprogid)
{
INCSTAT(stats.thisFrame.numShaderChanges);
glUseProgram(glprogid);
CurrentProgram = glprogid;
if (!initialized)
{
initialized = true;
SetProgramVariables();
}
}
}
void ProgramShaderCache::UploadConstants()
{
s32 required_size = 0;
u32 mask = 0;
if (PixelShaderManager::IsDirty())
{
required_size += s_p_ubo_buffer_size;
mask |= 1;
}
if (VertexShaderManager::IsDirty())
{
required_size += s_v_ubo_buffer_size;
mask |= 2;
}
if (GeometryShaderManager::IsDirty())
{
required_size += s_g_ubo_buffer_size;
mask |= 4;
}
if (!s_buffer->CanStreamWithoutRestart(required_size))
{
required_size = s_ubo_buffer_size;
mask = 7;
}
if (mask)
{
glBindBuffer(GL_UNIFORM_BUFFER, s_buffer->m_buffer);
if (mask & 1)
{
const u32 pixel_buffer_size = C_PCONST_END * 4 * sizeof(float);
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->m_buffer,
s_buffer->Stream(pixel_buffer_size, s_ubo_align, PixelShaderManager::GetBuffer()),
pixel_buffer_size);
PixelShaderManager::Clear();
}
if (mask & 2)
{
const u32 vertex_buffer_size = VertexShaderManager::ConstantBufferSize * sizeof(float);
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->m_buffer,
s_buffer->Stream(vertex_buffer_size, s_ubo_align, VertexShaderManager::GetBuffer()),
vertex_buffer_size);
VertexShaderManager::Clear();
}
if (mask & 4)
{
glBindBufferRange(GL_UNIFORM_BUFFER, 3, s_buffer->m_buffer,
s_buffer->Stream(sizeof(GeometryShaderConstants), s_ubo_align, &GeometryShaderManager::constants),
sizeof(GeometryShaderConstants));
GeometryShaderManager::Clear();
}
ADDSTAT(stats.thisFrame.bytesUniformStreamed, required_size);
}
}
GLuint ProgramShaderCache::GetCurrentProgram()
{
return CurrentProgram;
}
SHADER* ProgramShaderCache::CompileShader(const SHADERUID& uid)
{
PIXEL_SHADER_RENDER_MODE render_mode = (PIXEL_SHADER_RENDER_MODE)uid.puid.GetUidData().render_mode;
// Check if shader is already in cache
PCacheEntry& newentry = pshaders->GetOrAdd(uid);
if (newentry.shader.glprogid)
{
last_entry[render_mode] = &newentry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return &last_entry[render_mode]->shader;
}
// Make an entry in the table
last_entry[render_mode] = &newentry;
newentry.in_cache = 0;
ShaderCode vcode;
ShaderCode pcode;
ShaderCode gcode;
GenerateVertexShaderCodeGL(vcode, uid.vuid.GetUidData());
GeneratePixelShaderCodeGL(pcode, uid.puid.GetUidData());
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders && !uid.guid.GetUidData().IsPassthrough())
GenerateGeometryShaderCode(gcode, uid.guid.GetUidData(), API_OPENGL);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
{
static int counter = 0;
std::string filename = StringFromFormat("%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(filename, vcode.GetBuffer());
filename = StringFromFormat("%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(filename, pcode.GetBuffer());
if (gcode.GetBuffer() != nullptr)
{
filename = StringFromFormat("%sgs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(filename, gcode.GetBuffer());
}
}
#endif
if (!CompileShader(newentry.shader, vcode.GetBuffer(), pcode.GetBuffer(), gcode.GetBuffer()))
{
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return nullptr;
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, static_cast<int>(pshaders->size()));
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return &last_entry[render_mode]->shader;
}
SHADER* ProgramShaderCache::SetShader(PIXEL_SHADER_RENDER_MODE render_mode, u32 components, u32 primitive_type)
{
SHADERUID uid;
GetShaderId(&uid, render_mode, components, primitive_type);
uid.CalculateHash();
// Check if the shader is already set
if (last_entry[render_mode])
{
if (uid == last_uid[render_mode])
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return &last_entry[render_mode]->shader;
}
}
last_uid[render_mode] = uid;
return CompileShader(uid);
}
bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const char* pcode, const char* gcode, const char **macros, const u32 macro_count)
{
GLuint vsid = CompileSingleShader(GL_VERTEX_SHADER, vcode, macros, macro_count);
GLuint psid = CompileSingleShader(GL_FRAGMENT_SHADER, pcode, macros, macro_count);
// Optional geometry shader
GLuint gsid = 0;
if (gcode)
gsid = CompileSingleShader(GL_GEOMETRY_SHADER, gcode, macros, macro_count);
if (!vsid || !psid || (gcode && !gsid))
{
glDeleteShader(vsid);
glDeleteShader(psid);
glDeleteShader(gsid);
return false;
}
GLuint pid = shader.glprogid = glCreateProgram();
glAttachShader(pid, vsid);
glAttachShader(pid, psid);
if (gsid)
glAttachShader(pid, gsid);
if (g_ogl_config.bSupportsGLSLCache)
glProgramParameteri(pid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
shader.SetProgramBindings(false);
glLinkProgram(pid);
// original shaders aren't needed any more
glDeleteShader(vsid);
glDeleteShader(psid);
glDeleteShader(gsid);
GLint linkStatus;
glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus);
GLsizei length = 0;
glGetProgramiv(pid, GL_INFO_LOG_LENGTH, &length);
if (linkStatus != GL_TRUE || (length > 1 && DEBUG_GLSL))
{
std::string info_log;
info_log.resize(length);
glGetProgramInfoLog(pid, length, &length, &info_log[0]);
ERROR_LOG(VIDEO, "Program info log:\n%s", info_log.c_str());
std::string filename = StringFromFormat("%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << vcode << s_glsl_header << pcode;
if (gcode)
file << s_glsl_header << gcode;
file << info_log;
file.close();
if (linkStatus != GL_TRUE)
{
PanicAlert("Failed to link shaders: %s\n"
"Debug info (%s, %s, %s):\n%s",
filename.c_str(),
g_ogl_config.gl_vendor, g_ogl_config.gl_renderer, g_ogl_config.gl_version, info_log.c_str());
}
}
if (linkStatus != GL_TRUE)
{
// Compile failed
ERROR_LOG(VIDEO, "Program linking failed; see info log");
// Don't try to use this shader
glDeleteProgram(pid);
return false;
}
shader.SetProgramVariables();
return true;
}
bool ProgramShaderCache::CompileComputeShader(SHADER& shader, const std::string& code)
{
// We need to enable GL_ARB_compute_shader for drivers that support the extension,
// but not GLSL 4.3. Mesa is one example.
std::string header;
if (g_ActiveConfig.backend_info.bSupportsComputeShaders &&
g_ogl_config.eSupportedGLSLVersion < GLSL_430)
{
header = "#extension GL_ARB_compute_shader : enable\n";
}
GLuint shader_id = CompileSingleShader(GL_COMPUTE_SHADER, (header + code).c_str());
if (!shader_id)
return false;
GLuint pid = shader.glprogid = glCreateProgram();
glAttachShader(pid, shader_id);
if (g_ogl_config.bSupportsGLSLCache)
glProgramParameteri(pid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
shader.SetProgramBindings(true);
glLinkProgram(pid);
// original shaders aren't needed any more
glDeleteShader(shader_id);
GLint linkStatus;
glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus);
GLsizei length = 0;
glGetProgramiv(pid, GL_INFO_LOG_LENGTH, &length);
if (linkStatus != GL_TRUE || (length > 1 && DEBUG_GLSL))
{
std::string info_log;
info_log.resize(length);
glGetProgramInfoLog(pid, length, &length, &info_log[0]);
ERROR_LOG(VIDEO, "Program info log:\n%s", info_log.c_str());
std::string filename =
StringFromFormat("%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << code;
file << info_log;
file.close();
if (linkStatus != GL_TRUE)
{
PanicAlert("Failed to link shaders: %s\n"
"Debug info (%s, %s, %s):\n%s",
filename.c_str(), g_ogl_config.gl_vendor, g_ogl_config.gl_renderer,
g_ogl_config.gl_version, info_log.c_str());
}
}
if (linkStatus != GL_TRUE)
{
// Compile failed
ERROR_LOG(VIDEO, "Program linking failed; see info log");
// Don't try to use this shader
glDeleteProgram(pid);
return false;
}
return true;
}
GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const char* code, const char **macros,
const u32 count)
{
GLuint result = glCreateShader(type);
std::vector<const char*> src(count + 2);
src[0] = s_glsl_header;
for (size_t i = 0; i < count; i++)
{
src[i + 1] = macros[i];
}
src[count + 2 - 1] = code;
glShaderSource(result, count + 2, src.data(), nullptr);
glCompileShader(result);
GLint compileStatus;
glGetShaderiv(result, GL_COMPILE_STATUS, &compileStatus);
GLsizei length = 0;
glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
if (compileStatus != GL_TRUE || (length > 1 && DEBUG_GLSL))
{
std::string info_log;
info_log.resize(length);
glGetShaderInfoLog(result, length, &length, &info_log[0]);
const char* prefix = "";
switch (type)
{
case GL_VERTEX_SHADER:
prefix = "vs";
break;
case GL_GEOMETRY_SHADER:
prefix = "gs";
break;
case GL_FRAGMENT_SHADER:
prefix = "ps";
break;
case GL_COMPUTE_SHADER:
prefix = "cs";
break;
}
ERROR_LOG(VIDEO, "%s Shader info log:\n%s", prefix, info_log.c_str());
std::string filename = StringFromFormat("%sbad_%s_%04i.txt",
File::GetUserPath(D_DUMP_IDX).c_str(),
prefix,
num_failures++);
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << code << info_log;
file.close();
if (compileStatus != GL_TRUE)
{
PanicAlert("Failed to compile %s shader: %s\n"
"Debug info (%s, %s, %s):\n%s",
prefix, filename.c_str(), g_ogl_config.gl_vendor, g_ogl_config.gl_renderer,
g_ogl_config.gl_version, info_log.c_str());
}
}
if (compileStatus != GL_TRUE)
{
// Compile failed
ERROR_LOG(VIDEO, "Shader compilation failed; see info log");
// Don't try to use this shader
glDeleteShader(result);
return 0;
}
return result;
}
void ProgramShaderCache::GetShaderId(SHADERUID* uid, PIXEL_SHADER_RENDER_MODE render_mode, u32 components, u32 primitive_type)
{
GetPixelShaderUID(uid->puid, render_mode, components, xfmem, bpmem);
GetVertexShaderUID(uid->vuid, components, xfmem, bpmem);
GetGeometryShaderUid(uid->guid, primitive_type, xfmem, components);
}
void ProgramShaderCache::Init()
{
// We have to get the UBO alignment here because
// if we generate a buffer that isn't aligned
// then the UBO will fail.
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &s_ubo_align);
s_p_ubo_buffer_size = static_cast<u32>(Common::AlignUpSizePow2(C_PCONST_END * 4 * sizeof(float), static_cast<u32>(s_ubo_align)));
s_v_ubo_buffer_size = static_cast<u32>(Common::AlignUpSizePow2(VertexShaderManager::ConstantBufferSize * sizeof(float), static_cast<u32>(s_ubo_align)));
s_g_ubo_buffer_size = static_cast<u32>(Common::AlignUpSizePow2(sizeof(GeometryShaderConstants), static_cast<u32>(s_ubo_align)));
s_ubo_buffer_size = s_p_ubo_buffer_size
+ s_v_ubo_buffer_size
+ s_g_ubo_buffer_size;
// We multiply by *4*4 because we need to get down to basic machine units.
// So multiply by four to get how many floats we have from vec4s
// Then once more to get bytes
s_buffer.reset();
s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, s_ubo_buffer_size * 2048);
pKey_t gameid = (pKey_t)GetMurmurHash3(reinterpret_cast<const u8*>(SConfig::GetInstance().GetGameID().data()), (u32)SConfig::GetInstance().GetGameID().size(), 0);
pshaders = PCache::Create(
gameid,
PIXELSHADERGEN_UID_VERSION * VERTEXSHADERGEN_UID_VERSION * GEOMETRYSHADERGEN_UID_VERSION,
"Ishiiruka.ps.OGL",
StringFromFormat("%s.ps.OGL", SConfig::GetInstance().GetGameID().c_str())
);
// Read our shader cache, only if supported
if (g_ogl_config.bSupportsGLSLCache)
{
GLint Supported;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
if (!Supported)
{
ERROR_LOG(VIDEO, "GL_ARB_get_program_binary is supported, but no binary format is known. So disable shader cache.");
g_ogl_config.bSupportsGLSLCache = false;
}
else
{
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
std::string cache_filename = StringFromFormat("%sIOGL-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().GetGameID().c_str());
ProgramShaderCacheInserter inserter;
g_program_disk_cache.OpenAndRead(cache_filename, inserter);
}
SETSTAT(stats.numPixelShadersAlive, pshaders->size());
}
CreateHeader();
CurrentProgram = 0;
last_entry.fill(nullptr);
if (g_ActiveConfig.bCompileShaderOnStartup)
{
size_t shader_count = 0;
pshaders->ForEachMostUsedByCategory(gameid,
[&](const SHADERUID& it, size_t total)
{
SHADERUID item = it;
item.puid.ClearHASH();
item.puid.CalculateUIDHash();
const pixel_shader_uid_data& uid_data = item.puid.GetUidData();
shader_count++;
if ((!uid_data.stereo || g_ActiveConfig.backend_info.bSupportsGeometryShaders)
&& (!uid_data.bounding_box || g_ActiveConfig.backend_info.bSupportsBBox))
{
Host_UpdateTitle(StringFromFormat("Compiling Shaders %zu %% (%zu/%zu)", (shader_count * 100) / total, shader_count, total));
CompileShader(item);
}
},
[](PCacheEntry& entry)
{
return !entry.shader.glprogid;
}
, true);
}
}
void ProgramShaderCache::Shutdown()
{
// store all shaders in cache on disk
if (g_ogl_config.bSupportsGLSLCache)
{
pshaders->Persist();
pshaders->Clear(
[&](const SHADERUID& uid, PCacheEntry& entry)
{
// Clear any prior error code
glGetError();
if (entry.in_cache)
{
return;
}
GLint link_status = GL_FALSE, delete_status = GL_TRUE, binary_size = 0;
glGetProgramiv(entry.shader.glprogid, GL_LINK_STATUS, &link_status);
glGetProgramiv(entry.shader.glprogid, GL_DELETE_STATUS, &delete_status);
glGetProgramiv(entry.shader.glprogid, GL_PROGRAM_BINARY_LENGTH, &binary_size);
if (glGetError() != GL_NO_ERROR || link_status == GL_FALSE || delete_status == GL_TRUE || !binary_size)
{
return;
}
std::vector<u8> data(binary_size + sizeof(GLenum));
u8* binary = &data[sizeof(GLenum)];
GLenum* prog_format = (GLenum*)&data[0];
glGetProgramBinary(entry.shader.glprogid, binary_size, nullptr, prog_format, binary);
if (glGetError() != GL_NO_ERROR)
{
return;
}
g_program_disk_cache.Append(uid, &data[0], binary_size + sizeof(GLenum));
});
delete pshaders;
pshaders = nullptr;
g_program_disk_cache.Sync();
g_program_disk_cache.Close();
}
s_buffer.reset();
}
void ProgramShaderCache::CreateHeader()
{
GLSL_VERSION v = g_ogl_config.eSupportedGLSLVersion;
bool is_glsles = v >= GLSLES_300;
std::string SupportedESPointSize;
std::string SupportedESTextureBuffer;
switch (g_ogl_config.SupportedESPointSize)
{
case 1: SupportedESPointSize = "#extension GL_OES_geometry_point_size : enable"; break;
case 2: SupportedESPointSize = "#extension GL_EXT_geometry_point_size : enable"; break;
default: SupportedESPointSize = ""; break;
}
switch (g_ogl_config.SupportedESTextureBuffer)
{
case ES_TEXBUF_TYPE::TEXBUF_EXT:
SupportedESTextureBuffer = "#extension GL_EXT_texture_buffer : enable";
break;
case ES_TEXBUF_TYPE::TEXBUF_OES:
SupportedESTextureBuffer = "#extension GL_OES_texture_buffer : enable";
break;
case ES_TEXBUF_TYPE::TEXBUF_CORE:
case ES_TEXBUF_TYPE::TEXBUF_NONE:
SupportedESTextureBuffer = "";
break;
}
std::string earlyz_string = "#define FORCE_EARLY_Z \n";
if (g_ActiveConfig.backend_info.bSupportsEarlyZ)
{
if (g_ogl_config.bSupportsImageLoadStore)
{
earlyz_string = "#define FORCE_EARLY_Z layout(early_fragment_tests) in;\n";
if (!is_glsles) // GLES supports this by default
earlyz_string += "#extension GL_ARB_shader_image_load_store : enable\n";
}
else if (g_ogl_config.bSupportsConservativeDepth)
{
// See PixelShaderGen for details about this fallback.
earlyz_string = "#define FORCE_EARLY_Z layout(depth_unchanged) out float gl_FragDepth;\n";
earlyz_string += "#extension GL_ARB_conservative_depth : enable\n";
}
}
snprintf(s_glsl_header, sizeof(s_glsl_header),
"%s\n"
"%s\n" // ubo
"%s\n" // early-z
"%s\n" // 420pack
"%s\n" // msaa
"%s\n" // Input/output/sampler binding
"%s\n" // Varying location
"%s\n" // storage buffer
"%s\n" // shader5
"%s\n" // SSAA
"%s\n" // Geometry point size
"%s\n" // AEP
"%s\n" // texture buffer
"%s\n" // ES texture buffer
"%s\n" // ES dual source blend
"%s\n" // shader image load store
// Precision defines for GLSL ES
"%s\n"
"%s\n"
"%s\n"
"%s\n"
"%s\n"
"%s\n"
"%s\n"
// Silly differences
"#define float2 vec2\n"
"#define float3 vec3\n"
"#define float4 vec4\n"
"#define uint2 uvec2\n"
"#define uint3 uvec3\n"
"#define uint4 uvec4\n"
"#define int2 ivec2\n"
"#define int3 ivec3\n"
"#define int4 ivec4\n"
"#define float1x1 mat1\n"
"#define float2x2 mat2\n"
"#define float3x3 mat3\n"
"#define float4x4 mat4\n"
"#define float4x3 mat4x3\n"
"#define float3x4 mat3x4\n"
// hlsl to glsl function translation
"#define frac fract\n"
"#define lerp mix\n"
"#define saturate(x) clamp(x, 0.0, 1.0)\n"
"#define mul(x, y) (y * x)\n"
"#define ddx dFdx\n"
"#define ddy dFdy\n"
"#define rsqrt inversesqrt\n"
, GetGLSLVersionString().c_str()
, v < GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
, earlyz_string.c_str()
, (g_ActiveConfig.backend_info.bSupportsBindingLayout && v < GLSLES_310) ? "#extension GL_ARB_shading_language_420pack : enable" : ""
, (g_ogl_config.bSupportsMSAA && v < GLSL_150) ? "#extension GL_ARB_texture_multisample : enable" : ""
, (v < GLSLES_300 && g_ActiveConfig.backend_info.bSupportsSSAA) ? "#extension GL_ARB_sample_shading : enable" : ""
// Attribute and fragment output bindings are still done via glBindAttribLocation and
// glBindFragDataLocation. In the future this could be moved to the layout qualifier
// in GLSL, but requires verification of GL_ARB_explicit_attrib_location.
, g_ActiveConfig.backend_info.bSupportsBindingLayout ?
"#define ATTRIBUTE_LOCATION(x)\n"
"#define FRAGMENT_OUTPUT_LOCATION(x)\n"
"#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)\n"
"#define UBO_BINDING(packing, x) layout(packing, binding = x)\n"
"#define SAMPLER_BINDING(x) layout(binding = x)\n"
"#define SSBO_BINDING(x) layout(binding = x)\n" :
"#define ATTRIBUTE_LOCATION(x)\n"
"#define FRAGMENT_OUTPUT_LOCATION(x)\n"
"#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)\n"
"#define UBO_BINDING(packing, x) layout(packing)\n"
"#define SAMPLER_BINDING(x)\n"
// Input/output blocks are matched by name during program linking
, "#define VARYING_LOCATION(x)\n"
, !is_glsles && g_ActiveConfig.backend_info.bSupportsBBox ? "#extension GL_ARB_shader_storage_buffer_object : enable" : ""
, !is_glsles && g_ActiveConfig.backend_info.bSupportsGSInstancing ? "#extension GL_ARB_gpu_shader5 : enable" : ""
, SupportedESPointSize.c_str()
, g_ogl_config.bSupportsAEP ? "#extension GL_ANDROID_extension_pack_es31a : enable" : ""
, v < GLSL_140 && g_ActiveConfig.backend_info.bSupportsPaletteConversion ? "#extension GL_ARB_texture_buffer_object : enable" : ""
, v < GLSL_400 && g_ActiveConfig.backend_info.bSupportsSSAA ? "#extension GL_ARB_sample_shading : enable" : ""
, SupportedESTextureBuffer.c_str()
, is_glsles && g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "#extension GL_EXT_blend_func_extended : enable" : ""
, g_ogl_config.bSupportsImageLoadStore &&
((!is_glsles && v < GLSL_430) || (is_glsles && v < GLSLES_310)) ?
"#extension GL_ARB_shader_image_load_store : enable" :
""
, is_glsles ? "precision highp float;" : ""
, is_glsles ? "precision highp int;" : ""
, is_glsles ? "precision highp sampler2DArray;" : ""
, (is_glsles && g_ActiveConfig.backend_info.bSupportsPaletteConversion) ? "precision highp usamplerBuffer;" : ""
, v > GLSLES_300 ? "precision highp sampler2DMS;" : ""
, v >= GLSLES_310 ? "precision highp image2DArray;" : ""
);
}
u32 ProgramShaderCache::GetUniformBufferAlignment()
{
return s_ubo_align;
}
void ProgramShaderCache::ProgramShaderCacheInserter::Read(const SHADERUID& key, const u8* value, u32 value_size)
{
const u8 *binary = value + sizeof(GLenum);
GLenum *prog_format = (GLenum*)value;
GLint binary_size = value_size - sizeof(GLenum);
PCacheEntry& entry = pshaders->GetOrAdd(key);
entry.in_cache = 1;
entry.shader.glprogid = glCreateProgram();
glProgramBinary(entry.shader.glprogid, *prog_format, binary, binary_size);
GLint success;
glGetProgramiv(entry.shader.glprogid, GL_LINK_STATUS, &success);
if (success)
{
entry.shader.SetProgramVariables();
}
else
{
glDeleteProgram(entry.shader.glprogid);
entry.shader.glprogid = 0;
}
}
} // namespace OGL