mirror of
https://github.com/RPCS3/rpcs3.git
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GL: Use pipeline cache
This commit is contained in:
parent
145f411324
commit
2a7c65c019
@ -105,10 +105,10 @@ std::string GLFragmentDecompilerThread::AddConst()
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auto data = vm::ptr<u32>::make(m_addr + m_size + 4 * sizeof(u32));
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auto data = vm::ptr<u32>::make(m_addr + m_size + 4 * sizeof(u32));
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m_offset = 2 * 4 * sizeof(u32);
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m_offset = 2 * 4 * sizeof(u32);
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u32 x = GetData(data[0]);
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u32 x = 0;//GetData(data[0]);
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u32 y = GetData(data[1]);
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u32 y = 0;//GetData(data[1]);
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u32 z = GetData(data[2]);
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u32 z = 0;//GetData(data[2]);
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u32 w = GetData(data[3]);
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u32 w = 0;//GetData(data[3]);
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return m_parr.AddParam(PARAM_UNIFORM, "vec4", name,
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return m_parr.AddParam(PARAM_UNIFORM, "vec4", name,
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std::string("vec4(") + std::to_string((float&)x) + ", " + std::to_string((float&)y)
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std::string("vec4(") + std::to_string((float&)x) + ", " + std::to_string((float&)y)
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+ ", " + std::to_string((float&)z) + ", " + std::to_string((float&)w) + ")");
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+ ", " + std::to_string((float&)z) + ", " + std::to_string((float&)w) + ")");
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@ -612,7 +612,7 @@ void GLFragmentDecompilerThread::Task()
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m_code_level = 1;
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m_code_level = 1;
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m_shader = BuildCode();
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m_shader = BuildCode();
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main.clear();
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main.clear();
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m_parr.params.clear();
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// m_parr.params.clear();
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}
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}
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GLFragmentProgram::GLFragmentProgram()
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GLFragmentProgram::GLFragmentProgram()
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@ -672,7 +672,7 @@ void GLFragmentProgram::DecompileAsync(RSXFragmentProgram& prog)
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void GLFragmentProgram::Compile()
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void GLFragmentProgram::Compile()
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{
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{
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if (id)
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if (id)
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{
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{
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glDeleteShader(id);
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glDeleteShader(id);
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}
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}
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@ -706,6 +706,15 @@ void GLFragmentProgram::Compile()
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LOG_NOTICE(RSX, shader.c_str()); // Log the text of the shader that failed to compile
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LOG_NOTICE(RSX, shader.c_str()); // Log the text of the shader that failed to compile
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Emu.Pause(); // Pause the emulator, we can't really continue from here
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Emu.Pause(); // Pause the emulator, we can't really continue from here
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}
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}
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for (const GLParamType& PT : parr.params)
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{
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if (PT.flag != PARAM_UNIFORM) continue;
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for (const GLParamItem PI : PT.items)
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{
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size_t offset = atoi(PI.name.c_str() + 2);
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FragmentConstantOffsetCache.push_back(offset);
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}
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}
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}
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}
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void GLFragmentProgram::Delete()
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void GLFragmentProgram::Delete()
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@ -65,6 +65,7 @@ public:
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GLParamArray parr;
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GLParamArray parr;
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u32 id;
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u32 id;
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std::string shader;
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std::string shader;
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std::vector<size_t> FragmentConstantOffsetCache;
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/**
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/**
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* Decompile a fragment shader located in the PS3's Memory. This function operates synchronously.
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* Decompile a fragment shader located in the PS3's Memory. This function operates synchronously.
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@ -1089,6 +1089,28 @@ void GLGSRender::InitFragmentData()
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return;
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return;
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}
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}
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// Get constant from fragment program
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const std::vector<size_t> &fragmentOffset = m_prog_buffer.getFragmentConstantOffsetsCache(m_cur_fragment_prog);
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for (size_t offsetInFP : fragmentOffset)
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{
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auto data = vm::ptr<u32>::make(m_cur_fragment_prog->addr + (u32)offsetInFP);
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u32 c0 = (data[0] >> 16 | data[0] << 16);
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u32 c1 = (data[1] >> 16 | data[1] << 16);
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u32 c2 = (data[2] >> 16 | data[2] << 16);
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u32 c3 = (data[3] >> 16 | data[3] << 16);
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const std::string name = fmt::Format("fc%u", offsetInFP);
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const int l = m_program.GetLocation(name);
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checkForGlError("glGetUniformLocation " + name);
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float f0 = (float&)c0;
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float f1 = (float&)c1;
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float f2 = (float&)c2;
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float f3 = (float&)c3;
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glUniform4f(l, f0, f1, f2, f3);
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checkForGlError("glUniform4f " + name + fmt::Format(" %u [%f %f %f %f]", l, f0, f1, f2, f3));
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}
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for (const RSXTransformConstant& c : m_fragment_constants)
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for (const RSXTransformConstant& c : m_fragment_constants)
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{
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{
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u32 id = c.id - m_cur_fragment_prog->offset;
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u32 id = c.id - m_cur_fragment_prog->offset;
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@ -1103,6 +1125,7 @@ void GLGSRender::InitFragmentData()
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checkForGlError("glUniform4f " + name + fmt::Format(" %u [%f %f %f %f]", l, c.x, c.y, c.z, c.w));
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checkForGlError("glUniform4f " + name + fmt::Format(" %u [%f %f %f %f]", l, c.x, c.y, c.z, c.w));
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}
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}
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//if (m_fragment_constants.GetCount())
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//if (m_fragment_constants.GetCount())
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// LOG_NOTICE(HLE, "");
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// LOG_NOTICE(HLE, "");
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}
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}
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@ -1123,88 +1146,9 @@ bool GLGSRender::LoadProgram()
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return false;
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return false;
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}
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}
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m_fp_buf_num = m_prog_buffer.SearchFp(*m_cur_fragment_prog, m_fragment_prog);
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GLProgram *result = m_prog_buffer.getGraphicPipelineState(m_cur_vertex_prog, m_cur_fragment_prog, nullptr, nullptr);
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m_vp_buf_num = m_prog_buffer.SearchVp(*m_cur_vertex_prog, m_vertex_prog);
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m_program.id = result->id;
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m_program.Use();
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if (m_fp_buf_num == -1)
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{
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LOG_WARNING(RSX, "FP not found in buffer!");
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m_fragment_prog.Decompile(*m_cur_fragment_prog);
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m_fragment_prog.Compile();
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checkForGlError("m_fragment_prog.Compile");
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// TODO: This shouldn't use current dir
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fs::file("./FragmentProgram.txt", o_write | o_create | o_trunc).write(m_fragment_prog.shader.c_str(), m_fragment_prog.shader.size());
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}
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if (m_vp_buf_num == -1)
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{
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LOG_WARNING(RSX, "VP not found in buffer!");
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m_vertex_prog.Decompile(*m_cur_vertex_prog);
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m_vertex_prog.Compile();
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checkForGlError("m_vertex_prog.Compile");
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// TODO: This shouldn't use current dir
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fs::file("./VertexProgram.txt", o_write | o_create | o_trunc).write(m_vertex_prog.shader.c_str(), m_vertex_prog.shader.size());
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}
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if (m_fp_buf_num != -1 && m_vp_buf_num != -1)
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{
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m_program.id = m_prog_buffer.GetProg(m_fp_buf_num, m_vp_buf_num);
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}
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if (m_program.id)
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{
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// RSX Debugger: Check if this program was modified and update it
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if (Ini.GSLogPrograms.GetValue())
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{
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for (auto& program : m_debug_programs)
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{
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if (program.id == m_program.id && program.modified)
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{
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// TODO: This isn't working perfectly. Is there any better/shorter way to update the program
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m_vertex_prog.shader = program.vp_shader;
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m_fragment_prog.shader = program.fp_shader;
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m_vertex_prog.Wait();
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m_vertex_prog.Compile();
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checkForGlError("m_vertex_prog.Compile");
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m_fragment_prog.Wait();
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m_fragment_prog.Compile();
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checkForGlError("m_fragment_prog.Compile");
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glAttachShader(m_program.id, m_vertex_prog.id);
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glAttachShader(m_program.id, m_fragment_prog.id);
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glLinkProgram(m_program.id);
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checkForGlError("glLinkProgram");
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glDetachShader(m_program.id, m_vertex_prog.id);
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glDetachShader(m_program.id, m_fragment_prog.id);
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program.vp_id = m_vertex_prog.id;
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program.fp_id = m_fragment_prog.id;
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program.modified = false;
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}
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}
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}
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m_program.Use();
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}
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else
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{
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m_program.Create(m_vertex_prog.id, m_fragment_prog.id);
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checkForGlError("m_program.Create");
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m_prog_buffer.Add(m_program, m_fragment_prog, *m_cur_fragment_prog, m_vertex_prog, *m_cur_vertex_prog);
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checkForGlError("m_prog_buffer.Add");
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m_program.Use();
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// RSX Debugger
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if (Ini.GSLogPrograms.GetValue())
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{
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RSXDebuggerProgram program;
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program.id = m_program.id;
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program.vp_id = m_vertex_prog.id;
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program.fp_id = m_fragment_prog.id;
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program.vp_shader = m_vertex_prog.shader;
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program.fp_shader = m_fragment_prog.shader;
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m_debug_programs.push_back(program);
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}
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}
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return true;
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return true;
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}
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}
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@ -1477,7 +1421,6 @@ void GLGSRender::OnExitThread()
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m_fbo.Delete();
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m_fbo.Delete();
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m_vbo.Delete();
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m_vbo.Delete();
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m_vao.Delete();
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m_vao.Delete();
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m_prog_buffer.Clear();
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}
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}
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void GLGSRender::OnReset()
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void GLGSRender::OnReset()
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@ -1,16 +1,13 @@
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#pragma once
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#pragma once
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#include "Emu/RSX/GSRender.h"
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#include "Emu/RSX/GSRender.h"
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#include "GLBuffers.h"
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#include "GLBuffers.h"
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#include "GLProgramBuffer.h"
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#pragma comment(lib, "opengl32.lib")
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#define RSX_DEBUG 1
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#define RSX_DEBUG 1
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extern GLenum g_last_gl_error;
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void printGlError(GLenum err, const char* situation);
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#include "GLProgramBuffer.h"
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void printGlError(GLenum err, const std::string& situation);
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u32 LinearToSwizzleAddress(u32 x, u32 y, u32 z, u32 log2_width, u32 log2_height, u32 log2_depth);
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#pragma comment(lib, "opengl32.lib")
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#if RSX_DEBUG
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#if RSX_DEBUG
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#define checkForGlError(sit) if((g_last_gl_error = glGetError()) != GL_NO_ERROR) printGlError(g_last_gl_error, sit)
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#define checkForGlError(sit) if((g_last_gl_error = glGetError()) != GL_NO_ERROR) printGlError(g_last_gl_error, sit)
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@ -18,6 +15,12 @@ u32 LinearToSwizzleAddress(u32 x, u32 y, u32 z, u32 log2_width, u32 log2_height,
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#define checkForGlError(sit)
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#define checkForGlError(sit)
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#endif
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#endif
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extern GLenum g_last_gl_error;
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void printGlError(GLenum err, const char* situation);
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void printGlError(GLenum err, const std::string& situation);
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u32 LinearToSwizzleAddress(u32 x, u32 y, u32 z, u32 log2_width, u32 log2_height, u32 log2_depth);
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class GLTexture
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class GLTexture
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{
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{
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u32 m_id;
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u32 m_id;
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@ -38,9 +38,11 @@ void GLProgram::Create(const u32 vp, const u32 fp)
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Delete();
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Delete();
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id = glCreateProgram();
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id = glCreateProgram();
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GLuint res = glGetError();
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glAttachShader(id, vp);
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glAttachShader(id, vp);
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res = glGetError();
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glAttachShader(id, fp);
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glAttachShader(id, fp);
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res = glGetError();
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glLinkProgram(id);
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glLinkProgram(id);
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@ -2,133 +2,4 @@
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#include "Utilities/Log.h"
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#include "Utilities/Log.h"
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#include "Emu/Memory/Memory.h"
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#include "Emu/Memory/Memory.h"
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#include "GLProgramBuffer.h"
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//#include "GLProgramBuffer.h"
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int GLProgramBuffer::SearchFp(const RSXFragmentProgram& rsx_fp, GLFragmentProgram& gl_fp)
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{
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for(u32 i=0; i<m_buf.size(); ++i)
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{
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if(memcmp(&m_buf[i].fp_data[0], vm::get_ptr<void>(rsx_fp.addr), m_buf[i].fp_data.size()) != 0) continue;
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gl_fp.id = m_buf[i].fp_id;
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gl_fp.shader = m_buf[i].fp_shader.c_str();
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return i;
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}
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return -1;
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}
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int GLProgramBuffer::SearchVp(const RSXVertexProgram& rsx_vp, GLVertexProgram& gl_vp)
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{
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for(u32 i=0; i<m_buf.size(); ++i)
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{
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if(m_buf[i].vp_data.size() != rsx_vp.data.size()) continue;
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if(memcmp(m_buf[i].vp_data.data(), rsx_vp.data.data(), rsx_vp.data.size() * 4) != 0) continue;
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gl_vp.id = m_buf[i].vp_id;
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gl_vp.shader = m_buf[i].vp_shader.c_str();
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return i;
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}
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return -1;
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}
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bool GLProgramBuffer::CmpVP(const u32 a, const u32 b) const
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{
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if(m_buf[a].vp_data.size() != m_buf[b].vp_data.size()) return false;
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return memcmp(m_buf[a].vp_data.data(), m_buf[b].vp_data.data(), m_buf[a].vp_data.size() * 4) == 0;
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}
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bool GLProgramBuffer::CmpFP(const u32 a, const u32 b) const
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{
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if(m_buf[a].fp_data.size() != m_buf[b].fp_data.size()) return false;
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return memcmp(m_buf[a].fp_data.data(), m_buf[b].fp_data.data(), m_buf[a].fp_data.size()) == 0;
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}
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u32 GLProgramBuffer::GetProg(u32 fp, u32 vp) const
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{
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if(fp == vp)
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{
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/*
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LOG_NOTICE(RSX, "Get program (%d):", fp);
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LOG_NOTICE(RSX, "*** prog id = %d", m_buf[fp].prog_id);
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LOG_NOTICE(RSX, "*** vp id = %d", m_buf[fp].vp_id);
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LOG_NOTICE(RSX, "*** fp id = %d", m_buf[fp].fp_id);
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LOG_NOTICE(RSX, "*** vp shader = \n%s", m_buf[fp].vp_shader.wx_str());
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LOG_NOTICE(RSX, "*** fp shader = \n%s", m_buf[fp].fp_shader.wx_str());
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*/
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return m_buf[fp].prog_id;
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}
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for(u32 i=0; i<m_buf.size(); ++i)
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{
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if(i == fp || i == vp) continue;
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if(CmpVP(vp, i) && CmpFP(fp, i))
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{
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/*
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LOG_NOTICE(RSX, "Get program (%d):", i);
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LOG_NOTICE(RSX, "*** prog id = %d", m_buf[i].prog_id);
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LOG_NOTICE(RSX, "*** vp id = %d", m_buf[i].vp_id);
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LOG_NOTICE(RSX, "*** fp id = %d", m_buf[i].fp_id);
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LOG_NOTICE(RSX, "*** vp shader = \n%s", m_buf[i].vp_shader.wx_str());
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LOG_NOTICE(RSX, "*** fp shader = \n%s", m_buf[i].fp_shader.wx_str());
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*/
|
|
||||||
return m_buf[i].prog_id;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
void GLProgramBuffer::Add(GLProgram& prog, GLFragmentProgram& gl_fp, RSXFragmentProgram& rsx_fp, GLVertexProgram& gl_vp, RSXVertexProgram& rsx_vp)
|
|
||||||
{
|
|
||||||
GLBufferInfo new_buf;
|
|
||||||
|
|
||||||
LOG_NOTICE(RSX, "Add program (%d):", m_buf.size());
|
|
||||||
LOG_NOTICE(RSX, "*** prog id = %d", prog.id);
|
|
||||||
LOG_NOTICE(RSX, "*** vp id = %d", gl_vp.id);
|
|
||||||
LOG_NOTICE(RSX, "*** fp id = %d", gl_fp.id);
|
|
||||||
LOG_NOTICE(RSX, "*** vp data size = %d", rsx_vp.data.size() * 4);
|
|
||||||
LOG_NOTICE(RSX, "*** fp data size = %d", rsx_fp.size);
|
|
||||||
|
|
||||||
LOG_NOTICE(RSX, "*** vp shader = \n%s", gl_vp.shader.c_str());
|
|
||||||
LOG_NOTICE(RSX, "*** fp shader = \n%s", gl_fp.shader.c_str());
|
|
||||||
|
|
||||||
|
|
||||||
new_buf.prog_id = prog.id;
|
|
||||||
new_buf.vp_id = gl_vp.id;
|
|
||||||
new_buf.fp_id = gl_fp.id;
|
|
||||||
|
|
||||||
new_buf.fp_data.insert(new_buf.fp_data.end(), vm::get_ptr<u8>(rsx_fp.addr), vm::get_ptr<u8>(rsx_fp.addr + rsx_fp.size));
|
|
||||||
new_buf.vp_data = rsx_vp.data;
|
|
||||||
|
|
||||||
new_buf.vp_shader = gl_vp.shader;
|
|
||||||
new_buf.fp_shader = gl_fp.shader;
|
|
||||||
|
|
||||||
m_buf.push_back(new_buf);
|
|
||||||
}
|
|
||||||
|
|
||||||
void GLProgramBuffer::Clear()
|
|
||||||
{
|
|
||||||
for (u32 i = 0; i < m_buf.size(); ++i)
|
|
||||||
{
|
|
||||||
glDetachShader(m_buf[i].prog_id, m_buf[i].fp_id);
|
|
||||||
glDetachShader(m_buf[i].prog_id, m_buf[i].vp_id);
|
|
||||||
glDeleteShader(m_buf[i].fp_id);
|
|
||||||
glDeleteShader(m_buf[i].vp_id);
|
|
||||||
glDeleteProgram(m_buf[i].prog_id);
|
|
||||||
|
|
||||||
m_buf[i].fp_data.clear();
|
|
||||||
m_buf[i].vp_data.clear();
|
|
||||||
|
|
||||||
m_buf[i].vp_shader.clear();
|
|
||||||
m_buf[i].fp_shader.clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
m_buf.clear();
|
|
||||||
}
|
|
@ -1,29 +1,66 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include "GLProgram.h"
|
#include "GLProgram.h"
|
||||||
|
#include "../Common/ProgramStateCache.h"
|
||||||
|
#include "Utilities/File.h"
|
||||||
|
|
||||||
struct GLBufferInfo
|
struct GLTraits
|
||||||
{
|
{
|
||||||
u32 prog_id;
|
typedef GLVertexProgram VertexProgramData;
|
||||||
u32 fp_id;
|
typedef GLFragmentProgram FragmentProgramData;
|
||||||
u32 vp_id;
|
typedef GLProgram PipelineData;
|
||||||
std::vector<u8> fp_data;
|
typedef void* PipelineProperties;
|
||||||
std::vector<u32> vp_data;
|
typedef void* ExtraData;
|
||||||
std::string fp_shader;
|
|
||||||
std::string vp_shader;
|
static
|
||||||
|
void RecompileFragmentProgram(RSXFragmentProgram *RSXFP, FragmentProgramData& fragmentProgramData, size_t ID)
|
||||||
|
{
|
||||||
|
fragmentProgramData.Decompile(*RSXFP);
|
||||||
|
fragmentProgramData.Compile();
|
||||||
|
GLuint res = glGetError();
|
||||||
|
//checkForGlError("m_fragment_prog.Compile");
|
||||||
|
|
||||||
|
// TODO: This shouldn't use current dir
|
||||||
|
fs::file("./FragmentProgram.txt", o_write | o_create | o_trunc).write(fragmentProgramData.shader.c_str(), fragmentProgramData.shader.size());
|
||||||
|
}
|
||||||
|
|
||||||
|
static
|
||||||
|
void RecompileVertexProgram(RSXVertexProgram *RSXVP, VertexProgramData& vertexProgramData, size_t ID)
|
||||||
|
{
|
||||||
|
vertexProgramData.Decompile(*RSXVP);
|
||||||
|
vertexProgramData.Compile();
|
||||||
|
GLuint res = glGetError();
|
||||||
|
//checkForGlError("m_vertex_prog.Compile");
|
||||||
|
|
||||||
|
// TODO: This shouldn't use current dir
|
||||||
|
fs::file("./VertexProgram.txt", o_write | o_create | o_trunc).write(vertexProgramData.shader.c_str(), vertexProgramData.shader.size());
|
||||||
|
}
|
||||||
|
|
||||||
|
static
|
||||||
|
PipelineData *BuildProgram(VertexProgramData &vertexProgramData, FragmentProgramData &fragmentProgramData, const PipelineProperties &pipelineProperties, const ExtraData& extraData)
|
||||||
|
{
|
||||||
|
GLProgram *result = new GLProgram();
|
||||||
|
result->Create(vertexProgramData.id, fragmentProgramData.id);
|
||||||
|
GLuint res = glGetError();
|
||||||
|
//checkForGlError("m_program.Create");
|
||||||
|
result->Use();
|
||||||
|
|
||||||
|
LOG_NOTICE(RSX, "*** prog id = %d", result->id);
|
||||||
|
LOG_NOTICE(RSX, "*** vp id = %d", vertexProgramData.id);
|
||||||
|
LOG_NOTICE(RSX, "*** fp id = %d", fragmentProgramData.id);
|
||||||
|
|
||||||
|
LOG_NOTICE(RSX, "*** vp shader = \n%s", vertexProgramData.shader.c_str());
|
||||||
|
LOG_NOTICE(RSX, "*** fp shader = \n%s", fragmentProgramData.shader.c_str());
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
static
|
||||||
|
void DeleteProgram(PipelineData *ptr)
|
||||||
|
{
|
||||||
|
ptr->Delete();
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
struct GLProgramBuffer
|
class GLProgramBuffer : public ProgramStateCache<GLTraits>
|
||||||
{
|
{
|
||||||
std::vector<GLBufferInfo> m_buf;
|
|
||||||
|
|
||||||
int SearchFp(const RSXFragmentProgram& rsx_fp, GLFragmentProgram& gl_fp);
|
|
||||||
int SearchVp(const RSXVertexProgram& rsx_vp, GLVertexProgram& gl_vp);
|
|
||||||
|
|
||||||
bool CmpVP(const u32 a, const u32 b) const;
|
|
||||||
bool CmpFP(const u32 a, const u32 b) const;
|
|
||||||
|
|
||||||
u32 GetProg(u32 fp, u32 vp) const;
|
|
||||||
|
|
||||||
void Add(GLProgram& prog, GLFragmentProgram& gl_fp, RSXFragmentProgram& rsx_fp, GLVertexProgram& gl_vp, RSXVertexProgram& rsx_vp);
|
|
||||||
void Clear();
|
|
||||||
};
|
};
|
||||||
|
@ -822,7 +822,7 @@ void GLVertexProgram::DecompileAsync(RSXVertexProgram& prog)
|
|||||||
|
|
||||||
void GLVertexProgram::Compile()
|
void GLVertexProgram::Compile()
|
||||||
{
|
{
|
||||||
if (id)
|
if (id)
|
||||||
{
|
{
|
||||||
glDeleteShader(id);
|
glDeleteShader(id);
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user