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/*
* Copyright (C) 2011-2013 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* 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; either version 2, or (at your option)
* any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSShaderOGL.h"
#include "GLState.h"
GSShaderOGL::GSShaderOGL(bool debug) :
m_pipeline(0),
m_debug_shader(debug)
{
m_single_prog.clear();
if (GLLoader::found_GL_ARB_separate_shader_objects) {
glGenProgramPipelines(1, &m_pipeline);
glBindProgramPipeline(m_pipeline);
}
}
GSShaderOGL::~GSShaderOGL()
{
if (GLLoader::found_GL_ARB_separate_shader_objects)
glDeleteProgramPipelines(1, &m_pipeline);
for (auto it = m_single_prog.begin(); it != m_single_prog.end() ; it++) glDeleteProgram(it->second);
m_single_prog.clear();
}
void GSShaderOGL::VS(GLuint s)
{
if (GLState::vs != s)
{
GLState::vs = s;
GLState::dirty_prog = true;
if (GLLoader::found_GL_ARB_separate_shader_objects)
glUseProgramStages(m_pipeline, GL_VERTEX_SHADER_BIT, s);
}
}
void GSShaderOGL::PS(GLuint s)
{
#ifdef _DEBUG
if (true)
#else
if (GLState::ps != s)
#endif
{
// In debug always sets the program. It allow to replace the program in apitrace easily.
GLState::ps = s;
GLState::dirty_prog = true;
if (GLLoader::found_GL_ARB_separate_shader_objects) {
glUseProgramStages(m_pipeline, GL_FRAGMENT_SHADER_BIT, s);
}
}
}
void GSShaderOGL::GS(GLuint s)
{
if (GLState::gs != s)
{
GLState::gs = s;
GLState::dirty_prog = true;
if (GLLoader::found_GL_ARB_separate_shader_objects)
glUseProgramStages(m_pipeline, GL_GEOMETRY_SHADER_BIT, s);
}
}
bool GSShaderOGL::ValidateShader(GLuint s)
{
if (!m_debug_shader) return true;
GLint status = 0;
glGetShaderiv(s, GL_COMPILE_STATUS, &status);
if (status) return true;
GLint log_length = 0;
glGetShaderiv(s, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0) {
char* log = new char[log_length];
glGetShaderInfoLog(s, log_length, NULL, log);
fprintf(stderr, "%s", log);
delete[] log;
}
fprintf(stderr, "\n");
return false;
}
bool GSShaderOGL::ValidateProgram(GLuint p)
{
if (!m_debug_shader) return true;
GLint status = 0;
glGetProgramiv(p, GL_LINK_STATUS, &status);
if (status) return true;
GLint log_length = 0;
glGetProgramiv(p, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0) {
char* log = new char[log_length];
glGetProgramInfoLog(p, log_length, NULL, log);
fprintf(stderr, "%s", log);
delete[] log;
}
fprintf(stderr, "\n");
return false;
}
bool GSShaderOGL::ValidatePipeline(GLuint p)
{
if (!m_debug_shader) return true;
// FIXME: might be mandatory to validate the pipeline
glValidateProgramPipeline(p);
GLint status = 0;
glGetProgramPipelineiv(p, GL_VALIDATE_STATUS, &status);
if (status) return true;
GLint log_length = 0;
glGetProgramPipelineiv(p, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0) {
char* log = new char[log_length];
glGetProgramPipelineInfoLog(p, log_length, NULL, log);
fprintf(stderr, "%s", log);
delete[] log;
}
fprintf(stderr, "\n");
return false;
}
GLuint GSShaderOGL::LinkNewProgram()
{
GLuint p = glCreateProgram();
if (GLState::vs) glAttachShader(p, GLState::vs);
if (GLState::ps) glAttachShader(p, GLState::ps);
if (GLState::gs) glAttachShader(p, GLState::gs);
glLinkProgram(p);
ValidateProgram(p);
return p;
}
void GSShaderOGL::UseProgram()
{
if (GLState::dirty_prog) {
if (!GLLoader::found_GL_ARB_separate_shader_objects) {
hash_map<uint64, GLuint >::iterator it;
// Note: shader are integer lookup pointer. They start from 1 and incr
// every time you create a new shader OR a new program.
// Note2: vs & gs are precompiled at startup. FGLRX and radeon got value < 128. GS has only 2 programs
// We migth be able to pack the value in a 32bits int
// I would need to check the behavior on Nvidia (pause/resume).
uint64 sel = (uint64)GLState::vs << 40 | (uint64)GLState::gs << 20 | GLState::ps;
it = m_single_prog.find(sel);
if (it == m_single_prog.end()) {
GLState::program = LinkNewProgram();
m_single_prog[sel] = GLState::program;
ValidateProgram(GLState::program);
glUseProgram(GLState::program);
} else {
GLuint prog = it->second;
if (prog != GLState::program) {
GLState::program = prog;
glUseProgram(GLState::program);
}
}
}
}
GLState::dirty_prog = false;
}
std::string GSShaderOGL::GenGlslHeader(const std::string& entry, GLenum type, const std::string& macro)
{
std::string header;
header = "#version 330 core\n";
// Need GL version 420
header += "#extension GL_ARB_shading_language_420pack: require\n";
if (GLLoader::found_GL_ARB_separate_shader_objects) {
// Need GL version 410
header += "#extension GL_ARB_separate_shader_objects: require\n";
}
if (GLLoader::found_GL_ARB_shader_image_load_store) {
// Need GL version 420
header += "#extension GL_ARB_shader_image_load_store: require\n";
} else {
header += "#define DISABLE_GL42_image\n";
}
if (GLLoader::found_GL_ARB_clip_control) {
header += "#define ZERO_TO_ONE_DEPTH\n";
}
// Stupid GL implementation (can't use GL_ES)
// AMD/nvidia define it to 0
// intel window don't define it
// intel linux refuse to define it
header += "#define pGL_ES 0\n";
// Allow to puts several shader in 1 files
switch (type) {
case GL_VERTEX_SHADER:
header += "#define VERTEX_SHADER 1\n";
break;
case GL_GEOMETRY_SHADER:
header += "#define GEOMETRY_SHADER 1\n";
break;
case GL_FRAGMENT_SHADER:
header += "#define FRAGMENT_SHADER 1\n";
break;
default: ASSERT(0);
}
// Select the entry point ie the main function
header += format("#define %s main\n", entry.c_str());
header += macro;
return header;
}
GLuint GSShaderOGL::Compile(const std::string& glsl_file, const std::string& entry, GLenum type, const char* glsl_h_code, const std::string& macro_sel)
{
ASSERT(glsl_h_code != NULL);
GLuint program = 0;
if (type == GL_GEOMETRY_SHADER && !GLLoader::found_geometry_shader) {
return program;
}
// Note it is better to separate header and source file to have the good line number
// in the glsl compiler report
const char* sources[2];
std::string header = GenGlslHeader(entry, type, macro_sel);
int shader_nb = 1;
#if 1
sources[0] = header.c_str();
sources[1] = glsl_h_code;
shader_nb++;
#else
sources[0] = header.append(glsl_h_code).c_str();
#endif
if (GLLoader::found_GL_ARB_separate_shader_objects) {
program = glCreateShaderProgramv(type, shader_nb, sources);
} else {
program = glCreateShader(type);
glShaderSource(program, shader_nb, sources, NULL);
glCompileShader(program);
}
bool status;
if (GLLoader::found_GL_ARB_separate_shader_objects)
status = ValidateProgram(program);
else
status = ValidateShader(program);
if (!status) {
// print extra info
fprintf(stderr, "%s (entry %s, prog %d) :", glsl_file.c_str(), entry.c_str(), program);
fprintf(stderr, "\n%s", macro_sel.c_str());
fprintf(stderr, "\n");
}
return program;
}
// This function will get the binary program. Normally it must be used a caching
// solution but Nvidia also incorporates the ASM dump. Asm is nice because it allow
// to have an overview of the program performance based on the instruction number
// Note: initially I was using cg offline compiler but it doesn't support latest
// GLSL improvement (unfortunately).
int GSShaderOGL::DumpAsm(const std::string& file, GLuint p)
{
if (!GLLoader::nvidia_buggy_driver) return 0;
GLint binaryLength;
glGetProgramiv(p, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
char* binary = new char[binaryLength+4];
GLenum binaryFormat;
glGetProgramBinary(p, binaryLength, NULL, &binaryFormat, binary);
FILE* outfile = fopen(file.c_str(), "w");
ASSERT(outfile);
// Search the magic number "!!"
int asm_ = 0;
while (asm_ < binaryLength && (binary[asm_] != '!' || binary[asm_+1] != '!')) {
asm_ += 1;
}
int instructions = -1;
if (asm_ < binaryLength) {
// Now print asm as text
char* asm_txt = strtok(&binary[asm_], "\n");
while (asm_txt != NULL && (strncmp(asm_txt, "END", 3) || !strncmp(asm_txt, "ENDIF", 5))) {
if (!strncmp(asm_txt, "OUT", 3) || !strncmp(asm_txt, "TEMP", 4) || !strncmp(asm_txt, "LONG", 4)) {
instructions = 0;
} else if (instructions >= 0) {
if (instructions == 0)
fprintf(outfile, "\n");
instructions++;
}
fprintf(outfile, "%s\n", asm_txt);
asm_txt = strtok(NULL, "\n");
}
fprintf(outfile, "\nFound %d instructions\n", instructions);
}
fclose(outfile);
if (instructions < 0) {
// RAW dump in case of error
fprintf(stderr, "Error: failed to find the number of instructions!\n");
outfile = fopen(file.c_str(), "wb");
fwrite(binary, binaryLength, 1, outfile);
fclose(outfile);
ASSERT(0);
}
delete[] binary;
return instructions;
}
void GSShaderOGL::Delete(GLuint s)
{
if (GLLoader::found_GL_ARB_separate_shader_objects) {
glDeleteProgram(s);
} else {
glDeleteShader(s);
}
}
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