/
ShaderManager.cpp
842 lines (748 loc) · 27.2 KB
/
ShaderManager.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
// 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 "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) {
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) {
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);
}
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) {
float flippedMatrix[16];
memcpy(flippedMatrix, gstate.projMatrix, 16 * sizeof(float));
if (gstate_c.vpHeight < 0) {
flippedMatrix[5] = -flippedMatrix[5];
flippedMatrix[13] = -flippedMatrix[13];
}
if (gstate_c.vpWidth < 0) {
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;
}
}
}
}
glUniformMatrix4fv(u_proj, 1, GL_FALSE, flippedMatrix);
}
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 *gs = GetI18NCategory("Graphics");
ERROR_LOG(G3D, "Shader compilation failed, falling back to software transform");
osm.Show(gs->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;
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 |= shaderSwitchDirty_;
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;
}