rpcs3/rpcs3/Emu/RSX/GL/GLProgramBuffer.h
kd-11 90c2324e47 rsx: Program cache fixes
- Reorganize storage hash vs ucode hash
- Scan for actual fragment program start in case leading NOPed code precedes the actual instructions
-- e.g FEAR2 Demo has over 32k of padding before actual program code that messes up hashes
2017-12-04 18:22:18 +03:00

104 lines
3.1 KiB
C++

#pragma once
#include "GLVertexProgram.h"
#include "GLFragmentProgram.h"
#include "../Common/ProgramStateCache.h"
struct GLTraits
{
using vertex_program_type = GLVertexProgram;
using fragment_program_type = GLFragmentProgram;
using pipeline_storage_type = gl::glsl::program;
using pipeline_properties = void*;
static
void recompile_fragment_program(const RSXFragmentProgram &RSXFP, fragment_program_type& fragmentProgramData, size_t /*ID*/)
{
fragmentProgramData.Decompile(RSXFP);
fragmentProgramData.Compile();
}
static
void recompile_vertex_program(const RSXVertexProgram &RSXVP, vertex_program_type& vertexProgramData, size_t /*ID*/)
{
vertexProgramData.Decompile(RSXVP);
vertexProgramData.Compile();
}
static
pipeline_storage_type build_pipeline(const vertex_program_type &vertexProgramData, const fragment_program_type &fragmentProgramData, const pipeline_properties&)
{
pipeline_storage_type result;
__glcheck result.create()
.attach(gl::glsl::shader_view(vertexProgramData.id))
.attach(gl::glsl::shader_view(fragmentProgramData.id))
.bind_fragment_data_location("ocol0", 0)
.bind_fragment_data_location("ocol1", 1)
.bind_fragment_data_location("ocol2", 2)
.bind_fragment_data_location("ocol3", 3)
.make();
__glcheck result.use();
//Progam locations are guaranteed to not change after linking
//Texture locations are simply bound to the TIUs so this can be done once
for (int i = 0; i < rsx::limits::fragment_textures_count; ++i)
{
int location;
if (result.uniforms.has_location("tex" + std::to_string(i), &location))
result.uniforms[location] = i;
}
for (int i = 0; i < rsx::limits::vertex_textures_count; ++i)
{
int location;
if (result.uniforms.has_location("vtex" + std::to_string(i), &location))
result.uniforms[location] = (i + rsx::limits::fragment_textures_count);
}
const int stream_buffer_start = rsx::limits::fragment_textures_count + rsx::limits::vertex_textures_count;
//Bind locations 0 and 1 to the stream buffers
result.uniforms[0] = stream_buffer_start;
result.uniforms[1] = stream_buffer_start + 1;
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;
}
};
class GLProgramBuffer : public program_state_cache<GLTraits>
{
public:
u64 get_hash(void*&)
{
return 0;
}
u64 get_hash(RSXVertexProgram &prog)
{
return program_hash_util::vertex_program_utils::get_vertex_program_ucode_hash(prog);
}
u64 get_hash(RSXFragmentProgram &prog)
{
return program_hash_util::fragment_program_utils::get_fragment_program_ucode_hash(prog);
}
template <typename... Args>
void add_pipeline_entry(RSXVertexProgram &vp, RSXFragmentProgram &fp, void* &props, Args&& ...args)
{
vp.skip_vertex_input_check = true;
getGraphicPipelineState(vp, fp, props, std::forward<Args>(args)...);
}
bool check_cache_missed() const
{
return m_cache_miss_flag;
}
};