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459 lines
15 KiB
C++
459 lines
15 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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// TOGL CODE LICENSE
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//
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// Copyright 2011-2014 Valve Corporation
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// All Rights Reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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// cglmprogram.h
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// GLMgr programs (ARBVP/ARBfp)
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//
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//===============================================================================
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#ifndef CGLMPROGRAM_H
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#define CGLMPROGRAM_H
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#include <sys/stat.h>
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#pragma once
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// good ARB program references
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// http://petewarden.com/notes/archives/2005/05/fragment_progra_2.html
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// http://petewarden.com/notes/archives/2005/06/fragment_progra_3.html
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// ext links
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// http://www.opengl.org/registry/specs/ARB/vertex_program.txt
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// http://www.opengl.org/registry/specs/ARB/fragment_program.txt
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// http://www.opengl.org/registry/specs/EXT/gpu_program_parameters.txt
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//===============================================================================
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// tokens not in the SDK headers
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//#ifndef GL_DEPTH_STENCIL_ATTACHMENT_EXT
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// #define GL_DEPTH_STENCIL_ATTACHMENT_EXT 0x84F9
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//#endif
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//===============================================================================
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// forward declarations
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class GLMContext;
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class CGLMShaderPair;
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class CGLMShaderPairCache;
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// CGLMProgram can contain two flavors of the same program, one in assembler, one in GLSL.
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// these flavors are pretty different in terms of the API's that are used to activate them -
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// for example, assembler programs can just get bound to the context, whereas GLSL programs
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// have to be linked. To some extent we try to hide that detail inside GLM.
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// for now, make CGLMProgram a container, it does not set policy or hold a preference as to which
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// flavor you want to use. GLMContext has to handle that.
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enum EGLMProgramType
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{
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kGLMVertexProgram,
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kGLMFragmentProgram,
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kGLMNumProgramTypes
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};
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enum EGLMProgramLang
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{
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kGLMARB,
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kGLMGLSL,
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kGLMNumProgramLangs
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};
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struct GLMShaderDesc
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{
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union
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{
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GLuint arb; // ARB program object name
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GLuint glsl; // GLSL shader object handle (void*)
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} m_object;
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// these can change if shader text is edited
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bool m_textPresent; // is this flavor(lang) of text present in the buffer?
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int m_textOffset; // where is it
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int m_textLength; // how big
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bool m_compiled; // has this text been through a compile attempt
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bool m_valid; // and if so, was the compile successful
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int m_slowMark; // has it been flagged during a non native draw batch before. increment every time it's slow.
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int m_highWater; // count of vec4's in the major uniform array ("vc" on vs, "pc" on ps)
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// written by dxabstract.... gross!
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int m_VSHighWaterBone; // count of vec4's in the bone-specific uniform array (only valid for vertex shaders)
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};
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GLenum GLMProgTypeToARBEnum( EGLMProgramType type ); // map vert/frag to ARB asm bind target
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GLenum GLMProgTypeToGLSLEnum( EGLMProgramType type ); // map vert/frag to ARB asm bind target
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#define GL_SHADER_PAIR_CACHE_STATS 0
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class CGLMProgram
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{
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public:
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friend class CGLMShaderPairCache;
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friend class CGLMShaderPair;
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friend class GLMContext; // only GLMContext can make CGLMProgram objects
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friend class GLMTester;
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friend struct IDirect3D9;
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friend struct IDirect3DDevice9;
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//===============================
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// constructor is very light, it just makes one empty program object per flavor.
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CGLMProgram( GLMContext *ctx, EGLMProgramType type );
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~CGLMProgram( );
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void SetProgramText ( char *text ); // import text to GLM object - invalidate any prev compiled program
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void SetShaderName ( const char *name ); // only used for debugging/telemetry markup
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void CompileActiveSources ( void ); // compile only the flavors that were provided.
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void Compile ( EGLMProgramLang lang );
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bool CheckValidity ( EGLMProgramLang lang );
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void LogSlow ( EGLMProgramLang lang ); // detailed spew when called for first time; one liner or perhaps silence after that
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void GetLabelIndexCombo ( char *labelOut, int labelOutMaxChars, int *indexOut, int *comboOut );
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void GetComboIndexNameString ( char *stringOut, int stringOutMaxChars ); // mmmmmmmm-nnnnnnnn-filename
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#if GLMDEBUG
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bool PollForChanges( void ); // check mirror for changes.
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void ReloadStringFromEditable( void ); // populate m_string from editable item (react to change)
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bool SyncWithEditable( void );
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#endif
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//===============================
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// common stuff
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GLMContext *m_ctx; // link back to parent context
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EGLMProgramType m_type; // vertex or pixel
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unsigned long m_nHashTag; // serial number for hashing
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char *m_text; // copy of text passed into constructor. Can change if editable shaders is enabled.
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// note - it can contain multiple flavors, so use CGLMTextSectioner to scan it and locate them
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#if GLMDEBUG
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CGLMEditableTextItem *m_editable; // editable text item for debugging
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#endif
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GLMShaderDesc m_descs[ kGLMNumProgramLangs ];
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uint m_samplerMask; // (1<<n) mask of sampler active locs, if this is a fragment shader (dxabstract sets this field)
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uint m_samplerTypes; // SAMPLER_2D, etc.
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uint m_fragDataMask; // (1<<n) mask of gl_FragData[n] outputs referenced, if this is a fragment shader (dxabstract sets this field)
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uint m_numDrawBuffers; // number of draw buffers used
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GLenum m_drawBuffers[4]; // GL_COLOR_ATTACHMENT0_EXT1, etc
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uint m_nNumUsedSamplers;
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uint m_maxSamplers;
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uint m_maxVertexAttrs;
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uint m_nCentroidMask;
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uint m_nShadowDepthSamplerMask;
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bool m_bTranslatedProgram;
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char m_shaderName[64];
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// Cache label string from the shader text
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// example:
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// trans#2871 label:vs-file vertexlit_and_unlit_generic_vs20 vs-index 294912 vs-combo 1234
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char m_labelName[1024];
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int m_labelIndex;
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int m_labelCombo;
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};
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//===============================================================================
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struct GLMShaderPairInfo
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{
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int m_status; // -1 means req'd index was out of bounds (loop stop..) 0 means not present. 1 means present/active.
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char m_vsName[ 128 ];
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int m_vsStaticIndex;
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int m_vsDynamicIndex;
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char m_psName[ 128 ];
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int m_psStaticIndex;
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int m_psDynamicIndex;
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};
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class CGLMShaderPair // a container for a linked GLSL shader pair, and metadata obtained post-link
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{
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public:
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friend class CGLMProgram;
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friend class GLMContext;
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friend class CGLMShaderPairCache;
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//===============================
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// constructor just sets up a GLSL program object and leaves it empty.
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CGLMShaderPair( GLMContext *ctx );
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~CGLMShaderPair( );
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bool SetProgramPair ( CGLMProgram *vp, CGLMProgram *fp );
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// true result means successful link and query
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// Note that checking the link status and querying the uniform can be optionally
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// deferred to take advantage of multi-threaded compilation in the driver
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bool RefreshProgramPair ( void );
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// re-link and re-query the uniforms
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bool ValidateProgramPair( void );
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// true result means successful link and query
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FORCEINLINE void UpdateScreenUniform( uint nWidthHeight )
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{
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if ( m_nScreenWidthHeight == nWidthHeight )
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return;
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m_nScreenWidthHeight = nWidthHeight;
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float fWidth = (float)( nWidthHeight & 0xFFFF ), fHeight = (float)( nWidthHeight >> 16 );
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// Apply half pixel offset to output vertices to account for the pixel center difference between D3D9 and OpenGL.
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// We output vertices in clip space, which ranges from [-1,1], so 1.0/width in clip space transforms into .5/width in screenspace, see: "Viewports and Clipping (Direct3D 9)" in the DXSDK
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float v[4] = { 1.0f / fWidth, 1.0f / fHeight, fWidth, fHeight };
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if ( m_locVertexScreenParams >= 0 )
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gGL->glUniform4fv( m_locVertexScreenParams, 1, v );
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}
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//===============================
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// common stuff
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GLMContext *m_ctx; // link back to parent context
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CGLMProgram *m_vertexProg;
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CGLMProgram *m_fragmentProg;
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GLuint m_program; // linked program object
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// need meta data for attribs / samplers / params
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// actually we only need it for samplers and params.
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// attributes are hardwired.
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// vertex stage uniforms
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GLint m_locVertexParams; // "vc" per dx9asmtogl2 convention
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GLint m_locVertexBoneParams; // "vcbones"
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GLint m_locVertexInteger0; // "i0"
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enum { cMaxVertexShaderBoolUniforms = 4, cMaxFragmentShaderBoolUniforms = 1 };
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GLint m_locVertexBool[cMaxVertexShaderBoolUniforms]; // "b0", etc.
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GLint m_locFragmentBool[cMaxFragmentShaderBoolUniforms]; // "fb0", etc.
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bool m_bHasBoolOrIntUniforms;
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// fragment stage uniforms
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GLint m_locFragmentParams; // "pc" per dx9asmtogl2 convention
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int m_NumUniformBufferParams[kGLMNumProgramTypes];
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GLint m_UniformBufferParams[kGLMNumProgramTypes][256];
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GLint m_locFragmentFakeSRGBEnable; // "flSRGBWrite" - set to 1.0 to effect sRGB encoding on output
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float m_fakeSRGBEnableValue; // shadow to avoid redundant sets of the m_locFragmentFakeSRGBEnable uniform
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// init it to -1.0 at link or relink, so it will trip on any legit incoming value (0.0 or 1.0)
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GLint m_locSamplers[ GLM_SAMPLER_COUNT ]; // "sampler0 ... sampler1..."
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// other stuff
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bool m_valid; // true on successful link
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bool m_bCheckLinkStatus;
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uint m_revision; // if this pair is relinked, bump this number.
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GLint m_locVertexScreenParams; // vcscreen
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uint m_nScreenWidthHeight;
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};
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//===============================================================================
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// N-row, M-way associative cache with LRU per row.
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// still needs some metric dump ability and some parameter tuning.
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// extra credit would be to make an auto-tuner.
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struct CGLMPairCacheEntry
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{
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long long m_lastMark; // a mark of zero means an empty entry
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CGLMProgram *m_vertexProg;
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CGLMProgram *m_fragmentProg;
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uint m_extraKeyBits;
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CGLMShaderPair *m_pair;
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};
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class CGLMShaderPairCache // cache for linked GLSL shader pairs
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{
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public:
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protected:
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friend class CGLMShaderPair;
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friend class CGLMProgram;
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friend class GLMContext;
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//===============================
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CGLMShaderPairCache( GLMContext *ctx );
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~CGLMShaderPairCache( );
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FORCEINLINE CGLMShaderPair *SelectShaderPair ( CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits );
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void QueryShaderPair ( int index, GLMShaderPairInfo *infoOut );
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// shoot down linked pairs that use the program in the arg
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// return true if any had to be skipped due to conflict with currently bound pair
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bool PurgePairsWithShader( CGLMProgram *prog );
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// purge everything (when would GLM know how to do this ? at context destroy time, but any other times?)
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// return true if any had to be skipped due to conflict with currently bound pair
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bool Purge ( void );
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// stats
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void DumpStats ( void );
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//===============================
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FORCEINLINE uint HashRowIndex( CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits ) const;
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FORCEINLINE CGLMPairCacheEntry* HashRowPtr( uint hashRowIndex ) const;
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FORCEINLINE void HashRowProbe( CGLMPairCacheEntry *row, CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits, int &hitway, int &emptyway, int &oldestway );
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CGLMShaderPair *SelectShaderPairInternal( CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits, int rowIndex );
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//===============================
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// common stuff
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GLMContext *m_ctx; // link back to parent context
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long long m_mark;
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uint m_rowsLg2;
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uint m_rows;
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uint m_rowsMask;
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uint m_waysLg2;
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uint m_ways;
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uint m_entryCount;
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CGLMPairCacheEntry *m_entries; // array[ m_rows ][ m_ways ]
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uint *m_evictions; // array[ m_rows ];
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#if GL_SHADER_PAIR_CACHE_STATS
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uint *m_hits; // array[ m_rows ];
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#endif
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};
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FORCEINLINE uint CGLMShaderPairCache::HashRowIndex( CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits ) const
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{
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return ( vp->m_nHashTag + fp->m_nHashTag + extraKeyBits * 7 ) & m_rowsMask;
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}
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FORCEINLINE CGLMPairCacheEntry* CGLMShaderPairCache::HashRowPtr( uint hashRowIndex ) const
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{
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return &m_entries[ hashRowIndex * m_ways ];
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}
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FORCEINLINE void CGLMShaderPairCache::HashRowProbe( CGLMPairCacheEntry *row, CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits, int& hitway, int& emptyway, int& oldestway )
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{
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hitway = -1;
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emptyway = -1;
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oldestway = -1;
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// scan this row to see if the desired pair is present
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CGLMPairCacheEntry *cursor = row;
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long long oldestmark = 0xFFFFFFFFFFFFFFFFLL;
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for( uint way = 0; way < m_ways; ++way )
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{
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if ( cursor->m_lastMark != 0 ) // occupied slot
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{
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// check if this is the oldest one on the row - only occupied slots are checked
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if ( cursor->m_lastMark < oldestmark )
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{
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oldestway = way;
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oldestmark = cursor->m_lastMark;
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}
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if ( ( cursor->m_vertexProg == vp ) && ( cursor->m_fragmentProg == fp ) && ( cursor->m_extraKeyBits == extraKeyBits ) ) // match?
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{
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// found it
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hitway = way;
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break;
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}
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}
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else
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{
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// empty way, log it if first one seen
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if (emptyway<0)
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{
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emptyway = way;
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}
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}
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cursor++;
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}
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}
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FORCEINLINE CGLMShaderPair *CGLMShaderPairCache::SelectShaderPair( CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits )
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{
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// select row where pair would be found if it exists
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uint rowIndex = HashRowIndex( vp, fp, extraKeyBits );
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CGLMPairCacheEntry *pCursor = HashRowPtr( rowIndex );
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if ( ( pCursor->m_fragmentProg != fp ) || ( pCursor->m_vertexProg != vp ) || ( pCursor->m_extraKeyBits != extraKeyBits ) )
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{
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CGLMPairCacheEntry *pLastCursor = pCursor + m_ways;
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++pCursor;
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while ( pCursor != pLastCursor )
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{
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if ( ( pCursor->m_fragmentProg == fp ) && ( pCursor->m_vertexProg == vp ) && ( pCursor->m_extraKeyBits == extraKeyBits ) ) // match?
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break;
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++pCursor;
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};
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if ( pCursor == pLastCursor )
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return SelectShaderPairInternal( vp, fp, extraKeyBits, rowIndex );
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}
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// found it. mark it and return
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pCursor->m_lastMark = m_mark++;
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#if GL_SHADER_PAIR_CACHE_STATS
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// count the hit
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m_hits[ rowIndex ] ++;
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#endif
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return pCursor->m_pair;
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}
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#endif
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