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