xemu/hw/xbox/nv2a/shaders.c
2023-10-22 00:22:03 -07:00

1600 lines
58 KiB
C

/*
* QEMU Geforce NV2A shader generator
*
* Copyright (c) 2015 espes
* Copyright (c) 2015 Jannik Vogel
* Copyright (c) 2020-2021 Matt Borgerson
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, see <http://www.gnu.org/licenses/>.
*/
#include "qemu/osdep.h"
#include <locale.h>
#include "shaders_common.h"
#include "shaders.h"
#include "nv2a_int.h"
#include "ui/xemu-settings.h"
#include "xemu-version.h"
void mstring_append_fmt(MString *qstring, const char *fmt, ...)
{
va_list ap;
va_start(ap, fmt);
mstring_append_va(qstring, fmt, ap);
va_end(ap);
}
MString *mstring_from_fmt(const char *fmt, ...)
{
MString *ret = mstring_new();
va_list ap;
va_start(ap, fmt);
mstring_append_va(ret, fmt, ap);
va_end(ap);
return ret;
}
void mstring_append_va(MString *qstring, const char *fmt, va_list va)
{
char scratch[256];
va_list ap;
va_copy(ap, va);
const int len = vsnprintf(scratch, sizeof(scratch), fmt, ap);
va_end(ap);
if (len == 0) {
return;
} else if (len < sizeof(scratch)) {
mstring_append(qstring, scratch);
return;
}
/* overflowed out scratch buffer, alloc and try again */
char *buf = g_malloc(len + 1);
va_copy(ap, va);
vsnprintf(buf, len + 1, fmt, ap);
va_end(ap);
mstring_append(qstring, buf);
g_free(buf);
}
GLenum get_gl_primitive_mode(enum ShaderPolygonMode polygon_mode, enum ShaderPrimitiveMode primitive_mode)
{
if (polygon_mode == POLY_MODE_POINT) {
return GL_POINTS;
}
switch (primitive_mode) {
case PRIM_TYPE_POINTS: return GL_POINTS;
case PRIM_TYPE_LINES: return GL_LINES;
case PRIM_TYPE_LINE_LOOP: return GL_LINE_LOOP;
case PRIM_TYPE_LINE_STRIP: return GL_LINE_STRIP;
case PRIM_TYPE_TRIANGLES: return GL_TRIANGLES;
case PRIM_TYPE_TRIANGLE_STRIP: return GL_TRIANGLE_STRIP;
case PRIM_TYPE_TRIANGLE_FAN: return GL_TRIANGLE_FAN;
case PRIM_TYPE_QUADS: return GL_LINES_ADJACENCY;
case PRIM_TYPE_QUAD_STRIP: return GL_LINE_STRIP_ADJACENCY;
case PRIM_TYPE_POLYGON:
if (polygon_mode == POLY_MODE_LINE) {
return GL_LINE_LOOP;
} else if (polygon_mode == POLY_MODE_FILL) {
return GL_TRIANGLE_FAN;
}
assert(!"PRIM_TYPE_POLYGON with invalid polygon_mode");
return 0;
default:
assert(!"Invalid primitive_mode");
return 0;
}
}
static MString* generate_geometry_shader(
enum ShaderPolygonMode polygon_front_mode,
enum ShaderPolygonMode polygon_back_mode,
enum ShaderPrimitiveMode primitive_mode,
GLenum *gl_primitive_mode,
bool smooth_shading)
{
/* FIXME: Missing support for 2-sided-poly mode */
assert(polygon_front_mode == polygon_back_mode);
enum ShaderPolygonMode polygon_mode = polygon_front_mode;
*gl_primitive_mode = get_gl_primitive_mode(polygon_mode, primitive_mode);
/* POINT mode shouldn't require any special work */
if (polygon_mode == POLY_MODE_POINT) {
return NULL;
}
/* Handle LINE and FILL mode */
const char *layout_in = NULL;
const char *layout_out = NULL;
const char *body = NULL;
switch (primitive_mode) {
case PRIM_TYPE_POINTS: return NULL;
case PRIM_TYPE_LINES: return NULL;
case PRIM_TYPE_LINE_LOOP: return NULL;
case PRIM_TYPE_LINE_STRIP: return NULL;
case PRIM_TYPE_TRIANGLES:
if (polygon_mode == POLY_MODE_FILL) { return NULL; }
assert(polygon_mode == POLY_MODE_LINE);
layout_in = "layout(triangles) in;\n";
layout_out = "layout(line_strip, max_vertices = 4) out;\n";
body = " emit_vertex(0, 0);\n"
" emit_vertex(1, 0);\n"
" emit_vertex(2, 0);\n"
" emit_vertex(0, 0);\n"
" EndPrimitive();\n";
break;
case PRIM_TYPE_TRIANGLE_STRIP:
if (polygon_mode == POLY_MODE_FILL) { return NULL; }
assert(polygon_mode == POLY_MODE_LINE);
layout_in = "layout(triangles) in;\n";
layout_out = "layout(line_strip, max_vertices = 4) out;\n";
/* Imagine a quad made of a tristrip, the comments tell you which
* vertex we are using */
body = " if ((gl_PrimitiveIDIn & 1) == 0) {\n"
" if (gl_PrimitiveIDIn == 0) {\n"
" emit_vertex(0, 0);\n" /* bottom right */
" }\n"
" emit_vertex(1, 0);\n" /* top right */
" emit_vertex(2, 0);\n" /* bottom left */
" emit_vertex(0, 0);\n" /* bottom right */
" } else {\n"
" emit_vertex(2, 0);\n" /* bottom left */
" emit_vertex(1, 0);\n" /* top left */
" emit_vertex(0, 0);\n" /* top right */
" }\n"
" EndPrimitive();\n";
break;
case PRIM_TYPE_TRIANGLE_FAN:
if (polygon_mode == POLY_MODE_FILL) { return NULL; }
assert(polygon_mode == POLY_MODE_LINE);
layout_in = "layout(triangles) in;\n";
layout_out = "layout(line_strip, max_vertices = 4) out;\n";
body = " if (gl_PrimitiveIDIn == 0) {\n"
" emit_vertex(0, 0);\n"
" }\n"
" emit_vertex(1, 0);\n"
" emit_vertex(2, 0);\n"
" emit_vertex(0, 0);\n"
" EndPrimitive();\n";
break;
case PRIM_TYPE_QUADS:
layout_in = "layout(lines_adjacency) in;\n";
if (polygon_mode == POLY_MODE_LINE) {
layout_out = "layout(line_strip, max_vertices = 5) out;\n";
body = " emit_vertex(0, 3);\n"
" emit_vertex(1, 3);\n"
" emit_vertex(2, 3);\n"
" emit_vertex(3, 3);\n"
" emit_vertex(0, 3);\n"
" EndPrimitive();\n";
} else if (polygon_mode == POLY_MODE_FILL) {
layout_out = "layout(triangle_strip, max_vertices = 4) out;\n";
body = " emit_vertex(3, 3);\n"
" emit_vertex(0, 3);\n"
" emit_vertex(2, 3);\n"
" emit_vertex(1, 3);\n"
" EndPrimitive();\n";
} else {
assert(false);
return NULL;
}
break;
case PRIM_TYPE_QUAD_STRIP:
layout_in = "layout(lines_adjacency) in;\n";
if (polygon_mode == POLY_MODE_LINE) {
layout_out = "layout(line_strip, max_vertices = 5) out;\n";
body = " if ((gl_PrimitiveIDIn & 1) != 0) { return; }\n"
" if (gl_PrimitiveIDIn == 0) {\n"
" emit_vertex(0, 3);\n"
" }\n"
" emit_vertex(1, 3);\n"
" emit_vertex(3, 3);\n"
" emit_vertex(2, 3);\n"
" emit_vertex(0, 3);\n"
" EndPrimitive();\n";
} else if (polygon_mode == POLY_MODE_FILL) {
layout_out = "layout(triangle_strip, max_vertices = 4) out;\n";
body = " if ((gl_PrimitiveIDIn & 1) != 0) { return; }\n"
" emit_vertex(0, 3);\n"
" emit_vertex(1, 3);\n"
" emit_vertex(2, 3);\n"
" emit_vertex(3, 3);\n"
" EndPrimitive();\n";
} else {
assert(false);
return NULL;
}
break;
case PRIM_TYPE_POLYGON:
if (polygon_mode == POLY_MODE_LINE) {
return NULL;
}
if (polygon_mode == POLY_MODE_FILL) {
if (smooth_shading) {
return NULL;
}
layout_in = "layout(triangles) in;\n";
layout_out = "layout(triangle_strip, max_vertices = 3) out;\n";
body = " emit_vertex(0, 2);\n"
" emit_vertex(1, 2);\n"
" emit_vertex(2, 2);\n"
" EndPrimitive();\n";
} else {
assert(false);
return NULL;
}
break;
default:
assert(false);
return NULL;
}
/* generate a geometry shader to support deprecated primitive types */
assert(layout_in);
assert(layout_out);
assert(body);
MString* s = mstring_from_str("#version 330\n"
"\n");
mstring_append(s, layout_in);
mstring_append(s, layout_out);
mstring_append(s, "\n");
if (smooth_shading) {
mstring_append(s,
STRUCT_V_VERTEX_DATA_IN_ARRAY_SMOOTH
"\n"
STRUCT_VERTEX_DATA_OUT_SMOOTH
"\n"
"void emit_vertex(int index, int _unused) {\n"
" gl_Position = gl_in[index].gl_Position;\n"
" gl_PointSize = gl_in[index].gl_PointSize;\n"
" gl_ClipDistance[0] = gl_in[index].gl_ClipDistance[0];\n"
" gl_ClipDistance[1] = gl_in[index].gl_ClipDistance[1];\n"
" vtx_inv_w = v_vtx_inv_w[index];\n"
" vtx_inv_w_flat = v_vtx_inv_w[index];\n"
" vtxD0 = v_vtxD0[index];\n"
" vtxD1 = v_vtxD1[index];\n"
" vtxB0 = v_vtxB0[index];\n"
" vtxB1 = v_vtxB1[index];\n"
" vtxFog = v_vtxFog[index];\n"
" vtxT0 = v_vtxT0[index];\n"
" vtxT1 = v_vtxT1[index];\n"
" vtxT2 = v_vtxT2[index];\n"
" vtxT3 = v_vtxT3[index];\n"
" EmitVertex();\n"
"}\n");
} else {
mstring_append(s,
STRUCT_V_VERTEX_DATA_IN_ARRAY_FLAT
"\n"
STRUCT_VERTEX_DATA_OUT_FLAT
"\n"
"void emit_vertex(int index, int provoking_index) {\n"
" gl_Position = gl_in[index].gl_Position;\n"
" gl_PointSize = gl_in[index].gl_PointSize;\n"
" gl_ClipDistance[0] = gl_in[index].gl_ClipDistance[0];\n"
" gl_ClipDistance[1] = gl_in[index].gl_ClipDistance[1];\n"
" vtx_inv_w = v_vtx_inv_w[index];\n"
" vtx_inv_w_flat = v_vtx_inv_w[provoking_index];\n"
" vtxD0 = v_vtxD0[provoking_index];\n"
" vtxD1 = v_vtxD1[provoking_index];\n"
" vtxB0 = v_vtxB0[provoking_index];\n"
" vtxB1 = v_vtxB1[provoking_index];\n"
" vtxFog = v_vtxFog[index];\n"
" vtxT0 = v_vtxT0[index];\n"
" vtxT1 = v_vtxT1[index];\n"
" vtxT2 = v_vtxT2[index];\n"
" vtxT3 = v_vtxT3[index];\n"
" EmitVertex();\n"
"}\n");
}
mstring_append(s, "\n"
"void main() {\n");
mstring_append(s, body);
mstring_append(s, "}\n");
return s;
}
static void append_skinning_code(MString* str, bool mix,
unsigned int count, const char* type,
const char* output, const char* input,
const char* matrix, const char* swizzle)
{
if (count == 0) {
mstring_append_fmt(str, "%s %s = (%s * %s0).%s;\n",
type, output, input, matrix, swizzle);
} else {
mstring_append_fmt(str, "%s %s = %s(0.0);\n", type, output, type);
if (mix) {
/* Generated final weight (like GL_WEIGHT_SUM_UNITY_ARB) */
mstring_append(str, "{\n"
" float weight_i;\n"
" float weight_n = 1.0;\n");
int i;
for (i = 0; i < count; i++) {
if (i < (count - 1)) {
char c = "xyzw"[i];
mstring_append_fmt(str, " weight_i = weight.%c;\n"
" weight_n -= weight_i;\n",
c);
} else {
mstring_append(str, " weight_i = weight_n;\n");
}
mstring_append_fmt(str, " %s += (%s * %s%d).%s * weight_i;\n",
output, input, matrix, i, swizzle);
}
mstring_append(str, "}\n");
} else {
/* Individual weights */
int i;
for (i = 0; i < count; i++) {
char c = "xyzw"[i];
mstring_append_fmt(str, "%s += (%s * %s%d).%s * weight.%c;\n",
output, input, matrix, i, swizzle, c);
}
}
}
}
#define GLSL_C(idx) "c[" stringify(idx) "]"
#define GLSL_LTCTXA(idx) "ltctxa[" stringify(idx) "]"
#define GLSL_C_MAT4(idx) \
"mat4(" GLSL_C(idx) ", " GLSL_C(idx+1) ", " \
GLSL_C(idx+2) ", " GLSL_C(idx+3) ")"
#define GLSL_DEFINE(a, b) "#define " stringify(a) " " b "\n"
static void generate_fixed_function(const ShaderState *state,
MString *header, MString *body)
{
int i, j;
/* generate vertex shader mimicking fixed function */
mstring_append(header,
"#define position v0\n"
"#define weight v1\n"
"#define normal v2.xyz\n"
"#define diffuse v3\n"
"#define specular v4\n"
"#define fogCoord v5.x\n"
"#define pointSize v6\n"
"#define backDiffuse v7\n"
"#define backSpecular v8\n"
"#define texture0 v9\n"
"#define texture1 v10\n"
"#define texture2 v11\n"
"#define texture3 v12\n"
"#define reserved1 v13\n"
"#define reserved2 v14\n"
"#define reserved3 v15\n"
"\n"
"uniform vec4 ltctxa[" stringify(NV2A_LTCTXA_COUNT) "];\n"
"uniform vec4 ltctxb[" stringify(NV2A_LTCTXB_COUNT) "];\n"
"uniform vec4 ltc1[" stringify(NV2A_LTC1_COUNT) "];\n"
"\n"
GLSL_DEFINE(projectionMat, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_PMAT0))
GLSL_DEFINE(compositeMat, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_CMAT0))
"\n"
GLSL_DEFINE(texPlaneS0, GLSL_C(NV_IGRAPH_XF_XFCTX_TG0MAT + 0))
GLSL_DEFINE(texPlaneT0, GLSL_C(NV_IGRAPH_XF_XFCTX_TG0MAT + 1))
GLSL_DEFINE(texPlaneR0, GLSL_C(NV_IGRAPH_XF_XFCTX_TG0MAT + 2))
GLSL_DEFINE(texPlaneQ0, GLSL_C(NV_IGRAPH_XF_XFCTX_TG0MAT + 3))
"\n"
GLSL_DEFINE(texPlaneS1, GLSL_C(NV_IGRAPH_XF_XFCTX_TG1MAT + 0))
GLSL_DEFINE(texPlaneT1, GLSL_C(NV_IGRAPH_XF_XFCTX_TG1MAT + 1))
GLSL_DEFINE(texPlaneR1, GLSL_C(NV_IGRAPH_XF_XFCTX_TG1MAT + 2))
GLSL_DEFINE(texPlaneQ1, GLSL_C(NV_IGRAPH_XF_XFCTX_TG1MAT + 3))
"\n"
GLSL_DEFINE(texPlaneS2, GLSL_C(NV_IGRAPH_XF_XFCTX_TG2MAT + 0))
GLSL_DEFINE(texPlaneT2, GLSL_C(NV_IGRAPH_XF_XFCTX_TG2MAT + 1))
GLSL_DEFINE(texPlaneR2, GLSL_C(NV_IGRAPH_XF_XFCTX_TG2MAT + 2))
GLSL_DEFINE(texPlaneQ2, GLSL_C(NV_IGRAPH_XF_XFCTX_TG2MAT + 3))
"\n"
GLSL_DEFINE(texPlaneS3, GLSL_C(NV_IGRAPH_XF_XFCTX_TG3MAT + 0))
GLSL_DEFINE(texPlaneT3, GLSL_C(NV_IGRAPH_XF_XFCTX_TG3MAT + 1))
GLSL_DEFINE(texPlaneR3, GLSL_C(NV_IGRAPH_XF_XFCTX_TG3MAT + 2))
GLSL_DEFINE(texPlaneQ3, GLSL_C(NV_IGRAPH_XF_XFCTX_TG3MAT + 3))
"\n"
GLSL_DEFINE(modelViewMat0, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_MMAT0))
GLSL_DEFINE(modelViewMat1, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_MMAT1))
GLSL_DEFINE(modelViewMat2, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_MMAT2))
GLSL_DEFINE(modelViewMat3, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_MMAT3))
"\n"
GLSL_DEFINE(invModelViewMat0, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_IMMAT0))
GLSL_DEFINE(invModelViewMat1, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_IMMAT1))
GLSL_DEFINE(invModelViewMat2, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_IMMAT2))
GLSL_DEFINE(invModelViewMat3, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_IMMAT3))
"\n"
GLSL_DEFINE(eyePosition, GLSL_C(NV_IGRAPH_XF_XFCTX_EYEP))
"\n"
"#define lightAmbientColor(i) "
"ltctxb[" stringify(NV_IGRAPH_XF_LTCTXB_L0_AMB) " + (i)*6].xyz\n"
"#define lightDiffuseColor(i) "
"ltctxb[" stringify(NV_IGRAPH_XF_LTCTXB_L0_DIF) " + (i)*6].xyz\n"
"#define lightSpecularColor(i) "
"ltctxb[" stringify(NV_IGRAPH_XF_LTCTXB_L0_SPC) " + (i)*6].xyz\n"
"\n"
"#define lightSpotFalloff(i) "
"ltctxa[" stringify(NV_IGRAPH_XF_LTCTXA_L0_K) " + (i)*2].xyz\n"
"#define lightSpotDirection(i) "
"ltctxa[" stringify(NV_IGRAPH_XF_LTCTXA_L0_SPT) " + (i)*2]\n"
"\n"
"#define lightLocalRange(i) "
"ltc1[" stringify(NV_IGRAPH_XF_LTC1_r0) " + (i)].x\n"
"\n"
GLSL_DEFINE(sceneAmbientColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_FR_AMB) ".xyz")
GLSL_DEFINE(materialEmissionColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_CM_COL) ".xyz")
"\n"
"uniform mat4 invViewport;\n"
"\n");
/* Skinning */
unsigned int count;
bool mix;
switch (state->skinning) {
case SKINNING_OFF:
mix = false; count = 0; break;
case SKINNING_1WEIGHTS:
mix = true; count = 2; break;
case SKINNING_2WEIGHTS2MATRICES:
mix = false; count = 2; break;
case SKINNING_2WEIGHTS:
mix = true; count = 3; break;
case SKINNING_3WEIGHTS3MATRICES:
mix = false; count = 3; break;
case SKINNING_3WEIGHTS:
mix = true; count = 4; break;
case SKINNING_4WEIGHTS4MATRICES:
mix = false; count = 4; break;
default:
assert(false);
break;
}
mstring_append_fmt(body, "/* Skinning mode %d */\n",
state->skinning);
append_skinning_code(body, mix, count, "vec4",
"tPosition", "position",
"modelViewMat", "xyzw");
append_skinning_code(body, mix, count, "vec3",
"tNormal", "vec4(normal, 0.0)",
"invModelViewMat", "xyz");
/* Normalization */
if (state->normalization) {
mstring_append(body, "tNormal = normalize(tNormal);\n");
}
/* Texgen */
for (i = 0; i < NV2A_MAX_TEXTURES; i++) {
mstring_append_fmt(body, "/* Texgen for stage %d */\n",
i);
/* Set each component individually */
/* FIXME: could be nicer if some channels share the same texgen */
for (j = 0; j < 4; j++) {
/* TODO: TexGen View Model missing! */
char c = "xyzw"[j];
char cSuffix = "STRQ"[j];
switch (state->texgen[i][j]) {
case TEXGEN_DISABLE:
mstring_append_fmt(body, "oT%d.%c = texture%d.%c;\n",
i, c, i, c);
break;
case TEXGEN_EYE_LINEAR:
mstring_append_fmt(body, "oT%d.%c = dot(texPlane%c%d, tPosition);\n",
i, c, cSuffix, i);
break;
case TEXGEN_OBJECT_LINEAR:
mstring_append_fmt(body, "oT%d.%c = dot(texPlane%c%d, position);\n",
i, c, cSuffix, i);
break;
case TEXGEN_SPHERE_MAP:
assert(j < 2); /* Channels S,T only! */
mstring_append(body, "{\n");
/* FIXME: u, r and m only have to be calculated once */
mstring_append(body, " vec3 u = normalize(tPosition.xyz);\n");
//FIXME: tNormal before or after normalization? Always normalize?
mstring_append(body, " vec3 r = reflect(u, tNormal);\n");
/* FIXME: This would consume 1 division fewer and *might* be
* faster than length:
* // [z=1/(2*x) => z=1/x*0.5]
* vec3 ro = r + vec3(0.0, 0.0, 1.0);
* float m = inversesqrt(dot(ro,ro))*0.5;
*/
mstring_append(body, " float invM = 1.0 / (2.0 * length(r + vec3(0.0, 0.0, 1.0)));\n");
mstring_append_fmt(body, " oT%d.%c = r.%c * invM + 0.5;\n",
i, c, c);
mstring_append(body, "}\n");
break;
case TEXGEN_REFLECTION_MAP:
assert(j < 3); /* Channels S,T,R only! */
mstring_append(body, "{\n");
/* FIXME: u and r only have to be calculated once, can share the one from SPHERE_MAP */
mstring_append(body, " vec3 u = normalize(tPosition.xyz);\n");
mstring_append(body, " vec3 r = reflect(u, tNormal);\n");
mstring_append_fmt(body, " oT%d.%c = r.%c;\n",
i, c, c);
mstring_append(body, "}\n");
break;
case TEXGEN_NORMAL_MAP:
assert(j < 3); /* Channels S,T,R only! */
mstring_append_fmt(body, "oT%d.%c = tNormal.%c;\n",
i, c, c);
break;
default:
assert(false);
break;
}
}
}
/* Apply texture matrices */
for (i = 0; i < NV2A_MAX_TEXTURES; i++) {
if (state->texture_matrix_enable[i]) {
mstring_append_fmt(body,
"oT%d = oT%d * texMat%d;\n",
i, i, i);
}
}
/* Lighting */
if (state->lighting) {
//FIXME: Do 2 passes if we want 2 sided-lighting?
static char alpha_source_diffuse[] = "diffuse.a";
static char alpha_source_specular[] = "specular.a";
static char alpha_source_material[] = "material_alpha";
const char *alpha_source = alpha_source_diffuse;
if (state->diffuse_src == MATERIAL_COLOR_SRC_MATERIAL) {
mstring_append(header, "uniform float material_alpha;\n");
alpha_source = alpha_source_material;
} else if (state->diffuse_src == MATERIAL_COLOR_SRC_SPECULAR) {
alpha_source = alpha_source_specular;
}
if (state->ambient_src == MATERIAL_COLOR_SRC_MATERIAL) {
mstring_append_fmt(body, "oD0 = vec4(sceneAmbientColor, %s);\n", alpha_source);
} else if (state->ambient_src == MATERIAL_COLOR_SRC_DIFFUSE) {
mstring_append_fmt(body, "oD0 = vec4(diffuse.rgb, %s);\n", alpha_source);
} else if (state->ambient_src == MATERIAL_COLOR_SRC_SPECULAR) {
mstring_append_fmt(body, "oD0 = vec4(specular.rgb, %s);\n", alpha_source);
}
mstring_append(body, "oD0.rgb *= materialEmissionColor.rgb;\n");
if (state->emission_src == MATERIAL_COLOR_SRC_MATERIAL) {
mstring_append(body, "oD0.rgb += sceneAmbientColor;\n");
} else if (state->emission_src == MATERIAL_COLOR_SRC_DIFFUSE) {
mstring_append(body, "oD0.rgb += diffuse.rgb;\n");
} else if (state->emission_src == MATERIAL_COLOR_SRC_SPECULAR) {
mstring_append(body, "oD0.rgb += specular.rgb;\n");
}
mstring_append(body, "oD1 = vec4(0.0, 0.0, 0.0, specular.a);\n");
for (i = 0; i < NV2A_MAX_LIGHTS; i++) {
if (state->light[i] == LIGHT_OFF) {
continue;
}
/* FIXME: It seems that we only have to handle the surface colors if
* they are not part of the material [= vertex colors].
* If they are material the cpu will premultiply light
* colors
*/
mstring_append_fmt(body, "/* Light %d */ {\n", i);
if (state->light[i] == LIGHT_LOCAL
|| state->light[i] == LIGHT_SPOT) {
mstring_append_fmt(header,
"uniform vec3 lightLocalPosition%d;\n"
"uniform vec3 lightLocalAttenuation%d;\n",
i, i);
mstring_append_fmt(body,
" vec3 VP = lightLocalPosition%d - tPosition.xyz/tPosition.w;\n"
" float d = length(VP);\n"
//FIXME: if (d > lightLocalRange) { .. don't process this light .. } /* inclusive?! */ - what about directional lights?
" VP = normalize(VP);\n"
" float attenuation = 1.0 / (lightLocalAttenuation%d.x\n"
" + lightLocalAttenuation%d.y * d\n"
" + lightLocalAttenuation%d.z * d * d);\n"
" vec3 halfVector = normalize(VP + eyePosition.xyz / eyePosition.w);\n" /* FIXME: Not sure if eyePosition is correct */
" float nDotVP = max(0.0, dot(tNormal, VP));\n"
" float nDotHV = max(0.0, dot(tNormal, halfVector));\n",
i, i, i, i);
}
switch(state->light[i]) {
case LIGHT_INFINITE:
/* lightLocalRange will be 1e+30 here */
mstring_append_fmt(header,
"uniform vec3 lightInfiniteHalfVector%d;\n"
"uniform vec3 lightInfiniteDirection%d;\n",
i, i);
mstring_append_fmt(body,
" float attenuation = 1.0;\n"
" float nDotVP = max(0.0, dot(tNormal, normalize(vec3(lightInfiniteDirection%d))));\n"
" float nDotHV = max(0.0, dot(tNormal, vec3(lightInfiniteHalfVector%d)));\n",
i, i);
/* FIXME: Do specular */
/* FIXME: tBackDiffuse */
break;
case LIGHT_LOCAL:
/* Everything done already */
break;
case LIGHT_SPOT:
/* https://docs.microsoft.com/en-us/windows/win32/direct3d9/attenuation-and-spotlight-factor#spotlight-factor */
mstring_append_fmt(body,
" vec4 spotDir = lightSpotDirection(%d);\n"
" float invScale = 1/length(spotDir.xyz);\n"
" float cosHalfPhi = -invScale*spotDir.w;\n"
" float cosHalfTheta = invScale + cosHalfPhi;\n"
" float spotDirDotVP = dot(spotDir.xyz, VP);\n"
" float rho = invScale*spotDirDotVP;\n"
" if (rho > cosHalfTheta) {\n"
" } else if (rho <= cosHalfPhi) {\n"
" attenuation = 0.0;\n"
" } else {\n"
" attenuation *= spotDirDotVP + spotDir.w;\n" /* FIXME: lightSpotFalloff */
" }\n",
i);
break;
default:
assert(false);
break;
}
mstring_append_fmt(body,
" float pf;\n"
" if (nDotVP == 0.0) {\n"
" pf = 0.0;\n"
" } else {\n"
" pf = pow(nDotHV, /* specular(l, m, n, l1, m1, n1) */ 0.001);\n"
" }\n"
" vec3 lightAmbient = lightAmbientColor(%d) * attenuation;\n"
" vec3 lightDiffuse = lightDiffuseColor(%d) * attenuation * nDotVP;\n"
" vec3 lightSpecular = lightSpecularColor(%d) * pf;\n",
i, i, i);
mstring_append(body,
" oD0.xyz += lightAmbient;\n");
switch (state->diffuse_src) {
case MATERIAL_COLOR_SRC_MATERIAL:
mstring_append(body,
" oD0.xyz += lightDiffuse;\n");
break;
case MATERIAL_COLOR_SRC_DIFFUSE:
mstring_append(body,
" oD0.xyz += diffuse.xyz * lightDiffuse;\n");
break;
case MATERIAL_COLOR_SRC_SPECULAR:
mstring_append(body,
" oD0.xyz += specular.xyz * lightDiffuse;\n");
break;
}
mstring_append(body,
" oD1.xyz += specular.xyz * lightSpecular;\n");
mstring_append(body, "}\n");
}
} else {
mstring_append(body, " oD0 = diffuse;\n");
mstring_append(body, " oD1 = specular;\n");
}
mstring_append(body, " oB0 = backDiffuse;\n");
mstring_append(body, " oB1 = backSpecular;\n");
/* Fog */
if (state->fog_enable) {
/* From: https://www.opengl.org/registry/specs/NV/fog_distance.txt */
switch(state->foggen) {
case FOGGEN_SPEC_ALPHA:
/* FIXME: Do we have to clamp here? */
mstring_append(body, " float fogDistance = clamp(specular.a, 0.0, 1.0);\n");
break;
case FOGGEN_RADIAL:
mstring_append(body, " float fogDistance = length(tPosition.xyz);\n");
break;
case FOGGEN_PLANAR:
case FOGGEN_ABS_PLANAR:
mstring_append(body, " float fogDistance = dot(fogPlane.xyz, tPosition.xyz) + fogPlane.w;\n");
if (state->foggen == FOGGEN_ABS_PLANAR) {
mstring_append(body, " fogDistance = abs(fogDistance);\n");
}
break;
case FOGGEN_FOG_X:
mstring_append(body, " float fogDistance = fogCoord;\n");
break;
default:
assert(false);
break;
}
}
/* If skinning is off the composite matrix already includes the MV matrix */
if (state->skinning == SKINNING_OFF) {
mstring_append(body, " tPosition = position;\n");
}
mstring_append(body,
" oPos = invViewport * (tPosition * compositeMat);\n"
" oPos.z = oPos.z * 2.0 - oPos.w;\n");
/* FIXME: Testing */
if (state->point_params_enable) {
mstring_append_fmt(
body,
" float d_e = length(position * modelViewMat0);\n"
" oPts.x = 1/sqrt(%f + %f*d_e + %f*d_e*d_e) + %f;\n",
state->point_params[0], state->point_params[1], state->point_params[2],
state->point_params[6]);
mstring_append_fmt(body, " oPts.x = min(oPts.x*%f + %f, 64.0) * %d;\n",
state->point_params[3], state->point_params[7],
state->surface_scale_factor);
} else {
mstring_append_fmt(body, " oPts.x = %f * %d;\n", state->point_size,
state->surface_scale_factor);
}
mstring_append(body,
" if (oPos.w == 0.0 || isinf(oPos.w)) {\n"
" vtx_inv_w = 1.0;\n"
" } else {\n"
" vtx_inv_w = 1.0 / oPos.w;\n"
" }\n"
" vtx_inv_w_flat = vtx_inv_w;\n");
}
static MString *generate_vertex_shader(const ShaderState *state,
bool prefix_outputs)
{
int i;
MString *header = mstring_from_str(
"#version 400\n"
"\n"
"uniform vec4 clipRange;\n"
"uniform vec2 surfaceSize;\n"
"\n"
/* All constants in 1 array declaration */
"uniform vec4 c[" stringify(NV2A_VERTEXSHADER_CONSTANTS) "];\n"
"\n"
"uniform vec4 fogColor;\n"
"uniform float fogParam[2];\n"
"\n"
GLSL_DEFINE(fogPlane, GLSL_C(NV_IGRAPH_XF_XFCTX_FOG))
GLSL_DEFINE(texMat0, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_T0MAT))
GLSL_DEFINE(texMat1, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_T1MAT))
GLSL_DEFINE(texMat2, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_T2MAT))
GLSL_DEFINE(texMat3, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_T3MAT))
"\n"
"vec4 oPos = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oD0 = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oD1 = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oB0 = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oB1 = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oPts = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oFog = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oT0 = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oT1 = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oT2 = vec4(0.0,0.0,0.0,1.0);\n"
"vec4 oT3 = vec4(0.0,0.0,0.0,1.0);\n"
"\n"
"vec4 decompress_11_11_10(int cmp) {\n"
" float x = float(bitfieldExtract(cmp, 0, 11)) / 1023.0;\n"
" float y = float(bitfieldExtract(cmp, 11, 11)) / 1023.0;\n"
" float z = float(bitfieldExtract(cmp, 22, 10)) / 511.0;\n"
" return vec4(x, y, z, 1);\n"
"}\n");
if (prefix_outputs) {
mstring_append(header, state->smooth_shading ?
STRUCT_V_VERTEX_DATA_OUT_SMOOTH :
STRUCT_V_VERTEX_DATA_OUT_FLAT);
mstring_append(header,
"#define vtx_inv_w v_vtx_inv_w\n"
"#define vtx_inv_w_flat v_vtx_inv_w_flat\n"
"#define vtxD0 v_vtxD0\n"
"#define vtxD1 v_vtxD1\n"
"#define vtxB0 v_vtxB0\n"
"#define vtxB1 v_vtxB1\n"
"#define vtxFog v_vtxFog\n"
"#define vtxT0 v_vtxT0\n"
"#define vtxT1 v_vtxT1\n"
"#define vtxT2 v_vtxT2\n"
"#define vtxT3 v_vtxT3\n"
);
} else {
mstring_append(header, state->smooth_shading ?
STRUCT_VERTEX_DATA_OUT_SMOOTH :
STRUCT_VERTEX_DATA_OUT_FLAT);
}
mstring_append(header, "\n");
for (i = 0; i < NV2A_VERTEXSHADER_ATTRIBUTES; i++) {
if (state->compressed_attrs & (1 << i)) {
mstring_append_fmt(header,
"layout(location = %d) in int v%d_cmp;\n", i, i);
} else {
mstring_append_fmt(header, "layout(location = %d) in vec4 v%d;\n",
i, i);
}
}
mstring_append(header, "\n");
MString *body = mstring_from_str("void main() {\n");
for (i = 0; i < NV2A_VERTEXSHADER_ATTRIBUTES; i++) {
if (state->compressed_attrs & (1 << i)) {
mstring_append_fmt(
body, "vec4 v%d = decompress_11_11_10(v%d_cmp);\n", i, i);
}
}
if (state->fixed_function) {
generate_fixed_function(state, header, body);
} else if (state->vertex_program) {
vsh_translate(VSH_VERSION_XVS,
(uint32_t*)state->program_data,
state->program_length,
state->z_perspective,
header, body);
} else {
assert(false);
}
/* Fog */
if (state->fog_enable) {
if (state->vertex_program) {
/* FIXME: Does foggen do something here? Let's do some tracking..
*
* "RollerCoaster Tycoon" has
* state->vertex_program = true; state->foggen == FOGGEN_PLANAR
* but expects oFog.x as fogdistance?! Writes oFog.xyzw = v0.z
*/
mstring_append(body, " float fogDistance = oFog.x;\n");
}
/* FIXME: Do this per pixel? */
switch (state->fog_mode) {
case FOG_MODE_LINEAR:
case FOG_MODE_LINEAR_ABS:
/* f = (end - d) / (end - start)
* fogParam[1] = -1 / (end - start)
* fogParam[0] = 1 - end * fogParam[1];
*/
mstring_append(body,
" if (isinf(fogDistance)) {\n"
" fogDistance = 0.0;\n"
" }\n"
);
mstring_append(body, " float fogFactor = fogParam[0] + fogDistance * fogParam[1];\n");
mstring_append(body, " fogFactor -= 1.0;\n");
break;
case FOG_MODE_EXP:
mstring_append(body,
" if (isinf(fogDistance)) {\n"
" fogDistance = 0.0;\n"
" }\n"
);
/* fallthru */
case FOG_MODE_EXP_ABS:
/* f = 1 / (e^(d * density))
* fogParam[1] = -density / (2 * ln(256))
* fogParam[0] = 1.5
*/
mstring_append(body, " float fogFactor = fogParam[0] + exp2(fogDistance * fogParam[1] * 16.0);\n");
mstring_append(body, " fogFactor -= 1.5;\n");
break;
case FOG_MODE_EXP2:
case FOG_MODE_EXP2_ABS:
/* f = 1 / (e^((d * density)^2))
* fogParam[1] = -density / (2 * sqrt(ln(256)))
* fogParam[0] = 1.5
*/
mstring_append(body, " float fogFactor = fogParam[0] + exp2(-fogDistance * fogDistance * fogParam[1] * fogParam[1] * 32.0);\n");
mstring_append(body, " fogFactor -= 1.5;\n");
break;
default:
assert(false);
break;
}
/* Calculate absolute for the modes which need it */
switch (state->fog_mode) {
case FOG_MODE_LINEAR_ABS:
case FOG_MODE_EXP_ABS:
case FOG_MODE_EXP2_ABS:
mstring_append(body, " fogFactor = abs(fogFactor);\n");
break;
default:
break;
}
mstring_append(body, " oFog.xyzw = vec4(fogFactor);\n");
} else {
/* FIXME: Is the fog still calculated / passed somehow?!
*/
mstring_append(body, " oFog.xyzw = vec4(1.0);\n");
}
/* Set outputs */
const char *shade_model_mult = state->smooth_shading ? "vtx_inv_w" : "vtx_inv_w_flat";
mstring_append_fmt(body, "\n"
" vtxD0 = clamp(oD0, 0.0, 1.0) * %s;\n"
" vtxD1 = clamp(oD1, 0.0, 1.0) * %s;\n"
" vtxB0 = clamp(oB0, 0.0, 1.0) * %s;\n"
" vtxB1 = clamp(oB1, 0.0, 1.0) * %s;\n"
" vtxFog = oFog.x * vtx_inv_w;\n"
" vtxT0 = oT0 * vtx_inv_w;\n"
" vtxT1 = oT1 * vtx_inv_w;\n"
" vtxT2 = oT2 * vtx_inv_w;\n"
" vtxT3 = oT3 * vtx_inv_w;\n"
" gl_Position = oPos;\n"
" gl_PointSize = oPts.x;\n"
" gl_ClipDistance[0] = oPos.z - oPos.w*clipRange.z;\n" // Near
" gl_ClipDistance[1] = oPos.w*clipRange.w - oPos.z;\n" // Far
"\n"
"}\n",
shade_model_mult,
shade_model_mult,
shade_model_mult,
shade_model_mult);
/* Return combined header + source */
mstring_append(header, mstring_get_str(body));
mstring_unref(body);
return header;
}
static GLuint create_gl_shader(GLenum gl_shader_type,
const char *code,
const char *name)
{
GLint compiled = 0;
NV2A_GL_DGROUP_BEGIN("Creating new %s", name);
NV2A_DPRINTF("compile new %s, code:\n%s\n", name, code);
GLuint shader = glCreateShader(gl_shader_type);
glShaderSource(shader, 1, &code, 0);
glCompileShader(shader);
/* Check it compiled */
compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLchar* log;
GLint log_length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
log = g_malloc(log_length * sizeof(GLchar));
glGetShaderInfoLog(shader, log_length, NULL, log);
fprintf(stderr, "%s\n\n" "nv2a: %s compilation failed: %s\n", code, name, log);
g_free(log);
NV2A_GL_DGROUP_END();
abort();
}
NV2A_GL_DGROUP_END();
return shader;
}
void update_shader_constant_locations(ShaderBinding *binding, const ShaderState *state)
{
int i, j;
char tmp[64];
/* set texture samplers */
for (i = 0; i < NV2A_MAX_TEXTURES; i++) {
char samplerName[16];
snprintf(samplerName, sizeof(samplerName), "texSamp%d", i);
GLint texSampLoc = glGetUniformLocation(binding->gl_program, samplerName);
if (texSampLoc >= 0) {
glUniform1i(texSampLoc, i);
}
}
/* validate the program */
glValidateProgram(binding->gl_program);
GLint valid = 0;
glGetProgramiv(binding->gl_program, GL_VALIDATE_STATUS, &valid);
if (!valid) {
GLchar log[1024];
glGetProgramInfoLog(binding->gl_program, 1024, NULL, log);
fprintf(stderr, "nv2a: shader validation failed: %s\n", log);
abort();
}
/* lookup fragment shader uniforms */
for (i = 0; i < 9; i++) {
for (j = 0; j < 2; j++) {
snprintf(tmp, sizeof(tmp), "c%d_%d", j, i);
binding->psh_constant_loc[i][j] = glGetUniformLocation(binding->gl_program, tmp);
}
}
binding->alpha_ref_loc = glGetUniformLocation(binding->gl_program, "alphaRef");
for (i = 1; i < NV2A_MAX_TEXTURES; i++) {
snprintf(tmp, sizeof(tmp), "bumpMat%d", i);
binding->bump_mat_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
snprintf(tmp, sizeof(tmp), "bumpScale%d", i);
binding->bump_scale_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
snprintf(tmp, sizeof(tmp), "bumpOffset%d", i);
binding->bump_offset_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
}
for (int i = 0; i < NV2A_MAX_TEXTURES; i++) {
snprintf(tmp, sizeof(tmp), "texScale%d", i);
binding->tex_scale_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
}
/* lookup vertex shader uniforms */
for(i = 0; i < NV2A_VERTEXSHADER_CONSTANTS; i++) {
snprintf(tmp, sizeof(tmp), "c[%d]", i);
binding->vsh_constant_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
}
binding->surface_size_loc = glGetUniformLocation(binding->gl_program, "surfaceSize");
binding->clip_range_loc = glGetUniformLocation(binding->gl_program, "clipRange");
binding->fog_color_loc = glGetUniformLocation(binding->gl_program, "fogColor");
binding->fog_param_loc[0] = glGetUniformLocation(binding->gl_program, "fogParam[0]");
binding->fog_param_loc[1] = glGetUniformLocation(binding->gl_program, "fogParam[1]");
binding->inv_viewport_loc = glGetUniformLocation(binding->gl_program, "invViewport");
for (i = 0; i < NV2A_LTCTXA_COUNT; i++) {
snprintf(tmp, sizeof(tmp), "ltctxa[%d]", i);
binding->ltctxa_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
}
for (i = 0; i < NV2A_LTCTXB_COUNT; i++) {
snprintf(tmp, sizeof(tmp), "ltctxb[%d]", i);
binding->ltctxb_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
}
for (i = 0; i < NV2A_LTC1_COUNT; i++) {
snprintf(tmp, sizeof(tmp), "ltc1[%d]", i);
binding->ltc1_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
}
for (i = 0; i < NV2A_MAX_LIGHTS; i++) {
snprintf(tmp, sizeof(tmp), "lightInfiniteHalfVector%d", i);
binding->light_infinite_half_vector_loc[i] =
glGetUniformLocation(binding->gl_program, tmp);
snprintf(tmp, sizeof(tmp), "lightInfiniteDirection%d", i);
binding->light_infinite_direction_loc[i] =
glGetUniformLocation(binding->gl_program, tmp);
snprintf(tmp, sizeof(tmp), "lightLocalPosition%d", i);
binding->light_local_position_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
snprintf(tmp, sizeof(tmp), "lightLocalAttenuation%d", i);
binding->light_local_attenuation_loc[i] =
glGetUniformLocation(binding->gl_program, tmp);
}
for (i = 0; i < 8; i++) {
snprintf(tmp, sizeof(tmp), "clipRegion[%d]", i);
binding->clip_region_loc[i] = glGetUniformLocation(binding->gl_program, tmp);
}
if (state->fixed_function) {
binding->material_alpha_loc =
glGetUniformLocation(binding->gl_program, "material_alpha");
} else {
binding->material_alpha_loc = -1;
}
}
ShaderBinding *generate_shaders(const ShaderState *state)
{
char *previous_numeric_locale = setlocale(LC_NUMERIC, NULL);
if (previous_numeric_locale) {
previous_numeric_locale = g_strdup(previous_numeric_locale);
}
/* Ensure numeric values are printed with '.' radix, no grouping */
setlocale(LC_NUMERIC, "C");
GLuint program = glCreateProgram();
/* Create an optional geometry shader and find primitive type */
GLenum gl_primitive_mode;
MString* geometry_shader_code =
generate_geometry_shader(state->polygon_front_mode,
state->polygon_back_mode,
state->primitive_mode,
&gl_primitive_mode,
state->smooth_shading);
if (geometry_shader_code) {
const char* geometry_shader_code_str =
mstring_get_str(geometry_shader_code);
GLuint geometry_shader = create_gl_shader(GL_GEOMETRY_SHADER,
geometry_shader_code_str,
"geometry shader");
glAttachShader(program, geometry_shader);
mstring_unref(geometry_shader_code);
}
/* create the vertex shader */
MString *vertex_shader_code =
generate_vertex_shader(state, geometry_shader_code != NULL);
GLuint vertex_shader = create_gl_shader(GL_VERTEX_SHADER,
mstring_get_str(vertex_shader_code),
"vertex shader");
glAttachShader(program, vertex_shader);
mstring_unref(vertex_shader_code);
/* generate a fragment shader from register combiners */
MString *fragment_shader_code = psh_translate(state->psh);
const char *fragment_shader_code_str =
mstring_get_str(fragment_shader_code);
GLuint fragment_shader = create_gl_shader(GL_FRAGMENT_SHADER,
fragment_shader_code_str,
"fragment shader");
glAttachShader(program, fragment_shader);
mstring_unref(fragment_shader_code);
/* link the program */
glLinkProgram(program);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if(!linked) {
GLchar log[2048];
glGetProgramInfoLog(program, 2048, NULL, log);
fprintf(stderr, "nv2a: shader linking failed: %s\n", log);
abort();
}
glUseProgram(program);
ShaderBinding* ret = g_malloc0(sizeof(ShaderBinding));
ret->gl_program = program;
ret->gl_primitive_mode = gl_primitive_mode;
update_shader_constant_locations(ret, state);
if (previous_numeric_locale) {
setlocale(LC_NUMERIC, previous_numeric_locale);
g_free(previous_numeric_locale);
}
return ret;
}
static const char *shader_gl_vendor = NULL;
static void shader_create_cache_folder(void)
{
char *shader_path = g_strdup_printf("%sshaders", xemu_settings_get_base_path());
qemu_mkdir(shader_path);
g_free(shader_path);
}
static char *shader_get_lru_cache_path(void)
{
return g_strdup_printf("%s/shader_cache_list", xemu_settings_get_base_path());
}
static void shader_write_lru_list_entry_to_disk(Lru *lru, LruNode *node, void *opaque)
{
FILE *lru_list_file = (FILE*) opaque;
size_t written = fwrite(&node->hash, sizeof(uint64_t), 1, lru_list_file);
if (written != 1) {
fprintf(stderr, "nv2a: Failed to write shader list entry %llx to disk\n",
(unsigned long long) node->hash);
}
}
void shader_write_cache_reload_list(PGRAPHState *pg)
{
if (!g_config.perf.cache_shaders) {
qatomic_set(&pg->shader_cache_writeback_pending, false);
qemu_event_set(&pg->shader_cache_writeback_complete);
return;
}
char *shader_lru_path = shader_get_lru_cache_path();
qemu_thread_join(&pg->shader_disk_thread);
FILE *lru_list = qemu_fopen(shader_lru_path, "wb");
g_free(shader_lru_path);
if (!lru_list) {
fprintf(stderr, "nv2a: Failed to open shader LRU cache for writing\n");
return;
}
lru_visit_active(&pg->shader_cache, shader_write_lru_list_entry_to_disk, lru_list);
fclose(lru_list);
lru_flush(&pg->shader_cache);
qatomic_set(&pg->shader_cache_writeback_pending, false);
qemu_event_set(&pg->shader_cache_writeback_complete);
}
bool shader_load_from_memory(ShaderLruNode *snode)
{
assert(glGetError() == GL_NO_ERROR);
if (!snode->program) {
return false;
}
GLuint gl_program = glCreateProgram();
glProgramBinary(gl_program, snode->program_format, snode->program, snode->program_size);
GLint gl_error = glGetError();
if (gl_error != GL_NO_ERROR) {
NV2A_DPRINTF("failed to load shader binary from disk: GL error code %d\n", gl_error);
glDeleteProgram(gl_program);
return false;
}
glValidateProgram(gl_program);
GLint valid = 0;
glGetProgramiv(gl_program, GL_VALIDATE_STATUS, &valid);
if (!valid) {
GLchar log[1024];
glGetProgramInfoLog(gl_program, 1024, NULL, log);
NV2A_DPRINTF("failed to load shader binary from disk: %s\n", log);
glDeleteProgram(gl_program);
return false;
}
glUseProgram(gl_program);
ShaderBinding* binding = g_malloc0(sizeof(ShaderBinding));
binding->gl_program = gl_program;
binding->gl_primitive_mode = get_gl_primitive_mode(snode->state.polygon_front_mode,
snode->state.primitive_mode);
snode->binding = binding;
g_free(snode->program);
snode->program = NULL;
update_shader_constant_locations(binding, &snode->state);
return true;
}
static char *shader_get_bin_directory(uint64_t hash)
{
const char *cfg_dir = xemu_settings_get_base_path();
uint64_t bin_mask = 0xffffUL << 48;
char *shader_bin_dir = g_strdup_printf("%s/shaders/%04lx",
cfg_dir, (hash & bin_mask) >> 48);
return shader_bin_dir;
}
static char *shader_get_binary_path(const char *shader_bin_dir, uint64_t hash)
{
uint64_t bin_mask = 0xffffUL << 48;
return g_strdup_printf("%s/%012lx", shader_bin_dir,
hash & (~bin_mask));
}
static void shader_load_from_disk(PGRAPHState *pg, uint64_t hash)
{
char *shader_bin_dir = shader_get_bin_directory(hash);
char *shader_path = shader_get_binary_path(shader_bin_dir, hash);
char *cached_xemu_version = NULL;
char *cached_gl_vendor = NULL;
void *program_buffer = NULL;
uint64_t cached_xemu_version_len;
uint64_t gl_vendor_len;
GLenum program_binary_format;
ShaderState state;
size_t shader_size;
g_free(shader_bin_dir);
qemu_mutex_lock(&pg->shader_cache_lock);
if (lru_contains_hash(&pg->shader_cache, hash)) {
qemu_mutex_unlock(&pg->shader_cache_lock);
return;
}
qemu_mutex_unlock(&pg->shader_cache_lock);
FILE *shader_file = qemu_fopen(shader_path, "rb");
if (!shader_file) {
goto error;
}
size_t nread;
#define READ_OR_ERR(data, data_len) \
do { \
nread = fread(data, data_len, 1, shader_file); \
if (nread != 1) { \
fclose(shader_file); \
goto error; \
} \
} while (0)
READ_OR_ERR(&cached_xemu_version_len, sizeof(cached_xemu_version_len));
cached_xemu_version = g_malloc(cached_xemu_version_len +1);
READ_OR_ERR(cached_xemu_version, cached_xemu_version_len);
if (strcmp(cached_xemu_version, xemu_version) != 0) {
fclose(shader_file);
goto error;
}
READ_OR_ERR(&gl_vendor_len, sizeof(gl_vendor_len));
cached_gl_vendor = g_malloc(gl_vendor_len);
READ_OR_ERR(cached_gl_vendor, gl_vendor_len);
if (strcmp(cached_gl_vendor, shader_gl_vendor) != 0) {
fclose(shader_file);
goto error;
}
READ_OR_ERR(&program_binary_format, sizeof(program_binary_format));
READ_OR_ERR(&state, sizeof(state));
READ_OR_ERR(&shader_size, sizeof(shader_size));
program_buffer = g_malloc(shader_size);
READ_OR_ERR(program_buffer, shader_size);
#undef READ_OR_ERR
fclose(shader_file);
g_free(shader_path);
g_free(cached_xemu_version);
g_free(cached_gl_vendor);
qemu_mutex_lock(&pg->shader_cache_lock);
LruNode *node = lru_lookup(&pg->shader_cache, hash, &state);
ShaderLruNode *snode = container_of(node, ShaderLruNode, node);
/* If we happened to regenerate this shader already, then we may as well use the new one */
if (snode->binding) {
qemu_mutex_unlock(&pg->shader_cache_lock);
return;
}
snode->program_format = program_binary_format;
snode->program_size = shader_size;
snode->program = program_buffer;
snode->cached = true;
qemu_mutex_unlock(&pg->shader_cache_lock);
return;
error:
/* Delete the shader so it won't be loaded again */
qemu_unlink(shader_path);
g_free(shader_path);
g_free(program_buffer);
g_free(cached_xemu_version);
g_free(cached_gl_vendor);
}
static void *shader_reload_lru_from_disk(void *arg)
{
if (!g_config.perf.cache_shaders) {
return NULL;
}
PGRAPHState *pg = (PGRAPHState*) arg;
char *shader_lru_path = shader_get_lru_cache_path();
FILE *lru_shaders_list = qemu_fopen(shader_lru_path, "rb");
g_free(shader_lru_path);
if (!lru_shaders_list) {
return NULL;
}
uint64_t hash;
while (fread(&hash, sizeof(uint64_t), 1, lru_shaders_list) == 1) {
shader_load_from_disk(pg, hash);
}
return NULL;
}
static void shader_cache_entry_init(Lru *lru, LruNode *node, void *state)
{
ShaderLruNode *snode = container_of(node, ShaderLruNode, node);
memcpy(&snode->state, state, sizeof(ShaderState));
snode->cached = false;
snode->binding = NULL;
snode->program = NULL;
snode->save_thread = NULL;
}
static void shader_cache_entry_post_evict(Lru *lru, LruNode *node)
{
ShaderLruNode *snode = container_of(node, ShaderLruNode, node);
if (snode->save_thread) {
qemu_thread_join(snode->save_thread);
g_free(snode->save_thread);
}
if (snode->binding) {
glDeleteProgram(snode->binding->gl_program);
g_free(snode->binding);
}
if (snode->program) {
g_free(snode->program);
}
snode->cached = false;
snode->save_thread = NULL;
snode->binding = NULL;
snode->program = NULL;
memset(&snode->state, 0, sizeof(ShaderState));
}
static bool shader_cache_entry_compare(Lru *lru, LruNode *node, void *key)
{
ShaderLruNode *snode = container_of(node, ShaderLruNode, node);
return memcmp(&snode->state, key, sizeof(ShaderState));
}
void shader_cache_init(PGRAPHState *pg)
{
if (!shader_gl_vendor) {
shader_gl_vendor = (const char *) glGetString(GL_VENDOR);
}
shader_create_cache_folder();
/* FIXME: Make this configurable */
const size_t shader_cache_size = 50*1024;
lru_init(&pg->shader_cache);
pg->shader_cache_entries = malloc(shader_cache_size * sizeof(ShaderLruNode));
assert(pg->shader_cache_entries != NULL);
for (int i = 0; i < shader_cache_size; i++) {
lru_add_free(&pg->shader_cache, &pg->shader_cache_entries[i].node);
}
pg->shader_cache.init_node = shader_cache_entry_init;
pg->shader_cache.compare_nodes = shader_cache_entry_compare;
pg->shader_cache.post_node_evict = shader_cache_entry_post_evict;
qemu_thread_create(&pg->shader_disk_thread, "pgraph.shader_cache",
shader_reload_lru_from_disk, pg, QEMU_THREAD_JOINABLE);
}
static void *shader_write_to_disk(void *arg)
{
ShaderLruNode *snode = (ShaderLruNode*) arg;
char *shader_bin = shader_get_bin_directory(snode->node.hash);
char *shader_path = shader_get_binary_path(shader_bin, snode->node.hash);
static uint64_t gl_vendor_len;
if (gl_vendor_len == 0) {
gl_vendor_len = (uint64_t) (strlen(shader_gl_vendor) + 1);
}
static uint64_t xemu_version_len = 0;
if (xemu_version_len == 0) {
xemu_version_len = (uint64_t) (strlen(xemu_version) + 1);
}
qemu_mkdir(shader_bin);
g_free(shader_bin);
FILE *shader_file = qemu_fopen(shader_path, "wb");
if (!shader_file) {
goto error;
}
size_t written;
#define WRITE_OR_ERR(data, data_size) \
do { \
written = fwrite(data, data_size, 1, shader_file); \
if (written != 1) { \
fclose(shader_file); \
goto error; \
} \
} while (0)
WRITE_OR_ERR(&xemu_version_len, sizeof(xemu_version_len));
WRITE_OR_ERR(xemu_version, xemu_version_len);
WRITE_OR_ERR(&gl_vendor_len, sizeof(gl_vendor_len));
WRITE_OR_ERR(shader_gl_vendor, gl_vendor_len);
WRITE_OR_ERR(&snode->program_format, sizeof(snode->program_format));
WRITE_OR_ERR(&snode->state, sizeof(snode->state));
WRITE_OR_ERR(&snode->program_size, sizeof(snode->program_size));
WRITE_OR_ERR(snode->program, snode->program_size);
#undef WRITE_OR_ERR
fclose(shader_file);
g_free(shader_path);
g_free(snode->program);
snode->program = NULL;
return NULL;
error:
fprintf(stderr, "nv2a: Failed to write shader binary file to %s\n", shader_path);
qemu_unlink(shader_path);
g_free(shader_path);
g_free(snode->program);
snode->program = NULL;
return NULL;
}
void shader_cache_to_disk(ShaderLruNode *snode)
{
if (!snode->binding || snode->cached) {
return;
}
GLint program_size;
glGetProgramiv(snode->binding->gl_program, GL_PROGRAM_BINARY_LENGTH, &program_size);
if (snode->program) {
g_free(snode->program);
snode->program = NULL;
}
/* program_size might be zero on some systems, if no binary formats are supported */
if (program_size == 0) {
return;
}
snode->program = g_malloc(program_size);
GLsizei program_size_copied;
glGetProgramBinary(snode->binding->gl_program, program_size, &program_size_copied,
&snode->program_format, snode->program);
assert(glGetError() == GL_NO_ERROR);
snode->program_size = program_size_copied;
snode->cached = true;
char name[24];
snprintf(name, sizeof(name), "scache-%llx", (unsigned long long) snode->node.hash);
snode->save_thread = g_malloc0(sizeof(QemuThread));
qemu_thread_create(snode->save_thread, name, shader_write_to_disk, snode, QEMU_THREAD_JOINABLE);
}