|
|
//============ Copyright (c) Valve Corporation, All rights reserved. ============
//
// cglmprogram.cpp
//
//===============================================================================
#include "togl/rendermechanism.h"
#include "filesystem.h"
#include "tier1/fmtstr.h"
#include "tier1/keyvalues.h"
#include "tier0/fasttimer.h"
#if GLMDEBUG && defined( _MSC_VER )
#include <direct.h>
#endif
// memdbgon -must- be the last include file in a .cpp file.
#include "tier0/memdbgon.h"
#if GLMDEBUG
#define GLM_FREE_SHADER_TEXT 0
#else
#define GLM_FREE_SHADER_TEXT 1
#endif
//===============================================================================
ConVar gl_shaderpair_cacherows_lg2( "gl_paircache_rows_lg2", "10"); // 10 is minimum
ConVar gl_shaderpair_cacheways_lg2( "gl_paircache_ways_lg2", "5"); // 5 is minimum
ConVar gl_shaderpair_cachelog( "gl_shaderpair_cachelog", "0" );
static CCycleCount gShaderCompileTime; static int gShaderCompileCount = 0; static CCycleCount gShaderCompileQueryTime; static CCycleCount gShaderLinkTime; static int gShaderLinkCount = 0; static CCycleCount gShaderLinkQueryTime; CON_COMMAND( gl_shader_compile_time_dump, "Dump stats shader compile time." ) { ConMsg( "Shader Compile Time: %ld ms (Count: %d) / Query: %ld ms \n", gShaderCompileTime.GetMilliseconds(), gShaderCompileCount, gShaderCompileQueryTime.GetMilliseconds() ); ConMsg( "Shader Link Time : %ld ms (Count: %d) / Query: %ld ms \n", gShaderLinkTime.GetMilliseconds(), gShaderLinkCount, gShaderLinkQueryTime.GetMilliseconds() ); }
//===============================================================================
GLenum GLMProgTypeToARBEnum( EGLMProgramType type ) { GLenum result = 0; switch(type) { case kGLMVertexProgram: result = GL_VERTEX_PROGRAM_ARB; break; case kGLMFragmentProgram: result = GL_FRAGMENT_PROGRAM_ARB; break; default: Assert( !"bad program type"); result = 0; break; } return result; }
GLenum GLMProgTypeToGLSLEnum( EGLMProgramType type ) { GLenum result = 0; switch(type) { case kGLMVertexProgram: result = GL_VERTEX_SHADER_ARB; break; case kGLMFragmentProgram: result = GL_FRAGMENT_SHADER_ARB; break; default: Assert( !"bad program type"); result = 0; break; } return result; }
CGLMProgram::CGLMProgram( GLMContext *ctx, EGLMProgramType type ) { m_ctx = ctx; m_ctx->CheckCurrent();
m_type = type; m_nHashTag = rand() ^ ( rand() << 15 ); m_text = NULL; // no text yet
#if GLMDEBUG
m_editable = NULL; #endif
memset( &m_descs, 0, sizeof( m_descs ) );
m_samplerMask = 0; // dxabstract sets this field later
m_samplerTypes = 0; m_fragDataMask = 0; m_numDrawBuffers = 0; memset( &m_drawBuffers, 0, sizeof( m_drawBuffers ) );
m_maxSamplers = GLM_SAMPLER_COUNT; m_nNumUsedSamplers = GLM_SAMPLER_COUNT; m_maxVertexAttrs = kGLMVertexAttributeIndexMax;
// create an ARB vp/fp program object name. No need to bind it yet.
GLMShaderDesc *arbDesc = &m_descs[ kGLMARB ]; Assert(gGL); gGL->glGenProgramsARB( 1, &arbDesc->m_object.arb );
// create a GLSL shader object.
GLMShaderDesc *glslDesc = &m_descs[ kGLMGLSL ]; GLenum glslStage = GLMProgTypeToGLSLEnum( m_type );
glslDesc->m_object.glsl = gGL->glCreateShaderObjectARB( glslStage );;
m_shaderName[0] = '\0';
m_bTranslatedProgram = false;
m_nCentroidMask = 0; m_nShadowDepthSamplerMask = 0; m_labelName[0] = '\0'; m_labelIndex = -1; m_labelCombo = -1; // no text has arrived yet. That's done in SetProgramText.
}
CGLMProgram::~CGLMProgram( ) { m_ctx->CheckCurrent(); // if there is an arb program, delete it
GLMShaderDesc *arbDesc = &m_descs[ kGLMARB ]; if (arbDesc->m_object.arb) { gGL->glDeleteProgramsARB( 1, &arbDesc->m_object.arb ); arbDesc->m_object.arb = 0; } // if there is a GLSL shader, delete it
GLMShaderDesc *glslDesc = &m_descs[kGLMGLSL]; if (glslDesc->m_object.glsl) { gGL->glDeleteShader( (uint)glslDesc->m_object.glsl ); // why do I need a cast here again ?
glslDesc->m_object.glsl = 0; }
#if GLMDEBUG
if (m_editable) { delete m_editable; m_editable = NULL; } #endif
if (m_text) { free( m_text ); m_text = NULL; } m_ctx = NULL; }
enum EShaderSection { kGLMARBVertex, kGLMARBVertexDisabled, kGLMARBFragment, kGLMARBFragmentDisabled, kGLMGLSLVertex, kGLMGLSLVertexDisabled, kGLMGLSLFragment, kGLMGLSLFragmentDisabled,
};
const char *g_shaderSectionMarkers[] = // match ordering of enum
{ "!!ARBvp", "-!!ARBvp", // enabled and disabled markers. so you can have multiple flavors in a blob and activate the one you want.
"!!ARBfp", "-!!ARBfp", "//GLSLvp", "-//GLSLvp", "//GLSLfp", "-//GLSLfp", NULL };
void CGLMProgram::SetShaderName( const char *name ) { V_strncpy( m_shaderName, name, sizeof( m_shaderName ) ); }
void CGLMProgram::SetProgramText( char *text ) { // free old text if any
// clone new text
// scan newtext to find sections
// walk sections, and mark descs to indicate where text is at
if (m_text) { free( m_text ); m_text = NULL; } // scrub desc text references
for( int i=0; i<kGLMNumProgramTypes; i++) { GLMShaderDesc *desc = &m_descs[i]; desc->m_textPresent = false; desc->m_textOffset = 0; desc->m_textLength = 0; } m_text = strdup( text ); Assert( m_text != NULL );
#if GLMDEBUG
// create editable text item, if it does not already exist
if (!m_editable) { char *suffix = "";
switch(m_type) { case kGLMVertexProgram: suffix = ".vsh"; break; case kGLMFragmentProgram: suffix = ".fsh"; break; default: GLMDebugger(); }
#ifdef POSIX
CFmtStr debugShaderPath( "%s/debugshaders/", getenv( "HOME" ) ); #else
CFmtStr debugShaderPath( "debugshaders/" ); #endif
_mkdir( debugShaderPath.Access() ); m_editable = new CGLMEditableTextItem( m_text, strlen(m_text), false, debugShaderPath.Access(), suffix ); // pull our string back from the editable (it has probably munged it)
if (m_editable->HasData()) { ReloadStringFromEditable(); } } #endif
// scan the text and find sections
CGLMTextSectioner sections( m_text, strlen( m_text ), g_shaderSectionMarkers ); int sectionCount = sections.Count(); for( int i=0; i < sectionCount; i++ ) { uint subtextOffset = 0; uint subtextLength = 0; int markerIndex = 0; sections.GetSection( i, &subtextOffset, &subtextLength, &markerIndex );
// act on the section
GLMShaderDesc *desc = NULL; switch( m_type ) { case kGLMVertexProgram: switch( markerIndex ) { case kGLMARBVertex: case kGLMGLSLVertex: desc = &m_descs[ (markerIndex==kGLMARBVertex) ? kGLMARB : kGLMGLSL];
// these steps are generic across both langs
desc->m_textPresent = true; desc->m_textOffset = subtextOffset; desc->m_textLength = subtextLength; desc->m_compiled = false; desc->m_valid = false; break;
case kGLMARBVertexDisabled: case kGLMGLSLVertexDisabled: // ignore quietly
break; default: Assert(!"Mismatched section marker seen in SetProgramText (VP)"); break; } break; case kGLMFragmentProgram: switch( markerIndex ) { case kGLMARBFragment: case kGLMGLSLFragment: desc = &m_descs[ (markerIndex==kGLMARBFragment) ? kGLMARB : kGLMGLSL];
// these steps are generic across both langs
desc->m_textPresent = true; desc->m_textOffset = subtextOffset; desc->m_textLength = subtextLength; desc->m_compiled = false; desc->m_valid = false; break;
case kGLMARBFragmentDisabled: case kGLMGLSLFragmentDisabled: // ignore quietly
break; default: Assert(!"Mismatched section marker seen in SetProgramText (VP)"); break; } break; } }
// find the label string
// example:
// trans#2871 label:vs-file vertexlit_and_unlit_generic_vs20 vs-index 294912 vs-combo 1234
char *lineStr = strstr( m_text, "// trans#" ); if (lineStr) { int scratch = -1; if (this->m_type == kGLMVertexProgram) { sscanf( lineStr, "// trans#%d label:vs-file %s vs-index %d vs-combo %d", &scratch, m_labelName, &m_labelIndex, &m_labelCombo ); } else { sscanf( lineStr, "// trans#%d label:ps-file %s ps-index %d ps-combo %d", &scratch, m_labelName, &m_labelIndex, &m_labelCombo ); } } }
void CGLMProgram::CompileActiveSources ( void ) { // compile everything we have text for
for( int i=0; i<kGLMNumProgramTypes; i++) { if (m_descs[i].m_textPresent) { Compile( (EGLMProgramLang)i ); } } }
void CGLMProgram::Compile( EGLMProgramLang lang ) { bool bTimeShaderCompiles = (CommandLine()->FindParm( "-gl_time_shader_compiles" ) != 0); // If using "-gl_time_shader_compiles", keeps track of total cycle count spent on shader compiles.
CFastTimer shaderCompileTimer; if (bTimeShaderCompiles) { shaderCompileTimer.Start(); } bool noisy = false; noisy; int loglevel = gl_shaderpair_cachelog.GetInt(); switch( lang ) { case kGLMARB: { GLMShaderDesc *arbDesc; arbDesc = &m_descs[ kGLMARB ]; // make sure no GLSL program is set up
gGL->glUseProgram(0); // bind our program container to context
GLenum arbTarget = GLMProgTypeToARBEnum( m_type );
glSetEnable( arbTarget, true ); // unclear if I need this to compile or just to draw...
gGL->glBindProgramARB( arbTarget, arbDesc->m_object.arb ); // object created or just re-bound
char *section = m_text + arbDesc->m_textOffset; char *lastCharOfSection = section + arbDesc->m_textLength; // actually it's one past the last textual character
lastCharOfSection;
#if GLMDEBUG
if(noisy) { GLMPRINTF((">-D- CGLMProgram::Compile submitting following text for ARB %s program (name %d) ---------------------", arbTarget == GL_FRAGMENT_PROGRAM_ARB ? "fragment" : "vertex", arbDesc->m_object.arb ));
// we don't have a "print this many chars" call yet
// just temporarily null terminate the text we want to print
char saveChar = *lastCharOfSection; *lastCharOfSection= 0; GLMPRINTTEXT(( section, eDebugDump )); *lastCharOfSection= saveChar;
GLMPRINTF(("<-D- CGLMProgram::Compile ARB EOT--" )); } #endif
gGL->glProgramStringARB( arbTarget, GL_PROGRAM_FORMAT_ASCII_ARB, arbDesc->m_textLength, section ); arbDesc->m_compiled = true; // compiled but not necessarily valid
CheckValidity( lang ); // leave it bound n enabled, don't care (draw will sort it all out)
} break;
case kGLMGLSL: { GLMShaderDesc *glslDesc; glslDesc = &m_descs[ kGLMGLSL ];
GLenum glslStage = GLMProgTypeToGLSLEnum( m_type ); glslStage; // there's no binding to do for GLSL. but make sure no ARB stuff is bound for tidiness.
glSetEnable( GL_VERTEX_PROGRAM_ARB, false ); glSetEnable( GL_FRAGMENT_PROGRAM_ARB, false ); // add check errors on these
gGL->glBindProgramARB( GL_VERTEX_PROGRAM_ARB, 0 ); gGL->glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, 0 );
// no GLSL program either
gGL->glUseProgram(0); // pump text into GLSL shader object
char *section = m_text + glslDesc->m_textOffset; char *lastCharOfSection = section + glslDesc->m_textLength; // actually it's one past the last textual character
lastCharOfSection;
#if GLMDEBUG
if(noisy) { GLMPRINTF((">-D- CGLMProgram::Compile submitting following text for GLSL %s program (name %d) ---------------------", glslStage == GL_FRAGMENT_SHADER_ARB ? "fragment" : "vertex", glslDesc->m_object.glsl ));
// we don't have a "print this many chars" call yet
// just temporarily null terminate the text we want to print
char saveChar = *lastCharOfSection; *lastCharOfSection= 0; GLMPRINTTEXT(( section, eDebugDump )); *lastCharOfSection= saveChar;
GLMPRINTF(("<-D- CGLMProgram::Compile GLSL EOT--" )); } #endif
gGL->glShaderSourceARB( glslDesc->m_object.glsl, 1, (const GLchar **)§ion, &glslDesc->m_textLength);
#if GLM_FREE_SHADER_TEXT
// Free the shader program text - not needed anymore (GL has its own copy)
if ( m_text && !m_descs[kGLMARB].m_textPresent ) { free( m_text ); m_text = NULL; } #endif
// compile
gGL->glCompileShaderARB( glslDesc->m_object.glsl ); glslDesc->m_compiled = true; // compiled but not necessarily valid
// Check shader validity at creation time. This will cause the driver to not be able to
// multi-thread/defer shader compiles, but it is useful for getting error messages on the
// shader when it is compiled
bool bValidateShaderEarly = (CommandLine()->FindParm( "-gl_validate_shader_early" ) != 0); if (bValidateShaderEarly) { CheckValidity( lang ); }
if (loglevel>=2) { char tempname[128]; //int tempindex = -1;
//int tempcombo = -1;
//GetLabelIndexCombo( tempname, sizeof(tempname), &tempindex, &tempcombo );
//printf("\ncompile: - [ %s/%d/%d ] on GL name %d ", tempname, tempindex, tempcombo, glslDesc->m_object.glsl );
GetComboIndexNameString( tempname, sizeof(tempname) ); printf("\ncompile: %s on GL name %d ", tempname, glslDesc->m_object.glsl ); } } break; }
if (bTimeShaderCompiles) { shaderCompileTimer.End(); gShaderCompileTime += shaderCompileTimer.GetDuration(); gShaderCompileCount++; } }
#if GLMDEBUG
bool CGLMProgram::PollForChanges( void ) { bool result = false; if (m_editable) { result = m_editable->PollForChanges(); } return result; }
void CGLMProgram::ReloadStringFromEditable( void ) { uint dataSize=0; char *data=NULL; m_editable->GetCurrentText( &data, &dataSize ); char *buf = (char *)malloc( dataSize+1 ); // we will NULL terminate it, since the mirror copy might not be
memcpy( buf, data, dataSize ); buf[dataSize] = 0; SetProgramText( buf ); free( buf ); }
bool CGLMProgram::SyncWithEditable( void ) { bool result = false; if (m_editable->PollForChanges()) { ReloadStringFromEditable();
CompileActiveSources(); // invalidate shader pair cache entries using this shader..
m_ctx->m_pairCache->PurgePairsWithShader( this ); result = true; // result true means "it changed"
} return result; } #endif
// attributes which are general to both stages
// VP and FP:
//
// 0x88A0 PROGRAM_INSTRUCTIONS_ARB VP FP
// 0x88A1 MAX_PROGRAM_INSTRUCTIONS_ARB VP FP
// 0x88A2 PROGRAM_NATIVE_INSTRUCTIONS_ARB VP FP
// 0x88A3 MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB VP FP
//
// 0x88A4 PROGRAM_TEMPORARIES_ARB VP FP
// 0x88A5 MAX_PROGRAM_TEMPORARIES_ARB VP FP
// 0x88A6 PROGRAM_NATIVE_TEMPORARIES_ARB VP FP
// 0x88A7 MAX_PROGRAM_NATIVE_TEMPORARIES_ARB VP FP
//
// 0x88A8 PROGRAM_PARAMETERS_ARB VP FP
// 0x88A9 MAX_PROGRAM_PARAMETERS_ARB VP FP
// 0x88AA PROGRAM_NATIVE_PARAMETERS_ARB VP FP
// 0x88AB MAX_PROGRAM_NATIVE_PARAMETERS_ARB VP FP
//
// 0x88AC PROGRAM_ATTRIBS_ARB VP FP
// 0x88AD MAX_PROGRAM_ATTRIBS_ARB VP FP
// 0x88AE PROGRAM_NATIVE_ATTRIBS_ARB VP FP
// 0x88AF MAX_PROGRAM_NATIVE_ATTRIBS_ARB VP FP
//
// 0x88B4 MAX_PROGRAM_LOCAL_PARAMETERS_ARB VP FP
// 0x88B5 MAX_PROGRAM_ENV_PARAMETERS_ARB VP FP
// 0x88B6 PROGRAM_UNDER_NATIVE_LIMITS_ARB VP FP
//
// VP only:
//
// 0x88B0 PROGRAM_ADDRESS_REGISTERS_ARB VP
// 0x88B1 MAX_PROGRAM_ADDRESS_REGISTERS_ARB VP
// 0x88B2 PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB VP
// 0x88B3 MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB VP
//
// FP only:
//
// 0x8805 PROGRAM_ALU_INSTRUCTIONS_ARB FP
// 0x880B MAX_PROGRAM_ALU_INSTRUCTIONS_ARB FP
// 0x8808 PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB FP
// 0x880E MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB FP
// 0x8806 PROGRAM_TEX_INSTRUCTIONS_ARB FP
// 0x880C MAX_PROGRAM_TEX_INSTRUCTIONS_ARB FP
// 0x8809 PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB FP
// 0x880F MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB FP
// 0x8807 PROGRAM_TEX_INDIRECTIONS_ARB FP
// 0x880D MAX_PROGRAM_TEX_INDIRECTIONS_ARB FP
// 0x880A PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB FP
// 0x8810 MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB FP
struct GLMShaderLimitDesc { GLenum m_valueEnum; GLenum m_limitEnum; const char *m_debugName; char m_flags; // m_flags - 0x01 for VP, 0x02 for FP, or set both if applicable to both
};
// macro to help make the table of what to check
#ifndef LMD
#define LMD( val, flags ) { GL_PROGRAM_##val##_ARB, GL_MAX_PROGRAM_##val##_ARB, #val, flags }
#else
#error you need to use a different name for this macro.
#endif
GLMShaderLimitDesc g_glmShaderLimitDescs[] = { // VP and FP..
LMD( INSTRUCTIONS, 3 ), LMD( NATIVE_INSTRUCTIONS, 3 ), LMD( NATIVE_TEMPORARIES, 3 ), LMD( PARAMETERS, 3 ), LMD( NATIVE_PARAMETERS, 3 ), LMD( ATTRIBS, 3 ), LMD( NATIVE_ATTRIBS, 3 ),
// VP only..
LMD( ADDRESS_REGISTERS, 1 ), LMD( NATIVE_ADDRESS_REGISTERS, 1 ),
// FP only..
LMD( ALU_INSTRUCTIONS, 2 ), LMD( NATIVE_ALU_INSTRUCTIONS, 2 ), LMD( TEX_INSTRUCTIONS, 2 ), LMD( NATIVE_TEX_INSTRUCTIONS, 2 ), LMD( TEX_INDIRECTIONS, 2 ), LMD( NATIVE_TEX_INDIRECTIONS, 2 ), { 0, 0, NULL, 0 } };
#undef LMD
bool CGLMProgram::CheckValidity( EGLMProgramLang lang ) { static char *targnames[] = { "vertex", "fragment" };
bool bTimeShaderCompiles = (CommandLine()->FindParm( "-gl_time_shader_compiles" ) != 0); // If using "-gl_time_shader_compiles", keeps track of total cycle count spent on shader compiles.
CFastTimer shaderCompileTimer; if (bTimeShaderCompiles) { shaderCompileTimer.Start(); }
bool bValid = false;
switch(lang) { case kGLMARB: { GLMShaderDesc *arbDesc; arbDesc = &m_descs[ kGLMARB ]; GLenum arbTarget = GLMProgTypeToARBEnum( m_type );
Assert( arbDesc->m_compiled ); arbDesc->m_valid = true; // assume success til we see otherwise
// assume program is bound. is there anything wrong with it ?
GLint isNative=0; gGL->glGetProgramivARB( arbTarget, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &isNative ); // If the program is over the hardware's limits, print out some information
if (isNative!=1) { arbDesc->m_valid = false; // check everything we can check
char checkmask = (1<<m_type); // 1 for VP, 2 for FP
for( GLMShaderLimitDesc *desc = g_glmShaderLimitDescs; desc->m_valueEnum !=0; desc++ ) { if ( desc->m_flags & checkmask ) { // test it
GLint value = 0; GLint limit = 0; gGL->glGetProgramivARB(arbTarget, desc->m_valueEnum, &value); gGL->glGetProgramivARB(arbTarget, desc->m_limitEnum, &limit); if (value > limit) { GLMPRINTF(("-D- Invalid %s program: program has %d %s; limit is %d", targnames[ m_type ], value, desc->m_debugName, limit )); } } } }
// syntax error check
GLint errorLine; gGL->glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errorLine );
if ( errorLine!=-1 ) { const GLubyte* errorString = gGL->glGetString(GL_PROGRAM_ERROR_STRING_ARB); errorString; GLMPRINTF(( "-D- Syntax error in ARB %s program: %s",targnames[ m_type ], errorString )); arbDesc->m_valid = false; } if (!arbDesc->m_valid) { char *temp = strdup(m_text); temp[ arbDesc->m_textOffset + arbDesc->m_textLength ] = 0; GLMPRINTF(("-D- ----- ARB compile failed; bad source follows -----" )); GLMPRINTTEXT(( temp + arbDesc->m_textOffset, eDebugDump, GLMPRINTTEXT_NUMBEREDLINES )); GLMPRINTF(("-D- -----end-----" )); free( temp ); } bValid = arbDesc->m_valid; } break; case kGLMGLSL: { GLMShaderDesc *glslDesc; GLcharARB *logString = NULL; glslDesc = &m_descs[ kGLMGLSL ]; GLenum glslStage = GLMProgTypeToGLSLEnum( m_type ); glslStage;
Assert( glslDesc->m_compiled ); glslDesc->m_valid = true; // assume success til we see otherwise
// GLSL error check
int compiled = 0, length = 0, laux = 0;
gGL->glGetObjectParameterivARB( (GLhandleARB)glslDesc->m_object.glsl, GL_OBJECT_COMPILE_STATUS_ARB, &compiled); gGL->glGetObjectParameterivARB( (GLhandleARB)glslDesc->m_object.glsl, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length); if ( length > 0 ) { logString = (GLcharARB *)malloc(length * sizeof(GLcharARB)); gGL->glGetInfoLogARB((GLhandleARB)glslDesc->m_object.glsl, length, &laux, logString); } // we may not be able to check "native limits" stuff until link time. meh
if (!compiled) { glslDesc->m_valid = false; } if (!glslDesc->m_valid) { GLMPRINTF(("-D- ----- GLSL compile failed: \n %s \n",logString )); #if !GLM_FREE_SHADER_TEXT
char *temp = strdup(m_text); temp[ glslDesc->m_textOffset + glslDesc->m_textLength ] = 0; GLMPRINTTEXT(( temp + glslDesc->m_textOffset, eDebugDump, GLMPRINTTEXT_NUMBEREDLINES )); free( temp ); #endif
GLMPRINTF(("-D- -----end-----" )); } if ( logString ) free( logString );
bValid = glslDesc->m_valid; } break; }
if ( !bValid ) { GLMDebugPrintf( "Compile of \"%s\" Failed:\n", m_shaderName ); #if !GLM_FREE_SHADER_TEXT
Plat_DebugString( m_text ); #endif
} AssertOnce( bValid );
if (bTimeShaderCompiles) { shaderCompileTimer.End(); gShaderCompileQueryTime += shaderCompileTimer.GetDuration(); }
return bValid; }
void CGLMProgram::LogSlow( EGLMProgramLang lang ) { // find the desc, see if it's marked
GLMShaderDesc *desc = &m_descs[ lang ];
if (!desc->m_slowMark) { #if !GLM_FREE_SHADER_TEXT
// log it
printf( "\n-------------- Slow %s ( CGLMProgram @ %p, lang %s, name %d ) : \n%s \n", m_type==kGLMVertexProgram ? "VS" : "FS", this, lang==kGLMGLSL ? "GLSL" : "ARB", (int)(lang==kGLMGLSL ? (int)desc->m_object.glsl : (int)desc->m_object.arb), m_text ); #endif
} else // complain on a decreasing basis (powers of two)
{ if ( (desc->m_slowMark & (desc->m_slowMark-1)) == 0 ) { // short blurb
printf( "\n Slow %s ( CGLMProgram @ %p, lang %s, name %d ) (%d times)", m_type==kGLMVertexProgram ? "VS" : "FS", this, lang==kGLMGLSL ? "GLSL" : "ARB", (int)(lang==kGLMGLSL ? (int)desc->m_object.glsl : (int)desc->m_object.arb), desc->m_slowMark+1 ); } }
// mark it
desc->m_slowMark++;
}
void CGLMProgram::GetLabelIndexCombo ( char *labelOut, int labelOutMaxChars, int *indexOut, int *comboOut ) { // find the label string
// example:
// trans#2871 label:vs-file vertexlit_and_unlit_generic_vs20 vs-index 294912 vs-combo 1234
// Done in SetProgramText
*labelOut = 0; *indexOut = -1;
if ((strlen( m_labelName ) != 0)) { Q_strncpy( labelOut, m_labelName, labelOutMaxChars ); *indexOut = m_labelIndex; *comboOut = m_labelCombo; } }
void CGLMProgram::GetComboIndexNameString ( char *stringOut, int stringOutMaxChars ) // mmmmmmmm-nnnnnnnn-filename
{ // find the label string
// example:
// trans#2871 label:vs-file vertexlit_and_unlit_generic_vs20 vs-index 294912 vs-combo 1234
// Done in SetProgramText
*stringOut = 0;
int len = strlen( m_labelName ); if ( (len+20) < stringOutMaxChars ) { // output formatted version
sprintf( stringOut, "%08X-%08X-%s", m_labelCombo, m_labelIndex, m_labelName ); } }
//===============================================================================
CGLMShaderPair::CGLMShaderPair( GLMContext *ctx ) { m_ctx = ctx; m_vertexProg = m_fragmentProg = NULL;
m_program = gGL->glCreateProgramObjectARB();
m_locVertexParams = -1; m_locVertexBoneParams = -1; m_locVertexScreenParams = -1; m_nScreenWidthHeight = 0xFFFFFFFF; m_locVertexInteger0 = -1; // "i0"
memset( m_locVertexBool, 0xFF, sizeof( m_locVertexBool ) ); memset( m_locFragmentBool, 0xFF, sizeof( m_locFragmentBool ) ); m_bHasBoolOrIntUniforms = false; m_locFragmentParams = -1; m_locFragmentFakeSRGBEnable = -1; m_fakeSRGBEnableValue = -1.0f; memset( m_locSamplers, 0xFF, sizeof( m_locSamplers ) ); m_valid = false; m_bCheckLinkStatus = false; m_revision = 0; // bumps to 1 once linked
}
CGLMShaderPair::~CGLMShaderPair( ) { if (m_program) { gGL->glDeleteObjectARB( (GLhandleARB)m_program ); m_program = 0; } }
bool CGLMShaderPair::ValidateProgramPair() { if ( m_vertexProg && m_vertexProg->m_descs[kGLMGLSL].m_textPresent && !m_vertexProg->m_descs[kGLMGLSL].m_valid ) { m_vertexProg->CheckValidity( kGLMGLSL ); } if (m_fragmentProg && m_fragmentProg->m_descs[kGLMGLSL].m_textPresent && !m_fragmentProg->m_descs[kGLMGLSL].m_valid) { m_fragmentProg->CheckValidity( kGLMGLSL ); } if ( !m_valid && m_bCheckLinkStatus ) { bool bTimeShaderCompiles = (CommandLine()->FindParm( "-gl_time_shader_compiles" ) != 0); // If using "-gl_time_shader_compiles", keeps track of total cycle count spent on shader compiles.
CFastTimer shaderCompileTimer; if (bTimeShaderCompiles) { shaderCompileTimer.Start(); }
// check for success
GLint result = 0; gGL->glGetObjectParameterivARB( m_program, GL_OBJECT_LINK_STATUS_ARB, &result ); // want GL_TRUE
m_bCheckLinkStatus = false;
if (result == GL_TRUE) { // success
m_valid = true; m_revision++; } else { GLint length = 0; GLint laux = 0;
// do some digging
gGL->glGetObjectParameterivARB( m_program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length );
GLcharARB *logString = (GLcharARB *)malloc( length * sizeof(GLcharARB) ); gGL->glGetInfoLogARB( m_program, length, &laux, logString );
GLMPRINTF( ("-D- ----- GLSL link failed: \n %s ", logString) ); #if !GLM_FREE_SHADER_TEXT
char *vtemp = strdup( m_vertexProg->m_text ); vtemp[m_vertexProg->m_descs[kGLMGLSL].m_textOffset + m_vertexProg->m_descs[kGLMGLSL].m_textLength] = 0;
char *ftemp = strdup( m_fragmentProg->m_text ); ftemp[m_fragmentProg->m_descs[kGLMGLSL].m_textOffset + m_fragmentProg->m_descs[kGLMGLSL].m_textLength] = 0;
GLMPRINTF( ("-D- ----- GLSL vertex program selected: %08x (handle %08x)", m_vertexProg, m_vertexProg->m_descs[kGLMGLSL].m_object.glsl) ); GLMPRINTTEXT( (vtemp + m_vertexProg->m_descs[kGLMGLSL].m_textOffset, eDebugDump, GLMPRINTTEXT_NUMBEREDLINES) );
GLMPRINTF( ("-D- ----- GLSL fragment program selected: %08x (handle %08x)", m_fragmentProg, m_fragmentProg->m_descs[kGLMGLSL].m_object.glsl) ); GLMPRINTTEXT( (ftemp + m_fragmentProg->m_descs[kGLMGLSL].m_textOffset, eDebugDump, GLMPRINTTEXT_NUMBEREDLINES) );
free( ftemp ); free( vtemp ); #endif
free( logString );
GLMPRINTF( ("-D- -----end-----") ); }
if (m_valid) { gGL->glUseProgram( m_program );
m_ctx->NewLinkedProgram();
m_locVertexParams = gGL->glGetUniformLocationARB( m_program, "vc" ); m_locVertexBoneParams = gGL->glGetUniformLocationARB( m_program, "vcbones" ); m_locVertexScreenParams = gGL->glGetUniformLocationARB( m_program, "vcscreen" ); m_nScreenWidthHeight = 0xFFFFFFFF;
m_locVertexInteger0 = gGL->glGetUniformLocationARB( m_program, "i0" );
m_bHasBoolOrIntUniforms = false; if (m_locVertexInteger0 >= 0) m_bHasBoolOrIntUniforms = true;
for (uint i = 0; i < cMaxVertexShaderBoolUniforms; i++) { char buf[256]; V_snprintf( buf, sizeof(buf), "b%d", i ); m_locVertexBool[i] = gGL->glGetUniformLocationARB( m_program, buf ); if (m_locVertexBool[i] != -1) m_bHasBoolOrIntUniforms = true; }
for (uint i = 0; i < cMaxFragmentShaderBoolUniforms; i++) { char buf[256]; V_snprintf( buf, sizeof(buf), "fb%d", i ); m_locFragmentBool[i] = gGL->glGetUniformLocationARB( m_program, buf ); if (m_locFragmentBool[i] != -1) m_bHasBoolOrIntUniforms = true; }
m_locFragmentParams = gGL->glGetUniformLocationARB( m_program, "pc" );
for (uint i = 0; i < kGLMNumProgramTypes; i++) { m_NumUniformBufferParams[i] = 0;
if (i == kGLMVertexProgram) { if (m_locVertexParams < 0) continue; } else if (m_locFragmentParams < 0) continue;
const uint nNum = (i == kGLMVertexProgram) ? m_vertexProg->m_descs[kGLMGLSL].m_highWater : m_fragmentProg->m_descs[kGLMGLSL].m_highWater;
uint j; for (j = 0; j < nNum; j++) { char buf[256]; V_snprintf( buf, sizeof(buf), "%cc[%i]", "vp"[i], j ); // Grab the handle of each array element, so we can more efficiently update array elements in the middle.
int l = m_UniformBufferParams[i][j] = gGL->glGetUniformLocationARB( m_program, buf ); if (l < 0) break; }
m_NumUniformBufferParams[i] = j; }
m_locFragmentFakeSRGBEnable = gGL->glGetUniformLocationARB( m_program, "flSRGBWrite" ); m_fakeSRGBEnableValue = -1.0f;
for (int sampler = 0; sampler < 16; sampler++) { char tmp[16]; sprintf( tmp, "sampler%d", sampler ); // sampler0 .. sampler1.. etc
GLint nLoc = gGL->glGetUniformLocationARB( m_program, tmp ); m_locSamplers[sampler] = nLoc; if (nLoc >= 0) { gGL->glUniform1iARB( nLoc, sampler ); } } } else { m_locVertexParams = -1; m_locVertexBoneParams = -1; m_locVertexScreenParams = -1; m_nScreenWidthHeight = 0xFFFFFFFF;
m_locVertexInteger0 = -1; memset( m_locVertexBool, 0xFF, sizeof(m_locVertexBool) ); memset( m_locFragmentBool, 0xFF, sizeof(m_locFragmentBool) ); m_bHasBoolOrIntUniforms = false;
m_locFragmentParams = -1; m_locFragmentFakeSRGBEnable = -1; m_fakeSRGBEnableValue = -999;
memset( m_locSamplers, 0xFF, sizeof(m_locSamplers) );
m_revision = 0; }
if (bTimeShaderCompiles) { shaderCompileTimer.End(); gShaderLinkQueryTime += shaderCompileTimer.GetDuration(); } } return m_valid; }
// glUseProgram() will be called as a side effect!
bool CGLMShaderPair::SetProgramPair( CGLMProgram *vp, CGLMProgram *fp ) { bool bTimeShaderCompiles = (CommandLine()->FindParm( "-gl_time_shader_compiles" ) != 0); // If using "-gl_time_shader_compiles", keeps track of total cycle count spent on shader compiles.
CFastTimer shaderCompileTimer; if (bTimeShaderCompiles) { shaderCompileTimer.Start(); } m_valid = false; // assume failure
// No need to check that vp and fp are valid at this point (ie shader compile succeed)
// It is permissible to attach a shader object to a program before source code has been loaded
// into the shader object or before the shader object has been compiled. The program won't
// link if one or more of the shader objects has not been successfully compiled.
// (Defer querying the compile and link status to take advantage of GLSL shaders
// building in parallels)
bool vpgood = (vp != NULL); bool fpgood = (fp != NULL); if ( !fpgood ) { // fragment side allowed to be "null".
fp = m_ctx->m_pNullFragmentProgram; }
if ( vpgood && fpgood ) { if ( vp->m_nCentroidMask != fp->m_nCentroidMask ) { Warning( "CGLMShaderPair::SetProgramPair: Centroid masks differ at link time of vertex shader %s and pixel shader %s!\n", vp->m_shaderName, fp->m_shaderName ); }
// attempt link. but first, detach any previously attached programs
if (m_vertexProg) { gGL->glDetachObjectARB(m_program, m_vertexProg->m_descs[kGLMGLSL].m_object.glsl); m_vertexProg = NULL; } if (m_fragmentProg) { gGL->glDetachObjectARB(m_program, m_fragmentProg->m_descs[kGLMGLSL].m_object.glsl); m_fragmentProg = NULL; } // now attach
gGL->glAttachObjectARB( m_program, vp->m_descs[kGLMGLSL].m_object.glsl ); m_vertexProg = vp;
gGL->glAttachObjectARB( m_program, fp->m_descs[kGLMGLSL].m_object.glsl ); m_fragmentProg = fp; // force the locations for input attributes v0-vN to be at locations 0-N
// use the vertex attrib map to know which slots are live or not... oy! we don't have that map yet... but it's OK.
// fallback - just force v0-v15 to land in locations 0-15 as a standard.
for( int i = 0; i < 16; i++ ) { char tmp[16]; sprintf(tmp, "v%d", i); // v0 v1 v2 ... et al
gGL->glBindAttribLocationARB( m_program, i, tmp ); } #if !GLM_FREE_SHADER_TEXT
if (CommandLine()->CheckParm("-dumpallshaders")) { // Dump all shaders, for debugging.
FILE* pFile = fopen("shaderdump.txt", "a+"); if (pFile) { fprintf(pFile, "--------------VP:%s\n%s\n", vp->m_shaderName, vp->m_text); fprintf(pFile, "--------------FP:%s\n%s\n", fp->m_shaderName, fp->m_text); fclose(pFile); } } #endif
// now link
gGL->glLinkProgramARB( m_program ); m_bCheckLinkStatus = true; } else { // fail
Assert(!"Can't link these programs"); }
// Check shader validity at creation time. This will cause the driver to not be able to
// multi-thread/defer shader compiles, but it is useful for getting error messages on the
// shader when it is compiled
bool bValidateShaderEarly = (CommandLine()->FindParm( "-gl_validate_shader_early" ) != 0); if (bValidateShaderEarly) { ValidateProgramPair(); }
if (bTimeShaderCompiles) { shaderCompileTimer.End(); gShaderLinkTime += shaderCompileTimer.GetDuration(); gShaderLinkCount++; }
return m_valid; }
bool CGLMShaderPair::RefreshProgramPair ( void ) { // re-link and re-query the uniforms.
// since SetProgramPair knows how to detach previously attached shader objects, just pass the same ones in again.
CGLMProgram *vp = m_vertexProg; CGLMProgram *fp = m_fragmentProg; bool vpgood = (vp!=NULL) && (vp->m_descs[ kGLMGLSL ].m_valid); bool fpgood = (fp!=NULL) && (fp->m_descs[ kGLMGLSL ].m_valid);
if (vpgood && fpgood) { SetProgramPair( vp, fp ); } else { DebuggerBreak(); return false; } return false; }
//===============================================================================
CGLMShaderPairCache::CGLMShaderPairCache( GLMContext *ctx ) { m_ctx = ctx; m_mark = 1; m_rowsLg2 = gl_shaderpair_cacherows_lg2.GetInt(); if (m_rowsLg2 < 10) m_rowsLg2 = 10; m_rows = 1<<m_rowsLg2; m_rowsMask = m_rows - 1;
m_waysLg2 = gl_shaderpair_cacheways_lg2.GetInt(); if (m_waysLg2 < 5) m_waysLg2 = 5; m_ways = 1<<m_waysLg2;
m_entryCount = m_rows * m_ways; uint entryTableSize = m_rows * m_ways * sizeof(CGLMPairCacheEntry); m_entries = (CGLMPairCacheEntry*)malloc( entryTableSize ); // array[ m_rows ][ m_ways ]
memset( m_entries, 0, entryTableSize ); uint evictTableSize = m_rows * sizeof(uint); m_evictions = (uint*)malloc( evictTableSize ); memset (m_evictions, 0, evictTableSize);
#if GL_SHADER_PAIR_CACHE_STATS
// hit counter table is same size
m_hits = (uint*)malloc( evictTableSize ); memset (m_hits, 0, evictTableSize); #endif
}
CGLMShaderPairCache::~CGLMShaderPairCache( ) { if (gl_shaderpair_cachelog.GetInt()) { DumpStats(); }
// free all the built pairs
// free the entry table
bool purgeResult = this->Purge(); (void)purgeResult; Assert( !purgeResult ); if (m_entries) { free( m_entries ); m_entries = NULL; }
if (m_evictions) { free( m_evictions ); m_evictions = NULL; }
#if GL_SHADER_PAIR_CACHE_STATS
if (m_hits) { free( m_hits ); m_hits = NULL; } #endif
}
// Set this convar internally to build or add to the shader pair cache file (link hints)
// We really only expect this to work on POSIX
static ConVar glm_cacheprograms( "glm_cacheprograms", "0", FCVAR_DEVELOPMENTONLY );
#define PROGRAM_CACHE_FILE "program_cache.cfg"
static void WriteToProgramCache( CGLMShaderPair *pair ) { KeyValues *pProgramCache = new KeyValues( "programcache" ); pProgramCache->LoadFromFile( g_pFullFileSystem, PROGRAM_CACHE_FILE, "MOD" );
if ( !pProgramCache ) { Warning( "Could not write to program cache file!\n" ); return; }
// extract values of interest which represent a pair of shaders
char vprogramName[128]; int vprogramStaticIndex = -1; int vprogramDynamicIndex = -1; pair->m_vertexProg->GetLabelIndexCombo( vprogramName, sizeof(vprogramName), &vprogramStaticIndex, &vprogramDynamicIndex );
char pprogramName[128]; int pprogramStaticIndex = -1; int pprogramDynamicIndex = -1; pair->m_fragmentProg->GetLabelIndexCombo( pprogramName, sizeof(pprogramName), &pprogramStaticIndex, &pprogramDynamicIndex );
// make up a key - this thing is really a list of tuples, so need not be keyed by anything particular
KeyValues *pProgramKey = pProgramCache->CreateNewKey(); Assert( pProgramKey );
pProgramKey->SetString ( "vs", vprogramName ); pProgramKey->SetString ( "ps", pprogramName );
pProgramKey->SetInt ( "vs_static", vprogramStaticIndex ); pProgramKey->SetInt ( "ps_static", pprogramStaticIndex );
pProgramKey->SetInt ( "vs_dynamic", vprogramDynamicIndex ); pProgramKey->SetInt ( "ps_dynamic", pprogramDynamicIndex );
pProgramCache->SaveToFile( g_pFullFileSystem, PROGRAM_CACHE_FILE, "MOD" ); pProgramCache->deleteThis(); }
// Calls glUseProgram() as a side effect
CGLMShaderPair *CGLMShaderPairCache::SelectShaderPairInternal( CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits, int rowIndex ) { CGLMShaderPair *result = NULL; #if GLMDEBUG
int loglevel = gl_shaderpair_cachelog.GetInt(); #else
const int loglevel = 0; #endif
char vtempname[128]; int vtempindex = -1; vtempindex; int vtempcombo = -1; vtempcombo;
char ptempname[128]; int ptempindex = -1; ptempindex; int ptempcombo = -1; ptempcombo; CGLMPairCacheEntry *row = HashRowPtr( rowIndex ); // Re-probe to find the oldest and first unoccupied entry (this func should be very rarely called if the cache is properly configured so re-scanning shouldn't matter).
int hitway, emptyway, oldestway; HashRowProbe( row, vp, fp, extraKeyBits, hitway, emptyway, oldestway ); Assert( hitway == -1 );
// we missed. if there is no empty way, then somebody's getting evicted.
int destway = -1; if (emptyway>=0) { destway = emptyway;
if (loglevel >= 2) // misses logged at level 3 and higher
{ printf("\nSSP: miss - row %05d - ", rowIndex ); } } else { // evict the oldest way
Assert( oldestway >= 0); // better not come back negative
CGLMPairCacheEntry *evict = row + oldestway; Assert( evict->m_pair != NULL ); Assert( evict->m_pair != m_ctx->m_pBoundPair ); // just check
///////////////////////FIXME may need to do a shoot-down if the pair being evicted is currently active in the context
m_evictions[ rowIndex ]++;
// log eviction if desired
if (loglevel >= 2) // misses logged at level 3 and higher
{ //evict->m_vertexProg->GetLabelIndexCombo( vtempname, sizeof(vtempname), &vtempindex, &vtempcombo );
//evict->m_fragmentProg->GetLabelIndexCombo( ptempname, sizeof(ptempname), &ptempindex, &ptempcombo );
//printf("\nSSP: miss - row %05d - [ %s/%d/%d %s/%d/%d ]'s %d'th eviction - ", rowIndex, vtempname, vtempindex, vtempcombo, ptempname, ptempindex, ptempcombo, m_evictions[ rowIndex ] );
evict->m_vertexProg->GetComboIndexNameString( vtempname, sizeof(vtempname) ); evict->m_fragmentProg->GetComboIndexNameString( ptempname, sizeof(ptempname) ); printf("\nSSP: miss - row %05d - [ %s + %s ]'s %d'th eviction - ", rowIndex, vtempname, ptempname, m_evictions[ rowIndex ] ); }
delete evict->m_pair; evict->m_pair = NULL; memset( evict, 0, sizeof(*evict) ); destway = oldestway; }
// make the new entry
CGLMPairCacheEntry *newentry = row + destway; newentry->m_lastMark = m_mark; newentry->m_vertexProg = vp; newentry->m_fragmentProg = fp; newentry->m_extraKeyBits = extraKeyBits; newentry->m_pair = new CGLMShaderPair( m_ctx ); Assert( newentry->m_pair ); newentry->m_pair->SetProgramPair( vp, fp );
if (loglevel >= 2) // say a little bit more
{ //newentry->m_vertexProg->GetLabelIndexCombo( vtempname, sizeof(vtempname), &vtempindex, &vtempcombo );
//newentry->m_fragmentProg->GetLabelIndexCombo( ptempname, sizeof(ptempname), &ptempindex, &ptempcombo );
//printf("new [ %s/%d/%d %s/%d/%d ]", vtempname, vtempindex, vtempcombo, ptempname, ptempindex, ptempcombo );
newentry->m_vertexProg->GetComboIndexNameString( vtempname, sizeof(vtempname) ); newentry->m_fragmentProg->GetComboIndexNameString( ptempname, sizeof(ptempname) ); printf("new [ %s + %s ]", vtempname, ptempname ); }
m_mark = m_mark+1; if (!m_mark) // somewhat unlikely this will ever be reached.. but we need to avoid zero as a mark value
{ m_mark = 1; }
result = newentry->m_pair;
if (glm_cacheprograms.GetInt()) { WriteToProgramCache( newentry->m_pair ); } return result; }
void CGLMShaderPairCache::QueryShaderPair( int index, GLMShaderPairInfo *infoOut ) { if ( (index<0) || ( static_cast<uint>(index) >= (m_rows*m_ways) ) ) { // no such location
memset( infoOut, 0, sizeof(*infoOut) ); infoOut->m_status = -1; } else { // locate the entry, and see if an active pair is present.
// if so, extract info and return with m_status=1.
// if not, exit with m_status = 0.
CGLMPairCacheEntry *entry = &m_entries[index]; if (entry->m_pair) { // live
// extract values of interest for caller
entry->m_pair->m_vertexProg->GetLabelIndexCombo ( infoOut->m_vsName, sizeof(infoOut->m_vsName), &infoOut->m_vsStaticIndex, &infoOut->m_vsDynamicIndex ); entry->m_pair->m_fragmentProg->GetLabelIndexCombo ( infoOut->m_psName, sizeof(infoOut->m_psName), &infoOut->m_psStaticIndex, &infoOut->m_psDynamicIndex );
infoOut->m_status = 1; } else { // not
memset( infoOut, 0, sizeof(*infoOut) ); infoOut->m_status = 0; } } }
bool CGLMShaderPairCache::PurgePairsWithShader( CGLMProgram *prog ) { bool result = false; // walk all rows*ways
int limit = m_rows * m_ways; for( int i=0; i < limit; i++) { CGLMPairCacheEntry *entry = &m_entries[i]; if (entry->m_pair) { //scrub it, if not currently bound, and if the supplied shader matches either stage
if ( (entry->m_vertexProg==prog) || (entry->m_fragmentProg==prog) ) { // found it, but does it conflict with bound pair ?
if (entry->m_pair == m_ctx->m_pBoundPair) { m_ctx->m_pBoundPair = NULL; m_ctx->m_bDirtyPrograms = true; } delete entry->m_pair; memset( entry, 0, sizeof(*entry) ); } } } return result; }
bool CGLMShaderPairCache::Purge( void ) { bool result = false; // walk all rows*ways
int limit = m_rows * m_ways; for( int i=0; i < limit; i++) { CGLMPairCacheEntry *entry = &m_entries[i]; if (entry->m_pair) { //scrub it, unless the pair is the currently bound pair in our parent glm context
if (entry->m_pair != m_ctx->m_pBoundPair) { delete entry->m_pair; memset( entry, 0, sizeof(*entry) ); } else { result = true; } } } return result; } void CGLMShaderPairCache::DumpStats ( void ) { #if GL_SHADER_PAIR_CACHE_STATS
printf("\n------------------\npair cache stats"); int total = 0; for( uint row=0; row < m_rows; row++ ) { if ( (m_evictions[row] != 0) || (m_hits[row] != 0) ) { printf("\n row %d : %d evictions, %d hits",row,m_evictions[row], m_hits[row]); total += m_evictions[row]; } } printf("\n\npair cache evictions: %d\n-----------------------\n",total ); #endif
} //===============================
|