예제 #1
0
bool csShaderGLCGCommon::Load (iShaderDestinationResolver* resolve, 
			       iDocumentNode* program)
{
  if(!program)
    return false;

  csRef<iShaderManager> shadermgr = 
  	csQueryRegistry<iShaderManager> (shaderPlug->object_reg);

  const char* progTypeNode = 0;
  switch (programType)
  {
    case progVP: progTypeNode = "cgvp"; break;
    case progFP: progTypeNode = "cgfp"; break;
  }
  csRef<iDocumentNode> variablesnode = program->GetNode (progTypeNode);
  if(variablesnode)
  {
    csRef<iDocumentNodeIterator> it = variablesnode->GetNodes ();
    while(it->HasNext())
    {
      csRef<iDocumentNode> child = it->Next();
      if(child->GetType() != CS_NODE_ELEMENT) continue;
      const char* value = child->GetValue ();
      csStringID id = xmltokens.Request (value);
      switch(id)
      {
        case XMLTOKEN_PROFILE:
	  synsrv->Report ("crystalspace.graphics3d.shader.cg",
	    CS_REPORTER_SEVERITY_WARNING, child,
	    "<profile> is no longer supported");
          break;
        case XMLTOKEN_ENTRY:
          entrypoint = child->GetContentsValue ();
          break;
        case XMLTOKEN_COMPILERARGS:
          shaderPlug->SplitArgsString (child->GetContentsValue (), 
            compilerArgs);
          break;
	case XMLTOKEN_VARIABLEMAP:
	  if (!ParseVmap (child))
	    return false;
	  cacheKeepNodes.Push (child);
	  break;
	case XMLTOKEN_CLIP:
	  if (!ParseClip (child))
	    return false;
          cacheKeepNodes.Push (child);
	  break;
        default:
	  if (!ParseCommon (child))
	    return false;
      }
    }
  }

  cgResolve = scfQueryInterfaceSafe<iShaderProgramCG> (resolve);
  clips.ShrinkBestFit ();
  ClipsToVmap ();

  return true;
}
예제 #2
0
iShaderProgram::CacheLoadResult csShaderGLCGCommon::LoadFromCache (
  iHierarchicalCache* cache, iBase* previous, iDocumentNode* node,
  csRef<iString>* failReason, csRef<iString>* tag,
  ProfileLimitsPair* cacheLimits)
{
  if (!cache) return iShaderProgram::loadFail;

  csRef<iShaderProgramCG> prevCG (scfQueryInterfaceSafe<iShaderProgramCG> (
    previous));

  csRef<iStringArray> allCachedPrograms;
  if ((programType == progVP) && prevCG.IsValid())
  {
    csShaderGLCGFP* prevFP = static_cast<csShaderGLCGFP*> (
      (iShaderProgramCG*)prevCG);
    csString tagStr ("CG");
    tagStr += prevFP->cacheLimits.ToString();
    if (failReason) failReason->AttachNew (
      new scfString ("paired cached programs not found"));
    allCachedPrograms.AttachNew (new scfStringArray);
    allCachedPrograms->Push (tagStr);
  }
  else
    allCachedPrograms = cache->GetSubItems ("/");

  if (!allCachedPrograms.IsValid() || (allCachedPrograms->GetSize() == 0))
  {
    if (failReason) failReason->AttachNew (
      new scfString ("no cached programs found"));
    return iShaderProgram::loadFail;
  }
  
  if (!GetProgramNode (node)) return iShaderProgram::loadFail;
  csRef<iDataBuffer> programBuffer = GetProgramData();
  CS::Utility::Checksum::MD5::Digest progHash = CS::Utility::Checksum::MD5::Encode (
    programBuffer->GetData(), programBuffer->GetSize());
  
  csArray<CachedShaderWrapper> cachedProgWrappers;
  for (size_t i = 0; i < allCachedPrograms->GetSize(); i++)
  {
    const char* tag = allCachedPrograms->Get (i);
    if ((tag[0] != 'C') || (tag[1] != 'G')) continue;

    CachedShaderWrapper wrapper;
    if (!wrapper.limits.FromString (tag+2)) continue;
    wrapper.name = tag;

    csString cachePath ("/");
    cachePath.Append (tag);
    csRef<iDataBuffer> cacheBuf = cache->ReadCache (cachePath);
    if (!cacheBuf.IsValid()) continue;
    
    csRef<iFile> cacheFile;
    cacheFile.AttachNew (new csMemFile (cacheBuf, true));
    wrapper.cacheFile = cacheFile;
  
    uint32 diskMagic;
    if (cacheFile->Read ((char*)&diskMagic, sizeof (diskMagic))
	!= sizeof (diskMagic)) continue;
    if (csLittleEndian::UInt32 (diskMagic) != cacheFileMagic)
      continue;
      
    CS::Utility::Checksum::MD5::Digest diskHash;
    if (cacheFile->Read ((char*)&diskHash, sizeof (diskHash))
	!= sizeof (diskHash)) continue;
    if (diskHash != progHash) continue;
    
    cachedProgWrappers.Push (wrapper);
  }
  
  if (cachedProgWrappers.GetSize() == 0)
  {
    if (failReason && !*failReason) failReason->AttachNew (
      new scfString ("all cached programs failed to read"));
    return iShaderProgram::loadFail;
  }
  
  cachedProgWrappers.Sort ();

  ProfileLimits currentLimits (
    (programType == progVP) ? shaderPlug->currentLimits.vp 
      : shaderPlug->currentLimits.fp);
  bool strictMatch = (programType == progVP) ? shaderPlug->strictMatchVP 
      : shaderPlug->strictMatchFP;
  const char* progTypeNode = 0;
  switch (programType)
  {
    case progVP: progTypeNode = "cgvp"; break;
    case progFP: progTypeNode = "cgfp"; break;
  }
  
  csString allReasons;
  bool oneReadCorrectly = false;
  ProfileLimits bestLimits (
    CS::PluginCommon::ShaderProgramPluginGL::Other,
    CG_PROFILE_UNKNOWN);
  bool bestLimitsSet = false;
  for (size_t i = cachedProgWrappers.GetSize(); i-- > 0;)
  {
    const CachedShaderWrapper& wrapper = cachedProgWrappers[i];
    const ProfileLimits& limits =
      (programType == progVP) ? wrapper.limits.vp : wrapper.limits.fp;

    if (!bestLimitsSet)
    {
      bestLimits = limits;
      bestLimitsSet = true;
    }
      
    if (strictMatch && (limits != currentLimits))
    {
      allReasons += wrapper.name;
      allReasons += ": strict mismatch; ";
      continue;
    }
  
    bool profileSupported =
      (shaderPlug->ProfileNeedsRouting (limits.profile)
        && shaderPlug->IsRoutedProfileSupported (limits.profile))
      || cgGLIsProfileSupported (limits.profile);
    if (!profileSupported)
    {
      allReasons += wrapper.name;
      allReasons += ": Profile unsupported; ";
      continue;
    }
    
    if ((limits.vendor != currentLimits.vendor)
        && (limits.vendor != CS::PluginCommon::ShaderProgramPluginGL::Other))
    {
      allReasons += wrapper.name;
      allReasons += ": vendor mismatch; ";
      continue;
    }
    
    bool limitsSupported = currentLimits >= limits;
    if (!limitsSupported)
    {
      allReasons += wrapper.name;
      allReasons += ": Limits exceeded; ";
      continue;
    }
    
    iFile* cacheFile = wrapper.cacheFile;
    
    {
      uint32 diskState;
      if (cacheFile->Read ((char*)&diskState, sizeof (diskState))
	  != sizeof (diskState)) continue;
      if (csLittleEndian::UInt32 (diskState) != cpsValid)
      {
        oneReadCorrectly = true;
        continue;
      }
    }
  
    
    description = CS::PluginCommon::ShaderCacheHelper::ReadString (cacheFile);
    
    bool breakFail = false;
    csRef<iDocumentNode> cgNode = node->GetNode (progTypeNode);
    if (!cgNode.IsValid()) continue;
    csRef<iDocumentNodeIterator> nodes = cgNode->GetNodes();
    while(nodes->HasNext() && !breakFail)
    {
      csRef<iDocumentNode> child = nodes->Next();
      if(child->GetType() != CS_NODE_ELEMENT) continue;
      const char* value = child->GetValue ();
      csStringID id = xmltokens.Request (value);
      switch(id)
      {
	case XMLTOKEN_VARIABLEMAP:
	  if (!ParseVmap (child))
	    breakFail = true;
	  break;
	case XMLTOKEN_CLIP:
	  if (!ParseClip (child))
	    breakFail = true;
	  break;
	default:
	  /* Ignore unknown nodes. Invalid nodes would have been caught
	     by the first (not from cache) parsing */
	  break;
      }
    }
    if (breakFail) continue;
    
    csString objectCodeCachePathArc =
      CS::PluginCommon::ShaderCacheHelper::ReadString (cacheFile);
    if (objectCodeCachePathArc.IsEmpty()) continue;
    csString objectCodeCachePathItem =
      CS::PluginCommon::ShaderCacheHelper::ReadString (cacheFile);
    if (objectCodeCachePathItem.IsEmpty()) continue;
    
    ProgramObjectID progId (objectCodeCachePathArc, objectCodeCachePathItem);
    ProgramObject programObj;
    //if (!LoadObjectCodeFromCompileCache (limits, cache))
    if (!shaderPlug->progCache.LoadObject (progId, programObj))
      continue;
    
    oneReadCorrectly = true;
    if (program)
    {
      cgDestroyProgram (program);
      program = 0;
    }
    
    if (!programObj.IsValid()) continue;
    
    cgGetError(); // Clear error
    program = cgCreateProgram (shaderPlug->context, 
      CG_OBJECT, programObj.GetObjectCode(), limits.profile, 0, 0);
    if (!program) continue;
    CGerror err = cgGetError();
    if (err != CG_NO_ERROR)
    {
      const char* errStr = cgGetErrorString (err);
      shaderPlug->Report (CS_REPORTER_SEVERITY_WARNING,
	"Cg error %s", errStr);
      continue;
    }
    programProfile = limits.profile;
    programPositionInvariant = programObj.GetFlags() & ProgramObject::flagPositionInvariant;
    unusedParams = programObj.GetUnusedParams();
    
    ClipsToVmap();
    GetParamsFromVmap();

    bool doLoadToGL = !shaderPlug->ProfileNeedsRouting (programProfile);

    cgGetError(); // Clear error
    if (doLoadToGL)
    {
      cgGLLoadProgram (program);
    }
    else
    {
      cgCompileProgram (program);
    }
    
    shaderPlug->PrintAnyListing();
    err = cgGetError();
    if ((err != CG_NO_ERROR)
      || (doLoadToGL && !cgGLIsProgramLoaded (program)))
    {
      //if (shaderPlug->debugDump)
	//DoDebugDump();
	
      const char* errStr = cgGetErrorString (err);
      shaderPlug->Report (CS_REPORTER_SEVERITY_WARNING,
	"Cg error %s", errStr);
  
      if (shaderPlug->doVerbose
	  && (((programType == progVP) && (programProfile >= CG_PROFILE_ARBVP1))
	    || ((programType == progFP) && (programProfile >= CG_PROFILE_ARBFP1))))
      {
	const char* err = (char*)glGetString (GL_PROGRAM_ERROR_STRING_ARB);
	shaderPlug->Report (CS_REPORTER_SEVERITY_WARNING,
	  "OpenGL error string: %s", err);
      }
  
      shaderPlug->SetCompiledSource (0);
      continue;
    }
    
    GetPostCompileParamProps ();
    
    if (shaderPlug->debugDump)
      DoDebugDump();
      
    tag->AttachNew (new scfString (wrapper.name));

    if (cacheLimits != 0)
      *cacheLimits = wrapper.limits;
    
    bool loaded = !shaderPlug->ProfileNeedsRouting (programProfile)
      || LoadProgramWithPS1 ();
    if (loaded && (bestLimits < currentLimits))
    {
      /* The best found program is worse than the current limits, so pretend
         that the shader program failed (instead just being 'invalid') -
         that will make xmlshader try to load the program from scratch,
         ie with current limits, which may just work. */
      if (failReason)
        failReason->AttachNew (new scfString ("Provoking clean load with current limits"));
      return iShaderProgram::loadFail;
    }
    return loaded ? iShaderProgram::loadSuccessShaderValid
        : iShaderProgram::loadSuccessShaderInvalid;
  }
  
  if (oneReadCorrectly)
  {
    if (bestLimits < currentLimits)
    {
      /* The 'invalid' programs may compile with the current limits -
         so again, provoke clean load */
      if (failReason)
        failReason->AttachNew (new scfString ("Provoking clean load with current limits"));
      return iShaderProgram::loadFail;
    }
    else
      return iShaderProgram::loadSuccessShaderInvalid;
  }
  else
    return iShaderProgram::loadFail;
}