mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-25 15:19:42 -06:00
re indentation to follow emulators code rules in some files I'm modifying
This commit is contained in:
@ -37,251 +37,257 @@ LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
|
||||
|
||||
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader(int level)
|
||||
{
|
||||
return SimpleVertexShader[level % MAX_SSAA_SHADERS];
|
||||
return SimpleVertexShader[level % MAX_SSAA_SHADERS];
|
||||
}
|
||||
|
||||
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader()
|
||||
{
|
||||
return ClearVertexShader;
|
||||
return ClearVertexShader;
|
||||
}
|
||||
|
||||
// this class will load the precompiled shaders into our cache
|
||||
class VertexShaderCacheInserter : public LinearDiskCacheReader<VertexShaderUid, u8>
|
||||
{
|
||||
public:
|
||||
void Read(const VertexShaderUid &key, const u8 *value, u32 value_size)
|
||||
{
|
||||
VertexShaderCache::InsertByteCode(key, value, value_size, false);
|
||||
}
|
||||
void Read(const VertexShaderUid &key, const u8 *value, u32 value_size)
|
||||
{
|
||||
VertexShaderCache::InsertByteCode(key, value, value_size, false);
|
||||
}
|
||||
};
|
||||
|
||||
void VertexShaderCache::Init()
|
||||
{
|
||||
char* vProg = new char[2048];
|
||||
sprintf(vProg,"struct VSOUTPUT\n"
|
||||
"{\n"
|
||||
"float4 vPosition : POSITION;\n"
|
||||
"float2 vTexCoord : TEXCOORD0;\n"
|
||||
"float vTexCoord1 : TEXCOORD1;\n"
|
||||
"};\n"
|
||||
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
|
||||
"{\n"
|
||||
"VSOUTPUT OUT;\n"
|
||||
"OUT.vPosition = inPosition;\n"
|
||||
"OUT.vTexCoord = inTEX0;\n"
|
||||
"OUT.vTexCoord1 = inTEX2;\n"
|
||||
"return OUT;\n"
|
||||
"}\n");
|
||||
char* vProg = new char[2048];
|
||||
sprintf(vProg,"struct VSOUTPUT\n"
|
||||
"{\n"
|
||||
"float4 vPosition : POSITION;\n"
|
||||
"float2 vTexCoord : TEXCOORD0;\n"
|
||||
"float vTexCoord1 : TEXCOORD1;\n"
|
||||
"};\n"
|
||||
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
|
||||
"{\n"
|
||||
"VSOUTPUT OUT;\n"
|
||||
"OUT.vPosition = inPosition;\n"
|
||||
"OUT.vTexCoord = inTEX0;\n"
|
||||
"OUT.vTexCoord1 = inTEX2;\n"
|
||||
"return OUT;\n"
|
||||
"}\n");
|
||||
|
||||
SimpleVertexShader[0] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
|
||||
SimpleVertexShader[0] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
|
||||
|
||||
sprintf(vProg,"struct VSOUTPUT\n"
|
||||
"{\n"
|
||||
"float4 vPosition : POSITION;\n"
|
||||
"float4 vColor0 : COLOR0;\n"
|
||||
"};\n"
|
||||
"VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
|
||||
"{\n"
|
||||
"VSOUTPUT OUT;\n"
|
||||
"OUT.vPosition = inPosition;\n"
|
||||
"OUT.vColor0 = inColor0;\n"
|
||||
"return OUT;\n"
|
||||
"}\n");
|
||||
sprintf(vProg,"struct VSOUTPUT\n"
|
||||
"{\n"
|
||||
"float4 vPosition : POSITION;\n"
|
||||
"float4 vColor0 : COLOR0;\n"
|
||||
"};\n"
|
||||
"VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
|
||||
"{\n"
|
||||
"VSOUTPUT OUT;\n"
|
||||
"OUT.vPosition = inPosition;\n"
|
||||
"OUT.vColor0 = inColor0;\n"
|
||||
"return OUT;\n"
|
||||
"}\n");
|
||||
|
||||
ClearVertexShader = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
|
||||
sprintf(vProg, "struct VSOUTPUT\n"
|
||||
"{\n"
|
||||
"float4 vPosition : POSITION;\n"
|
||||
"float4 vTexCoord : TEXCOORD0;\n"
|
||||
"float vTexCoord1 : TEXCOORD1;\n"
|
||||
"float4 vTexCoord2 : TEXCOORD2;\n"
|
||||
"float4 vTexCoord3 : TEXCOORD3;\n"
|
||||
"};\n"
|
||||
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
|
||||
"{\n"
|
||||
"VSOUTPUT OUT;"
|
||||
"OUT.vPosition = inPosition;\n"
|
||||
"OUT.vTexCoord = inTEX0.xyyx;\n"
|
||||
"OUT.vTexCoord1 = inTEX2.x;\n"
|
||||
"OUT.vTexCoord2 = inTEX0.xyyx + (float4(-0.495f,-0.495f, 0.495f,-0.495f) * inTEX1.xyyx);\n"
|
||||
"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 0.495f, 0.495f,-0.495f, 0.495f) * inTEX1.xyyx);\n"
|
||||
"return OUT;\n"
|
||||
"}\n");
|
||||
SimpleVertexShader[1] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
|
||||
ClearVertexShader = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
|
||||
sprintf(vProg, "struct VSOUTPUT\n"
|
||||
"{\n"
|
||||
"float4 vPosition : POSITION;\n"
|
||||
"float4 vTexCoord : TEXCOORD0;\n"
|
||||
"float vTexCoord1 : TEXCOORD1;\n"
|
||||
"float4 vTexCoord2 : TEXCOORD2;\n"
|
||||
"float4 vTexCoord3 : TEXCOORD3;\n"
|
||||
"};\n"
|
||||
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
|
||||
"{\n"
|
||||
"VSOUTPUT OUT;"
|
||||
"OUT.vPosition = inPosition;\n"
|
||||
"OUT.vTexCoord = inTEX0.xyyx;\n"
|
||||
"OUT.vTexCoord1 = inTEX2.x;\n"
|
||||
"OUT.vTexCoord2 = inTEX0.xyyx + (float4(-0.495f,-0.495f, 0.495f,-0.495f) * inTEX1.xyyx);\n"
|
||||
"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 0.495f, 0.495f,-0.495f, 0.495f) * inTEX1.xyyx);\n"
|
||||
"return OUT;\n"
|
||||
"}\n");
|
||||
SimpleVertexShader[1] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
|
||||
|
||||
sprintf(vProg, "struct VSOUTPUT\n"
|
||||
"{\n"
|
||||
"float4 vPosition : POSITION;\n"
|
||||
"float4 vTexCoord : TEXCOORD0;\n"
|
||||
"float vTexCoord1 : TEXCOORD1;\n"
|
||||
"float4 vTexCoord2 : TEXCOORD2;\n"
|
||||
"float4 vTexCoord3 : TEXCOORD3;\n"
|
||||
"};\n"
|
||||
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
|
||||
"{\n"
|
||||
"VSOUTPUT OUT;"
|
||||
"OUT.vPosition = inPosition;\n"
|
||||
"OUT.vTexCoord = inTEX0.xyyx;\n"
|
||||
"OUT.vTexCoord1 = inTEX2.x;\n"
|
||||
"OUT.vTexCoord2 = inTEX0.xyyx + (float4(-0.9f,-0.45f, 0.9f,-0.45f) * inTEX1.xyyx);\n"
|
||||
"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 0.9f, 0.45f,-0.9f, 0.45f) * inTEX1.xyyx);\n"
|
||||
"return OUT;\n"
|
||||
"}\n");
|
||||
SimpleVertexShader[2] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
|
||||
|
||||
Clear();
|
||||
delete [] vProg;
|
||||
sprintf(vProg, "struct VSOUTPUT\n"
|
||||
"{\n"
|
||||
"float4 vPosition : POSITION;\n"
|
||||
"float4 vTexCoord : TEXCOORD0;\n"
|
||||
"float vTexCoord1 : TEXCOORD1;\n"
|
||||
"float4 vTexCoord2 : TEXCOORD2;\n"
|
||||
"float4 vTexCoord3 : TEXCOORD3;\n"
|
||||
"};\n"
|
||||
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
|
||||
"{\n"
|
||||
"VSOUTPUT OUT;"
|
||||
"OUT.vPosition = inPosition;\n"
|
||||
"OUT.vTexCoord = inTEX0.xyyx;\n"
|
||||
"OUT.vTexCoord1 = inTEX2.x;\n"
|
||||
"OUT.vTexCoord2 = inTEX0.xyyx + (float4(-0.9f,-0.45f, 0.9f,-0.45f) * inTEX1.xyyx);\n"
|
||||
"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 0.9f, 0.45f,-0.9f, 0.45f) * inTEX1.xyyx);\n"
|
||||
"return OUT;\n"
|
||||
"}\n");
|
||||
SimpleVertexShader[2] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
|
||||
|
||||
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
|
||||
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());
|
||||
Clear();
|
||||
delete [] vProg;
|
||||
|
||||
SETSTAT(stats.numVertexShadersCreated, 0);
|
||||
SETSTAT(stats.numVertexShadersAlive, 0);
|
||||
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
|
||||
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());
|
||||
|
||||
char cache_filename[MAX_PATH];
|
||||
sprintf(cache_filename, "%sdx9-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
|
||||
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
|
||||
VertexShaderCacheInserter inserter;
|
||||
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
|
||||
SETSTAT(stats.numVertexShadersCreated, 0);
|
||||
SETSTAT(stats.numVertexShadersAlive, 0);
|
||||
|
||||
if (g_Config.bEnableShaderDebugging)
|
||||
Clear();
|
||||
char cache_filename[MAX_PATH];
|
||||
sprintf(cache_filename, "%sdx9-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
|
||||
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
|
||||
VertexShaderCacheInserter inserter;
|
||||
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
|
||||
|
||||
last_entry = NULL;
|
||||
if (g_Config.bEnableShaderDebugging)
|
||||
Clear();
|
||||
|
||||
last_entry = NULL;
|
||||
}
|
||||
|
||||
void VertexShaderCache::Clear()
|
||||
{
|
||||
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
|
||||
iter->second.Destroy();
|
||||
vshaders.clear();
|
||||
vertex_uid_checker.Invalidate();
|
||||
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
|
||||
iter->second.Destroy();
|
||||
vshaders.clear();
|
||||
vertex_uid_checker.Invalidate();
|
||||
|
||||
last_entry = NULL;
|
||||
last_entry = NULL;
|
||||
}
|
||||
|
||||
void VertexShaderCache::Shutdown()
|
||||
{
|
||||
for (int i = 0; i < MAX_SSAA_SHADERS; i++)
|
||||
{
|
||||
if (SimpleVertexShader[i])
|
||||
SimpleVertexShader[i]->Release();
|
||||
SimpleVertexShader[i] = NULL;
|
||||
}
|
||||
for (int i = 0; i < MAX_SSAA_SHADERS; i++)
|
||||
{
|
||||
if (SimpleVertexShader[i])
|
||||
SimpleVertexShader[i]->Release();
|
||||
SimpleVertexShader[i] = NULL;
|
||||
}
|
||||
|
||||
if (ClearVertexShader)
|
||||
ClearVertexShader->Release();
|
||||
ClearVertexShader = NULL;
|
||||
|
||||
Clear();
|
||||
g_vs_disk_cache.Sync();
|
||||
g_vs_disk_cache.Close();
|
||||
if (ClearVertexShader)
|
||||
ClearVertexShader->Release();
|
||||
ClearVertexShader = NULL;
|
||||
|
||||
Clear();
|
||||
g_vs_disk_cache.Sync();
|
||||
g_vs_disk_cache.Close();
|
||||
}
|
||||
|
||||
bool VertexShaderCache::SetShader(u32 components)
|
||||
{
|
||||
VertexShaderUid uid;
|
||||
GetVertexShaderUid(uid, components, API_D3D9);
|
||||
if (g_ActiveConfig.bEnableShaderDebugging)
|
||||
{
|
||||
VertexShaderCode code;
|
||||
GenerateVertexShaderCode(code, components, API_D3D9);
|
||||
vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
|
||||
}
|
||||
VertexShaderUid uid;
|
||||
GetVertexShaderUid(uid, components, API_D3D9);
|
||||
if (g_ActiveConfig.bEnableShaderDebugging)
|
||||
{
|
||||
VertexShaderCode code;
|
||||
GenerateVertexShaderCode(code, components, API_D3D9);
|
||||
vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
|
||||
}
|
||||
|
||||
if (last_entry)
|
||||
{
|
||||
if (uid == last_uid)
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
return (last_entry->shader != NULL);
|
||||
}
|
||||
}
|
||||
if (last_entry)
|
||||
{
|
||||
if (uid == last_uid)
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
return (last_entry->shader != NULL);
|
||||
}
|
||||
}
|
||||
|
||||
last_uid = uid;
|
||||
last_uid = uid;
|
||||
|
||||
VSCache::iterator iter = vshaders.find(uid);
|
||||
if (iter != vshaders.end())
|
||||
{
|
||||
const VSCacheEntry &entry = iter->second;
|
||||
last_entry = &entry;
|
||||
VSCache::iterator iter = vshaders.find(uid);
|
||||
if (iter != vshaders.end())
|
||||
{
|
||||
const VSCacheEntry &entry = iter->second;
|
||||
last_entry = &entry;
|
||||
|
||||
if (entry.shader) D3D::SetVertexShader(entry.shader);
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
return (entry.shader != NULL);
|
||||
}
|
||||
if (entry.shader) D3D::SetVertexShader(entry.shader);
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
return (entry.shader != NULL);
|
||||
}
|
||||
|
||||
VertexShaderCode code;
|
||||
GenerateVertexShaderCode(code, components, API_D3D9);
|
||||
VertexShaderCode code;
|
||||
GenerateVertexShaderCode(code, components, API_D3D9);
|
||||
|
||||
u8 *bytecode;
|
||||
int bytecodelen;
|
||||
if (!D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &bytecode, &bytecodelen))
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
||||
return false;
|
||||
}
|
||||
g_vs_disk_cache.Append(uid, bytecode, bytecodelen);
|
||||
u8 *bytecode;
|
||||
int bytecodelen;
|
||||
if (!D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &bytecode, &bytecodelen))
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
||||
return false;
|
||||
}
|
||||
g_vs_disk_cache.Append(uid, bytecode, bytecodelen);
|
||||
|
||||
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
|
||||
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
||||
{
|
||||
vshaders[uid].code = code.GetBuffer();
|
||||
}
|
||||
delete [] bytecode;
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
return success;
|
||||
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
|
||||
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
||||
{
|
||||
vshaders[uid].code = code.GetBuffer();
|
||||
}
|
||||
delete [] bytecode;
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
return success;
|
||||
}
|
||||
|
||||
bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, const u8 *bytecode, int bytecodelen, bool activate) {
|
||||
LPDIRECT3DVERTEXSHADER9 shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen);
|
||||
LPDIRECT3DVERTEXSHADER9 shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen);
|
||||
|
||||
// Make an entry in the table
|
||||
VSCacheEntry entry;
|
||||
entry.shader = shader;
|
||||
// Make an entry in the table
|
||||
VSCacheEntry entry;
|
||||
entry.shader = shader;
|
||||
|
||||
vshaders[uid] = entry;
|
||||
last_entry = &vshaders[uid];
|
||||
if (!shader)
|
||||
return false;
|
||||
vshaders[uid] = entry;
|
||||
last_entry = &vshaders[uid];
|
||||
if (!shader)
|
||||
return false;
|
||||
|
||||
INCSTAT(stats.numVertexShadersCreated);
|
||||
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
|
||||
if (activate)
|
||||
{
|
||||
D3D::SetVertexShader(shader);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
INCSTAT(stats.numVertexShadersCreated);
|
||||
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
|
||||
if (activate)
|
||||
{
|
||||
D3D::SetVertexShader(shader);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
float VSConstantbuffer[4*C_VENVCONST_END];
|
||||
|
||||
void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
const float f[4] = { f1, f2, f3, f4 };
|
||||
DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
|
||||
float* VSConstantbuffer_pointer = &VSConstantbuffer[const_number];
|
||||
VSConstantbuffer_pointer[0] = f1;
|
||||
VSConstantbuffer_pointer[1] = f2;
|
||||
VSConstantbuffer_pointer[2] = f3;
|
||||
VSConstantbuffer_pointer[3] = f4;
|
||||
DX9::D3D::dev->SetVertexShaderConstantF(const_number, VSConstantbuffer_pointer, 1);
|
||||
}
|
||||
|
||||
void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
|
||||
DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
|
||||
}
|
||||
|
||||
void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
float buf[4*C_VENVCONST_END];
|
||||
for (unsigned int i = 0; i < count; i++)
|
||||
{
|
||||
buf[4*i ] = *f++;
|
||||
buf[4*i+1] = *f++;
|
||||
buf[4*i+2] = *f++;
|
||||
buf[4*i+3] = 0.f;
|
||||
}
|
||||
DX9::D3D::dev->SetVertexShaderConstantF(const_number, buf, count);
|
||||
float* VSConstantbuffer_pointer = &VSConstantbuffer[const_number];
|
||||
for (unsigned int i = 0; i < count; i++)
|
||||
{
|
||||
*VSConstantbuffer_pointer++ = *f++;
|
||||
*VSConstantbuffer_pointer++ = *f++;
|
||||
*VSConstantbuffer_pointer++ = *f++;
|
||||
*VSConstantbuffer_pointer++ = 0.f;
|
||||
}
|
||||
DX9::D3D::dev->SetVertexShaderConstantF(const_number, &VSConstantbuffer[const_number], count);
|
||||
}
|
||||
|
||||
void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, count);
|
||||
DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, count);
|
||||
}
|
||||
|
||||
} // namespace DX9
|
||||
|
Reference in New Issue
Block a user