Fix a vertex shader generation bug that crashed Super Monkey Ball. Better shader error handling. Random warning fixes.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4170 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2009-09-02 21:19:35 +00:00
parent 50593397f3
commit 1e016dd522
8 changed files with 47 additions and 61 deletions

View File

@ -57,10 +57,8 @@ void PixelShaderCache::Shutdown()
PixelShaders.clear();
}
void PixelShaderCache::SetShader(bool dstAlpha)
bool PixelShaderCache::SetShader(bool dstAlpha)
{
static LPDIRECT3DPIXELSHADER9 last_shader = NULL;
DVSTARTPROFILE();
PIXELSHADERUID uid;
@ -68,19 +66,14 @@ void PixelShaderCache::SetShader(bool dstAlpha)
PSCache::iterator iter;
iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
{
iter->second.frameCount = frameCount;
const PSCacheEntry &entry = iter->second;
D3D::dev->SetPixelShader(entry.shader);
last_entry = &entry;
if (!last_shader || entry.shader != last_shader)
{
D3D::dev->SetPixelShader(entry.shader);
last_shader = entry.shader;
DEBUGGER_PAUSE_COUNT_N(NEXT_PIXEL_SHADER_CHANGE);
}
return;
DEBUGGER_PAUSE_COUNT_N(NEXT_PIXEL_SHADER_CHANGE);
return true;
}
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), dstAlpha, true);
@ -88,26 +81,27 @@ void PixelShaderCache::SetShader(bool dstAlpha)
if (shader)
{
//Make an entry in the table
// Make an entry in the table
PSCacheEntry newentry;
newentry.shader = shader;
newentry.frameCount = frameCount;
#ifdef _DEBUG
#if defined(_DEBUG) || defined(DEBUGFAST)
newentry.code = code;
#endif
PixelShaders[uid] = newentry;
last_entry = &PixelShaders[uid];
D3D::dev->SetPixelShader(shader);
last_shader = shader;
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
return true;
}
else if (g_Config.bShowShaderErrors)
{
PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
}
return false;
}
@ -131,7 +125,7 @@ void PixelShaderCache::Cleanup()
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
}
#ifdef _DEBUG
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string PixelShaderCache::GetCurrentShaderCode()
{
if (last_entry)

View File

@ -36,7 +36,7 @@ private:
{
LPDIRECT3DPIXELSHADER9 shader;
int frameCount;
#ifdef _DEBUG
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string code;
#endif
PSCacheEntry() : shader(NULL), frameCount(0) {}
@ -56,8 +56,8 @@ public:
static void Init();
static void Cleanup();
static void Shutdown();
static void SetShader(bool dstAlpha);
#ifdef _DEBUG
static bool SetShader(bool dstAlpha);
#if defined(_DEBUG) || defined(DEBUGFAST)
static std::string GetCurrentShaderCode();
#endif
static LPDIRECT3DPIXELSHADER9 CompileCgShader(const char *pstrprogram);

View File

@ -185,10 +185,6 @@ void Flush()
DVSTARTPROFILE();
if (collection != C_NOTHING)
{
// setup the pointers
if (g_nativeVertexFmt)
g_nativeVertexFmt->SetupVertexPointers();
u32 usedtextures = 0;
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) {
if (bpmem.tevorders[i/2].getEnable(i & 1))
@ -230,8 +226,10 @@ void Flush()
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants();
PixelShaderCache::SetShader(false);
VertexShaderCache::SetShader(g_nativeVertexFmt->m_components);
if (!PixelShaderCache::SetShader(false))
goto shader_fail;
if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
goto shader_fail;
int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers();
@ -245,12 +243,12 @@ void Flush()
D3DFMT_INDEX16,
fakeVBuffer,
stride))) {
#ifdef _DEBUG
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string error_shaders;
error_shaders.append(VertexShaderCache::GetCurrentShaderCode());
error_shaders.append(PixelShaderCache::GetCurrentShaderCode());
File::WriteStringToFile(true, error_shaders, "bad_shader_combo.txt");
PanicAlert("DrawIndexedPrimitiveUP failed. Shaders written to shaders.txt.");
PanicAlert("DrawIndexedPrimitiveUP failed. Shaders written to bad_shader_combo.txt.");
#endif
}
}
@ -263,7 +261,8 @@ void Flush()
if (bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
{
DWORD write = 0;
PixelShaderCache::SetShader(true);
if (!PixelShaderCache::SetShader(true))
goto shader_fail;
// update alpha only
Renderer::SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
@ -280,12 +279,12 @@ void Flush()
D3DFMT_INDEX16,
fakeVBuffer,
stride))) {
#ifdef _DEBUG
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string error_shaders;
error_shaders.append(VertexShaderCache::GetCurrentShaderCode());
error_shaders.append(PixelShaderCache::GetCurrentShaderCode());
File::WriteStringToFile(true, error_shaders, "bad_shader_combo.txt");
PanicAlert("DrawIndexedPrimitiveUP failed. Shaders written to shaders.txt.");
PanicAlert("DrawIndexedPrimitiveUP failed (dstalpha). Shaders written to bad_shader_combo.txt.");
#endif
}
}
@ -309,7 +308,7 @@ void Flush()
INCSTAT(stats.thisFrame.numDrawCalls);
}
shader_fail:
collection = C_NOTHING;
VertexManager::s_pCurBufferPointer = fakeVBuffer;
DEBUGGER_PAUSE_COUNT_N(NEXT_FLUSH);

View File

@ -57,11 +57,8 @@ void VertexShaderCache::Shutdown()
vshaders.clear();
}
void VertexShaderCache::SetShader(u32 components)
bool VertexShaderCache::SetShader(u32 components)
{
static LPDIRECT3DVERTEXSHADER9 last_shader = NULL;
DVSTARTPROFILE();
VERTEXSHADERUID uid;
@ -73,15 +70,10 @@ void VertexShaderCache::SetShader(u32 components)
{
iter->second.frameCount = frameCount;
const VSCacheEntry &entry = iter->second;
D3D::dev->SetVertexShader(entry.shader);
last_entry = &entry;
if (!last_shader || entry.shader != last_shader)
{
D3D::dev->SetVertexShader(entry.shader);
last_shader = entry.shader;
DEBUGGER_PAUSE_COUNT_N(NEXT_VERTEX_SHADER_CHANGE);
}
return;
DEBUGGER_PAUSE_COUNT_N(NEXT_VERTEX_SHADER_CHANGE);
return true;
}
const char *code = GenerateVertexShader(components, true);
@ -93,22 +85,23 @@ void VertexShaderCache::SetShader(u32 components)
VSCacheEntry entry;
entry.shader = shader;
entry.frameCount = frameCount;
#ifdef _DEBUG
#if defined(_DEBUG) || defined(DEBUGFAST)
entry.code = code;
#endif
vshaders[uid] = entry;
last_entry = &vshaders[uid];
last_shader = entry.shader;
D3D::dev->SetVertexShader(shader);
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
return true;
}
else if (g_Config.bShowShaderErrors)
{
PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
}
return false;
}
void VertexShaderCache::Cleanup()
@ -129,7 +122,7 @@ void VertexShaderCache::Cleanup()
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
}
#ifdef _DEBUG
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string VertexShaderCache::GetCurrentShaderCode()
{
if (last_entry)

View File

@ -33,7 +33,7 @@ private:
{
LPDIRECT3DVERTEXSHADER9 shader;
int frameCount;
#ifdef _DEBUG
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string code;
#endif
VSCacheEntry() : shader(NULL), frameCount(0) {}
@ -53,8 +53,8 @@ public:
static void Init();
static void Cleanup();
static void Shutdown();
static void SetShader(u32 components);
#ifdef _DEBUG
static bool SetShader(u32 components);
#if defined(_DEBUG) || defined(DEBUGFAST)
static std::string GetCurrentShaderCode();
#endif
static LPDIRECT3DVERTEXSHADER9 CompileCgShader(const char *pstrprogram);