mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-29 00:59:44 -06:00
D3D: Fix bugs in the shader cache, fixes crashes on x64. added some debugging stuff (only active in debug builds). assorted code cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4145 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -21,7 +21,7 @@
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namespace D3D
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{
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LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int height,const int pitch, D3DFORMAT fmt)
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LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int height, const int pitch, D3DFORMAT fmt)
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{
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u32* pBuffer = (u32*)buffer;
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LPDIRECT3DTEXTURE9 pTexture;
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@ -30,7 +30,7 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
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bool isPow2 = !((width&(width-1)) || (height&(height-1)));
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bool bExpand = false;
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if(fmt == D3DFMT_A8P8) {
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if (fmt == D3DFMT_A8P8) {
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fmt = D3DFMT_A8L8;
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bExpand = true;
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}
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@ -55,16 +55,16 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
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case D3DFMT_L8:
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case D3DFMT_A8:
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case D3DFMT_A4L4:
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{
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const u8 *pIn = buffer;
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for (int y = 0; y < height; y++)
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{
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u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
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memcpy(pBits, pIn, width);
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pIn += pitch;
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const u8 *pIn = buffer;
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for (int y = 0; y < height; y++)
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{
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u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
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memcpy(pBits, pIn, width);
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pIn += pitch;
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}
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}
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}
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break;
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break;
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case D3DFMT_R5G6B5:
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{
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const u16 *pIn = (u16*)buffer;
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@ -78,9 +78,8 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
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break;
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case D3DFMT_A8L8:
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{
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if(bExpand) { // I8
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if (bExpand) { // I8
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const u8 *pIn = buffer;
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// TODO(XK): Find a better way that does not involve either unpacking
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// or downsampling (i.e. A4L4)
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for (int y = 0; y < height; y++)
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@ -118,6 +117,8 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
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case D3DFMT_DXT1:
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memcpy(Lock.pBits,buffer,(width/4)*(height/4)*8);
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break;
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default:
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PanicAlert("D3D: Invalid texture format %i", fmt);
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}
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pTexture->UnlockRect(level);
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return pTexture;
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@ -128,7 +129,7 @@ void ReplaceTexture2D(LPDIRECT3DTEXTURE9 pTexture, const u8* buffer, const int w
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u32* pBuffer = (u32*)buffer;
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int level = 0;
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D3DLOCKED_RECT Lock;
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pTexture->LockRect(level, &Lock, NULL, 0 );
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pTexture->LockRect(level, &Lock, NULL, 0);
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u32* pIn = pBuffer;
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switch(fmt)
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{
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@ -215,9 +215,8 @@ namespace D3D
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dev->SetPixelShader(0);
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dev->SetVertexShader(0);
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dev->SetVertexDeclaration(0);
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// dev->SetVertexDeclaration(0);
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// dev->SetFVF(D3DFVF_FONT2DVERTEX);
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Renderer::SetFVF(D3DFVF_FONT2DVERTEX);
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for (int i = 0; i < 6; i++) {
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@ -380,9 +379,8 @@ namespace D3D
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{x2-0.5f, y2-0.5f, 0, 1, color, u2, v2},
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{x1-0.5f, y2-0.5f, 0, 1, color, u1, v2},
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};
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dev->SetPixelShader(0);
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dev->SetVertexShader(0);
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dev->SetVertexDeclaration(0);
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dev->SetPixelShader(NULL);
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dev->SetVertexShader(NULL);
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Renderer::SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex));
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@ -163,5 +163,8 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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void D3DVertexFormat::SetupVertexPointers() const
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{
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D3D::dev->SetVertexDeclaration(d3d_decl);
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if (d3d_decl)
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D3D::dev->SetVertexDeclaration(d3d_decl);
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else
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ERROR_LOG(VIDEO, "invalid d3d decl");
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}
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@ -32,6 +32,7 @@
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#include <Cg/cgD3D9.h>
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
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void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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{
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@ -59,10 +60,7 @@ void PixelShaderCache::Shutdown()
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void PixelShaderCache::SetShader()
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{
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if (D3D::GetShaderVersion() < 2)
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return; // we are screwed
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static LPDIRECT3DPIXELSHADER9 lastShader = NULL;
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static LPDIRECT3DPIXELSHADER9 last_shader = NULL;
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DVSTARTPROFILE();
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@ -75,11 +73,12 @@ void PixelShaderCache::SetShader()
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if (iter != PixelShaders.end())
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{
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iter->second.frameCount = frameCount;
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PSCacheEntry &entry = iter->second;
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if (!lastShader || entry.shader != lastShader)
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const PSCacheEntry &entry = iter->second;
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last_entry = &entry;
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if (!last_shader || entry.shader != last_shader)
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{
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D3D::dev->SetPixelShader(entry.shader);
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lastShader = entry.shader;
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last_shader = entry.shader;
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}
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return;
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}
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@ -93,10 +92,15 @@ void PixelShaderCache::SetShader()
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PSCacheEntry newentry;
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newentry.shader = shader;
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newentry.frameCount = frameCount;
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#ifdef _DEBUG
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newentry.code = code;
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#endif
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PixelShaders[uid] = newentry;
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last_entry = &PixelShaders[uid];
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Renderer::SetFVF(NULL);
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D3D::dev->SetPixelShader(shader);
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last_shader = shader;
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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
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@ -134,7 +138,7 @@ void PixelShaderCache::Cleanup()
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while (iter != PixelShaders.end())
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{
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PSCacheEntry &entry = iter->second;
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if (entry.frameCount < frameCount-400)
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if (entry.frameCount < frameCount - 400)
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{
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entry.Destroy();
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iter = PixelShaders.erase(iter);
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@ -145,4 +149,14 @@ void PixelShaderCache::Cleanup()
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}
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}
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SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
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}
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}
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#ifdef _DEBUG
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std::string PixelShaderCache::GetCurrentShaderCode()
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{
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if (last_entry)
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return last_entry->code;
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else
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return "(no shader)\n";
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}
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#endif
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@ -31,11 +31,14 @@ tevhash GetCurrentTEV();
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class PixelShaderCache
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{
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private:
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struct PSCacheEntry
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{
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LPDIRECT3DPIXELSHADER9 shader;
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int frameCount;
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#ifdef _DEBUG
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std::string code;
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#endif
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PSCacheEntry() : shader(NULL), frameCount(0) {}
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void Destroy()
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{
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@ -47,12 +50,16 @@ class PixelShaderCache
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typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;
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static PSCache PixelShaders;
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static const PSCacheEntry *last_entry;
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public:
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static void Init();
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static void Cleanup();
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static void Shutdown();
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static void SetShader();
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#ifdef _DEBUG
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static std::string GetCurrentShaderCode();
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#endif
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static LPDIRECT3DPIXELSHADER9 CompileCgShader(const char *pstrprogram);
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};
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@ -16,6 +16,7 @@
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// http://code.google.com/p/dolphin-emu/
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#include "Common.h"
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#include "FileUtil.h"
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#include "D3DBase.h"
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@ -81,6 +82,8 @@ bool Init()
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collection = C_NOTHING;
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fakeVBuffer = new u8[MAXVBUFFERSIZE];
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fakeIBuffer = new u16[MAXIBUFFERSIZE];
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memset(fakeVBuffer, 0, MAXVBUFFERSIZE);
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memset(fakeIBuffer, 0, MAXIBUFFERSIZE * 2);
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CreateDeviceObjects();
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VertexManager::s_pCurBufferPointer = fakeVBuffer;
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return true;
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@ -143,9 +146,6 @@ void AddVertices(int _primitive, int _numVertices)
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//We are NOT collecting the right type.
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Flush();
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// Copy the extra verts that we lost.
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memcpy(s_pCurBufferPointer, fakeVBuffer, _numVertices * g_nativeVertexFmt->GetVertexStride());
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collection = type;
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u16 *ptr = 0;
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if (type != C_POINTS)
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@ -247,14 +247,23 @@ void Flush()
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if (collection != C_POINTS)
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{
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int numPrimitives = indexGen.GetNumPrims();
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D3D::dev->DrawIndexedPrimitiveUP(pts[(int)collection],
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0,
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numVertices,
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numPrimitives,
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fakeIBuffer,
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D3DFMT_INDEX16,
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fakeVBuffer,
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stride);
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if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
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pts[(int)collection],
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0,
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numVertices,
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numPrimitives,
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fakeIBuffer,
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D3DFMT_INDEX16,
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fakeVBuffer,
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stride))) {
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#ifdef _DEBUG
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std::string error_shaders;
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error_shaders.append(VertexShaderCache::GetCurrentShaderCode());
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error_shaders.append(PixelShaderCache::GetCurrentShaderCode());
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File::WriteStringToFile(true, error_shaders, "bad_shader_combo.txt");
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PanicAlert("DrawIndexedPrimitiveUP failed. Shaders written to shaders.txt.");
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#endif
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}
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}
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else
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{
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@ -32,6 +32,7 @@
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#include <Cg/cgD3D9.h>
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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{
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@ -49,7 +50,6 @@ void VertexShaderCache::Init()
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}
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void VertexShaderCache::Shutdown()
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{
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VSCache::iterator iter = vshaders.begin();
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@ -61,10 +61,7 @@ void VertexShaderCache::Shutdown()
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void VertexShaderCache::SetShader(u32 components)
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{
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if (D3D::GetShaderVersion() < 2)
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return; // we are screwed
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static LPDIRECT3DVERTEXSHADER9 lastShader = NULL;
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static LPDIRECT3DVERTEXSHADER9 last_shader = NULL;
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DVSTARTPROFILE();
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@ -76,11 +73,12 @@ void VertexShaderCache::SetShader(u32 components)
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if (iter != vshaders.end())
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{
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iter->second.frameCount = frameCount;
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VSCacheEntry &entry = iter->second;
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if (!lastShader || entry.shader != lastShader)
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const VSCacheEntry &entry = iter->second;
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last_entry = &entry;
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if (!last_shader || entry.shader != last_shader)
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{
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D3D::dev->SetVertexShader(entry.shader);
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lastShader = entry.shader;
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last_shader = entry.shader;
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}
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return;
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}
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@ -94,7 +92,12 @@ void VertexShaderCache::SetShader(u32 components)
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VSCacheEntry entry;
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entry.shader = shader;
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entry.frameCount = frameCount;
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#ifdef _DEBUG
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entry.code = code;
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#endif
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vshaders[uid] = entry;
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last_entry = &vshaders[uid];
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last_shader = entry.shader;
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D3D::dev->SetVertexShader(shader);
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@ -145,4 +148,14 @@ void VertexShaderCache::Cleanup()
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}
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}
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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}
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}
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#ifdef _DEBUG
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std::string VertexShaderCache::GetCurrentShaderCode()
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{
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if (last_entry)
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return last_entry->code;
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else
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return "(no shader)\n";
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}
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#endif
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@ -21,16 +21,21 @@
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#include "D3DBase.h"
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#include <map>
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#include <string>
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#include "D3DBase.h"
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#include "VertexShaderGen.h"
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class VertexShaderCache
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{
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private:
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struct VSCacheEntry
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{
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LPDIRECT3DVERTEXSHADER9 shader;
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int frameCount;
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#ifdef _DEBUG
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std::string code;
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#endif
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VSCacheEntry() : shader(NULL), frameCount(0) {}
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void Destroy()
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{
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@ -42,12 +47,16 @@ class VertexShaderCache
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typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
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static VSCache vshaders;
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static const VSCacheEntry *last_entry;
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public:
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static void Init();
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static void Cleanup();
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static void Shutdown();
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static void SetShader(u32 components);
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#ifdef _DEBUG
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static std::string GetCurrentShaderCode();
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#endif
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static LPDIRECT3DVERTEXSHADER9 CompileCgShader(const char *pstrprogram);
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};
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