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:
hrydgard
2009-09-01 19:48:45 +00:00
parent b15320bc02
commit 2599659022
12 changed files with 151 additions and 127 deletions

View File

@ -32,6 +32,7 @@
#include <Cg/cgD3D9.h>
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
{
@ -59,10 +60,7 @@ void PixelShaderCache::Shutdown()
void PixelShaderCache::SetShader()
{
if (D3D::GetShaderVersion() < 2)
return; // we are screwed
static LPDIRECT3DPIXELSHADER9 lastShader = NULL;
static LPDIRECT3DPIXELSHADER9 last_shader = NULL;
DVSTARTPROFILE();
@ -75,11 +73,12 @@ void PixelShaderCache::SetShader()
if (iter != PixelShaders.end())
{
iter->second.frameCount = frameCount;
PSCacheEntry &entry = iter->second;
if (!lastShader || entry.shader != lastShader)
const PSCacheEntry &entry = iter->second;
last_entry = &entry;
if (!last_shader || entry.shader != last_shader)
{
D3D::dev->SetPixelShader(entry.shader);
lastShader = entry.shader;
last_shader = entry.shader;
}
return;
}
@ -93,10 +92,15 @@ void PixelShaderCache::SetShader()
PSCacheEntry newentry;
newentry.shader = shader;
newentry.frameCount = frameCount;
#ifdef _DEBUG
newentry.code = code;
#endif
PixelShaders[uid] = newentry;
last_entry = &PixelShaders[uid];
Renderer::SetFVF(NULL);
D3D::dev->SetPixelShader(shader);
last_shader = shader;
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
@ -134,7 +138,7 @@ void PixelShaderCache::Cleanup()
while (iter != PixelShaders.end())
{
PSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount-400)
if (entry.frameCount < frameCount - 400)
{
entry.Destroy();
iter = PixelShaders.erase(iter);
@ -145,4 +149,14 @@ void PixelShaderCache::Cleanup()
}
}
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
}
}
#ifdef _DEBUG
std::string PixelShaderCache::GetCurrentShaderCode()
{
if (last_entry)
return last_entry->code;
else
return "(no shader)\n";
}
#endif