Direct3D + Cg progress, the plugin is still not working due to some missing features.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2494 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
XTra.KrazzY
2009-03-01 01:09:32 +00:00
parent e004800e68
commit 3234bca193
13 changed files with 719 additions and 26 deletions

View File

@ -27,6 +27,9 @@
#include "BPMemory.h"
#include "XFMemory.h"
#include <Cg/cg.h>
#include <Cg/cgD3D9.h>
VertexShaderCache::VSCache VertexShaderCache::vshaders;
void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
@ -58,11 +61,11 @@ void VertexShaderCache::Shutdown()
void VertexShaderCache::SetShader(u32 components)
{
static LPDIRECT3DVERTEXSHADER9 shader = NULL;
static CGprogram shader = NULL;
if (D3D::GetShaderVersion() < 2)
return; // we are screwed
static LPDIRECT3DVERTEXSHADER9 lastShader = 0;
static CGprogram lastShader = NULL;
DVSTARTPROFILE();
VERTEXSHADERUID uid;
@ -77,14 +80,17 @@ void VertexShaderCache::SetShader(u32 components)
VSCacheEntry &entry = iter->second;
if (!lastShader || entry.shader != lastShader)
{
D3D::dev->SetVertexShader(entry.shader);
//D3D::dev->SetVertexShader(entry.shader);
cgD3D9LoadProgram(entry.shader, false, 0);
cgD3D9BindProgram(entry.shader);
lastShader = entry.shader;
}
return;
}
const char *code = GenerateVertexShader(components, false);
shader = D3D::CompileVertexShader(code, (int)strlen(code));
//shader = D3D::CompileVertexShader(code, (int)strlen(code));
shader = CompileCgShader(code);
if (shader)
{
//Make an entry in the table
@ -92,12 +98,45 @@ void VertexShaderCache::SetShader(u32 components)
entry.shader = shader;
entry.frameCount = frameCount;
vshaders[uid] = entry;
// There seems to be an unknown Cg error here for some reason
///PanicAlert("Load vShader");
cgD3D9LoadProgram(shader, false, 0);
cgD3D9BindProgram(shader);
///PanicAlert("Loaded vShader");
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
} else
PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
//D3D::dev->SetVertexShader(shader);
}
CGprogram VertexShaderCache::CompileCgShader(const char *pstrprogram)
{
char stropt[64];
//sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
//const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
const char **opts = cgD3D9GetOptimalOptions(g_cgvProf);
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
ERROR_LOG(VIDEO, "Failed to load vs %s:\n", cgGetLastListing(g_cgcontext));
ERROR_LOG(VIDEO, pstrprogram);
return NULL;
}
D3D::dev->SetVertexShader(shader);
// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
// It SHOULD not have any nasty side effects though - but you never know...
char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
char *plocal = strstr(pcompiledprog, "program.local");
while (plocal != NULL) {
const char* penv = " program.env";
memcpy(plocal, penv, 13);
plocal = strstr(plocal + 13, "program.local");
}
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
return tempprog;
}
void VertexShaderCache::Cleanup()