Shader Disk Cache implementation for D3D. Saves generated shaders on disk. Eliminates "freeze jerks" in D3D plugin the _second_ and later times you play something.... not much to do about the first time. The D3D shader compiler is just slow.

Also assorted cleanup around the shader code.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4869 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2010-01-17 17:44:09 +00:00
parent f599fdcec5
commit 3e01152793
24 changed files with 551 additions and 265 deletions

View File

@ -112,7 +112,11 @@ struct Resolution
struct AALevel
{
AALevel(const char *n, D3DMULTISAMPLE_TYPE m, int q) {strcpy(name, n); ms_setting=m; qual_setting=q;}
AALevel(const char *n, D3DMULTISAMPLE_TYPE m, int q) {
strcpy(name, n);
ms_setting = m;
qual_setting = q;
}
char name[32];
D3DMULTISAMPLE_TYPE ms_setting;
int qual_setting;

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@ -24,12 +24,22 @@
namespace D3D
{
LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len)
// Bytecode->shader.
LPDIRECT3DVERTEXSHADER9 CreateVertexShaderFromByteCode(const u8 *bytecode, int len)
{
LPDIRECT3DVERTEXSHADER9 v_shader;
HRESULT hr = D3D::dev->CreateVertexShader((DWORD *)bytecode, &v_shader);
if (FAILED(hr))
v_shader = 0;
return v_shader;
}
// Code->bytecode.
bool CompileVertexShader(const char *code, int len, u8 **bytecode, int *bytecodelen)
{
//try to compile
LPD3DXBUFFER shaderBuffer = 0;
LPD3DXBUFFER errorBuffer = 0;
LPDIRECT3DVERTEXSHADER9 vShader = 0;
HRESULT hr = D3DXCompileShader(code, len, 0, 0, "main", D3D::VertexShaderVersionString(),
0, &shaderBuffer, &errorBuffer, 0);
if (FAILED(hr))
@ -39,20 +49,16 @@ LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len)
std::string hello = (char*)errorBuffer->GetBufferPointer();
hello += "\n\n";
hello += code;
MessageBoxA(0, hello.c_str(), "Error assembling vertex shader", MB_ICONERROR);
MessageBoxA(0, hello.c_str(), "Error compiling vertex shader", MB_ICONERROR);
}
vShader = 0;
*bytecode = 0;
*bytecodelen = 0;
}
else if (SUCCEEDED(hr))
{
//create it
HRESULT hr = E_FAIL;
if (shaderBuffer)
hr = D3D::dev->CreateVertexShader((DWORD *)shaderBuffer->GetBufferPointer(), &vShader);
if ((FAILED(hr) || vShader == 0) && g_ActiveConfig.bShowShaderErrors)
{
MessageBoxA(0, code, (char*)errorBuffer->GetBufferPointer(), MB_ICONERROR);
}
*bytecodelen = shaderBuffer->GetBufferSize();
*bytecode = new u8[*bytecodelen];
memcpy(*bytecode, shaderBuffer->GetBufferPointer(), *bytecodelen);
}
//cleanup
@ -60,14 +66,25 @@ LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len)
shaderBuffer->Release();
if (errorBuffer)
errorBuffer->Release();
return vShader;
return SUCCEEDED(hr) ? true : false;
}
LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len)
// Bytecode->shader.
LPDIRECT3DPIXELSHADER9 CreatePixelShaderFromByteCode(const u8 *bytecode, int len)
{
LPDIRECT3DPIXELSHADER9 p_shader;
HRESULT hr = D3D::dev->CreatePixelShader((DWORD *)bytecode, &p_shader);
if (FAILED(hr))
p_shader = 0;
return p_shader;
}
bool CompilePixelShader(const char *code, int len, u8 **bytecode, int *bytecodelen)
{
LPD3DXBUFFER shaderBuffer = 0;
LPD3DXBUFFER errorBuffer = 0;
LPDIRECT3DPIXELSHADER9 pShader = 0;
// Someone:
// For some reason, I had this kind of errors : "Shader uses texture addressing operations
@ -81,18 +98,16 @@ LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len)
std::string hello = (char*)errorBuffer->GetBufferPointer();
hello += "\n\n";
hello += code;
MessageBoxA(0, hello.c_str(), "Error assembling pixel shader", MB_ICONERROR);
MessageBoxA(0, hello.c_str(), "Error compiling pixel shader", MB_ICONERROR);
}
pShader = 0;
*bytecode = 0;
*bytecodelen = 0;
}
else
else if (SUCCEEDED(hr))
{
//create it
HRESULT hr = D3D::dev->CreatePixelShader((DWORD *)shaderBuffer->GetBufferPointer(), &pShader);
if ((FAILED(hr) || pShader == 0) && g_ActiveConfig.bShowShaderErrors)
{
MessageBoxA(0, "damn", "error creating pixelshader", MB_ICONERROR);
}
*bytecodelen = shaderBuffer->GetBufferSize();
*bytecode = new u8[*bytecodelen];
memcpy(*bytecode, shaderBuffer->GetBufferPointer(), *bytecodelen);
}
//cleanup
@ -100,7 +115,31 @@ LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len)
shaderBuffer->Release();
if (errorBuffer)
errorBuffer->Release();
return pShader;
return SUCCEEDED(hr) ? true : false;
}
LPDIRECT3DVERTEXSHADER9 CompileAndCreateVertexShader(const char *code, int len) {
u8 *bytecode;
int bytecodelen;
if (CompileVertexShader(code, len, &bytecode, &bytecodelen)) {
LPDIRECT3DVERTEXSHADER9 v_shader = CreateVertexShaderFromByteCode(bytecode, len);
delete [] bytecode;
return v_shader;
} else {
return 0;
}
}
LPDIRECT3DPIXELSHADER9 CompileAndCreatePixelShader(const char *code, int len) {
u8 *bytecode;
int bytecodelen;
if (CompilePixelShader(code, len, &bytecode, &bytecodelen)) {
LPDIRECT3DPIXELSHADER9 p_shader = CreatePixelShaderFromByteCode(bytecode, len);
delete [] bytecode;
return p_shader;
} else {
return 0;
}
}
} // namespace

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@ -21,6 +21,14 @@
namespace D3D
{
LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len);
LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len);
LPDIRECT3DVERTEXSHADER9 CreateVertexShaderFromByteCode(const u8 *bytecode, int len);
LPDIRECT3DPIXELSHADER9 CreatePixelShaderFromByteCode(const u8 *bytecode, int len);
// The returned bytecode buffers should be delete[]-d.
bool CompileVertexShader(const char *code, int len, u8 **bytecode, int *bytecodelen);
bool CompilePixelShader(const char *code, int len, u8 **bytecode, int *bytecodelen);
// Utility functions
LPDIRECT3DVERTEXSHADER9 CompileAndCreateVertexShader(const char *code, int len);
LPDIRECT3DPIXELSHADER9 CompileAndCreatePixelShader(const char *code, int len);
}

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@ -15,11 +15,15 @@
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Common.h"
#include "FileUtil.h"
#include "LinearDiskCache.h"
#include "Globals.h"
#include "D3DBase.h"
#include "D3DShader.h"
#include "Statistics.h"
#include "Utils.h"
#include "Profiler.h"
#include "VideoConfig.h"
#include "PixelShaderGen.h"
#include "PixelShaderManager.h"
@ -29,10 +33,13 @@
#include "XFMemory.h"
#include "ImageWrite.h"
#include "debugger/debugger.h"
#include "Debugger/Debugger.h"
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
LinearDiskCache g_ps_disk_cache;
static float lastPSconstants[C_COLORMATRIX+16][4];
static LPDIRECT3DPIXELSHADER9 s_ColorMatrixProgram = 0;
@ -41,7 +48,6 @@ static LPDIRECT3DPIXELSHADER9 s_ClearProgram = 0;
static LPDIRECT3DPIXELSHADER9 s_ClearZProgram = 0;
static LPDIRECT3DPIXELSHADER9 s_DepthMatrixProgram = 0;
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorMatrixProgram()
{
return s_ColorMatrixProgram;
@ -64,7 +70,7 @@ LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetClearProgram()
void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
{
if( lastPSconstants[const_number][0] != f1 || lastPSconstants[const_number][1] != f2 ||
if (lastPSconstants[const_number][0] != f1 || lastPSconstants[const_number][1] != f2 ||
lastPSconstants[const_number][2] != f3 || lastPSconstants[const_number][3] != f4 )
{
const float f[4] = {f1, f2, f3, f4};
@ -78,7 +84,7 @@ void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
void SetPSConstant4fv(int const_number, const float *f)
{
if( lastPSconstants[const_number][0] != f[0] || lastPSconstants[const_number][1] != f[1] ||
if (lastPSconstants[const_number][0] != f[0] || lastPSconstants[const_number][1] != f[1] ||
lastPSconstants[const_number][2] != f[2] || lastPSconstants[const_number][3] != f[3] )
{
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
@ -89,25 +95,39 @@ void SetPSConstant4fv(int const_number, const float *f)
}
}
class PixelShaderCacheInserter : public LinearDiskCacheReader {
public:
void Read(const u8 *key, int key_size, const u8 *value, int value_size)
{
PIXELSHADERUID uid;
if (key_size != sizeof(uid)) {
ERROR_LOG(VIDEO, "Wrong key size in pixel shader cache");
return;
}
memcpy(&uid, key, key_size);
PixelShaderCache::InsertByteCode(uid, value, value_size, false);
}
};
void PixelShaderCache::Init()
{
char pprog[1024];
sprintf(pprog,"void main(\n"
sprintf(pprog, "void main(\n"
"out float4 ocol0 : COLOR0,\n"
" in float4 incol0 : COLOR0){\n"
"ocol0 = incol0;\n"
"}\n");
s_ClearProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog));
s_ClearProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
sprintf(pprog,"uniform sampler samp0 : register(s0);\n"
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
" in float3 uv0 : TEXCOORD0){\n"
"ocol0 = tex2D(samp0,uv0.xy);\n"
"}\n");
s_ColorCopyProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog));
s_ColorCopyProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
sprintf(pprog,"uniform sampler samp0 : register(s0);\n"
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"uniform float4 cColMatrix[5] : register(c%d);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
@ -115,9 +135,9 @@ void PixelShaderCache::Init()
"float4 texcol = tex2D(samp0,uv0.xy);\n"
"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n",C_COLORMATRIX);
s_ColorMatrixProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog));
s_ColorMatrixProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
sprintf(pprog,"uniform sampler samp0 : register(s0);\n"
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"uniform float4 cColMatrix[5] : register(c%d);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
@ -127,10 +147,19 @@ void PixelShaderCache::Init()
"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n",C_COLORMATRIX);
s_DepthMatrixProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog));
s_DepthMatrixProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
Clear();
if (!File::Exists(FULL_SHADERCACHE_DIR))
File::CreateDir(FULL_SHADERCACHE_DIR);
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%s%s-ps.cache", FULL_SHADERCACHE_DIR, globals->unique_id);
PixelShaderCacheInserter inserter;
int read_items = g_ps_disk_cache.OpenAndRead(cache_filename, &inserter);
}
// ONLY to be used during shutdown.
void PixelShaderCache::Clear()
{
PSCache::iterator iter = PixelShaders.begin();
@ -139,45 +168,44 @@ void PixelShaderCache::Clear()
PixelShaders.clear();
for (int i = 0; i < (C_COLORMATRIX + 16) * 4; i++)
lastPSconstants[i/4][i%4] = -100000000.0f;
lastPSconstants[i / 4][i % 4] = -100000000.0f;
memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));
}
void PixelShaderCache::Shutdown()
{
if(s_ColorMatrixProgram)
s_ColorMatrixProgram->Release();
if (s_ColorMatrixProgram) s_ColorMatrixProgram->Release();
s_ColorMatrixProgram = NULL;
if(s_ColorCopyProgram)
s_ColorCopyProgram->Release();
s_ColorCopyProgram=NULL;
if(s_DepthMatrixProgram)
s_DepthMatrixProgram->Release();
if (s_ColorCopyProgram) s_ColorCopyProgram->Release();
s_ColorCopyProgram = NULL;
if (s_DepthMatrixProgram) s_DepthMatrixProgram->Release();
s_DepthMatrixProgram = NULL;
if(s_ClearProgram)
s_ClearProgram->Release();
s_ClearProgram=NULL;
if (s_ClearProgram) s_ClearProgram->Release();
s_ClearProgram = NULL;
Clear();
g_ps_disk_cache.Sync();
g_ps_disk_cache.Close();
}
bool PixelShaderCache::SetShader(bool dstAlpha)
{
DVSTARTPROFILE();
PIXELSHADERUID uid;
GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), dstAlpha);
GetPixelShaderId(&uid, PixelShaderManager::GetTextureMask(), dstAlpha);
// Is the shader already set?
if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
{
PSCache::const_iterator iter = PixelShaders.find(uid);
if (iter != PixelShaders.end() && iter->second.shader)
return true;
return true; // Sure, we're done.
else
return false;
return false; // ?? something is wrong.
}
memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
// Is the shader already in the cache?
PSCache::iterator iter;
iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
@ -186,7 +214,6 @@ bool PixelShaderCache::SetShader(bool dstAlpha)
const PSCacheEntry &entry = iter->second;
last_entry = &entry;
DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
if (entry.shader)
@ -198,7 +225,8 @@ bool PixelShaderCache::SetShader(bool dstAlpha)
return false;
}
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), dstAlpha, 2);
// OK, need to generate and compile it.
const char *code = GeneratePixelShaderCode(PixelShaderManager::GetTextureMask(), dstAlpha, 2);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
static int counter = 0;
@ -208,7 +236,29 @@ bool PixelShaderCache::SetShader(bool dstAlpha)
SaveData(szTemp, code);
}
#endif
LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePixelShader(code, (int)strlen(code));
u8 *bytecode = 0;
int bytecodelen = 0;
if (!D3D::CompilePixelShader(code, (int)strlen(code), &bytecode, &bytecodelen)) {
if (g_ActiveConfig.bShowShaderErrors)
{
PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
}
return false;
}
// Here we have the UID and the byte code. Insert it into the disk cache.
g_ps_disk_cache.Append((u8 *)&uid, sizeof(uid), bytecode, bytecodelen);
g_ps_disk_cache.Sync();
// And insert it into the shader cache.
bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
delete [] bytecode;
return result;
}
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) {
LPDIRECT3DPIXELSHADER9 shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
// Make an entry in the table
PSCacheEntry newentry;
@ -220,44 +270,21 @@ bool PixelShaderCache::SetShader(bool dstAlpha)
PixelShaders[uid] = newentry;
last_entry = &PixelShaders[uid];
if (!shader) {
// INCSTAT(stats.numPixelShadersFailed);
return false;
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
if (shader)
if (activate)
{
D3D::SetPixelShader(shader);
return true;
}
if (g_ActiveConfig.bShowShaderErrors)
{
PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
}
return false;
return true;
}
void PixelShaderCache::Cleanup()
{
/*
PSCache::iterator iter;
iter = PixelShaders.begin();
while (iter != PixelShaders.end())
{
PSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount - 1400)
{
entry.Destroy();
iter = PixelShaders.erase(iter);
}
else
{
iter++;
}
}
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
*/
}
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string PixelShaderCache::GetCurrentShaderCode()
{

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@ -18,6 +18,8 @@
#ifndef _PIXELSHADERCACHE_H
#define _PIXELSHADERCACHE_H
#include "Common.h"
#include "LinearDiskCache.h"
#include "D3DBase.h"
#include <map>
@ -53,12 +55,13 @@ private:
static PSCache PixelShaders;
static const PSCacheEntry *last_entry;
public:
static void Init();
static void Cleanup();
static void Clear();
static void Shutdown();
static bool SetShader(bool dstAlpha);
static bool InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate);
static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram();
static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram();
static LPDIRECT3DPIXELSHADER9 GetDepthMatrixProgram();

View File

@ -272,7 +272,7 @@ bool Renderer::Init()
xScale = (float)s_target_width / (float)EFB_WIDTH;
yScale = (float)s_target_height / (float)EFB_HEIGHT;
if(!D3D::IsATIDevice())
if (!D3D::IsATIDevice())
{
FULL_EFB_WIDTH = 2 * EFB_WIDTH;
FULL_EFB_HEIGHT = 2 * EFB_HEIGHT;
@ -301,6 +301,7 @@ bool Renderer::Init()
for (int stage = 0; stage < 8; stage++)
D3D::SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, g_ActiveConfig.iMaxAnisotropy);
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
@ -354,7 +355,7 @@ void dumpMatrix(D3DXMATRIX &mtx)
for (int y = 0; y < 4; y++)
{
char temp[256];
sprintf(temp,"%4.4f %4.4f %4.4f %4.4f",mtx.m[y][0],mtx.m[y][1],mtx.m[y][2],mtx.m[y][3]);
sprintf(temp,"%4.4f %4.4f %4.4f %4.4f", mtx.m[y][0], mtx.m[y][1], mtx.m[y][2], mtx.m[y][3]);
g_VideoInitialize.pLog(temp, FALSE);
}
}
@ -364,9 +365,9 @@ TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
int Xstride = (s_Fulltarget_width - s_target_width) / 2;
int Ystride = (s_Fulltarget_height - s_target_height) / 2;
TargetRectangle result;
result.left = (int)(rc.left * xScale) + Xstride ;
result.left = (int)(rc.left * xScale) + Xstride;
result.top = (int)(rc.top * yScale) + Ystride;
result.right = (int)(rc.right * xScale) + Xstride ;
result.right = (int)(rc.right * xScale) + Xstride;
result.bottom = (int)(rc.bottom * yScale) + Ystride;
return result;
}
@ -433,14 +434,14 @@ static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
int Width = dst_rect.right - dst_rect.left;
int Height = dst_rect.bottom - dst_rect.top;
if(X < 0) X = 0;
if(Y < 0) Y = 0;
if(X > s_backbuffer_width) X = s_backbuffer_width;
if(Y > s_backbuffer_height) Y = s_backbuffer_height;
if(Width < 0) Width = 0;
if(Height < 0) Height = 0;
if(Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
if(Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
if (X < 0) X = 0;
if (Y < 0) Y = 0;
if (X > s_backbuffer_width) X = s_backbuffer_width;
if (Y > s_backbuffer_height) Y = s_backbuffer_height;
if (Width < 0) Width = 0;
if (Height < 0) Height = 0;
if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
vp.X = X;
vp.Y = Y;
vp.Width = Width;
@ -617,13 +618,13 @@ bool Renderer::SetScissorRect()
if (rc.bottom < 0) rc.bottom = 0;
if (rc.top > s_Fulltarget_height) rc.top = s_Fulltarget_height;
if (rc.bottom > s_Fulltarget_height) rc.bottom = s_Fulltarget_height;
if(rc.left > rc.right)
if (rc.left > rc.right)
{
int temp = rc.right;
rc.right = rc.left;
rc.left = temp;
}
if(rc.top > rc.bottom)
if (rc.top > rc.bottom)
{
int temp = rc.bottom;
rc.bottom = rc.top;
@ -660,7 +661,7 @@ void Renderer::SetColorMask()
u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
{
if(!g_ActiveConfig.bEFBAccessEnable)
if (!g_ActiveConfig.bEFBAccessEnable)
return 0;
//Get the working buffer
@ -678,13 +679,13 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
D3DFORMAT ReadBufferFormat = (type == PEEK_Z || type == POKE_Z) ?
FBManager::GetEFBDepthReadSurfaceFormat() : BufferFormat;
if(BufferFormat == D3DFMT_D24X8)
if (BufferFormat == D3DFMT_D24X8)
return 0;
D3DLOCKED_RECT drect;
//Buffer not found alert
if(!pBuffer) {
if (!pBuffer) {
PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
return 0;
}
@ -706,7 +707,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
RectToLock.left = targetPixelRc.left;
RectToLock.right = targetPixelRc.right;
RectToLock.top = targetPixelRc.top;
if(type == PEEK_Z)
if (type == PEEK_Z)
{
RECT PixelRect;
PixelRect.bottom = 4;
@ -717,14 +718,14 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
RectToLock.right+=1;
RectToLock.top-=1;
RectToLock.left-=2;
if((RectToLock.bottom - RectToLock.top) > 4)
if ((RectToLock.bottom - RectToLock.top) > 4)
RectToLock.bottom--;
if((RectToLock.right - RectToLock.left) > 4)
if ((RectToLock.right - RectToLock.left) > 4)
RectToLock.left++;
ResetAPIState(); // reset any game specific settings
hr =D3D::dev->SetDepthStencilSurface(NULL);
hr = D3D::dev->SetRenderTarget(0, RBuffer);
if(FAILED(hr))
if (FAILED(hr))
{
PanicAlert("unable to set pixel render buffer");
return 0;
@ -738,7 +739,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
hr = D3D::dev->SetViewport(&vp);
if(FAILED(hr))
if (FAILED(hr))
{
PanicAlert("unable to set pixel viewport");
return 0;
@ -774,14 +775,14 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
RectToLock.right = 1;
RectToLock.top = 0;
}
if(FAILED(hr))
if (FAILED(hr))
{
PanicAlert("Unable to stretch data to buffer");
return 0;
}
//retriebe the pixel data to the local memory buffer
D3D::dev->GetRenderTargetData(RBuffer,pOffScreenBuffer);
if(FAILED(hr))
if (FAILED(hr))
{
PanicAlert("Unable to copy data to mem buffer");
return 0;
@ -791,7 +792,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
//the surface is good.. lock it
if((hr = pOffScreenBuffer->LockRect(&drect, &RectToLock, D3DLOCK_READONLY)) != D3D_OK)
if ((hr = pOffScreenBuffer->LockRect(&drect, &RectToLock, D3DLOCK_READONLY)) != D3D_OK)
{
PanicAlert("ERROR: %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" :
hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
@ -872,12 +873,12 @@ void UpdateViewport()
int Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY) + Ystride;
int Width = (int)ceil((int)(2 * xfregs.rawViewport[0]) * MValueX);
int Height = (int)ceil((int)(-2 * xfregs.rawViewport[1]) * MValueY);
if(Width < 0)
if (Width < 0)
{
X += Width;
Width*=-1;
}
if(Height < 0)
if (Height < 0)
{
Y += Height;
Height *= -1;
@ -916,10 +917,10 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
sirc.right = targetRc.right;
sirc.bottom = targetRc.bottom;
D3D::dev->SetScissorRect(&sirc);
if(zEnable)
if (zEnable)
D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
D3D::drawClearQuad(&sirc,color ,(z & 0xFFFFFF) / float(0xFFFFFF),PixelShaderCache::GetClearProgram(),VertexShaderCache::GetSimpleVertexShader());
if(zEnable)
if (zEnable)
D3D::RefreshRenderState(D3DRS_ZFUNC);
//D3D::dev->Clear(0, NULL, (colorEnable ? D3DCLEAR_TARGET : 0)| ( zEnable ? D3DCLEAR_ZBUFFER : 0), color | ((alphaEnable)?0:0xFF000000),(z & 0xFFFFFF) / float(0xFFFFFF), 0);
UpdateViewport();
@ -933,7 +934,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
// 2 - reverse subtract enable (else add)
// 3-5 - srcRGB function
// 6-8 - dstRGB function
if(bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
return;
u32 newval = bpmem.blendmode.subtract << 2;
@ -978,8 +979,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
// D3D frame is now over
// Clean out old stuff from caches.
frameCount++;
PixelShaderCache::Cleanup();
VertexShaderCache::Cleanup();
TextureCache::Cleanup();
// Make any new configuration settings active.

View File

@ -75,7 +75,7 @@ void CreateRgbToYuyvProgram()
" float3 c01 = (c0 + c1) * 0.5f;\n"
" ocol0 = float4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
"}\n";
s_rgbToYuyvProgram = D3D::CompilePixelShader(FProgram, (int)strlen(FProgram));
s_rgbToYuyvProgram = D3D::CompileAndCreatePixelShader(FProgram, (int)strlen(FProgram));
if (!s_rgbToYuyvProgram) {
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program");
}
@ -102,7 +102,7 @@ void CreateYuyvToRgbProgram()
" yComp + (2.018f * uComp),\n"
" 1.0f);\n"
"}\n";
s_yuyvToRgbProgram = D3D::CompilePixelShader(FProgram, (int)strlen(FProgram));
s_yuyvToRgbProgram = D3D::CompileAndCreatePixelShader(FProgram, (int)strlen(FProgram));
if (!s_yuyvToRgbProgram) {
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program");
}
@ -129,7 +129,7 @@ LPDIRECT3DPIXELSHADER9 GetOrCreateEncodingShader(u32 format)
SaveData(szTemp, shader);
}
#endif
s_encodingPrograms[format] = D3D::CompilePixelShader(shader, (int)strlen(shader));
s_encodingPrograms[format] = D3D::CompileAndCreatePixelShader(shader, (int)strlen(shader));
if (!s_encodingPrograms[format]) {
ERROR_LOG(VIDEO, "Failed to create encoding fragment program");
}

View File

@ -17,6 +17,11 @@
#include <map>
#include "Common.h"
#include "FileUtil.h"
#include "LinearDiskCache.h"
#include "Globals.h"
#include "D3DBase.h"
#include "D3DShader.h"
#include "Statistics.h"
@ -33,9 +38,10 @@
VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
static float GC_ALIGNED16(lastVSconstants[C_FOGPARAMS+8][4]);
static float GC_ALIGNED16(lastVSconstants[C_FOGPARAMS + 8][4]);
static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader;
LinearDiskCache g_vs_disk_cache;
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader()
{
@ -126,9 +132,23 @@ void SetMultiVSConstant4fv(int const_number, int count, const float *f)
}
}
class VertexShaderCacheInserter : public LinearDiskCacheReader {
public:
void Read(const u8 *key, int key_size, const u8 *value, int value_size)
{
VERTEXSHADERUID uid;
if (key_size != sizeof(uid)) {
ERROR_LOG(VIDEO, "Wrong key size in vertex shader cache");
return;
}
memcpy(&uid, key, key_size);
VertexShaderCache::InsertByteCode(uid, value, value_size, false);
}
};
void VertexShaderCache::Init()
{
char vSimpleProg[1024];
char *vSimpleProg = new char[2048];
sprintf(vSimpleProg,"struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
@ -146,8 +166,17 @@ void VertexShaderCache::Init()
"return OUT;\n"
"}\n");
SimpleVertexShader = D3D::CompileVertexShader(vSimpleProg, (int)strlen(vSimpleProg));
SimpleVertexShader = D3D::CompileAndCreateVertexShader(vSimpleProg, (int)strlen(vSimpleProg));
Clear();
delete [] vSimpleProg;
if (!File::Exists(FULL_SHADERCACHE_DIR))
File::CreateDir(FULL_SHADERCACHE_DIR);
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%s%s-vs.cache", FULL_SHADERCACHE_DIR, globals->unique_id);
VertexShaderCacheInserter inserter;
int read_items = g_vs_disk_cache.OpenAndRead(cache_filename, &inserter);
}
void VertexShaderCache::Clear()
@ -164,9 +193,11 @@ void VertexShaderCache::Clear()
void VertexShaderCache::Shutdown()
{
if(SimpleVertexShader)
if (SimpleVertexShader)
SimpleVertexShader->Release();
Clear();
g_vs_disk_cache.Sync();
g_vs_disk_cache.Close();
}
bool VertexShaderCache::SetShader(u32 components)
@ -174,7 +205,7 @@ bool VertexShaderCache::SetShader(u32 components)
DVSTARTPROFILE();
VERTEXSHADERUID uid;
GetVertexShaderId(uid, components);
GetVertexShaderId(&uid, components);
if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
{
if (vshaders[uid].shader)
@ -202,8 +233,27 @@ bool VertexShaderCache::SetShader(u32 components)
return false;
}
const char *code = GenerateVertexShader(components, true);
LPDIRECT3DVERTEXSHADER9 shader = D3D::CompileVertexShader(code, (int)strlen(code));
const char *code = GenerateVertexShaderCode(components, true);
u8 *bytecode;
int bytecodelen;
if (!D3D::CompileVertexShader(code, (int)strlen(code), &bytecode, &bytecodelen))
{
if (g_ActiveConfig.bShowShaderErrors)
{
PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
}
return false;
}
g_vs_disk_cache.Append((u8 *)&uid, sizeof(uid), bytecode, bytecodelen);
g_vs_disk_cache.Sync();
bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
delete [] bytecode;
return result;
}
bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) {
LPDIRECT3DVERTEXSHADER9 shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen);
// Make an entry in the table
VSCacheEntry entry;
@ -214,41 +264,19 @@ bool VertexShaderCache::SetShader(u32 components)
#endif
vshaders[uid] = entry;
last_entry = &vshaders[uid];
if (!shader)
return false;
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
if (shader)
if (activate)
{
D3D::SetVertexShader(shader);
return true;
}
if (g_ActiveConfig.bShowShaderErrors)
{
PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
}
return false;
}
void VertexShaderCache::Cleanup()
{
/*
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end();)
{
VSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount - 1400)
{
entry.Destroy();
iter = vshaders.erase(iter);
}
else
{
++iter;
}
}
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());*/
}
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string VertexShaderCache::GetCurrentShaderCode()
{

View File

@ -53,10 +53,10 @@ private:
public:
static void Init();
static void Clear();
static void Cleanup();
static void Shutdown();
static bool SetShader(u32 components);
static LPDIRECT3DVERTEXSHADER9 GetSimpleVertexShader();
static bool InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate);
#if defined(_DEBUG) || defined(DEBUGFAST)
static std::string GetCurrentShaderCode();
#endif