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

@ -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.