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

@ -78,9 +78,9 @@ void PixelShaderCache::Init()
{
GL_REPORT_ERRORD();
for( int i=0;i<(C_COLORMATRIX+16)*4;i++)
for (int i = 0; i < (C_COLORMATRIX+16) * 4; i++)
lastPSconstants[i/4][i%4] = -100000000.0f;
memset(&last_pixel_shader_uid,0xFF,sizeof(last_pixel_shader_uid));
memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));
s_displayCompileAlert = true;
@ -172,8 +172,7 @@ FRAGMENTSHADER* PixelShaderCache::GetShader(bool dstAlphaEnable)
{
DVSTARTPROFILE();
PIXELSHADERUID uid;
u32 dstAlpha = dstAlphaEnable ? 1 : 0;
GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), dstAlpha);
GetPixelShaderId(&uid, PixelShaderManager::GetTextureMask(), dstAlphaEnable ? 1 : 0);
if (uid == last_pixel_shader_uid && pshaders[uid].frameCount == frameCount)
{
return pShaderLast;
@ -194,14 +193,12 @@ FRAGMENTSHADER* PixelShaderCache::GetShader(bool dstAlphaEnable)
return pShaderLast;
}
//Make an entry in the table
PSCacheEntry& newentry = pshaders[uid];
newentry.frameCount = frameCount;
pShaderLast = &newentry.shader;
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(),
dstAlphaEnable);
const char *code = GeneratePixelShaderCode(PixelShaderManager::GetTextureMask(),
dstAlphaEnable);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
@ -218,34 +215,12 @@ FRAGMENTSHADER* PixelShaderCache::GetShader(bool dstAlphaEnable)
ERROR_LOG(VIDEO, "failed to create pixel shader");
return NULL;
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, pshaders.size());
return pShaderLast;
}
void PixelShaderCache::ProgressiveCleanup()
{
/*
PSCache::iterator iter = pshaders.begin();
while (iter != pshaders.end()) {
PSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount - 400) {
entry.Destroy();
#ifdef _WIN32
iter = pshaders.erase(iter);
#else
pshaders.erase(iter++); // (this is gcc standard!)
#endif
}
else
iter++;
}
SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
*/
}
bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram)
{
GLenum err = GL_REPORT_ERROR();
@ -268,7 +243,7 @@ bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrpr
}
// handle warnings
if(cgGetError() != CG_NO_ERROR)
if (cgGetError() != CG_NO_ERROR)
{
WARN_LOG(VIDEO, "Warnings on compile ps %s:", cgGetLastListing(g_cgcontext));
WARN_LOG(VIDEO, pstrprogram);