just a bunch of random code cleanup i did on the train bored, plus a d3d implementation of NativeVertexFormat which isn't actually used yet.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1658 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2008-12-25 15:56:36 +00:00
parent 3fd665502e
commit dcc48d6c41
28 changed files with 948 additions and 679 deletions

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@ -0,0 +1,145 @@
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "D3DBase.h"
#include "Profiler.h"
#include "x64Emitter.h"
#include "ABI.h"
#include "MemoryUtil.h"
#include "VertexShader.h"
#include "CPMemory.h"
#include "NativeVertexFormat.h"
class D3DVertexFormat : public NativeVertexFormat
{
PortableVertexDeclaration vtx_decl;
LPDIRECT3DVERTEXDECLARATION9 d3d_decl;
public:
D3DVertexFormat();
~D3DVertexFormat();
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
virtual void SetupVertexPointers() const;
};
NativeVertexFormat *NativeVertexFormat::Create()
{
return new D3DVertexFormat();
}
D3DVertexFormat::D3DVertexFormat() : d3d_decl(NULL)
{
}
D3DVertexFormat::~D3DVertexFormat()
{
if (d3d_decl)
{
d3d_decl->Release();
d3d_decl = NULL;
}
}
D3DDECLTYPE VarToD3D(VarType t)
{
static const D3DDECLTYPE lookup[5] =
{
D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT3,
};
return lookup[t];
}
// TODO: Ban signed bytes as normals - not likely that ATI supports them natively.
// We probably won't see much of a speed loss, and any speed loss will be regained anyway
// when we finally compile display lists.
void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
{
D3DVERTEXELEMENT9 *elems = new D3DVERTEXELEMENT9[32];
memset(elems, 0, sizeof(D3DVERTEXELEMENT9) * 32);
// There's only one stream and it's 0, so the above memset takes care of that - no need to set Stream.
// Same for method.
// So, here we go. First position:
int elem_idx = 0;
elems[elem_idx].Offset = 0; // Positions are always first, at position 0.
elems[elem_idx].Type = D3DDECLTYPE_FLOAT3;
elems[elem_idx].Usage = D3DDECLUSAGE_POSITION;
++elem_idx;
for (int i = 0; i < 3; i++)
{
if (_vtx_decl.normal_offset[i] >= 0)
{
elems[elem_idx].Offset = _vtx_decl.normal_offset[i];
elems[elem_idx].Type = VarToD3D(_vtx_decl.normal_gl_type);
elems[elem_idx].Usage = D3DDECLUSAGE_NORMAL;
elems[elem_idx].UsageIndex = i;
++elem_idx;
}
}
for (int i = 0; i < 2; i++)
{
if (_vtx_decl.color_offset[i] >= 0)
{
elems[elem_idx].Offset = _vtx_decl.color_offset[i];
elems[elem_idx].Type = VarToD3D(_vtx_decl.color_gl_type);
elems[elem_idx].Usage = D3DDECLUSAGE_COLOR;
elems[elem_idx].UsageIndex = i;
++elem_idx;
}
}
for (int i = 0; i < 8; i++)
{
if (_vtx_decl.texcoord_offset[i] >= 0)
{
elems[elem_idx].Offset = _vtx_decl.texcoord_offset[i];
elems[elem_idx].Type = VarToD3D(_vtx_decl.texcoord_gl_type[i]);
elems[elem_idx].Usage = D3DDECLUSAGE_TEXCOORD;
elems[elem_idx].UsageIndex = i;
++elem_idx;
}
}
if (vtx_decl.posmtx_offset != -1)
{
// glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)vtx_decl.posmtx_offset);
elems[elem_idx].Offset = _vtx_decl.posmtx_offset;
elems[elem_idx].Usage = D3DDECLUSAGE_BLENDINDICES;
elems[elem_idx].UsageIndex = 0;
++elem_idx;
}
if (FAILED(D3D::dev->CreateVertexDeclaration(elems, &d3d_decl)))
{
PanicAlert("Failed to create D3D vertex declaration!");
return;
}
}
void D3DVertexFormat::SetupVertexPointers() const
{
D3D::dev->SetVertexDeclaration(d3d_decl);
}

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@ -33,7 +33,8 @@
#include "TransformEngine.h"
#include "OpcodeDecoding.h"
#include "TextureCache.h"
#include "ShaderManager.h"
#include "VertexShaderManager.h"
#include "PixelShaderManager.h"
#include "BPStructs.h"
#include "XFStructs.h"

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@ -1,218 +1,134 @@
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "D3DBase.h"
#include "Statistics.h"
#include "Utils.h"
#include "Profiler.h"
#include "ShaderManager.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "XFMemory.h"
//I hope we don't get too many hash collisions :p
//all these magic numbers are primes, it should help a bit
tevhash GetCurrentTEV()
{
u32 hash = bpmem.genMode.numindstages + bpmem.genMode.numtevstages*11 + bpmem.genMode.numtexgens*8*17;
for (int i = 0; i < (int)bpmem.genMode.numtevstages+1; i++)
{
hash = _rotl(hash,3) ^ (bpmem.combiners[i].colorC.hex*13);
hash = _rotl(hash,7) ^ ((bpmem.combiners[i].alphaC.hex&0xFFFFFFFC)*3);
hash = _rotl(hash,9) ^ xfregs.texcoords[i].texmtxinfo.projection*451;
}
for (int i = 0; i < (int)bpmem.genMode.numtevstages/2+1; i++)
{
hash = _rotl(hash,13) ^ (bpmem.tevorders[i].hex*7);
}
for (int i = 0; i < 8; i++)
{
hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap1;
hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap2;
}
hash ^= bpmem.dstalpha.enable ^ 0xc0debabe;
hash = _rotl(hash,4) ^ bpmem.alphaFunc.comp0*7;
hash = _rotl(hash,4) ^ bpmem.alphaFunc.comp1*13;
hash = _rotl(hash,4) ^ bpmem.alphaFunc.logic*11;
return hash;
}
PShaderCache::PSCache PShaderCache::pshaders;
VShaderCache::VSCache VShaderCache::vshaders;
void PShaderCache::Init()
{
}
void PShaderCache::Shutdown()
{
PSCache::iterator iter = pshaders.begin();
for (;iter!=pshaders.end();iter++)
iter->second.Destroy();
pshaders.clear();
}
void PShaderCache::SetShader()
{
if (D3D::GetShaderVersion() < 2)
return; // we are screwed
static LPDIRECT3DPIXELSHADER9 lastShader = 0;
DVSTARTPROFILE();
tevhash currentHash = GetCurrentTEV();
PSCache::iterator iter;
iter = pshaders.find(currentHash);
if (iter != pshaders.end())
{
iter->second.frameCount = frameCount;
PSCacheEntry &entry = iter->second;
if (!lastShader || entry.shader != lastShader)
{
D3D::dev->SetPixelShader(entry.shader);
lastShader = entry.shader;
}
return;
}
const char *code = GeneratePixelShader();
LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePShader(code, int(strlen(code)));
if (shader)
{
//Make an entry in the table
PSCacheEntry newentry;
newentry.shader = shader;
newentry.frameCount = frameCount;
pshaders[currentHash] = newentry;
}
D3D::dev->SetPixelShader(shader);
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
}
void PShaderCache::Cleanup()
{
PSCache::iterator iter;
iter = pshaders.begin();
while (iter != pshaders.end())
{
PSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount-30)
{
entry.Destroy();
iter = pshaders.erase(iter);
}
else
{
iter++;
}
}
SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
}
void VShaderCache::Init()
{
}
void VShaderCache::Shutdown()
{
VSCache::iterator iter = vshaders.begin();
for (; iter != vshaders.end(); iter++)
iter->second.Destroy();
vshaders.clear();
}
void VShaderCache::SetShader()
{
static LPDIRECT3DVERTEXSHADER9 shader = NULL;
if (D3D::GetShaderVersion() < 2)
return; // we are screwed
if (shader) {
//D3D::dev->SetVertexShader(shader);
return;
}
static LPDIRECT3DVERTEXSHADER9 lastShader = 0;
DVSTARTPROFILE();
tevhash currentHash = GetCurrentTEV();
VSCache::iterator iter;
iter = vshaders.find(currentHash);
if (iter != vshaders.end())
{
iter->second.frameCount=frameCount;
VSCacheEntry &entry = iter->second;
if (!lastShader || entry.shader != lastShader)
{
D3D::dev->SetVertexShader(entry.shader);
lastShader = entry.shader;
}
return;
}
const char *code = GenerateVertexShader();
shader = D3D::CompileVShader(code, int(strlen(code)));
if (shader)
{
//Make an entry in the table
VSCacheEntry entry;
entry.shader = shader;
entry.frameCount=frameCount;
vshaders[currentHash] = entry;
}
D3D::dev->SetVertexShader(shader);
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
}
void VShaderCache::Cleanup()
{
for (VSCache::iterator iter=vshaders.begin(); iter!=vshaders.end();)
{
VSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount - 30)
{
entry.Destroy();
iter = vshaders.erase(iter);
}
else
{
++iter;
}
}
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
}
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "D3DBase.h"
#include "Statistics.h"
#include "Utils.h"
#include "Profiler.h"
#include "PixelShaderManager.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "XFMemory.h"
PShaderCache::PSCache PShaderCache::pshaders;
//I hope we don't get too many hash collisions :p
//all these magic numbers are primes, it should help a bit
tevhash GetCurrentTEV()
{
u32 hash = bpmem.genMode.numindstages + bpmem.genMode.numtevstages*11 + bpmem.genMode.numtexgens*8*17;
for (int i = 0; i < (int)bpmem.genMode.numtevstages+1; i++)
{
hash = _rotl(hash,3) ^ (bpmem.combiners[i].colorC.hex*13);
hash = _rotl(hash,7) ^ ((bpmem.combiners[i].alphaC.hex&0xFFFFFFFC)*3);
hash = _rotl(hash,9) ^ xfregs.texcoords[i].texmtxinfo.projection*451;
}
for (int i = 0; i < (int)bpmem.genMode.numtevstages/2+1; i++)
{
hash = _rotl(hash,13) ^ (bpmem.tevorders[i].hex*7);
}
for (int i = 0; i < 8; i++)
{
hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap1;
hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap2;
}
hash ^= bpmem.dstalpha.enable ^ 0xc0debabe;
hash = _rotl(hash,4) ^ bpmem.alphaFunc.comp0*7;
hash = _rotl(hash,4) ^ bpmem.alphaFunc.comp1*13;
hash = _rotl(hash,4) ^ bpmem.alphaFunc.logic*11;
return hash;
}
void PShaderCache::Init()
{
}
void PShaderCache::Shutdown()
{
PSCache::iterator iter = pshaders.begin();
for (;iter!=pshaders.end();iter++)
iter->second.Destroy();
pshaders.clear();
}
void PShaderCache::SetShader()
{
if (D3D::GetShaderVersion() < 2)
return; // we are screwed
static LPDIRECT3DPIXELSHADER9 lastShader = 0;
DVSTARTPROFILE();
tevhash currentHash = GetCurrentTEV();
PSCache::iterator iter;
iter = pshaders.find(currentHash);
if (iter != pshaders.end())
{
iter->second.frameCount = frameCount;
PSCacheEntry &entry = iter->second;
if (!lastShader || entry.shader != lastShader)
{
D3D::dev->SetPixelShader(entry.shader);
lastShader = entry.shader;
}
return;
}
const char *code = GeneratePixelShader();
LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePShader(code, int(strlen(code)));
if (shader)
{
//Make an entry in the table
PSCacheEntry newentry;
newentry.shader = shader;
newentry.frameCount = frameCount;
pshaders[currentHash] = newentry;
}
D3D::dev->SetPixelShader(shader);
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
}
void PShaderCache::Cleanup()
{
PSCache::iterator iter;
iter = pshaders.begin();
while (iter != pshaders.end())
{
PSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount-30)
{
entry.Destroy();
iter = pshaders.erase(iter);
}
else
{
iter++;
}
}
SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
}

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@ -1,97 +1,64 @@
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#pragma once
#include "D3DBase.h"
#include <map>
#include "PixelShader.h"
#include "VertexShader.h"
typedef u32 tevhash;
tevhash GetCurrentTEV();
class PShaderCache
{
struct PSCacheEntry
{
LPDIRECT3DPIXELSHADER9 shader;
//CGPShader shader;
int frameCount;
PSCacheEntry()
{
shader=0;
frameCount=0;
}
void Destroy()
{
if (shader)
shader->Release();
}
};
typedef std::map<tevhash,PSCacheEntry> PSCache;
static PSCache pshaders;
public:
static void Init();
static void Cleanup();
static void Shutdown();
static void SetShader();
};
class VShaderCache
{
struct VSCacheEntry
{
LPDIRECT3DVERTEXSHADER9 shader;
//CGVShader shader;
int frameCount;
VSCacheEntry()
{
shader=0;
frameCount=0;
}
void Destroy()
{
if (shader)
shader->Release();
}
};
typedef std::map<tevhash,VSCacheEntry> VSCache;
static VSCache vshaders;
public:
static void Init();
static void Cleanup();
static void Shutdown();
static void SetShader();
};
void InitCG();
void ShutdownCG();
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _PIXELSHADERMANAGER_H
#define _PIXELSHADERMANAGER_H
#include "D3DBase.h"
#include <map>
#include "PixelShader.h"
#include "VertexShader.h"
typedef u32 tevhash;
tevhash GetCurrentTEV();
class PShaderCache
{
struct PSCacheEntry
{
LPDIRECT3DPIXELSHADER9 shader;
//CGPShader shader;
int frameCount;
PSCacheEntry()
{
shader = 0;
frameCount = 0;
}
void Destroy()
{
if (shader)
shader->Release();
}
};
typedef std::map<tevhash, PSCacheEntry> PSCache;
static PSCache pshaders;
public:
static void Init();
static void Cleanup();
static void Shutdown();
static void SetShader();
};
#endif // _PIXELSHADERMANAGER_H

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@ -29,7 +29,8 @@
#include "XFStructs.h"
#include "D3DPostprocess.h"
#include "D3DUtil.h"
#include "ShaderManager.h"
#include "VertexShaderManager.h"
#include "PixelShaderManager.h"
#include "TextureCache.h"
#include "Utils.h"
#include "EmuWindow.h"
@ -171,7 +172,8 @@ void Renderer::ReinitView()
xScale = width/640.0f;
yScale = height/480.0f;
RECT rc = {
RECT rc =
{
(LONG)(m_x*xScale), (LONG)(m_y*yScale), (LONG)(m_width*xScale), (LONG)(m_height*yScale)
};
}
@ -198,24 +200,24 @@ void Renderer::SwapBuffers(void)
{
char st[2048];
char *p = st;
p+=sprintf(p,"Num textures created: %i\n",stats.numTexturesCreated);
p+=sprintf(p,"Num textures alive: %i\n",stats.numTexturesAlive);
p+=sprintf(p,"Num pshaders created: %i\n",stats.numPixelShadersCreated);
p+=sprintf(p,"Num pshaders alive: %i\n",stats.numPixelShadersAlive);
p+=sprintf(p,"Num vshaders created: %i\n",stats.numVertexShadersCreated);
p+=sprintf(p,"Num vshaders alive: %i\n",stats.numVertexShadersAlive);
p+=sprintf(p,"Num dlists called: %i\n",stats.numDListsCalled);
p+=sprintf(p,"Num dlists created: %i\n",stats.numDListsCreated);
p+=sprintf(p,"Num dlists alive: %i\n",stats.numDListsAlive);
p+=sprintf(p,"Num primitives: %i\n",stats.thisFrame.numPrims);
p+=sprintf(p,"Num primitive joins: %i\n",stats.thisFrame.numPrimitiveJoins);
p+=sprintf(p,"Num primitives (DL): %i\n",stats.thisFrame.numDLPrims);
p+=sprintf(p,"Num XF loads: %i\n",stats.thisFrame.numXFLoads);
p+=sprintf(p,"Num XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL);
p+=sprintf(p,"Num CP loads: %i\n",stats.thisFrame.numCPLoads);
p+=sprintf(p,"Num CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL);
p+=sprintf(p,"Num BP loads: %i\n",stats.thisFrame.numBPLoads);
p+=sprintf(p,"Num BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL);
p+=sprintf(p,"textures created: %i\n",stats.numTexturesCreated);
p+=sprintf(p,"textures alive: %i\n",stats.numTexturesAlive);
p+=sprintf(p,"pshaders created: %i\n",stats.numPixelShadersCreated);
p+=sprintf(p,"pshaders alive: %i\n",stats.numPixelShadersAlive);
p+=sprintf(p,"vshaders created: %i\n",stats.numVertexShadersCreated);
p+=sprintf(p,"vshaders alive: %i\n",stats.numVertexShadersAlive);
p+=sprintf(p,"dlists called: %i\n",stats.numDListsCalled);
p+=sprintf(p,"dlists created: %i\n",stats.numDListsCreated);
p+=sprintf(p,"dlists alive: %i\n",stats.numDListsAlive);
p+=sprintf(p,"primitives: %i\n",stats.thisFrame.numPrims);
p+=sprintf(p,"primitive joins: %i\n",stats.thisFrame.numPrimitiveJoins);
p+=sprintf(p,"primitives (DL): %i\n",stats.thisFrame.numDLPrims);
p+=sprintf(p,"XF loads: %i\n",stats.thisFrame.numXFLoads);
p+=sprintf(p,"XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL);
p+=sprintf(p,"CP loads: %i\n",stats.thisFrame.numCPLoads);
p+=sprintf(p,"CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL);
p+=sprintf(p,"BP loads: %i\n",stats.thisFrame.numBPLoads);
p+=sprintf(p,"BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL);
D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
@ -270,7 +272,7 @@ void Renderer::SwapBuffers(void)
u32 clearColor = (bpmem.clearcolorAR<<16)|bpmem.clearcolorGB;
// clearColor |= 0x003F003F;
// D3D::BeginFrame(true,clearColor,1.0f);
D3D::BeginFrame(false,clearColor,1.0f);
D3D::BeginFrame(false, clearColor, 1.0f);
// D3D::EnableAlphaToCoverage();
Postprocess::BeginFrame();
@ -280,15 +282,6 @@ void Renderer::SwapBuffers(void)
D3D::font.SetRenderStates(); //compatibility with low end cards
}
void Renderer::Flush(void)
{
// render the rest of the vertex buffer
//only to be used for debugging purposes
//D3D::EndFrame();
//D3D::BeginFrame(false,0);
}
void Renderer::SetViewport(float* _Viewport)
{
Viewport* pViewport = (Viewport*)_Viewport;

View File

@ -44,17 +44,15 @@ public:
static void Init(SVideoInitialize &_VideoInitialize);
static void Shutdown();
// initialize opengl standard values (like view port)
static void Initialize(void);
// must be called if the window size has changed
static void ReinitView(void);
//
// --- Render Functions ---
//
static void SwapBuffers(void);
static void Flush(void);
static float GetXScale(){return xScale;}
static float GetYScale(){return yScale;}
static float GetXScale() {return xScale;}
static float GetYScale() {return yScale;}
static void SetScissorBox(RECT &rc);
static void SetViewport(float* _Viewport);
@ -108,8 +106,8 @@ public:
* @param pVertexStreamZeroData User memory pointer to the vertex data.
* @param VertexStreamZeroStride The number of bytes of data for each vertex.
*/
static void DrawPrimitiveUP( D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount,
const void* pVertexStreamZeroData, UINT VertexStreamZeroStride );
static void DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount,
const void* pVertexStreamZeroData, UINT VertexStreamZeroStride);
/**
* Renders a sequence of non indexed, geometric primitives of the specified type from the current set of data input streams.
@ -117,7 +115,7 @@ public:
* @param StartVertex Index of the first vertex to load.
* @param PrimitiveCount Number of primitives to render.
*/
static void DrawPrimitive( D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount );
static void DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount);
};
#endif // __H_RENDER__

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@ -27,7 +27,8 @@
#include "IndexGenerator.h"
#include "BPStructs.h"
#include "XFStructs.h"
#include "ShaderManager.h"
#include "VertexShaderManager.h"
#include "PixelShaderManager.h"
#include "Utils.h"
using namespace D3D;

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@ -0,0 +1,110 @@
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <map>
#include "D3DBase.h"
#include "Statistics.h"
#include "Utils.h"
#include "Profiler.h"
#include "VertexShaderManager.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "XFMemory.h"
VShaderCache::VSCache VShaderCache::vshaders;
void VShaderCache::Init()
{
}
void VShaderCache::Shutdown()
{
VSCache::iterator iter = vshaders.begin();
for (; iter != vshaders.end(); iter++)
iter->second.Destroy();
vshaders.clear();
}
void VShaderCache::SetShader()
{
static LPDIRECT3DVERTEXSHADER9 shader = NULL;
if (D3D::GetShaderVersion() < 2)
return; // we are screwed
if (shader) {
//D3D::dev->SetVertexShader(shader);
return;
}
static LPDIRECT3DVERTEXSHADER9 lastShader = 0;
DVSTARTPROFILE();
u32 currentHash = 0x1337; // GetCurrentTEV();
VSCache::iterator iter;
iter = vshaders.find(currentHash);
if (iter != vshaders.end())
{
iter->second.frameCount=frameCount;
VSCacheEntry &entry = iter->second;
if (!lastShader || entry.shader != lastShader)
{
D3D::dev->SetVertexShader(entry.shader);
lastShader = entry.shader;
}
return;
}
const char *code = GenerateVertexShader();
shader = D3D::CompileVShader(code, int(strlen(code)));
if (shader)
{
//Make an entry in the table
VSCacheEntry entry;
entry.shader = shader;
entry.frameCount=frameCount;
vshaders[currentHash] = entry;
}
D3D::dev->SetVertexShader(shader);
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
}
void VShaderCache::Cleanup()
{
for (VSCache::iterator iter=vshaders.begin(); iter!=vshaders.end();)
{
VSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount - 30)
{
entry.Destroy();
iter = vshaders.erase(iter);
}
else
{
++iter;
}
}
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
}

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@ -0,0 +1,57 @@
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _VERTEXSHADERMANAGER_H
#define _VERTEXSHADERMANAGER_H
#include "D3DBase.h"
#include <map>
#include "PixelShader.h"
#include "VertexShader.h"
class VShaderCache
{
struct VSCacheEntry
{
LPDIRECT3DVERTEXSHADER9 shader;
int frameCount;
VSCacheEntry()
{
shader = 0;
frameCount = 0;
}
void Destroy()
{
if (shader)
shader->Release();
}
};
typedef std::map<u32, VSCacheEntry> VSCache;
static VSCache vshaders;
public:
static void Init();
static void Cleanup();
static void Shutdown();
static void SetShader();
};
#endif // _VERTEXSHADERMANAGER_H