mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 06:39:46 -06:00
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:
145
Source/Plugins/Plugin_VideoDX9/Src/NativeVertexFormat.cpp
Normal file
145
Source/Plugins/Plugin_VideoDX9/Src/NativeVertexFormat.cpp
Normal file
@ -0,0 +1,145 @@
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||||
// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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||||
// 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.
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||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
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||||
// If not, see http://www.gnu.org/licenses/
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||||
|
||||
// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "D3DBase.h"
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#include "Profiler.h"
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#include "x64Emitter.h"
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#include "ABI.h"
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#include "MemoryUtil.h"
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#include "VertexShader.h"
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#include "CPMemory.h"
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#include "NativeVertexFormat.h"
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class D3DVertexFormat : public NativeVertexFormat
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{
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PortableVertexDeclaration vtx_decl;
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LPDIRECT3DVERTEXDECLARATION9 d3d_decl;
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public:
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D3DVertexFormat();
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~D3DVertexFormat();
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virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
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virtual void SetupVertexPointers() const;
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};
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NativeVertexFormat *NativeVertexFormat::Create()
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{
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return new D3DVertexFormat();
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}
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D3DVertexFormat::D3DVertexFormat() : d3d_decl(NULL)
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{
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}
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D3DVertexFormat::~D3DVertexFormat()
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{
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if (d3d_decl)
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{
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d3d_decl->Release();
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d3d_decl = NULL;
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}
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}
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D3DDECLTYPE VarToD3D(VarType t)
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{
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static const D3DDECLTYPE lookup[5] =
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{
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D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT3,
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};
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return lookup[t];
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}
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// TODO: Ban signed bytes as normals - not likely that ATI supports them natively.
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// We probably won't see much of a speed loss, and any speed loss will be regained anyway
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// when we finally compile display lists.
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void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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{
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D3DVERTEXELEMENT9 *elems = new D3DVERTEXELEMENT9[32];
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memset(elems, 0, sizeof(D3DVERTEXELEMENT9) * 32);
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// There's only one stream and it's 0, so the above memset takes care of that - no need to set Stream.
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// Same for method.
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// So, here we go. First position:
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int elem_idx = 0;
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elems[elem_idx].Offset = 0; // Positions are always first, at position 0.
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elems[elem_idx].Type = D3DDECLTYPE_FLOAT3;
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elems[elem_idx].Usage = D3DDECLUSAGE_POSITION;
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++elem_idx;
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for (int i = 0; i < 3; i++)
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{
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if (_vtx_decl.normal_offset[i] >= 0)
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{
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elems[elem_idx].Offset = _vtx_decl.normal_offset[i];
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elems[elem_idx].Type = VarToD3D(_vtx_decl.normal_gl_type);
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elems[elem_idx].Usage = D3DDECLUSAGE_NORMAL;
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elems[elem_idx].UsageIndex = i;
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++elem_idx;
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}
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}
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for (int i = 0; i < 2; i++)
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{
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if (_vtx_decl.color_offset[i] >= 0)
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{
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elems[elem_idx].Offset = _vtx_decl.color_offset[i];
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elems[elem_idx].Type = VarToD3D(_vtx_decl.color_gl_type);
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elems[elem_idx].Usage = D3DDECLUSAGE_COLOR;
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elems[elem_idx].UsageIndex = i;
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++elem_idx;
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}
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}
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for (int i = 0; i < 8; i++)
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{
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if (_vtx_decl.texcoord_offset[i] >= 0)
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{
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elems[elem_idx].Offset = _vtx_decl.texcoord_offset[i];
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elems[elem_idx].Type = VarToD3D(_vtx_decl.texcoord_gl_type[i]);
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elems[elem_idx].Usage = D3DDECLUSAGE_TEXCOORD;
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elems[elem_idx].UsageIndex = i;
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++elem_idx;
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}
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}
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if (vtx_decl.posmtx_offset != -1)
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{
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// glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)vtx_decl.posmtx_offset);
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elems[elem_idx].Offset = _vtx_decl.posmtx_offset;
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elems[elem_idx].Usage = D3DDECLUSAGE_BLENDINDICES;
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elems[elem_idx].UsageIndex = 0;
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++elem_idx;
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}
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if (FAILED(D3D::dev->CreateVertexDeclaration(elems, &d3d_decl)))
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{
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PanicAlert("Failed to create D3D vertex declaration!");
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return;
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}
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}
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void D3DVertexFormat::SetupVertexPointers() const
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{
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D3D::dev->SetVertexDeclaration(d3d_decl);
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}
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@ -33,7 +33,8 @@
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#include "TransformEngine.h"
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#include "OpcodeDecoding.h"
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#include "TextureCache.h"
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#include "ShaderManager.h"
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#include "VertexShaderManager.h"
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#include "PixelShaderManager.h"
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#include "BPStructs.h"
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#include "XFStructs.h"
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|
@ -1,218 +1,134 @@
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// 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
|
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// http://code.google.com/p/dolphin-emu/
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#include "D3DBase.h"
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#include "Statistics.h"
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#include "Utils.h"
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#include "Profiler.h"
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#include "ShaderManager.h"
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#include "VertexLoader.h"
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#include "BPMemory.h"
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#include "XFMemory.h"
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//I hope we don't get too many hash collisions :p
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//all these magic numbers are primes, it should help a bit
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tevhash GetCurrentTEV()
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{
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u32 hash = bpmem.genMode.numindstages + bpmem.genMode.numtevstages*11 + bpmem.genMode.numtexgens*8*17;
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for (int i = 0; i < (int)bpmem.genMode.numtevstages+1; i++)
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||||
{
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hash = _rotl(hash,3) ^ (bpmem.combiners[i].colorC.hex*13);
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hash = _rotl(hash,7) ^ ((bpmem.combiners[i].alphaC.hex&0xFFFFFFFC)*3);
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hash = _rotl(hash,9) ^ xfregs.texcoords[i].texmtxinfo.projection*451;
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}
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for (int i = 0; i < (int)bpmem.genMode.numtevstages/2+1; i++)
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{
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||||
hash = _rotl(hash,13) ^ (bpmem.tevorders[i].hex*7);
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||||
}
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for (int i = 0; i < 8; i++)
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{
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hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap1;
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hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap2;
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}
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hash ^= bpmem.dstalpha.enable ^ 0xc0debabe;
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hash = _rotl(hash,4) ^ bpmem.alphaFunc.comp0*7;
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hash = _rotl(hash,4) ^ bpmem.alphaFunc.comp1*13;
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hash = _rotl(hash,4) ^ bpmem.alphaFunc.logic*11;
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return hash;
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}
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PShaderCache::PSCache PShaderCache::pshaders;
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VShaderCache::VSCache VShaderCache::vshaders;
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void PShaderCache::Init()
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{
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}
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void PShaderCache::Shutdown()
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{
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PSCache::iterator iter = pshaders.begin();
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for (;iter!=pshaders.end();iter++)
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iter->second.Destroy();
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pshaders.clear();
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}
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void PShaderCache::SetShader()
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{
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if (D3D::GetShaderVersion() < 2)
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return; // we are screwed
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static LPDIRECT3DPIXELSHADER9 lastShader = 0;
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DVSTARTPROFILE();
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tevhash currentHash = GetCurrentTEV();
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PSCache::iterator iter;
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iter = pshaders.find(currentHash);
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if (iter != pshaders.end())
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{
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iter->second.frameCount = frameCount;
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PSCacheEntry &entry = iter->second;
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if (!lastShader || entry.shader != lastShader)
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{
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D3D::dev->SetPixelShader(entry.shader);
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lastShader = entry.shader;
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}
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return;
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}
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const char *code = GeneratePixelShader();
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LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePShader(code, int(strlen(code)));
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if (shader)
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{
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//Make an entry in the table
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PSCacheEntry newentry;
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newentry.shader = shader;
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newentry.frameCount = frameCount;
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pshaders[currentHash] = newentry;
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}
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D3D::dev->SetPixelShader(shader);
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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
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}
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void PShaderCache::Cleanup()
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{
|
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PSCache::iterator iter;
|
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iter = pshaders.begin();
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|
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while (iter != pshaders.end())
|
||||
{
|
||||
PSCacheEntry &entry = iter->second;
|
||||
if (entry.frameCount < frameCount-30)
|
||||
{
|
||||
entry.Destroy();
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||||
iter = pshaders.erase(iter);
|
||||
}
|
||||
else
|
||||
{
|
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iter++;
|
||||
}
|
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}
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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());
|
||||
}
|
@ -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
|
@ -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;
|
||||
|
@ -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__
|
||||
|
@ -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;
|
||||
|
110
Source/Plugins/Plugin_VideoDX9/Src/VertexShaderManager.cpp
Normal file
110
Source/Plugins/Plugin_VideoDX9/Src/VertexShaderManager.cpp
Normal file
@ -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());
|
||||
}
|
57
Source/Plugins/Plugin_VideoDX9/Src/VertexShaderManager.h
Normal file
57
Source/Plugins/Plugin_VideoDX9/Src/VertexShaderManager.h
Normal file
@ -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
|
Reference in New Issue
Block a user