THIS BREAKS THE D3D PLUGIN FOR THE NEAR TERM. Resurrect an old patch that moves D3D over to the common shader generator framework. Needs a lot more work.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2484 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2009-02-28 22:10:38 +00:00
parent ee44b2a639
commit ecbfec2a13
49 changed files with 1087 additions and 4262 deletions

View File

@ -16,60 +16,44 @@
// http://code.google.com/p/dolphin-emu/
#include "D3DBase.h"
#include "D3DShader.h"
#include "Statistics.h"
#include "Utils.h"
#include "Profiler.h"
#include "PixelShaderGen.h"
#include "PixelShaderManager.h"
#include "PixelShaderCache.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "XFMemory.h"
PShaderCache::PSCache PShaderCache::pshaders;
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
//I hope we don't get too many hash collisions :p
//all these magic numbers are primes, it should help a bit
tevhash GetCurrentTEV()
void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
{
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;
const float f[4] = {f1, f2, f3, f4};
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
}
void SetPSConstant4fv(int const_number, const float *f)
{
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
}
void PShaderCache::Init()
void PixelShaderCache::Init()
{
}
void PShaderCache::Shutdown()
void PixelShaderCache::Shutdown()
{
PSCache::iterator iter = pshaders.begin();
for (;iter!=pshaders.end();iter++)
PSCache::iterator iter = PixelShaders.begin();
for (; iter != PixelShaders.end(); iter++)
iter->second.Destroy();
pshaders.clear();
PixelShaders.clear();
}
void PShaderCache::SetShader()
void PixelShaderCache::SetShader()
{
if (D3D::GetShaderVersion() < 2)
return; // we are screwed
@ -77,12 +61,13 @@ void PShaderCache::SetShader()
static LPDIRECT3DPIXELSHADER9 lastShader = 0;
DVSTARTPROFILE();
tevhash currentHash = GetCurrentTEV();
PIXELSHADERUID uid;
GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), false, false);
PSCache::iterator iter;
iter = pshaders.find(currentHash);
iter = PixelShaders.find(uid);
if (iter != pshaders.end())
if (iter != PixelShaders.end())
{
iter->second.frameCount = frameCount;
PSCacheEntry &entry = iter->second;
@ -94,40 +79,39 @@ void PShaderCache::SetShader()
return;
}
const char *code = GeneratePixelShader();
LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePShader(code, int(strlen(code)));
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), false, false);
LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePixelShader(code, (int)(strlen(code)));
if (shader)
{
//Make an entry in the table
PSCacheEntry newentry;
newentry.shader = shader;
newentry.frameCount = frameCount;
pshaders[currentHash] = newentry;
PixelShaders[uid] = newentry;
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
}
D3D::dev->SetPixelShader(shader);
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
}
void PShaderCache::Cleanup()
void PixelShaderCache::Cleanup()
{
PSCache::iterator iter;
iter = pshaders.begin();
while (iter != pshaders.end())
iter = PixelShaders.begin();
while (iter != PixelShaders.end())
{
PSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount-30)
{
entry.Destroy();
iter = pshaders.erase(iter);
iter = PixelShaders.erase(iter);
}
else
{
iter++;
}
}
SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
}
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
}