mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
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:
@ -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());
|
||||
}
|
Reference in New Issue
Block a user