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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
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@ -18,6 +18,7 @@
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#include <map>
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#include "D3DBase.h"
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#include "D3DShader.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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@ -26,15 +27,27 @@
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#include "BPMemory.h"
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#include "XFMemory.h"
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VShaderCache::VSCache VShaderCache::vshaders;
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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void VShaderCache::Init()
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void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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{
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const float f[4] = {f1, f2, f3, f4};
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D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
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}
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void SetVSConstant4fv(int const_number, const float *f)
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{
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D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
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}
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void VertexShaderCache::Init()
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{
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}
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void VShaderCache::Shutdown()
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void VertexShaderCache::Shutdown()
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{
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VSCache::iterator iter = vshaders.begin();
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for (; iter != vshaders.end(); iter++)
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@ -43,28 +56,24 @@ void VShaderCache::Shutdown()
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}
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void VShaderCache::SetShader()
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void VertexShaderCache::SetShader(u32 components)
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{
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static LPDIRECT3DVERTEXSHADER9 shader = NULL;
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if (D3D::GetShaderVersion() < 2)
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return; // we are screwed
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if (shader) {
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//D3D::dev->SetVertexShader(shader);
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return;
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}
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static LPDIRECT3DVERTEXSHADER9 lastShader = 0;
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DVSTARTPROFILE();
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u32 currentHash = 0x1337; // GetCurrentTEV();
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VERTEXSHADERUID uid;
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GetVertexShaderId(uid, components, false);
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VSCache::iterator iter;
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iter = vshaders.find(currentHash);
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iter = vshaders.find(uid);
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if (iter != vshaders.end())
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{
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iter->second.frameCount=frameCount;
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iter->second.frameCount = frameCount;
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VSCacheEntry &entry = iter->second;
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if (!lastShader || entry.shader != lastShader)
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{
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@ -74,15 +83,15 @@ void VShaderCache::SetShader()
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return;
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}
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const char *code = GenerateVertexShader();
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shader = D3D::CompileVShader(code, int(strlen(code)));
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const char *code = GenerateVertexShader(components, false);
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shader = D3D::CompileVertexShader(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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VSCacheEntry entry;
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entry.shader = shader;
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entry.frameCount=frameCount;
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vshaders[currentHash] = entry;
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entry.frameCount = frameCount;
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vshaders[uid] = entry;
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}
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D3D::dev->SetVertexShader(shader);
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@ -91,7 +100,7 @@ void VShaderCache::SetShader()
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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}
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void VShaderCache::Cleanup()
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void VertexShaderCache::Cleanup()
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{
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for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end();)
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{
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@ -107,4 +116,4 @@ void VShaderCache::Cleanup()
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}
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}
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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}
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}
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