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

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