// Copyright (C) 2003 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 #include "D3DBase.h" #include "D3DShader.h" #include "Statistics.h" #include "Utils.h" #include "Profiler.h" #include "VideoConfig.h" #include "VertexShaderCache.h" #include "VertexLoader.h" #include "BPMemory.h" #include "XFMemory.h" #include "debugger/debugger.h" VertexShaderCache::VSCache VertexShaderCache::vshaders; const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry; static float GC_ALIGNED16(lastVSconstants[C_FOGPARAMS+8][4]); void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4) { if (lastVSconstants[const_number][0] != f1 || lastVSconstants[const_number][1] != f2 || lastVSconstants[const_number][2] != f3 || lastVSconstants[const_number][3] != f4) { const float f[4] = {f1, f2, f3, f4}; D3D::dev->SetVertexShaderConstantF(const_number, f, 1); lastVSconstants[const_number][0] = f1; lastVSconstants[const_number][1] = f2; lastVSconstants[const_number][2] = f3; lastVSconstants[const_number][3] = f4; } } void SetVSConstant4fv(int const_number, const float *f) { if (lastVSconstants[const_number][0] != f[0] || lastVSconstants[const_number][1] != f[1] || lastVSconstants[const_number][2] != f[2] || lastVSconstants[const_number][3] != f[3]) { D3D::dev->SetVertexShaderConstantF(const_number, f, 1); lastVSconstants[const_number][0] = f[0]; lastVSconstants[const_number][1] = f[1]; lastVSconstants[const_number][2] = f[2]; lastVSconstants[const_number][3] = f[3]; } } void SetMultiVSConstant4fv(int const_number, int count, const float *f) { bool change = false; for (int i = 0; i < count; i++) { if (lastVSconstants[const_number + i][0] != f[0 + i*4] || lastVSconstants[const_number + i][1] != f[1 + i*4] || lastVSconstants[const_number + i][2] != f[2 + i*4] || lastVSconstants[const_number + i][3] != f[3 + i*4]) { change = true; break; } } if (change) { D3D::dev->SetVertexShaderConstantF(const_number, f, count); for (int i = 0; i < count; i++) { lastVSconstants[const_number + i][0] = f[0 + i*4]; lastVSconstants[const_number + i][1] = f[1 + i*4]; lastVSconstants[const_number + i][2] = f[2 + i*4]; lastVSconstants[const_number + i][3] = f[3 + i*4]; } } } void VertexShaderCache::Init() { Clear(); } void VertexShaderCache::Clear() { VSCache::iterator iter = vshaders.begin(); for (; iter != vshaders.end(); ++iter) iter->second.Destroy(); vshaders.clear(); for (int i = 0; i < (C_FOGPARAMS + 8) * 4; i++) lastVSconstants[i / 4][i % 4] = -100000000.0f; memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid)); } void VertexShaderCache::Shutdown() { Clear(); } bool VertexShaderCache::SetShader(u32 components) { DVSTARTPROFILE(); VERTEXSHADERUID uid; GetVertexShaderId(uid, components); if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount) { if (vshaders[uid].shader) return true; else return false; } memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID)); VSCache::iterator iter; iter = vshaders.find(uid); if (iter != vshaders.end()) { iter->second.frameCount = frameCount; const VSCacheEntry &entry = iter->second; last_entry = &entry; DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE,true); if (entry.shader) { D3D::dev->SetVertexShader(entry.shader); return true; } else return false; } const char *code = GenerateVertexShader(components, true); LPDIRECT3DVERTEXSHADER9 shader = D3D::CompileVertexShader(code, (int)strlen(code)); // Make an entry in the table VSCacheEntry entry; entry.shader = shader; entry.frameCount = frameCount; #if defined(_DEBUG) || defined(DEBUGFAST) entry.code = code; #endif vshaders[uid] = entry; last_entry = &vshaders[uid]; INCSTAT(stats.numVertexShadersCreated); SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size()); if (shader) { D3D::dev->SetVertexShader(shader); return true; } if (g_ActiveConfig.bShowShaderErrors) { PanicAlert("Failed to compile Vertex Shader:\n\n%s", code); } return false; } void VertexShaderCache::Cleanup() { for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end();) { VSCacheEntry &entry = iter->second; if (entry.frameCount < frameCount - 1400) { entry.Destroy(); iter = vshaders.erase(iter); } else { ++iter; } } SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size()); } #if defined(_DEBUG) || defined(DEBUGFAST) std::string VertexShaderCache::GetCurrentShaderCode() { if (last_entry) return last_entry->code; else return "(no shader)\n"; } #endif