dolphin/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.h
Rodolfo Osvaldo Bogado c2a4e33313 Implemented secondary path for hardware with no multiples render target support, so please a lot of testing from people with problems in the last release.
corrected a little depth textures still broken but now at least i discover the reason, the ultra bad news for d3d lover is, the only correct way to implement depth textures will be do a firs depth only pass disabling blending. 
This is because blending is affecting the values stored in the depth texture, so to store the true values, blending mus be deactivated.
this will degrade performance but is the only "Correct" way in d3d 9. the other possibility is dx10 but that's a complete different story ;)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4526 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-10 12:45:03 +00:00

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// 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/
#ifndef _PIXELSHADERCACHE_H
#define _PIXELSHADERCACHE_H
#include "D3DBase.h"
#include <map>
#include "PixelShaderGen.h"
#include "VertexShaderGen.h"
typedef u32 tevhash;
tevhash GetCurrentTEV();
class PixelShaderCache
{
private:
struct PSCacheEntry
{
LPDIRECT3DPIXELSHADER9 shader;
int frameCount;
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string code;
#endif
PSCacheEntry() : shader(NULL), frameCount(0) {}
void Destroy()
{
if (shader)
shader->Release();
shader = NULL;
}
};
typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;
static PSCache PixelShaders;
static const PSCacheEntry *last_entry;
public:
static void Init();
static void Cleanup();
static void Clear();
static void Shutdown();
static bool SetShader(bool dstAlpha);
static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram();
static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram();
static LPDIRECT3DPIXELSHADER9 GetDepthMatrixProgram();
#if defined(_DEBUG) || defined(DEBUGFAST)
static std::string GetCurrentShaderCode();
#endif
static LPDIRECT3DPIXELSHADER9 CompileCgShader(const char *pstrprogram);
};
#endif // _PIXELSHADERCACHE_H