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https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
3cc5d8ce6f
fixed a misbehavior in the clear code that causes depth clear problems in reference hardware (Intel as example). add 6 parameters to optimize Safe Texture Cache: SafeTextureCacheColorSamples, SafeTextureCacheIndexedSamples, SafeTextureCacheTlutSamples: this 3 parameters gives the number of samples taken to calculate the final hash value, less samples = more speed, more samples = more accuracy if 0 is specified the hash is calculated using all the data in the texture. SafeTextureCacheColorMaxSize, SafeTextureCacheIndexedMaxSize, SafeTextureCacheTlutMaxSize: this parameters limits the amount of data used for the hash calculation, it could appear as redundant but in some games is better to make a full hash of the first bytes instead of some samples of all the texture. color, indexed, tlut : define the texture type, full color data, indexed, and the tlut memory. the parameters are available in the config , no GUI at this time, if the test are OK will add it to the GUI. if someone needs it will give more examples on how to configure the values for specific games. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5116 8ced0084-cf51-0410-be5f-012b33b47a6e
69 lines
1.9 KiB
C++
69 lines
1.9 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _VERTEXSHADERCACHE_H
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#define _VERTEXSHADERCACHE_H
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#include "D3DBase.h"
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#include <map>
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#include <string>
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#include "D3DBase.h"
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#include "VertexShaderGen.h"
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class VertexShaderCache
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{
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private:
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struct VSCacheEntry
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{
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LPDIRECT3DVERTEXSHADER9 shader;
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int frameCount;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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std::string code;
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#endif
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VSCacheEntry() : shader(NULL), frameCount(0) {}
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void Destroy()
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{
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if (shader)
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shader->Release();
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shader = NULL;
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}
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};
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typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
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static VSCache vshaders;
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static const VSCacheEntry *last_entry;
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public:
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static void Init();
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static void Clear();
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static void Shutdown();
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static bool SetShader(u32 components);
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static LPDIRECT3DVERTEXSHADER9 GetSimpleVertexShader();
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static LPDIRECT3DVERTEXSHADER9 GetClearVertexShader();
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static LPDIRECT3DVERTEXSHADER9 GetFSAAVertexShader();
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static bool InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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static std::string GetCurrentShaderCode();
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#endif
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static LPDIRECT3DVERTEXSHADER9 CompileCgShader(const char *pstrprogram);
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};
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#endif // _VERTEXSHADERCACHE_H
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