dolphin/Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp
XTra.KrazzY 05d06090fd Minor D3D changes
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2625 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-08 23:19:02 +00:00

148 lines
3.9 KiB
C++

// Copyright (C) 2003-2008 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 <map>
#include "D3DBase.h"
#include "D3DShader.h"
#include "Statistics.h"
#include "Utils.h"
#include "Profiler.h"
#include "Config.h"
#include "VertexShaderCache.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "XFMemory.h"
#include <Cg/cg.h>
#include <Cg/cgD3D9.h>
VertexShaderCache::VSCache VertexShaderCache::vshaders;
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 VertexShaderCache::Shutdown()
{
VSCache::iterator iter = vshaders.begin();
for (; iter != vshaders.end(); iter++)
iter->second.Destroy();
vshaders.clear();
}
void VertexShaderCache::SetShader(u32 components)
{
if (D3D::GetShaderVersion() < 2)
return; // we are screwed
static LPDIRECT3DVERTEXSHADER9 lastShader = NULL;
DVSTARTPROFILE();
VERTEXSHADERUID uid;
GetVertexShaderId(uid, components, false);
VSCache::iterator iter;
iter = vshaders.find(uid);
if (iter != vshaders.end())
{
iter->second.frameCount = frameCount;
VSCacheEntry &entry = iter->second;
if (!lastShader || entry.shader != lastShader)
{
D3D::dev->SetVertexShader(entry.shader);
lastShader = entry.shader;
}
return;
}
bool HLSL = false;
const char *code = GenerateVertexShader(components, false);
LPDIRECT3DVERTEXSHADER9 shader = HLSL ? D3D::CompileVertexShader(code, (int)strlen(code), false) : CompileCgShader(code);
if (shader)
{
// Make an entry in the table
VSCacheEntry entry;
entry.shader = shader;
entry.frameCount = frameCount;
vshaders[uid] = entry;
D3D::dev->SetVertexShader(shader);
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
}
else if (g_Config.bShowShaderErrors)
{
PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
}
Renderer::SetFVF(NULL);
D3D::dev->SetVertexShader(shader);
}
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::CompileCgShader(const char *pstrprogram)
{
//char stropt[64];
//sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
const char *opts[] = {"-profileopts", "MaxLocalParams=256", "-O2", "-q", NULL};
//const char **opts = cgD3D9GetOptimalOptions(g_cgvProf);
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
ERROR_LOG(VIDEO, "Failed to load vs %s:\n", cgGetLastListing(g_cgcontext));
ERROR_LOG(VIDEO, pstrprogram);
return NULL;
}
const char *pcompiledprog = cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
LPDIRECT3DVERTEXSHADER9 vertex_shader = D3D::CompileVertexShader(pcompiledprog, (int)strlen(pcompiledprog), true);
cgDestroyProgram(tempprog);
tempprog = NULL;
return vertex_shader;
}
void VertexShaderCache::Cleanup()
{
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end();)
{
VSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount - 30)
{
entry.Destroy();
iter = vshaders.erase(iter);
}
else
{
++iter;
}
}
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
}