dolphin/Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp

294 lines
8.2 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <map>
#include "Common.h"
#include "FileUtil.h"
#include "LinearDiskCache.h"
#include "Globals.h"
#include "D3DBase.h"
#include "D3DShader.h"
#include "Statistics.h"
#include "VideoConfig.h"
#include "VertexShaderCache.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "XFMemory.h"
#include "Debugger.h"
#include "ConfigManager.h"
namespace DX9
{
VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
VertexShaderUid VertexShaderCache::last_uid;
UidChecker<VertexShaderUid,VertexShaderCode> VertexShaderCache::vertex_uid_checker;
#define MAX_SSAA_SHADERS 3
static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader[MAX_SSAA_SHADERS];
static LPDIRECT3DVERTEXSHADER9 ClearVertexShader;
LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader(int level)
{
return SimpleVertexShader[level % MAX_SSAA_SHADERS];
}
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader()
{
return ClearVertexShader;
}
// this class will load the precompiled shaders into our cache
class VertexShaderCacheInserter : public LinearDiskCacheReader<VertexShaderUid, u8>
{
public:
void Read(const VertexShaderUid &key, const u8 *value, u32 value_size)
{
VertexShaderCache::InsertByteCode(key, value, value_size, false);
}
};
void VertexShaderCache::Init()
{
char* vProg = new char[2048];
sprintf(vProg,"struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float2 vTexCoord : TEXCOORD0;\n"
"float vTexCoord1 : TEXCOORD1;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
"{\n"
"VSOUTPUT OUT;\n"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0;\n"
"OUT.vTexCoord1 = inTEX2;\n"
"return OUT;\n"
"}\n");
SimpleVertexShader[0] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
sprintf(vProg,"struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float4 vColor0 : COLOR0;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
"{\n"
"VSOUTPUT OUT;\n"
"OUT.vPosition = inPosition;\n"
"OUT.vColor0 = inColor0;\n"
"return OUT;\n"
"}\n");
ClearVertexShader = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
sprintf(vProg, "struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float4 vTexCoord : TEXCOORD0;\n"
"float vTexCoord1 : TEXCOORD1;\n"
"float4 vTexCoord2 : TEXCOORD2;\n"
"float4 vTexCoord3 : TEXCOORD3;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
"{\n"
"VSOUTPUT OUT;"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0.xyyx;\n"
"OUT.vTexCoord1 = inTEX2.x;\n"
"OUT.vTexCoord2 = inTEX0.xyyx + (float4(-0.495f,-0.495f, 0.495f,-0.495f) * inTEX1.xyyx);\n"
"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 0.495f, 0.495f,-0.495f, 0.495f) * inTEX1.xyyx);\n"
"return OUT;\n"
"}\n");
SimpleVertexShader[1] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
sprintf(vProg, "struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float4 vTexCoord : TEXCOORD0;\n"
"float vTexCoord1 : TEXCOORD1;\n"
"float4 vTexCoord2 : TEXCOORD2;\n"
"float4 vTexCoord3 : TEXCOORD3;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
"{\n"
"VSOUTPUT OUT;"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0.xyyx;\n"
"OUT.vTexCoord1 = inTEX2.x;\n"
"OUT.vTexCoord2 = inTEX0.xyyx + (float4(-0.9f,-0.45f, 0.9f,-0.45f) * inTEX1.xyyx);\n"
"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 0.9f, 0.45f,-0.9f, 0.45f) * inTEX1.xyyx);\n"
"return OUT;\n"
"}\n");
SimpleVertexShader[2] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
Clear();
delete [] vProg;
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());
SETSTAT(stats.numVertexShadersCreated, 0);
SETSTAT(stats.numVertexShadersAlive, 0);
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sdx9-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging)
Clear();
last_entry = NULL;
}
void VertexShaderCache::Clear()
{
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
iter->second.Destroy();
vshaders.clear();
vertex_uid_checker.Invalidate();
last_entry = NULL;
}
void VertexShaderCache::Shutdown()
{
for (int i = 0; i < MAX_SSAA_SHADERS; i++)
{
if (SimpleVertexShader[i])
SimpleVertexShader[i]->Release();
SimpleVertexShader[i] = NULL;
}
if (ClearVertexShader)
ClearVertexShader->Release();
ClearVertexShader = NULL;
Clear();
g_vs_disk_cache.Sync();
g_vs_disk_cache.Close();
}
bool VertexShaderCache::SetShader(u32 components)
{
VertexShaderUid uid;
GetVertexShaderUid(uid, components, API_D3D9);
if (g_ActiveConfig.bEnableShaderDebugging)
{
VertexShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D9);
vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
}
if (last_entry)
{
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return (last_entry->shader != NULL);
}
}
last_uid = uid;
VSCache::iterator iter = vshaders.find(uid);
if (iter != vshaders.end())
{
const VSCacheEntry &entry = iter->second;
last_entry = &entry;
if (entry.shader) D3D::SetVertexShader(entry.shader);
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return (entry.shader != NULL);
}
VertexShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D9);
u8 *bytecode;
int bytecodelen;
if (!D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &bytecode, &bytecodelen))
{
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return false;
}
g_vs_disk_cache.Append(uid, bytecode, bytecodelen);
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
vshaders[uid].code = code.GetBuffer();
}
delete [] bytecode;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return success;
}
bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, const u8 *bytecode, int bytecodelen, bool activate) {
LPDIRECT3DVERTEXSHADER9 shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen);
// Make an entry in the table
VSCacheEntry entry;
entry.shader = shader;
vshaders[uid] = entry;
last_entry = &vshaders[uid];
if (!shader)
return false;
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
if (activate)
{
D3D::SetVertexShader(shader);
return true;
}
return false;
}
float VSConstantbuffer[4*C_VENVCONST_END];
void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
float* VSConstantbuffer_pointer = &VSConstantbuffer[const_number];
VSConstantbuffer_pointer[0] = f1;
VSConstantbuffer_pointer[1] = f2;
VSConstantbuffer_pointer[2] = f3;
VSConstantbuffer_pointer[3] = f4;
DX9::D3D::dev->SetVertexShaderConstantF(const_number, VSConstantbuffer_pointer, 1);
}
void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
{
DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
}
void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
{
float* VSConstantbuffer_pointer = &VSConstantbuffer[const_number];
for (unsigned int i = 0; i < count; i++)
{
*VSConstantbuffer_pointer++ = *f++;
*VSConstantbuffer_pointer++ = *f++;
*VSConstantbuffer_pointer++ = *f++;
*VSConstantbuffer_pointer++ = 0.f;
}
DX9::D3D::dev->SetVertexShaderConstantF(const_number, &VSConstantbuffer[const_number], count);
}
void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
{
DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, count);
}
} // namespace DX9