mirror of
https://github.com/dolphin-emu/dolphin.git
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8b4839a4f4
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4297 8ced0084-cf51-0410-be5f-012b33b47a6e
203 lines
5.2 KiB
C++
203 lines
5.2 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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#include <map>
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#include "D3DBase.h"
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#include "D3DShader.h"
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#include "Statistics.h"
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#include "Utils.h"
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#include "Profiler.h"
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#include "VideoConfig.h"
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#include "VertexShaderCache.h"
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#include "VertexLoader.h"
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#include "BPMemory.h"
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#include "XFMemory.h"
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#include "debugger/debugger.h"
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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static float GC_ALIGNED16(lastVSconstants[C_FOGPARAMS+8][4]);
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void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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{
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if (lastVSconstants[const_number][0] != f1 ||
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lastVSconstants[const_number][1] != f2 ||
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lastVSconstants[const_number][2] != f3 ||
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lastVSconstants[const_number][3] != f4)
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{
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const float f[4] = {f1, f2, f3, f4};
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D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
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lastVSconstants[const_number][0] = f1;
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lastVSconstants[const_number][1] = f2;
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lastVSconstants[const_number][2] = f3;
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lastVSconstants[const_number][3] = f4;
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}
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}
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void SetVSConstant4fv(int const_number, const float *f)
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{
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if (lastVSconstants[const_number][0] != f[0] ||
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lastVSconstants[const_number][1] != f[1] ||
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lastVSconstants[const_number][2] != f[2] ||
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lastVSconstants[const_number][3] != f[3])
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{
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D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
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lastVSconstants[const_number][0] = f[0];
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lastVSconstants[const_number][1] = f[1];
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lastVSconstants[const_number][2] = f[2];
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lastVSconstants[const_number][3] = f[3];
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}
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}
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void SetMultiVSConstant4fv(int const_number, int count, const float *f)
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{
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bool change = false;
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for (int i = 0; i < count; i++)
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{
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if (lastVSconstants[const_number + i][0] != f[0 + i*4] ||
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lastVSconstants[const_number + i][1] != f[1 + i*4] ||
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lastVSconstants[const_number + i][2] != f[2 + i*4] ||
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lastVSconstants[const_number + i][3] != f[3 + i*4])
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{
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change = true;
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break;
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}
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}
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if (change)
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{
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D3D::dev->SetVertexShaderConstantF(const_number, f, count);
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for (int i = 0; i < count; i++) {
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lastVSconstants[const_number + i][0] = f[0 + i*4];
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lastVSconstants[const_number + i][1] = f[1 + i*4];
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lastVSconstants[const_number + i][2] = f[2 + i*4];
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lastVSconstants[const_number + i][3] = f[3 + i*4];
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}
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}
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}
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void VertexShaderCache::Init()
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{
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Clear();
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}
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void VertexShaderCache::Clear()
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{
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VSCache::iterator iter = vshaders.begin();
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for (; iter != vshaders.end(); ++iter)
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iter->second.Destroy();
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vshaders.clear();
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for (int i = 0; i < (C_FOGPARAMS + 8) * 4; i++)
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lastVSconstants[i / 4][i % 4] = -100000000.0f;
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memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid));
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}
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void VertexShaderCache::Shutdown()
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{
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Clear();
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}
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bool VertexShaderCache::SetShader(u32 components)
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{
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DVSTARTPROFILE();
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VERTEXSHADERUID uid;
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GetVertexShaderId(uid, components);
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if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
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{
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if (vshaders[uid].shader)
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return true;
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else
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return false;
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}
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memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
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VSCache::iterator iter;
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iter = vshaders.find(uid);
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if (iter != vshaders.end())
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{
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iter->second.frameCount = frameCount;
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const VSCacheEntry &entry = iter->second;
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last_entry = &entry;
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DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE,true);
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if (entry.shader)
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{
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D3D::dev->SetVertexShader(entry.shader);
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return true;
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}
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else
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return false;
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}
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const char *code = GenerateVertexShader(components, true);
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LPDIRECT3DVERTEXSHADER9 shader = D3D::CompileVertexShader(code, (int)strlen(code));
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// Make an entry in the table
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VSCacheEntry entry;
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entry.shader = shader;
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entry.frameCount = frameCount;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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entry.code = code;
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#endif
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vshaders[uid] = entry;
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last_entry = &vshaders[uid];
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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if (shader)
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{
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D3D::dev->SetVertexShader(shader);
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return true;
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}
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if (g_ActiveConfig.bShowShaderErrors)
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{
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PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
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}
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return false;
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}
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void VertexShaderCache::Cleanup()
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{
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for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end();)
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{
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VSCacheEntry &entry = iter->second;
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if (entry.frameCount < frameCount - 1400)
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{
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entry.Destroy();
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iter = vshaders.erase(iter);
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}
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else
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{
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++iter;
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}
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}
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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std::string VertexShaderCache::GetCurrentShaderCode()
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{
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if (last_entry)
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return last_entry->code;
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else
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return "(no shader)\n";
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}
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#endif |