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

203 lines
5.2 KiB
C++

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