dolphin/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.cpp
hrydgard f597a66b8d Get 2501 closer to "working".
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2502 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-01 10:53:23 +00:00

171 lines
4.9 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 "D3DBase.h"
#include "D3DShader.h"
#include "Statistics.h"
#include "Utils.h"
#include "Profiler.h"
#include "PixelShaderGen.h"
#include "PixelShaderManager.h"
#include "PixelShaderCache.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "XFMemory.h"
#include <Cg/cg.h>
#include <Cg/cgD3D9.h>
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
{
const float f[4] = {f1, f2, f3, f4};
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
}
void SetPSConstant4fv(int const_number, const float *f)
{
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
}
void PixelShaderCache::Init()
{
}
void PixelShaderCache::Shutdown()
{
PSCache::iterator iter = PixelShaders.begin();
for (; iter != PixelShaders.end(); iter++)
iter->second.Destroy();
PixelShaders.clear();
}
void PixelShaderCache::SetShader()
{
if (D3D::GetShaderVersion() < 2)
return; // we are screwed
static LPDIRECT3DPIXELSHADER9 lastShader = NULL;
DVSTARTPROFILE();
PIXELSHADERUID uid;
GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), false, false);
PSCache::iterator iter;
iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
{
iter->second.frameCount = frameCount;
PSCacheEntry &entry = iter->second;
if (!lastShader || entry.shader != lastShader)
{
D3D::dev->SetPixelShader(entry.shader);
lastShader = entry.shader;
}
return;
}
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), false, false);
LPDIRECT3DPIXELSHADER9 shader = CompileCgShader(code);
if (shader)
{
//Make an entry in the table
PSCacheEntry newentry;
newentry.shader = shader;
newentry.frameCount = frameCount;
PixelShaders[uid] = newentry;
D3D::dev->SetFVF(NULL);
D3D::dev->SetPixelShader(shader);
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
} else
PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::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_cgfProf, "main", opts);
if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
ERROR_LOG(VIDEO, "Failed to create ps %s:\n", cgGetLastListing(g_cgcontext));
ERROR_LOG(VIDEO, pstrprogram);
return false;
}
// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
// It SHOULD not have any nasty side effects though - but you never know...
char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
LPD3DXBUFFER shader_binary;
LPD3DXBUFFER error_msg;
// Step one - Assemble into binary code. This binary code could be cached.
if (FAILED(D3DXAssembleShader(pcompiledprog, (UINT)strlen(pcompiledprog), NULL, NULL, 0, &shader_binary, &error_msg)))
PanicAlert("Asm fail");
// Destroy Cg program as early as possible - we want as little as possible to do with Cg due to
// our rather extreme performance requirements.
cgDestroyProgram(tempprog);
tempprog = NULL;
// Create pixel shader from the binary code.
LPDIRECT3DPIXELSHADER9 pixel_shader = NULL;
if (SUCCEEDED(D3D::dev->CreatePixelShader((const DWORD *)shader_binary->GetBufferPointer(), &pixel_shader))) {
// PanicAlert("Success Pixel!");
} else {
if (error_msg) {
PanicAlert("failure pixel %s", error_msg->GetBufferPointer());
MessageBox(0, pcompiledprog, 0, 0);
}
else
PanicAlert("failure pixel with no error message.");
}
if (shader_binary)
shader_binary->Release();
if (error_msg)
error_msg->Release();
return pixel_shader;
}
void PixelShaderCache::Cleanup()
{
PSCache::iterator iter;
iter = PixelShaders.begin();
while (iter != PixelShaders.end())
{
PSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount-30)
{
entry.Destroy();
iter = PixelShaders.erase(iter);
}
else
{
iter++;
}
}
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
}