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

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// 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 "Config.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;
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)
{
static LPDIRECT3DVERTEXSHADER9 last_shader = NULL;
DVSTARTPROFILE();
VERTEXSHADERUID uid;
GetVertexShaderId(uid, components);
VSCache::iterator iter;
iter = vshaders.find(uid);
if (iter != vshaders.end())
{
iter->second.frameCount = frameCount;
const VSCacheEntry &entry = iter->second;
last_entry = &entry;
if (!last_shader || entry.shader != last_shader)
{
D3D::dev->SetVertexShader(entry.shader);
last_shader = entry.shader;
DEBUGGER_PAUSE_COUNT_N(NEXT_VERTEX_SHADER_CHANGE);
}
return;
}
const char *code = GenerateVertexShader(components, true);
LPDIRECT3DVERTEXSHADER9 shader = D3D::CompileVertexShader(code, (int)strlen(code));
if (shader)
{
// Make an entry in the table
VSCacheEntry entry;
entry.shader = shader;
entry.frameCount = frameCount;
#ifdef _DEBUG
entry.code = code;
#endif
vshaders[uid] = entry;
last_entry = &vshaders[uid];
last_shader = entry.shader;
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);
}
}
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());
}
#ifdef _DEBUG
std::string VertexShaderCache::GetCurrentShaderCode()
{
if (last_entry)
return last_entry->code;
else
return "(no shader)\n";
}
#endif