2009-02-23 06:15:48 +00:00
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// Copyright (C) 2003-2008 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 "Statistics.h"
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#include "Utils.h"
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#include "Profiler.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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VShaderCache::VSCache VShaderCache::vshaders;
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void VShaderCache::Init()
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{
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}
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void VShaderCache::Shutdown()
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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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}
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void VShaderCache::SetShader()
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{
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static LPDIRECT3DVERTEXSHADER9 shader = NULL;
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if (D3D::GetShaderVersion() < 2)
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return; // we are screwed
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if (shader) {
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//D3D::dev->SetVertexShader(shader);
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return;
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}
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static LPDIRECT3DVERTEXSHADER9 lastShader = 0;
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DVSTARTPROFILE();
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u32 currentHash = 0x1337; // GetCurrentTEV();
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VSCache::iterator iter;
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iter = vshaders.find(currentHash);
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if (iter != vshaders.end())
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{
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iter->second.frameCount=frameCount;
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VSCacheEntry &entry = iter->second;
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if (!lastShader || entry.shader != lastShader)
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{
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D3D::dev->SetVertexShader(entry.shader);
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lastShader = entry.shader;
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}
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return;
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}
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const char *code = GenerateVertexShader();
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shader = D3D::CompileVShader(code, int(strlen(code)));
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if (shader)
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{
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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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vshaders[currentHash] = entry;
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}
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D3D::dev->SetVertexShader(shader);
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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}
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void VShaderCache::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 - 30)
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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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