2009-07-28 21:32:10 +00:00
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// Copyright (C) 2003 Dolphin Project.
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2009-02-23 06:15:48 +00:00
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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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2010-01-17 17:44:09 +00:00
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#include "Common.h"
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#include "FileUtil.h"
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#include "LinearDiskCache.h"
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#include "Globals.h"
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2009-02-23 06:15:48 +00:00
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#include "D3DBase.h"
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2009-02-28 22:10:38 +00:00
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#include "D3DShader.h"
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2009-02-23 06:15:48 +00:00
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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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2009-09-13 09:23:30 +00:00
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#include "VideoConfig.h"
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2009-02-23 06:15:48 +00:00
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#include "VertexShaderCache.h"
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#include "VertexLoader.h"
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2009-06-22 09:31:30 +00:00
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#include "BPMemory.h"
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2009-02-23 06:15:48 +00:00
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#include "XFMemory.h"
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2009-09-02 06:33:41 +00:00
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#include "debugger/debugger.h"
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2009-02-28 22:10:38 +00:00
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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2009-09-01 19:48:45 +00:00
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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2009-09-09 05:22:16 +00:00
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2010-01-17 17:44:09 +00:00
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static float GC_ALIGNED16(lastVSconstants[C_FOGPARAMS + 8][4]);
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2009-02-23 06:15:48 +00:00
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2009-11-22 02:37:00 +00:00
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static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader;
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2010-01-17 17:44:09 +00:00
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LinearDiskCache g_vs_disk_cache;
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2009-11-08 20:35:11 +00:00
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2009-11-22 02:37:00 +00:00
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LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader()
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2009-11-08 20:35:11 +00:00
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{
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2009-11-22 02:37:00 +00:00
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return SimpleVertexShader;
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2009-11-08 20:35:11 +00:00
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}
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2009-02-28 22:10:38 +00:00
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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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2009-09-12 15:00:08 +00:00
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if (lastVSconstants[const_number][0] != f1 ||
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2009-09-09 05:22:16 +00:00
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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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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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2009-09-19 10:46:25 +00:00
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D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], 1);
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2009-09-09 05:22:16 +00:00
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}
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2009-02-28 22:10:38 +00:00
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}
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void SetVSConstant4fv(int const_number, const float *f)
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{
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2009-09-12 15:00:08 +00:00
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if (lastVSconstants[const_number][0] != f[0] ||
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2009-09-09 05:22:16 +00:00
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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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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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2009-09-19 10:46:25 +00:00
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D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], 1);
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}
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}
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void SetMultiVSConstant3fv(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*3] ||
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lastVSconstants[const_number + i][1] != f[1 + i*3] ||
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lastVSconstants[const_number + i][2] != f[2 + i*3])
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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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for (int i = 0; i < count; i++)
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{
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lastVSconstants[const_number + i][0] = f[0 + i*3];
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lastVSconstants[const_number + i][1] = f[1 + i*3];
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lastVSconstants[const_number + i][2] = f[2 + i*3];
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lastVSconstants[const_number + i][3] = 0.0f;
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}
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D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], count);
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2009-09-09 05:22:16 +00:00
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}
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2009-02-28 22:10:38 +00:00
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}
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2009-09-12 15:00:08 +00:00
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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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2009-09-19 10:46:25 +00:00
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for (int i = 0; i < count; i++)
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{
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2009-09-12 15:00:08 +00:00
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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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2009-09-19 10:46:25 +00:00
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D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], count);
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2009-09-12 15:00:08 +00:00
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}
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}
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2010-01-17 17:44:09 +00:00
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class VertexShaderCacheInserter : public LinearDiskCacheReader {
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public:
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void Read(const u8 *key, int key_size, const u8 *value, int value_size)
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{
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VERTEXSHADERUID uid;
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if (key_size != sizeof(uid)) {
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ERROR_LOG(VIDEO, "Wrong key size in vertex shader cache");
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return;
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}
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memcpy(&uid, key, key_size);
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VertexShaderCache::InsertByteCode(uid, value, value_size, false);
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}
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};
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2009-02-28 22:10:38 +00:00
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void VertexShaderCache::Init()
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2009-02-23 06:15:48 +00:00
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{
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2010-01-17 17:44:09 +00:00
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char *vSimpleProg = new char[2048];
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2009-11-08 20:35:11 +00:00
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sprintf(vSimpleProg,"struct VSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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2009-11-22 02:37:00 +00:00
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"float4 Color : COLOR0;\n"
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2009-11-08 20:35:11 +00:00
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"float4 vTexCoord : TEXCOORD0;\n"
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2009-11-22 02:37:00 +00:00
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"float4 vTexCoord1 : TEXCOORD1;\n"
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2009-11-08 20:35:11 +00:00
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"};\n"
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2009-11-22 02:37:00 +00:00
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"VSOUTPUT main( float4 inPosition : POSITION, float4 inUV : TEXCOORD0,float4 inColor : COLOR0)\n"
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2009-11-08 20:35:11 +00:00
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"{\n"
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"VSOUTPUT OUT = (VSOUTPUT)0;\n"
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"OUT.vPosition = inPosition;\n"
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2009-11-22 02:37:00 +00:00
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"OUT.Color = inColor;\n"
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2009-11-08 20:35:11 +00:00
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"OUT.vTexCoord = inUV;\n"
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2009-11-22 02:37:00 +00:00
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"OUT.vTexCoord1 = inPosition.zzzz;\n"
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2009-11-08 20:35:11 +00:00
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"return OUT;\n"
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"}\n");
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2010-01-17 17:44:09 +00:00
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SimpleVertexShader = D3D::CompileAndCreateVertexShader(vSimpleProg, (int)strlen(vSimpleProg));
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2009-09-13 17:46:33 +00:00
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Clear();
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2010-01-17 17:44:09 +00:00
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delete [] vSimpleProg;
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2010-02-02 21:56:29 +00:00
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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2010-01-17 17:44:09 +00:00
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char cache_filename[MAX_PATH];
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2010-02-02 21:56:29 +00:00
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sprintf(cache_filename, "%s%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
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2010-01-17 17:44:09 +00:00
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VertexShaderCacheInserter inserter;
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int read_items = g_vs_disk_cache.OpenAndRead(cache_filename, &inserter);
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2009-02-23 06:15:48 +00:00
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}
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2009-09-13 17:46:33 +00:00
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void VertexShaderCache::Clear()
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2009-02-23 06:15:48 +00:00
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{
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VSCache::iterator iter = vshaders.begin();
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2009-09-13 17:46:33 +00:00
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for (; iter != vshaders.end(); ++iter)
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2009-02-23 06:15:48 +00:00
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iter->second.Destroy();
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vshaders.clear();
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2009-09-13 17:46:33 +00:00
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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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2010-01-17 17:44:09 +00:00
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if (SimpleVertexShader)
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2009-11-22 02:37:00 +00:00
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SimpleVertexShader->Release();
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2009-09-13 17:46:33 +00:00
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Clear();
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2010-01-17 17:44:09 +00:00
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g_vs_disk_cache.Sync();
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g_vs_disk_cache.Close();
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2009-02-23 06:15:48 +00:00
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}
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2009-09-02 21:19:35 +00:00
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bool VertexShaderCache::SetShader(u32 components)
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2009-02-23 06:15:48 +00:00
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{
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DVSTARTPROFILE();
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2009-02-28 22:10:38 +00:00
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VERTEXSHADERUID uid;
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2010-01-17 17:44:09 +00:00
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GetVertexShaderId(&uid, components);
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2009-09-16 05:31:19 +00:00
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if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
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2009-09-09 05:22:16 +00:00
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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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2009-09-10 03:36:32 +00:00
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memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
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2009-02-23 06:15:48 +00:00
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VSCache::iterator iter;
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2009-02-28 22:10:38 +00:00
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iter = vshaders.find(uid);
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2009-02-23 06:15:48 +00:00
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if (iter != vshaders.end())
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{
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2009-02-28 22:10:38 +00:00
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iter->second.frameCount = frameCount;
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2009-09-01 19:48:45 +00:00
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const VSCacheEntry &entry = iter->second;
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last_entry = &entry;
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2009-09-03 02:21:14 +00:00
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2009-09-18 02:03:56 +00:00
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DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE,true);
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2009-09-03 02:21:14 +00:00
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if (entry.shader)
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{
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ok big changes here:
in videocommon little fix for the alpha test values, return to the original values as they are more accurate.
in D3D:
huge change in state management, now all the state management is centralized and redundant state changes are eliminated.
Fixed the overlapped viewport error in non ati cards:
the error was caused by this: when a viewport is defined larger than the current rendertarget, an error is thrown and the last valid viewport is used, this is the reference behavior, in ati cards if a larger viewport is defined, no eror is returned, the rendering is valid and is rendered using the projection defined by the viewport but limited to the rendertarget are, exactly like opengl or the GC hardware.
to solve this in reference drivers defined a large rendertarget (2x the size of the original) and proceed to render in a centered quad insithe the larger rendertarget, in this way larger viewports always falls inside a valid rendertarget size, the drawback of this is the waste of resources. it can be dynamized, depending or games or changed at runtime when a oversized viewport is detected, but i live that to future commits.
please test this and let me know the results.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4841 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-15 15:52:08 +00:00
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D3D::SetVertexShader(entry.shader);
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2009-09-03 02:21:14 +00:00
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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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2009-02-23 06:15:48 +00:00
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}
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2010-01-17 17:44:09 +00:00
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const char *code = GenerateVertexShaderCode(components, true);
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u8 *bytecode;
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int bytecodelen;
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if (!D3D::CompileVertexShader(code, (int)strlen(code), &bytecode, &bytecodelen))
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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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g_vs_disk_cache.Append((u8 *)&uid, sizeof(uid), bytecode, bytecodelen);
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g_vs_disk_cache.Sync();
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bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
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delete [] bytecode;
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return result;
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}
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bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) {
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LPDIRECT3DVERTEXSHADER9 shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen);
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2009-09-02 04:10:40 +00:00
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2009-09-03 02:21:14 +00:00
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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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2010-01-17 22:23:05 +00:00
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2009-09-03 02:21:14 +00:00
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vshaders[uid] = entry;
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last_entry = &vshaders[uid];
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2010-01-17 17:44:09 +00:00
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if (!shader)
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return false;
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2009-09-03 02:21:14 +00:00
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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2010-01-17 17:44:09 +00:00
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if (activate)
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2009-09-03 02:21:14 +00:00
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{
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ok big changes here:
in videocommon little fix for the alpha test values, return to the original values as they are more accurate.
in D3D:
huge change in state management, now all the state management is centralized and redundant state changes are eliminated.
Fixed the overlapped viewport error in non ati cards:
the error was caused by this: when a viewport is defined larger than the current rendertarget, an error is thrown and the last valid viewport is used, this is the reference behavior, in ati cards if a larger viewport is defined, no eror is returned, the rendering is valid and is rendered using the projection defined by the viewport but limited to the rendertarget are, exactly like opengl or the GC hardware.
to solve this in reference drivers defined a large rendertarget (2x the size of the original) and proceed to render in a centered quad insithe the larger rendertarget, in this way larger viewports always falls inside a valid rendertarget size, the drawback of this is the waste of resources. it can be dynamized, depending or games or changed at runtime when a oversized viewport is detected, but i live that to future commits.
please test this and let me know the results.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4841 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-15 15:52:08 +00:00
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D3D::SetVertexShader(shader);
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2009-09-02 21:19:35 +00:00
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return true;
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2009-03-08 19:36:00 +00:00
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}
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2009-09-02 21:19:35 +00:00
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return false;
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2009-02-23 06:15:48 +00:00
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}
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2009-09-02 21:19:35 +00:00
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#if defined(_DEBUG) || defined(DEBUGFAST)
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2009-09-01 19:48:45 +00:00
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std::string VertexShaderCache::GetCurrentShaderCode()
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{
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2010-01-17 22:23:05 +00:00
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return "(N/A)\n";
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2009-09-01 19:48:45 +00:00
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}
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2010-02-02 21:56:29 +00:00
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#endif
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