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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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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2010-12-05 14:15:36 +00:00
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#include "Debugger.h"
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2011-01-31 01:28:32 +00:00
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#include "ConfigManager.h"
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2009-09-02 06:33:41 +00:00
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2011-01-29 20:16:51 +00:00
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namespace DX9
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{
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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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2011-09-29 20:54:52 +00:00
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VERTEXSHADERUID VertexShaderCache::last_uid;
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2009-09-09 05:22:16 +00:00
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2010-07-02 17:09:53 +00:00
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#define MAX_SSAA_SHADERS 3
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2009-02-23 06:15:48 +00:00
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2010-07-02 17:09:53 +00:00
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static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader[MAX_SSAA_SHADERS];
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First a bugfix:
fixed a misbehavior in the clear code that causes depth clear problems in reference hardware (Intel as example).
add 6 parameters to optimize Safe Texture Cache:
SafeTextureCacheColorSamples, SafeTextureCacheIndexedSamples, SafeTextureCacheTlutSamples:
this 3 parameters gives the number of samples taken to calculate the final hash value, less samples = more speed, more samples = more accuracy
if 0 is specified the hash is calculated using all the data in the texture.
SafeTextureCacheColorMaxSize, SafeTextureCacheIndexedMaxSize, SafeTextureCacheTlutMaxSize:
this parameters limits the amount of data used for the hash calculation, it could appear as redundant but in some games is better to make a full hash of the first bytes instead of some samples of all the texture.
color, indexed, tlut : define the texture type, full color data, indexed, and the tlut memory.
the parameters are available in the config , no GUI at this time, if the test are OK will add it to the GUI.
if someone needs it will give more examples on how to configure the values for specific games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5116 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-23 21:52:12 +00:00
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static LPDIRECT3DVERTEXSHADER9 ClearVertexShader;
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2010-02-03 03:52:50 +00:00
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2010-11-15 05:22:03 +00:00
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LinearDiskCache<VERTEXSHADERUID, u8> g_vs_disk_cache;
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2009-11-08 20:35:11 +00:00
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2010-06-05 00:01:18 +00:00
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LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader(int level)
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2009-11-08 20:35:11 +00:00
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{
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2010-07-02 17:09:53 +00:00
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return SimpleVertexShader[level % MAX_SSAA_SHADERS];
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2009-11-08 20:35:11 +00:00
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}
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First a bugfix:
fixed a misbehavior in the clear code that causes depth clear problems in reference hardware (Intel as example).
add 6 parameters to optimize Safe Texture Cache:
SafeTextureCacheColorSamples, SafeTextureCacheIndexedSamples, SafeTextureCacheTlutSamples:
this 3 parameters gives the number of samples taken to calculate the final hash value, less samples = more speed, more samples = more accuracy
if 0 is specified the hash is calculated using all the data in the texture.
SafeTextureCacheColorMaxSize, SafeTextureCacheIndexedMaxSize, SafeTextureCacheTlutMaxSize:
this parameters limits the amount of data used for the hash calculation, it could appear as redundant but in some games is better to make a full hash of the first bytes instead of some samples of all the texture.
color, indexed, tlut : define the texture type, full color data, indexed, and the tlut memory.
the parameters are available in the config , no GUI at this time, if the test are OK will add it to the GUI.
if someone needs it will give more examples on how to configure the values for specific games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5116 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-23 21:52:12 +00:00
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LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader()
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{
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return ClearVertexShader;
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}
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2010-09-28 02:15:02 +00:00
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// this class will load the precompiled shaders into our cache
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2011-06-11 19:37:21 +00:00
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class VertexShaderCacheInserter : public LinearDiskCacheReader<VERTEXSHADERUID, u8>
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2010-11-15 05:22:03 +00:00
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{
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2010-01-17 17:44:09 +00:00
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public:
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2011-06-11 19:37:21 +00:00
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void Read(const VERTEXSHADERUID &key, const u8 *value, u32 value_size)
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2010-01-17 17:44:09 +00:00
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{
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2011-06-11 19:37:21 +00:00
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VertexShaderCache::InsertByteCode(key, value, value_size, false);
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2010-01-17 17:44:09 +00:00
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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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First a bugfix:
fixed a misbehavior in the clear code that causes depth clear problems in reference hardware (Intel as example).
add 6 parameters to optimize Safe Texture Cache:
SafeTextureCacheColorSamples, SafeTextureCacheIndexedSamples, SafeTextureCacheTlutSamples:
this 3 parameters gives the number of samples taken to calculate the final hash value, less samples = more speed, more samples = more accuracy
if 0 is specified the hash is calculated using all the data in the texture.
SafeTextureCacheColorMaxSize, SafeTextureCacheIndexedMaxSize, SafeTextureCacheTlutMaxSize:
this parameters limits the amount of data used for the hash calculation, it could appear as redundant but in some games is better to make a full hash of the first bytes instead of some samples of all the texture.
color, indexed, tlut : define the texture type, full color data, indexed, and the tlut memory.
the parameters are available in the config , no GUI at this time, if the test are OK will add it to the GUI.
if someone needs it will give more examples on how to configure the values for specific games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5116 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-23 21:52:12 +00:00
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char* vProg = new char[2048];
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sprintf(vProg,"struct VSOUTPUT\n"
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2009-11-08 20:35:11 +00:00
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"{\n"
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2011-04-30 12:58:03 +00:00
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"float4 vPosition : POSITION;\n"
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"float2 vTexCoord : TEXCOORD0;\n"
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"float vTexCoord1 : TEXCOORD1;\n"
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2010-02-03 03:52:50 +00:00
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"};\n"
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2010-12-27 03:18:01 +00:00
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"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
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2010-02-03 03:52:50 +00:00
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"{\n"
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2010-02-08 23:23:04 +00:00
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"VSOUTPUT OUT;\n"
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2010-02-03 03:52:50 +00:00
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"OUT.vPosition = inPosition;\n"
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2010-02-08 23:23:04 +00:00
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"OUT.vTexCoord = inTEX0;\n"
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2010-12-27 03:18:01 +00:00
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"OUT.vTexCoord1 = inTEX2;\n"
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2010-02-08 23:23:04 +00:00
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"return OUT;\n"
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2010-02-03 03:52:50 +00:00
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"}\n");
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2010-06-05 00:01:18 +00:00
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SimpleVertexShader[0] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
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First a bugfix:
fixed a misbehavior in the clear code that causes depth clear problems in reference hardware (Intel as example).
add 6 parameters to optimize Safe Texture Cache:
SafeTextureCacheColorSamples, SafeTextureCacheIndexedSamples, SafeTextureCacheTlutSamples:
this 3 parameters gives the number of samples taken to calculate the final hash value, less samples = more speed, more samples = more accuracy
if 0 is specified the hash is calculated using all the data in the texture.
SafeTextureCacheColorMaxSize, SafeTextureCacheIndexedMaxSize, SafeTextureCacheTlutMaxSize:
this parameters limits the amount of data used for the hash calculation, it could appear as redundant but in some games is better to make a full hash of the first bytes instead of some samples of all the texture.
color, indexed, tlut : define the texture type, full color data, indexed, and the tlut memory.
the parameters are available in the config , no GUI at this time, if the test are OK will add it to the GUI.
if someone needs it will give more examples on how to configure the values for specific games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5116 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-23 21:52:12 +00:00
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sprintf(vProg,"struct VSOUTPUT\n"
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"{\n"
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2011-04-30 12:58:03 +00:00
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"float4 vPosition : POSITION;\n"
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"float4 vColor0 : COLOR0;\n"
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First a bugfix:
fixed a misbehavior in the clear code that causes depth clear problems in reference hardware (Intel as example).
add 6 parameters to optimize Safe Texture Cache:
SafeTextureCacheColorSamples, SafeTextureCacheIndexedSamples, SafeTextureCacheTlutSamples:
this 3 parameters gives the number of samples taken to calculate the final hash value, less samples = more speed, more samples = more accuracy
if 0 is specified the hash is calculated using all the data in the texture.
SafeTextureCacheColorMaxSize, SafeTextureCacheIndexedMaxSize, SafeTextureCacheTlutMaxSize:
this parameters limits the amount of data used for the hash calculation, it could appear as redundant but in some games is better to make a full hash of the first bytes instead of some samples of all the texture.
color, indexed, tlut : define the texture type, full color data, indexed, and the tlut memory.
the parameters are available in the config , no GUI at this time, if the test are OK will add it to the GUI.
if someone needs it will give more examples on how to configure the values for specific games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5116 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-23 21:52:12 +00:00
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"};\n"
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"VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
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"{\n"
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"VSOUTPUT OUT;\n"
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"OUT.vPosition = inPosition;\n"
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"OUT.vColor0 = inColor0;\n"
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"return OUT;\n"
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"}\n");
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ClearVertexShader = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
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sprintf(vProg, "struct VSOUTPUT\n"
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2010-02-03 03:52:50 +00:00
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"{\n"
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2011-04-30 12:58:03 +00:00
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"float4 vPosition : POSITION;\n"
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"float2 vTexCoord : TEXCOORD0;\n"
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"float vTexCoord1 : TEXCOORD1;\n"
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2009-11-08 20:35:11 +00:00
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"};\n"
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2011-04-30 12:58:03 +00:00
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"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inInvTexSize : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
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2009-11-08 20:35:11 +00:00
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"{\n"
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2011-04-30 12:58:03 +00:00
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"VSOUTPUT OUT;"
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"OUT.vPosition = inPosition;\n"
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// HACK: Scale the texture coordinate range from (0,width) to (0,width-1), otherwise the linear filter won't average our samples correctly
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"OUT.vTexCoord = inTEX0 * (float2(1.f,1.f) / inInvTexSize - float2(1.f,1.f)) * inInvTexSize;\n"
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"OUT.vTexCoord1 = inTEX2;\n"
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"return OUT;\n"
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2009-11-08 20:35:11 +00:00
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"}\n");
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2011-04-30 12:58:03 +00:00
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SimpleVertexShader[1] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
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2010-06-05 00:01:18 +00:00
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sprintf(vProg, "struct VSOUTPUT\n"
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"{\n"
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2011-04-30 12:58:03 +00:00
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"float4 vPosition : POSITION;\n"
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"float4 vTexCoord : TEXCOORD0;\n"
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"float vTexCoord1 : TEXCOORD1;\n"
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"float4 vTexCoord2 : TEXCOORD2;\n"
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"float4 vTexCoord3 : TEXCOORD3;\n"
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2010-06-05 00:01:18 +00:00
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"};\n"
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2010-12-27 03:18:01 +00:00
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"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
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2010-06-05 00:01:18 +00:00
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"{\n"
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2011-04-30 12:58:03 +00:00
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"VSOUTPUT OUT;"
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"OUT.vPosition = inPosition;\n"
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"OUT.vTexCoord = inTEX0.xyyx;\n"
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"OUT.vTexCoord1 = inTEX2.x;\n"
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"OUT.vTexCoord2 = inTEX0.xyyx + (float4(-1.0f,-0.5f, 1.0f,-0.5f) * inTEX1.xyyx);\n"
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"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 1.0f, 0.5f,-1.0f, 0.5f) * inTEX1.xyyx);\n"
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"return OUT;\n"
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2010-06-05 00:01:18 +00:00
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"}\n");
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SimpleVertexShader[2] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
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2010-02-03 03:52:50 +00:00
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2009-09-13 17:46:33 +00:00
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Clear();
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First a bugfix:
fixed a misbehavior in the clear code that causes depth clear problems in reference hardware (Intel as example).
add 6 parameters to optimize Safe Texture Cache:
SafeTextureCacheColorSamples, SafeTextureCacheIndexedSamples, SafeTextureCacheTlutSamples:
this 3 parameters gives the number of samples taken to calculate the final hash value, less samples = more speed, more samples = more accuracy
if 0 is specified the hash is calculated using all the data in the texture.
SafeTextureCacheColorMaxSize, SafeTextureCacheIndexedMaxSize, SafeTextureCacheTlutMaxSize:
this parameters limits the amount of data used for the hash calculation, it could appear as redundant but in some games is better to make a full hash of the first bytes instead of some samples of all the texture.
color, indexed, tlut : define the texture type, full color data, indexed, and the tlut memory.
the parameters are available in the config , no GUI at this time, if the test are OK will add it to the GUI.
if someone needs it will give more examples on how to configure the values for specific games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5116 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-23 21:52:12 +00:00
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delete [] vProg;
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2010-01-17 17:44:09 +00:00
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2011-03-01 03:06:14 +00:00
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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2011-02-28 20:40:15 +00:00
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());
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2010-01-17 17:44:09 +00:00
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2010-06-19 16:22:24 +00:00
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SETSTAT(stats.numVertexShadersCreated, 0);
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SETSTAT(stats.numVertexShadersAlive, 0);
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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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2011-02-28 20:40:15 +00:00
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sprintf(cache_filename, "%sdx9-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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2011-06-11 19:37:21 +00:00
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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VertexShaderCacheInserter inserter;
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g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
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2011-09-10 01:10:28 +00:00
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2011-09-29 21:32:05 +00:00
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if (g_Config.bEnableShaderDebugging)
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2011-09-10 01:10:28 +00:00
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Clear();
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2011-09-29 20:54:52 +00:00
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last_entry = NULL;
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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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2010-09-28 02:15:02 +00:00
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for (VSCache::iterator iter = vshaders.begin(); 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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2011-09-29 20:54:52 +00:00
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last_entry = NULL;
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2009-09-13 17:46:33 +00:00
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}
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void VertexShaderCache::Shutdown()
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{
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2010-07-02 17:09:53 +00:00
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for (int i = 0; i < MAX_SSAA_SHADERS; i++)
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2010-06-05 00:01:18 +00:00
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{
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if (SimpleVertexShader[i])
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SimpleVertexShader[i]->Release();
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SimpleVertexShader[i] = NULL;
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}
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2010-02-25 03:14:40 +00:00
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if (ClearVertexShader)
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ClearVertexShader->Release();
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ClearVertexShader = NULL;
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2010-06-05 00:01:18 +00:00
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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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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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2011-09-29 20:54:52 +00:00
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if (last_entry)
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2010-12-05 14:15:36 +00:00
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{
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2011-09-29 20:54:52 +00:00
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if (uid == last_uid)
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|
{
|
|
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
|
|
|
ValidateVertexShaderIDs(API_D3D9, last_entry->safe_uid, last_entry->code, components);
|
|
|
|
return (last_entry->shader != NULL);
|
|
|
|
}
|
2010-12-05 14:15:36 +00:00
|
|
|
}
|
2010-09-28 02:15:02 +00:00
|
|
|
|
2011-09-29 20:54:52 +00:00
|
|
|
last_uid = uid;
|
2009-02-23 06:15:48 +00:00
|
|
|
|
2010-09-28 02:15:02 +00:00
|
|
|
VSCache::iterator iter = vshaders.find(uid);
|
2009-02-23 06:15:48 +00:00
|
|
|
if (iter != vshaders.end())
|
|
|
|
{
|
2009-09-01 19:48:45 +00:00
|
|
|
const VSCacheEntry &entry = iter->second;
|
|
|
|
last_entry = &entry;
|
2009-09-03 02:21:14 +00:00
|
|
|
|
2010-12-05 14:15:36 +00:00
|
|
|
if (entry.shader) D3D::SetVertexShader(entry.shader);
|
|
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
2011-09-08 22:32:04 +00:00
|
|
|
ValidateVertexShaderIDs(API_D3D9, entry.safe_uid, entry.code, components);
|
2010-12-05 14:15:36 +00:00
|
|
|
return (entry.shader != NULL);
|
2009-02-23 06:15:48 +00:00
|
|
|
}
|
|
|
|
|
2010-06-12 15:49:21 +00:00
|
|
|
const char *code = GenerateVertexShaderCode(components, API_D3D9);
|
2010-01-17 17:44:09 +00:00
|
|
|
u8 *bytecode;
|
|
|
|
int bytecodelen;
|
|
|
|
if (!D3D::CompileVertexShader(code, (int)strlen(code), &bytecode, &bytecodelen))
|
|
|
|
{
|
2010-12-05 14:15:36 +00:00
|
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
2010-01-17 17:44:09 +00:00
|
|
|
return false;
|
|
|
|
}
|
2010-11-15 05:22:03 +00:00
|
|
|
g_vs_disk_cache.Append(uid, bytecode, bytecodelen);
|
2010-01-17 17:44:09 +00:00
|
|
|
|
2011-09-08 22:32:04 +00:00
|
|
|
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
|
2011-09-09 19:34:46 +00:00
|
|
|
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
2011-09-08 22:32:04 +00:00
|
|
|
{
|
|
|
|
vshaders[uid].code = code;
|
|
|
|
GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
|
|
|
|
}
|
2010-01-17 17:44:09 +00:00
|
|
|
delete [] bytecode;
|
2010-12-05 14:15:36 +00:00
|
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
2011-09-08 22:32:04 +00:00
|
|
|
return success;
|
2010-01-17 17:44:09 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) {
|
|
|
|
LPDIRECT3DVERTEXSHADER9 shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen);
|
2009-09-02 04:10:40 +00:00
|
|
|
|
2009-09-03 02:21:14 +00:00
|
|
|
// Make an entry in the table
|
|
|
|
VSCacheEntry entry;
|
|
|
|
entry.shader = shader;
|
2010-01-17 22:23:05 +00:00
|
|
|
|
2009-09-03 02:21:14 +00:00
|
|
|
vshaders[uid] = entry;
|
|
|
|
last_entry = &vshaders[uid];
|
2010-01-17 17:44:09 +00:00
|
|
|
if (!shader)
|
|
|
|
return false;
|
|
|
|
|
2009-09-03 02:21:14 +00:00
|
|
|
INCSTAT(stats.numVertexShadersCreated);
|
|
|
|
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
|
2010-01-17 17:44:09 +00:00
|
|
|
if (activate)
|
2009-09-03 02:21:14 +00:00
|
|
|
{
|
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
|
|
|
D3D::SetVertexShader(shader);
|
2009-09-02 21:19:35 +00:00
|
|
|
return true;
|
2009-03-08 19:36:00 +00:00
|
|
|
}
|
2009-09-02 21:19:35 +00:00
|
|
|
return false;
|
2009-02-23 06:15:48 +00:00
|
|
|
}
|
2011-01-29 20:16:51 +00:00
|
|
|
|
2011-01-31 01:28:32 +00:00
|
|
|
void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
2011-01-29 20:16:51 +00:00
|
|
|
{
|
|
|
|
const float f[4] = { f1, f2, f3, f4 };
|
|
|
|
DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
|
|
|
|
}
|
|
|
|
|
2011-01-31 01:28:32 +00:00
|
|
|
void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
|
2011-01-29 20:16:51 +00:00
|
|
|
{
|
|
|
|
DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
|
|
|
|
}
|
|
|
|
|
2011-01-31 01:28:32 +00:00
|
|
|
void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
|
2011-01-29 20:16:51 +00:00
|
|
|
{
|
|
|
|
float buf[4*C_VENVCONST_END];
|
|
|
|
for (unsigned int i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
buf[4*i ] = *f++;
|
|
|
|
buf[4*i+1] = *f++;
|
|
|
|
buf[4*i+2] = *f++;
|
|
|
|
buf[4*i+3] = 0.f;
|
|
|
|
}
|
|
|
|
DX9::D3D::dev->SetVertexShaderConstantF(const_number, buf, count);
|
|
|
|
}
|
|
|
|
|
2011-01-31 01:28:32 +00:00
|
|
|
void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
2011-01-29 20:16:51 +00:00
|
|
|
{
|
|
|
|
DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, count);
|
|
|
|
}
|
2011-01-31 01:28:32 +00:00
|
|
|
|
|
|
|
} // namespace DX9
|