D3D: Fix bugs in the shader cache, fixes crashes on x64. added some debugging stuff (only active in debug builds). assorted code cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4145 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
b15320bc02
commit
2599659022
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@ -26,19 +26,18 @@ QUAD simulator
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021231 243453
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*/
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void IndexGenerator::Start(unsigned short *startptr)
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{
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ptr=startptr;
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index=0;
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numPrims=0;
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ptr = startptr;
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index = 0;
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numPrims = 0;
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}
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void IndexGenerator::AddList(int numVerts)
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{
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int numTris = numVerts/3;
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if (numTris<=0) return;
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for (int i=0; i<numTris; i++)
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int numTris = numVerts / 3;
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if (numTris <= 0) return;
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for (int i = 0; i < numTris; i++)
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{
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*ptr++ = index+i*3;
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*ptr++ = index+i*3+1;
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@ -50,10 +49,10 @@ void IndexGenerator::AddList(int numVerts)
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void IndexGenerator::AddStrip(int numVerts)
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{
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int numTris = numVerts-2;
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if (numTris<=0) return;
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int numTris = numVerts - 2;
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if (numTris <= 0) return;
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bool wind = false;
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for (int i=0; i<numTris; i++)
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for (int i = 0; i < numTris; i++)
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{
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*ptr++ = index+i;
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*ptr++ = index+i+(wind?2:1);
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@ -66,9 +65,9 @@ void IndexGenerator::AddStrip(int numVerts)
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void IndexGenerator::AddLineList(int numVerts)
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{
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int numLines= numVerts/2;
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if (numLines<=0) return;
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for (int i=0; i<numLines; i++)
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int numLines= numVerts / 2;
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if (numLines <= 0) return;
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for (int i = 0; i < numLines; i++)
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{
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*ptr++ = index+i*2;
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*ptr++ = index+i*2+1;
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@ -79,9 +78,9 @@ void IndexGenerator::AddLineList(int numVerts)
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void IndexGenerator::AddLineStrip(int numVerts)
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{
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int numLines = numVerts-1;
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if (numLines<=0) return;
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for (int i=0; i<numLines; i++)
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int numLines = numVerts - 1;
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if (numLines <= 0) return;
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for (int i = 0; i < numLines; i++)
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{
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*ptr++ = index+i;
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*ptr++ = index+i+1;
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@ -93,9 +92,9 @@ void IndexGenerator::AddLineStrip(int numVerts)
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void IndexGenerator::AddFan(int numVerts)
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{
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int numTris = numVerts-2;
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if (numTris<=0) return;
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for (int i=0; i<numTris; i++)
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int numTris = numVerts - 2;
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if (numTris <= 0) return;
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for (int i = 0; i < numTris; i++)
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{
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*ptr++ = index;
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*ptr++ = index+i+1;
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@ -108,15 +107,15 @@ void IndexGenerator::AddFan(int numVerts)
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void IndexGenerator::AddQuads(int numVerts)
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{
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int numTris = (numVerts/4)*2;
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if (numTris<=0) return;
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for (int i=0; i<numTris/2; i++)
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if (numTris <= 0) return;
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for (int i = 0; i < numTris / 2; i++)
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{
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*ptr++=index+i*4;
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*ptr++=index+i*4+1;
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*ptr++=index+i*4+3;
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*ptr++=index+i*4+1;
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*ptr++=index+i*4+2;
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*ptr++=index+i*4+3;
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*ptr++ = index+i*4;
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*ptr++ = index+i*4+1;
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*ptr++ = index+i*4+3;
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*ptr++ = index+i*4+1;
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*ptr++ = index+i*4+2;
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*ptr++ = index+i*4+3;
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}
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index += numVerts;
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numPrims += numTris;
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@ -23,10 +23,6 @@
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class IndexGenerator
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{
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unsigned short *ptr;
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int numPrims;
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int index;
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public:
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void Start(unsigned short *startptr);
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void AddList(int numVerts);
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@ -38,6 +34,10 @@ public:
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void AddQuads(int numVerts);
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int GetNumPrims() {return numPrims;} //returns numprimitives
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int GetNumVerts() {return index;} //returns numprimitives
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private:
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unsigned short *ptr;
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int numPrims;
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int index;
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};
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#endif // _INDEXGENERATOR_H
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@ -398,7 +398,7 @@ const char *GeneratePixelShader(u32 texture_mask, bool dstAlphaEnable, bool HLSL
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for (int i = 0; i < numStages; ++i)
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{
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if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
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nIndirectStagesUsed |= 1<<bpmem.tevind[i].bt;
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nIndirectStagesUsed |= 1 << bpmem.tevind[i].bt;
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}
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}
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@ -410,13 +410,14 @@ const char *GeneratePixelShader(u32 texture_mask, bool dstAlphaEnable, bool HLSL
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else
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WRITE(p, "uniform samplerRECT ");
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bool bfirst = true;
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for (int i = 0; i < 8; ++i)
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for (int i = 0; i < 8; ++i)
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{
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if (texture_mask & (1<<i))
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{
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WRITE(p, "%s samp%d : register(s%d)", bfirst?"":",", i, i);
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bfirst = false;
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}
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}
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WRITE(p, ";\n");
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}
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@ -92,44 +92,17 @@ const char *GenerateVertexShader(u32 components, bool D3D)
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char *p = text;
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WRITE(p, "//Vertex Shader: comp:%x, \n", components);
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WRITE(p, "typedef struct {\n"
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" float4 T0, T1, T2;\n"
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" float4 N0, N1, N2;\n"
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"} s_"I_POSNORMALMATRIX";\n\n"
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"typedef struct {\n"
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" float4 t;\n"
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"} FLT4;\n"
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"typedef struct {\n"
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" FLT4 T[24];\n"
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"} s_"I_TEXMATRICES";\n\n"
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"typedef struct {\n"
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" FLT4 T[64];\n"
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"} s_"I_TRANSFORMMATRICES";\n\n"
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"typedef struct {\n"
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" FLT4 T[32];\n"
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"} s_"I_NORMALMATRICES";\n\n"
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"typedef struct {\n"
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" FLT4 T[64];\n"
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"} s_"I_POSTTRANSFORMMATRICES";\n\n"
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"typedef struct {\n"
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" float4 col;\n"
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" float4 cosatt;\n"
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" float4 distatt;\n"
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" float4 pos;\n"
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" float4 dir;\n"
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"} Light;\n\n"
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"typedef struct {\n"
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" Light lights[8];\n"
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"} s_"I_LIGHTS";\n\n"
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"typedef struct {\n"
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" float4 C0, C1, C2, C3;\n"
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"} s_"I_MATERIALS";\n\n"
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"typedef struct {\n"
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" float4 T0,T1,T2,T3;\n"
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"} s_"I_PROJECTION";\n"
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"typedef struct {\n"
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" float4 params;\n" // a, b, c, b_shift
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"} s_"I_FOGPARAMS";\n\n");
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WRITE(p, "typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_"I_POSNORMALMATRIX";\n"
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"typedef struct { float4 t; } FLT4;\n"
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"typedef struct { FLT4 T[24]; } s_"I_TEXMATRICES";\n"
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"typedef struct { FLT4 T[64]; } s_"I_TRANSFORMMATRICES";\n"
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"typedef struct { FLT4 T[32]; } s_"I_NORMALMATRICES";\n"
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"typedef struct { FLT4 T[64]; } s_"I_POSTTRANSFORMMATRICES";\n"
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"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n"
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"typedef struct { Light lights[8]; } s_"I_LIGHTS";\n"
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"typedef struct { float4 C0,C1,C2,C3; } s_"I_MATERIALS";\n"
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"typedef struct { float4 T0,T1,T2,T3; } s_"I_PROJECTION";\n"
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"typedef struct { float4 params; } s_"I_FOGPARAMS";\n"); // a, b, c, b_shift
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WRITE(p, "struct VS_OUTPUT {\n");
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WRITE(p, " float4 pos : POSITION;\n");
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@ -143,13 +116,10 @@ const char *GenerateVertexShader(u32 components, bool D3D)
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// clip position is in w of first 4 texcoords
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for (int i = 0; i < xfregs.numTexGens; ++i)
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WRITE(p, " float%d tex%d : TEXCOORD%d;\n", i<4?4:3, i, i);
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}
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}
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WRITE(p, "};\n");
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WRITE(p, "\n");
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// uniforms
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// bool bTexMtx = ((components & VB_HAS_TEXMTXIDXALL)<<VB_HAS_UVTEXMTXSHIFT)!=0; unused TODO: keep?
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WRITE(p, "uniform s_"I_TRANSFORMMATRICES" "I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
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@ -201,8 +171,8 @@ const char *GenerateVertexShader(u32 components, bool D3D)
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if (components & VB_HAS_POSMTXIDX) {
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if (D3D)
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{
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WRITE(p,"int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n"
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"int posmtx = indices.x;\n");
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WRITE(p, "int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n"
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"int posmtx = indices.x;\n");
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}
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WRITE(p, "float4 pos = float4(dot("I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos),1);\n");
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@ -21,7 +21,7 @@
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namespace D3D
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{
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LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int height,const int pitch, D3DFORMAT fmt)
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LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int height, const int pitch, D3DFORMAT fmt)
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{
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u32* pBuffer = (u32*)buffer;
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LPDIRECT3DTEXTURE9 pTexture;
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@ -30,7 +30,7 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
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bool isPow2 = !((width&(width-1)) || (height&(height-1)));
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bool bExpand = false;
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if(fmt == D3DFMT_A8P8) {
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if (fmt == D3DFMT_A8P8) {
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fmt = D3DFMT_A8L8;
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bExpand = true;
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}
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@ -55,16 +55,16 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
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case D3DFMT_L8:
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case D3DFMT_A8:
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case D3DFMT_A4L4:
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{
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const u8 *pIn = buffer;
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for (int y = 0; y < height; y++)
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{
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u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
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memcpy(pBits, pIn, width);
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pIn += pitch;
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const u8 *pIn = buffer;
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for (int y = 0; y < height; y++)
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{
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u8* pBits = ((u8*)Lock.pBits + (y * Lock.Pitch));
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memcpy(pBits, pIn, width);
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pIn += pitch;
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}
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}
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}
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break;
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break;
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case D3DFMT_R5G6B5:
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{
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const u16 *pIn = (u16*)buffer;
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@ -78,9 +78,8 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
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break;
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case D3DFMT_A8L8:
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{
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if(bExpand) { // I8
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if (bExpand) { // I8
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const u8 *pIn = buffer;
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// TODO(XK): Find a better way that does not involve either unpacking
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// or downsampling (i.e. A4L4)
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for (int y = 0; y < height; y++)
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@ -118,6 +117,8 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
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case D3DFMT_DXT1:
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memcpy(Lock.pBits,buffer,(width/4)*(height/4)*8);
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break;
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default:
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PanicAlert("D3D: Invalid texture format %i", fmt);
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}
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pTexture->UnlockRect(level);
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return pTexture;
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@ -128,7 +129,7 @@ void ReplaceTexture2D(LPDIRECT3DTEXTURE9 pTexture, const u8* buffer, const int w
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u32* pBuffer = (u32*)buffer;
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int level = 0;
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D3DLOCKED_RECT Lock;
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pTexture->LockRect(level, &Lock, NULL, 0 );
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pTexture->LockRect(level, &Lock, NULL, 0);
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u32* pIn = pBuffer;
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switch(fmt)
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{
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@ -215,9 +215,8 @@ namespace D3D
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dev->SetPixelShader(0);
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dev->SetVertexShader(0);
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dev->SetVertexDeclaration(0);
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// dev->SetVertexDeclaration(0);
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// dev->SetFVF(D3DFVF_FONT2DVERTEX);
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Renderer::SetFVF(D3DFVF_FONT2DVERTEX);
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for (int i = 0; i < 6; i++) {
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@ -380,9 +379,8 @@ namespace D3D
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{x2-0.5f, y2-0.5f, 0, 1, color, u2, v2},
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{x1-0.5f, y2-0.5f, 0, 1, color, u1, v2},
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};
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dev->SetPixelShader(0);
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dev->SetVertexShader(0);
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dev->SetVertexDeclaration(0);
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dev->SetPixelShader(NULL);
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dev->SetVertexShader(NULL);
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Renderer::SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex));
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@ -163,5 +163,8 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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void D3DVertexFormat::SetupVertexPointers() const
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{
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D3D::dev->SetVertexDeclaration(d3d_decl);
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if (d3d_decl)
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D3D::dev->SetVertexDeclaration(d3d_decl);
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else
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ERROR_LOG(VIDEO, "invalid d3d decl");
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}
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@ -32,6 +32,7 @@
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#include <Cg/cgD3D9.h>
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
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void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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{
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@ -59,10 +60,7 @@ void PixelShaderCache::Shutdown()
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void PixelShaderCache::SetShader()
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{
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if (D3D::GetShaderVersion() < 2)
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return; // we are screwed
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static LPDIRECT3DPIXELSHADER9 lastShader = NULL;
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static LPDIRECT3DPIXELSHADER9 last_shader = NULL;
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DVSTARTPROFILE();
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@ -75,11 +73,12 @@ void PixelShaderCache::SetShader()
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if (iter != PixelShaders.end())
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{
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iter->second.frameCount = frameCount;
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PSCacheEntry &entry = iter->second;
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if (!lastShader || entry.shader != lastShader)
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const PSCacheEntry &entry = iter->second;
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last_entry = &entry;
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if (!last_shader || entry.shader != last_shader)
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{
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D3D::dev->SetPixelShader(entry.shader);
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lastShader = entry.shader;
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last_shader = entry.shader;
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}
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return;
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}
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@ -93,10 +92,15 @@ void PixelShaderCache::SetShader()
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PSCacheEntry newentry;
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newentry.shader = shader;
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newentry.frameCount = frameCount;
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#ifdef _DEBUG
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newentry.code = code;
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#endif
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PixelShaders[uid] = newentry;
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last_entry = &PixelShaders[uid];
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Renderer::SetFVF(NULL);
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D3D::dev->SetPixelShader(shader);
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last_shader = shader;
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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
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@ -134,7 +138,7 @@ void PixelShaderCache::Cleanup()
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while (iter != PixelShaders.end())
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{
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PSCacheEntry &entry = iter->second;
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if (entry.frameCount < frameCount-400)
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if (entry.frameCount < frameCount - 400)
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{
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entry.Destroy();
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iter = PixelShaders.erase(iter);
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@ -145,4 +149,14 @@ void PixelShaderCache::Cleanup()
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}
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}
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SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
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}
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}
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#ifdef _DEBUG
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std::string PixelShaderCache::GetCurrentShaderCode()
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{
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if (last_entry)
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return last_entry->code;
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else
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return "(no shader)\n";
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}
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#endif
|
|
@ -31,11 +31,14 @@ tevhash GetCurrentTEV();
|
|||
|
||||
class PixelShaderCache
|
||||
{
|
||||
private:
|
||||
struct PSCacheEntry
|
||||
{
|
||||
LPDIRECT3DPIXELSHADER9 shader;
|
||||
int frameCount;
|
||||
|
||||
#ifdef _DEBUG
|
||||
std::string code;
|
||||
#endif
|
||||
PSCacheEntry() : shader(NULL), frameCount(0) {}
|
||||
void Destroy()
|
||||
{
|
||||
|
@ -47,12 +50,16 @@ class PixelShaderCache
|
|||
typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;
|
||||
|
||||
static PSCache PixelShaders;
|
||||
static const PSCacheEntry *last_entry;
|
||||
|
||||
public:
|
||||
static void Init();
|
||||
static void Cleanup();
|
||||
static void Shutdown();
|
||||
static void SetShader();
|
||||
#ifdef _DEBUG
|
||||
static std::string GetCurrentShaderCode();
|
||||
#endif
|
||||
static LPDIRECT3DPIXELSHADER9 CompileCgShader(const char *pstrprogram);
|
||||
};
|
||||
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
#include "Common.h"
|
||||
#include "FileUtil.h"
|
||||
|
||||
#include "D3DBase.h"
|
||||
|
||||
|
@ -81,6 +82,8 @@ bool Init()
|
|||
collection = C_NOTHING;
|
||||
fakeVBuffer = new u8[MAXVBUFFERSIZE];
|
||||
fakeIBuffer = new u16[MAXIBUFFERSIZE];
|
||||
memset(fakeVBuffer, 0, MAXVBUFFERSIZE);
|
||||
memset(fakeIBuffer, 0, MAXIBUFFERSIZE * 2);
|
||||
CreateDeviceObjects();
|
||||
VertexManager::s_pCurBufferPointer = fakeVBuffer;
|
||||
return true;
|
||||
|
@ -143,9 +146,6 @@ void AddVertices(int _primitive, int _numVertices)
|
|||
//We are NOT collecting the right type.
|
||||
Flush();
|
||||
|
||||
// Copy the extra verts that we lost.
|
||||
memcpy(s_pCurBufferPointer, fakeVBuffer, _numVertices * g_nativeVertexFmt->GetVertexStride());
|
||||
|
||||
collection = type;
|
||||
u16 *ptr = 0;
|
||||
if (type != C_POINTS)
|
||||
|
@ -247,14 +247,23 @@ void Flush()
|
|||
if (collection != C_POINTS)
|
||||
{
|
||||
int numPrimitives = indexGen.GetNumPrims();
|
||||
D3D::dev->DrawIndexedPrimitiveUP(pts[(int)collection],
|
||||
0,
|
||||
numVertices,
|
||||
numPrimitives,
|
||||
fakeIBuffer,
|
||||
D3DFMT_INDEX16,
|
||||
fakeVBuffer,
|
||||
stride);
|
||||
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
|
||||
pts[(int)collection],
|
||||
0,
|
||||
numVertices,
|
||||
numPrimitives,
|
||||
fakeIBuffer,
|
||||
D3DFMT_INDEX16,
|
||||
fakeVBuffer,
|
||||
stride))) {
|
||||
#ifdef _DEBUG
|
||||
std::string error_shaders;
|
||||
error_shaders.append(VertexShaderCache::GetCurrentShaderCode());
|
||||
error_shaders.append(PixelShaderCache::GetCurrentShaderCode());
|
||||
File::WriteStringToFile(true, error_shaders, "bad_shader_combo.txt");
|
||||
PanicAlert("DrawIndexedPrimitiveUP failed. Shaders written to shaders.txt.");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -32,6 +32,7 @@
|
|||
#include <Cg/cgD3D9.h>
|
||||
|
||||
VertexShaderCache::VSCache VertexShaderCache::vshaders;
|
||||
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
|
||||
|
||||
void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
|
@ -49,7 +50,6 @@ void VertexShaderCache::Init()
|
|||
|
||||
}
|
||||
|
||||
|
||||
void VertexShaderCache::Shutdown()
|
||||
{
|
||||
VSCache::iterator iter = vshaders.begin();
|
||||
|
@ -61,10 +61,7 @@ void VertexShaderCache::Shutdown()
|
|||
|
||||
void VertexShaderCache::SetShader(u32 components)
|
||||
{
|
||||
if (D3D::GetShaderVersion() < 2)
|
||||
return; // we are screwed
|
||||
|
||||
static LPDIRECT3DVERTEXSHADER9 lastShader = NULL;
|
||||
static LPDIRECT3DVERTEXSHADER9 last_shader = NULL;
|
||||
|
||||
DVSTARTPROFILE();
|
||||
|
||||
|
@ -76,11 +73,12 @@ void VertexShaderCache::SetShader(u32 components)
|
|||
if (iter != vshaders.end())
|
||||
{
|
||||
iter->second.frameCount = frameCount;
|
||||
VSCacheEntry &entry = iter->second;
|
||||
if (!lastShader || entry.shader != lastShader)
|
||||
const VSCacheEntry &entry = iter->second;
|
||||
last_entry = &entry;
|
||||
if (!last_shader || entry.shader != last_shader)
|
||||
{
|
||||
D3D::dev->SetVertexShader(entry.shader);
|
||||
lastShader = entry.shader;
|
||||
last_shader = entry.shader;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -94,7 +92,12 @@ void VertexShaderCache::SetShader(u32 components)
|
|||
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);
|
||||
|
||||
|
@ -145,4 +148,14 @@ void VertexShaderCache::Cleanup()
|
|||
}
|
||||
}
|
||||
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
|
|
@ -21,16 +21,21 @@
|
|||
#include "D3DBase.h"
|
||||
|
||||
#include <map>
|
||||
#include <string>
|
||||
|
||||
#include "D3DBase.h"
|
||||
#include "VertexShaderGen.h"
|
||||
|
||||
class VertexShaderCache
|
||||
{
|
||||
private:
|
||||
struct VSCacheEntry
|
||||
{
|
||||
LPDIRECT3DVERTEXSHADER9 shader;
|
||||
int frameCount;
|
||||
#ifdef _DEBUG
|
||||
std::string code;
|
||||
#endif
|
||||
VSCacheEntry() : shader(NULL), frameCount(0) {}
|
||||
void Destroy()
|
||||
{
|
||||
|
@ -42,12 +47,16 @@ class VertexShaderCache
|
|||
typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
|
||||
|
||||
static VSCache vshaders;
|
||||
static const VSCacheEntry *last_entry;
|
||||
|
||||
public:
|
||||
static void Init();
|
||||
static void Cleanup();
|
||||
static void Shutdown();
|
||||
static void SetShader(u32 components);
|
||||
#ifdef _DEBUG
|
||||
static std::string GetCurrentShaderCode();
|
||||
#endif
|
||||
static LPDIRECT3DVERTEXSHADER9 CompileCgShader(const char *pstrprogram);
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue