Some shader manager changes, to avoid a shader be re-generated / re-compiled again, and again, if it is failed at the first time. There used to be cases that a vertex shader was failed, and Dolphin tried to generate/compile it forever, and caused the entire game slow down. It maybe not the case anymore after recent changes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4175 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -70,34 +70,41 @@ bool PixelShaderCache::SetShader(bool dstAlpha)
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{
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iter->second.frameCount = frameCount;
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const PSCacheEntry &entry = iter->second;
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D3D::dev->SetPixelShader(entry.shader);
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last_entry = &entry;
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DEBUGGER_PAUSE_COUNT_N(NEXT_PIXEL_SHADER_CHANGE);
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return true;
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if (entry.shader)
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{
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D3D::dev->SetPixelShader(entry.shader);
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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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}
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const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), dstAlpha, true);
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LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePixelShader(code, (int)strlen(code));
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// Make an entry in the table
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PSCacheEntry newentry;
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newentry.shader = shader;
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newentry.frameCount = frameCount;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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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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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
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if (shader)
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{
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// Make an entry in the table
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PSCacheEntry newentry;
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newentry.shader = shader;
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newentry.frameCount = frameCount;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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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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D3D::dev->SetPixelShader(shader);
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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
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return true;
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}
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else if (g_Config.bShowShaderErrors)
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if (g_Config.bShowShaderErrors)
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{
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PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
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}
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@ -70,34 +70,39 @@ bool VertexShaderCache::SetShader(u32 components)
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{
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iter->second.frameCount = frameCount;
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const VSCacheEntry &entry = iter->second;
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D3D::dev->SetVertexShader(entry.shader);
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last_entry = &entry;
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DEBUGGER_PAUSE_COUNT_N(NEXT_VERTEX_SHADER_CHANGE);
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return true;
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if (entry.shader)
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{
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D3D::dev->SetVertexShader(entry.shader);
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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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}
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const char *code = GenerateVertexShader(components, true);
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LPDIRECT3DVERTEXSHADER9 shader = D3D::CompileVertexShader(code, (int)strlen(code));
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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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#if defined(_DEBUG) || defined(DEBUGFAST)
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entry.code = code;
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#endif
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vshaders[uid] = entry;
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last_entry = &vshaders[uid];
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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if (shader)
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{
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// Make an entry in the table
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VSCacheEntry entry;
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entry.shader = shader;
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entry.frameCount = frameCount;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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entry.code = code;
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#endif
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vshaders[uid] = entry;
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last_entry = &vshaders[uid];
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D3D::dev->SetVertexShader(shader);
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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return true;
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}
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else if (g_Config.bShowShaderErrors)
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if (g_Config.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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