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
This commit is contained in:
rice1964 2009-09-03 02:21:14 +00:00
parent 99d7bf724d
commit 47a16da49a
2 changed files with 44 additions and 32 deletions

View File

@ -70,17 +70,21 @@ bool PixelShaderCache::SetShader(bool dstAlpha)
{ {
iter->second.frameCount = frameCount; iter->second.frameCount = frameCount;
const PSCacheEntry &entry = iter->second; const PSCacheEntry &entry = iter->second;
D3D::dev->SetPixelShader(entry.shader);
last_entry = &entry; last_entry = &entry;
DEBUGGER_PAUSE_COUNT_N(NEXT_PIXEL_SHADER_CHANGE); DEBUGGER_PAUSE_COUNT_N(NEXT_PIXEL_SHADER_CHANGE);
if (entry.shader)
{
D3D::dev->SetPixelShader(entry.shader);
return true; return true;
} }
else
return false;
}
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), dstAlpha, true); const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), dstAlpha, true);
LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePixelShader(code, (int)strlen(code)); LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePixelShader(code, (int)strlen(code));
if (shader)
{
// Make an entry in the table // Make an entry in the table
PSCacheEntry newentry; PSCacheEntry newentry;
newentry.shader = shader; newentry.shader = shader;
@ -91,13 +95,16 @@ bool PixelShaderCache::SetShader(bool dstAlpha)
PixelShaders[uid] = newentry; PixelShaders[uid] = newentry;
last_entry = &PixelShaders[uid]; last_entry = &PixelShaders[uid];
D3D::dev->SetPixelShader(shader);
INCSTAT(stats.numPixelShadersCreated); INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size()); SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
if (shader)
{
D3D::dev->SetPixelShader(shader);
return true; return true;
} }
else if (g_Config.bShowShaderErrors)
if (g_Config.bShowShaderErrors)
{ {
PanicAlert("Failed to compile Pixel Shader:\n\n%s", code); PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
} }

View File

@ -70,17 +70,21 @@ bool VertexShaderCache::SetShader(u32 components)
{ {
iter->second.frameCount = frameCount; iter->second.frameCount = frameCount;
const VSCacheEntry &entry = iter->second; const VSCacheEntry &entry = iter->second;
D3D::dev->SetVertexShader(entry.shader);
last_entry = &entry; last_entry = &entry;
DEBUGGER_PAUSE_COUNT_N(NEXT_VERTEX_SHADER_CHANGE); DEBUGGER_PAUSE_COUNT_N(NEXT_VERTEX_SHADER_CHANGE);
if (entry.shader)
{
D3D::dev->SetVertexShader(entry.shader);
return true; return true;
} }
else
return false;
}
const char *code = GenerateVertexShader(components, true); const char *code = GenerateVertexShader(components, true);
LPDIRECT3DVERTEXSHADER9 shader = D3D::CompileVertexShader(code, (int)strlen(code)); LPDIRECT3DVERTEXSHADER9 shader = D3D::CompileVertexShader(code, (int)strlen(code));
if (shader)
{
// Make an entry in the table // Make an entry in the table
VSCacheEntry entry; VSCacheEntry entry;
entry.shader = shader; entry.shader = shader;
@ -90,14 +94,15 @@ bool VertexShaderCache::SetShader(u32 components)
#endif #endif
vshaders[uid] = entry; vshaders[uid] = entry;
last_entry = &vshaders[uid]; last_entry = &vshaders[uid];
D3D::dev->SetVertexShader(shader);
INCSTAT(stats.numVertexShadersCreated); INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size()); SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
if (shader)
{
D3D::dev->SetVertexShader(shader);
return true; return true;
} }
else if (g_Config.bShowShaderErrors)
if (g_Config.bShowShaderErrors)
{ {
PanicAlert("Failed to compile Vertex Shader:\n\n%s", code); PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
} }