revert the mess i made in the d3d plugin. Add way to use HLSL directly without going through Cg. Not that the results look much better... i do see shadows of spinning cars in Burnout 2 after clicking around in the dark. Then it crashes.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2504 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2009-03-01 12:07:34 +00:00
parent fca8d04a11
commit 7607d6dc6a
7 changed files with 52 additions and 105 deletions

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@ -133,7 +133,7 @@ void GetPixelShaderId(PIXELSHADERUID &uid, u32 s_texturemask, u32 zbufrender, u3
static void WriteStage(char *&p, int n, u32 texture_mask);
static void WrapNonPow2Tex(char* &p, const char* var, int texmap, u32 texture_mask);
static void WriteAlphaCompare(char *&p, int num, int comp);
static bool WriteAlphaTest(char *&p);
static bool WriteAlphaTest(char *&p, bool HLSL);
static void WriteFog(char *&p, bool bOutputZ);
const float epsilon8bit = 1.0f / 255.0f;
@ -369,7 +369,7 @@ static void BuildSwapModeTable()
}
}
const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0)
const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0, bool HLSL)
{
text[sizeof(text) - 1] = 0x7C; // canary
DVSTARTPROFILE();
@ -516,7 +516,7 @@ const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool
//if (bpmem.genMode.numindstages ) WRITE(p, "prev.rg = indtex0.xy;\nprev.b = 0;\n");
if (!WriteAlphaTest(p)) {
if (!WriteAlphaTest(p, HLSL)) {
// alpha test will always fail, so restart the shader and just make it an empty function
p = pmainstart;
WRITE(p, "discard;\n");
@ -535,7 +535,9 @@ const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool
*/
WriteFog(p, bOutputZ);
WRITE(p, " ocol0 = prev;\n");
}
} else {
WRITE(p, " ocol0 = prev;\n");
}
}
if (bRenderZ) {
@ -889,7 +891,7 @@ static void WriteAlphaCompare(char *&p, int num, int comp)
}
}
static bool WriteAlphaTest(char *&p)
static bool WriteAlphaTest(char *&p, bool HLSL)
{
u32 op = bpmem.alphaFunc.logic;
u32 comp[2] = {bpmem.alphaFunc.comp0,bpmem.alphaFunc.comp1};
@ -928,7 +930,11 @@ static bool WriteAlphaTest(char *&p)
}
// Seems we need discard for Cg and clip for d3d. sigh.
WRITE(p, "discard( ");
if (HLSL)
WRITE(p, "clip( ");
else {
WRITE(p, "discard( ");
}
WriteAlphaCompare(p, 0, bpmem.alphaFunc.comp0);
// negated because testing the inverse condition

View File

@ -91,7 +91,7 @@ public:
}
};
const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0);
const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0, bool HLSL = false);
void GetPixelShaderId(PIXELSHADERUID &, u32 s_texturemask, u32 zbufrender, u32 zBufRenderToCol0);
#endif

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@ -24,18 +24,18 @@
namespace D3D
{
LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len)
LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len, bool assembly)
{
//try to compile
LPD3DXBUFFER shaderBuffer = 0;
LPD3DXBUFFER errorBuffer = 0;
LPDIRECT3DVERTEXSHADER9 vShader = 0;
HRESULT hr = D3DXAssembleShader(code, len, 0, 0, 0, &shaderBuffer, &errorBuffer);
/*if (FAILED(hr))
{
//let's try 2.0
HRESULT hr;
if (assembly)
hr = D3DXAssembleShader(code, len, 0, 0, 0, &shaderBuffer, &errorBuffer);
else
hr = D3DXCompileShader(code, len, 0, 0, "main", "vs_2_0", 0, &shaderBuffer, &errorBuffer, 0);
}*/
if (FAILED(hr))
{
@ -67,14 +67,19 @@ LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len)
return vShader;
}
LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len)
LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len, bool assembly)
{
LPD3DXBUFFER shaderBuffer = 0;
LPD3DXBUFFER errorBuffer = 0;
LPDIRECT3DPIXELSHADER9 pShader = 0;
static char *versions[6] = {"ERROR", "ps_1_1", "ps_1_4", "ps_2_0", "ps_3_0", "ps_4_0"};
HRESULT hr = D3DXAssembleShader(code, len, 0, 0, 0, &shaderBuffer, &errorBuffer);
HRESULT hr;
if (assembly)
hr = D3DXAssembleShader(code, len, 0, 0, 0, &shaderBuffer, &errorBuffer);
else
hr = D3DXCompileShader(code, len, 0, 0, "main", "ps_2_0", // Pixel Shader 2.0 is enough for all we do
0, &shaderBuffer, &errorBuffer, 0);
if (FAILED(hr))
{

View File

@ -21,6 +21,6 @@
namespace D3D
{
LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len);
LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len);
LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len, bool assembly);
LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len, bool assembly);
}

View File

@ -83,8 +83,9 @@ void PixelShaderCache::SetShader()
return;
}
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), false, false);
LPDIRECT3DPIXELSHADER9 shader = CompileCgShader(code);
bool HLSL = false;
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), false, false, HLSL);
LPDIRECT3DPIXELSHADER9 shader = HLSL ? D3D::CompilePixelShader(code, strlen(code), false) : CompileCgShader(code);
if (shader)
{
//Make an entry in the table
@ -104,10 +105,7 @@ void PixelShaderCache::SetShader()
LPDIRECT3DPIXELSHADER9 PixelShaderCache::CompileCgShader(const char *pstrprogram)
{
//char stropt[64];
//sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
const char *opts[] = {"-profileopts", "MaxLocalParams=256", "-O2", "-q", NULL};
//const char **opts = cgD3D9GetOptimalOptions(g_cgvProf);
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgfProf, "main", opts);
if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
@ -116,36 +114,11 @@ LPDIRECT3DPIXELSHADER9 PixelShaderCache::CompileCgShader(const char *pstrprogram
return false;
}
// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
// It SHOULD not have any nasty side effects though - but you never know...
char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
LPD3DXBUFFER shader_binary;
LPD3DXBUFFER error_msg;
// Step one - Assemble into binary code. This binary code could be cached.
if (FAILED(D3DXAssembleShader(pcompiledprog, (UINT)strlen(pcompiledprog), NULL, NULL, 0, &shader_binary, &error_msg)))
PanicAlert("Asm fail");
// Destroy Cg program as early as possible - we want as little as possible to do with Cg due to
// our rather extreme performance requirements.
LPDIRECT3DPIXELSHADER9 pixel_shader = D3D::CompilePixelShader(pcompiledprog, (int)strlen(pcompiledprog), true);
cgDestroyProgram(tempprog);
tempprog = NULL;
// Create pixel shader from the binary code.
LPDIRECT3DPIXELSHADER9 pixel_shader = NULL;
if (SUCCEEDED(D3D::dev->CreatePixelShader((const DWORD *)shader_binary->GetBufferPointer(), &pixel_shader))) {
// PanicAlert("Success Pixel!");
} else {
if (error_msg) {
PanicAlert("failure pixel %s", error_msg->GetBufferPointer());
MessageBox(0, pcompiledprog, 0, 0);
}
else
PanicAlert("failure pixel with no error message.");
}
if (shader_binary)
shader_binary->Release();
if (error_msg)
error_msg->Release();
return pixel_shader;
}

View File

@ -85,10 +85,6 @@ void Renderer::Init(SVideoInitialize &_VideoInitialize)
EmuWindow::SetSize(g_Res[g_Config.iWindowedRes][0], g_Res[g_Config.iWindowedRes][1]);
D3D::Create(g_Config.iAdapter, EmuWindow::GetWnd(), g_Config.bFullscreen, g_Config.iFSResolution, g_Config.iMultisampleMode);
D3DVIEWPORT9 vp;
D3D::dev->GetViewport(&vp);
g_cgcontext = cgCreateContext();
cgGetError();
@ -97,31 +93,23 @@ void Renderer::Init(SVideoInitialize &_VideoInitialize)
g_cgvProf = cgD3D9GetLatestVertexProfile();
g_cgfProf = cgD3D9GetLatestPixelProfile();
float width = (float)D3D::GetDisplayWidth();
float height = (float)D3D::GetDisplayHeight();
m_x = 0;
m_y = 0;
m_width = (float)vp.Width;
m_height = (float)vp.Height;
xScale = 640.0f / (float)vp.Width;
yScale = 480.0f / (float)vp.Height;
m_width = width;
m_height = height;
xScale = width / (float)EFB_WIDTH;
yScale = height / (float)EFB_HEIGHT;
// We're not using much fixed function. Let's just set the matrices to identity.
D3DXMATRIX mtx;
D3DXMatrixIdentity(&mtx);
D3D::dev->SetTransform(D3DTS_VIEW, &mtx);
D3D::dev->SetTransform(D3DTS_WORLD, &mtx);
float width = (float)D3D::GetDisplayWidth();
float height = (float)D3D::GetDisplayHeight();
xScale = width/640.0f;
yScale = height/480.0f;
/*
RECT rc =
{
(LONG)(m_x*xScale),
(LONG)(m_y*yScale),
(LONG)(m_width*xScale),
(LONG)(m_height*yScale)
};
*/
D3D::font.Init();
Initialize();
}
@ -145,6 +133,7 @@ void Renderer::Initialize()
m_Textures.push_back(NULL);
for (int i = 0; i < 8; i++)
D3D::dev->SetSamplerState(i, D3DSAMP_MAXANISOTROPY, 16);
Postprocess::Initialize();
Postprocess::BeginFrame();
D3D::BeginFrame(true, 0);
@ -158,11 +147,12 @@ void Renderer::AddMessage(const std::string &message, u32 ms)
void Renderer::ProcessMessages()
{
if (s_listMsgs.size() > 0) {
if (s_listMsgs.size() > 0)
{
int left = 25, top = 15;
std::list<Message>::iterator it = s_listMsgs.begin();
while(it != s_listMsgs.end())
while (it != s_listMsgs.end())
{
int time_left = (int)(it->dwTimeStamp - timeGetTime());
int alpha = 255;
@ -193,7 +183,7 @@ void Renderer::RenderText(const std::string &text, int left, int top, u32 color)
void dumpMatrix(D3DXMATRIX &mtx)
{
for (int y=0; y<4; y++)
for (int y = 0; y < 4; y++)
{
char temp[256];
sprintf(temp,"%4.4f %4.4f %4.4f %4.4f",mtx.m[y][0],mtx.m[y][1],mtx.m[y][2],mtx.m[y][3]);
@ -213,8 +203,6 @@ void Renderer::SwapBuffers()
int height = rcWindow.bottom - rcWindow.top;
::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
// nBackbufferWidth = width;
// nBackbufferHeight = height;
}
//Finish up the current frame, print some stats
@ -290,6 +278,7 @@ void Renderer::SwapBuffers()
rc.right = (LONG)m_width;
rc.bottom = (LONG)m_height;
D3D::dev->SetScissorRect(&rc);
D3D::dev->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
D3D::dev->Clear(0, 0, D3DCLEAR_TARGET, 0x101010, 0, 0);
u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
@ -347,6 +336,7 @@ void Renderer::SetViewport(float* _Viewport)
void Renderer::SetScissorRect()
{
/*
RECT rc = {0,0,0,0}; // FIXX
rc.left = (int)(rc.left * xScale);
rc.top = (int)(rc.top * yScale);
@ -355,7 +345,7 @@ void Renderer::SetScissorRect()
if (rc.right >= rc.left && rc.bottom >= rc.top)
D3D::dev->SetScissorRect(&rc);
else
g_VideoInitialize.pLog("SCISSOR ERROR", FALSE);
g_VideoInitialize.pLog("SCISSOR ERROR", FALSE);*/
}
/*
@ -493,10 +483,6 @@ void UpdateViewport()
int yoffs = 0;
int wid, hei, actualWid, actualHei;
int winw = 640;
int winh = 480;
float ratio = (float)winw / (float)winh / fourThree;
vp.MinZ = (xfregs.rawViewport[5] - xfregs.rawViewport[2])/16777215.0f;
vp.MaxZ = xfregs.rawViewport[5]/16777215.0f;

View File

@ -85,8 +85,9 @@ void VertexShaderCache::SetShader(u32 components)
return;
}
bool HLSL = false;
const char *code = GenerateVertexShader(components, false);
LPDIRECT3DVERTEXSHADER9 shader = CompileCgShader(code);
LPDIRECT3DVERTEXSHADER9 shader = HLSL ? D3D::CompileVertexShader(code, strlen(code), false) : CompileCgShader(code);
if (shader)
{
// Make an entry in the table
@ -121,33 +122,9 @@ LPDIRECT3DVERTEXSHADER9 VertexShaderCache::CompileCgShader(const char *pstrprogr
}
const char *pcompiledprog = cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
LPD3DXBUFFER shader_binary;
LPD3DXBUFFER error_msg;
// Step one - Assemble into binary code. This binary code could be cached.
if (FAILED(D3DXAssembleShader(pcompiledprog, (UINT)strlen(pcompiledprog), NULL, NULL, 0, &shader_binary, &error_msg)))
PanicAlert("Asm fail");
// Destroy Cg program as early as possible - we want as little as possible to do with Cg due to
// our rather extreme performance requirements.
LPDIRECT3DVERTEXSHADER9 vertex_shader = D3D::CompileVertexShader(pcompiledprog, (int)strlen(pcompiledprog), true);
cgDestroyProgram(tempprog);
tempprog = NULL;
// Create vertex shader from the binary code.
LPDIRECT3DVERTEXSHADER9 vertex_shader = NULL;
if (SUCCEEDED(D3D::dev->CreateVertexShader((const DWORD *)shader_binary->GetBufferPointer(), &vertex_shader))) {
// PanicAlert("Successvertex!");
} else {
if (error_msg) {
PanicAlert("failure vertex %s", error_msg->GetBufferPointer());
MessageBox(0, pcompiledprog, 0, 0);
}
else
PanicAlert("failure vertex with no error message.");
}
if (shader_binary)
shader_binary->Release();
if (error_msg)
error_msg->Release();
return vertex_shader;
}