rename some files

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1695 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2008-12-26 17:26:18 +00:00
parent 2a552421a5
commit 8bf3d83107
12 changed files with 49 additions and 49 deletions

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@ -337,12 +337,12 @@ static const char *alphaRef[2] =
static const char *tevCOutputTable[] = { "prev.rgb", "c0.rgb", "c1.rgb", "c2.rgb" }; static const char *tevCOutputTable[] = { "prev.rgb", "c0.rgb", "c1.rgb", "c2.rgb" };
static const char *tevAOutputTable[] = { "prev.a", "c0.a", "c1.a", "c2.a" }; static const char *tevAOutputTable[] = { "prev.a", "c0.a", "c1.a", "c2.a" };
static const char* tevIndAlphaSel[] = {"", "x", "y", "z"}; static const char *tevIndAlphaSel[] = {"", "x", "y", "z"};
static const char* tevIndAlphaScale[] = {"", "*32","*16","*8"}; static const char *tevIndAlphaScale[] = {"", "*32","*16","*8"};
static const char* tevIndBiasField[] = {"", "x", "y", "xy", "z", "xz", "yz", "xyz"}; // indexed by bias static const char *tevIndBiasField[] = {"", "x", "y", "xy", "z", "xz", "yz", "xyz"}; // indexed by bias
static const char* tevIndBiasAdd[] = {"-128.0f", "1.0f", "1.0f", "1.0f" }; // indexed by fmt static const char *tevIndBiasAdd[] = {"-128.0f", "1.0f", "1.0f", "1.0f" }; // indexed by fmt
static const char* tevIndWrapStart[] = {"0", "256", "128", "64", "32", "16", "0.001" }; static const char *tevIndWrapStart[] = {"0", "256", "128", "64", "32", "16", "0.001" };
static const char* tevIndFmtScale[] = {"255.0f", "31.0f", "15.0f", "8.0f" }; static const char *tevIndFmtScale[] = {"255.0f", "31.0f", "15.0f", "8.0f" };
#define WRITE p+=sprintf #define WRITE p+=sprintf
@ -364,7 +364,7 @@ static void BuildSwapModeTable()
} }
} }
char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0) const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0)
{ {
text[sizeof(text) - 1] = 0x7C; // canary text[sizeof(text) - 1] = 0x7C; // canary
DVSTARTPROFILE(); DVSTARTPROFILE();

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@ -89,7 +89,7 @@ public:
} }
}; };
char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0); const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0);
void GetPixelShaderId(PIXELSHADERUID &, u32 s_texturemask, u32 zbufrender, u32 zBufRenderToCol0); void GetPixelShaderId(PIXELSHADERUID &, u32 s_texturemask, u32 zbufrender, u32 zBufRenderToCol0);
#endif #endif

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@ -77,7 +77,7 @@ static char text[16384];
char *GenerateLightShader(char* p, int index, const LitChannel& chan, const char* dest, int coloralpha); char *GenerateLightShader(char* p, int index, const LitChannel& chan, const char* dest, int coloralpha);
char *GenerateVertexShader(u32 components, bool has_zbuffer_target) const char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
{ {
text[sizeof(text) - 1] = 0x7C; // canary text[sizeof(text) - 1] = 0x7C; // canary
DVSTARTPROFILE(); DVSTARTPROFILE();

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@ -94,7 +94,7 @@ public:
} }
}; };
char *GenerateVertexShader(u32 components, bool has_zbuffer_target); const char *GenerateVertexShader(u32 components, bool has_zbuffer_target);
void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components, u32 zbufrender); void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components, u32 zbufrender);
#endif #endif

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@ -1205,6 +1205,14 @@
RelativePath=".\Src\NativeVertexFormat.cpp" RelativePath=".\Src\NativeVertexFormat.cpp"
> >
</File> </File>
<File
RelativePath=".\Src\TransformEngine.cpp"
>
</File>
<File
RelativePath=".\Src\TransformEngine.h"
>
</File>
<File <File
RelativePath=".\Src\VertexLoader.cpp" RelativePath=".\Src\VertexLoader.cpp"
> >
@ -1270,11 +1278,11 @@
> >
</File> </File>
<File <File
RelativePath=".\Src\PixelShaderManager.cpp" RelativePath=".\Src\PixelShaderCache.cpp"
> >
</File> </File>
<File <File
RelativePath=".\Src\PixelShaderManager.h" RelativePath=".\Src\PixelShaderCache.h"
> >
</File> </File>
<File <File
@ -1293,18 +1301,6 @@
RelativePath=".\Src\TextureCache.h" RelativePath=".\Src\TextureCache.h"
> >
</File> </File>
<File
RelativePath=".\Src\TransformEngine.cpp"
>
</File>
<File
RelativePath=".\Src\TransformEngine.h"
>
</File>
<File
RelativePath=".\Transformer.hlsl"
>
</File>
<File <File
RelativePath=".\Src\VertexShader.cpp" RelativePath=".\Src\VertexShader.cpp"
> >
@ -1314,11 +1310,11 @@
> >
</File> </File>
<File <File
RelativePath=".\Src\VertexShaderManager.cpp" RelativePath=".\Src\VertexShaderCache.cpp"
> >
</File> </File>
<File <File
RelativePath=".\Src\VertexShaderManager.h" RelativePath=".\Src\VertexShaderCache.h"
> >
</File> </File>
</Filter> </Filter>

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@ -251,13 +251,18 @@ namespace D3D
} }
} }
dev->GetDeviceCaps(&caps); dev->GetDeviceCaps(&caps);
dev->GetRenderTarget(0,&backBuffer); dev->GetRenderTarget(0, &backBuffer);
Ps.Major = (D3D::caps.PixelShaderVersion >> 8) & 0xFF; Ps.Major = (D3D::caps.PixelShaderVersion >> 8) & 0xFF;
Ps.Minor = (D3D::caps.PixelShaderVersion) & 0xFF; Ps.Minor = (D3D::caps.PixelShaderVersion) & 0xFF;
Vs.Major = (D3D::caps.VertexShaderVersion >>8) & 0xFF; Vs.Major = (D3D::caps.VertexShaderVersion >>8) & 0xFF;
Vs.Minor = (D3D::caps.VertexShaderVersion) & 0xFF; Vs.Minor = (D3D::caps.VertexShaderVersion) & 0xFF;
if (caps.NumSimultaneousRTs < 2)
{
MessageBox(0, "Warning - your graphics card does not support multiple render targets.", 0, 0);
}
// Device state would normally be set here // Device state would normally be set here
return S_OK; return S_OK;
} }

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@ -19,7 +19,7 @@
#include "Statistics.h" #include "Statistics.h"
#include "Utils.h" #include "Utils.h"
#include "Profiler.h" #include "Profiler.h"
#include "PixelShaderManager.h" #include "PixelShaderCache.h"
#include "VertexLoader.h" #include "VertexLoader.h"
#include "BPMemory.h" #include "BPMemory.h"
#include "XFMemory.h" #include "XFMemory.h"

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@ -15,12 +15,13 @@
// Official SVN repository and contact information can be found at // Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/ // http://code.google.com/p/dolphin-emu/
#ifndef _PIXELSHADERMANAGER_H #ifndef _PIXELSHADERCACHE_H
#define _PIXELSHADERMANAGER_H #define _PIXELSHADERCACHE_H
#include "D3DBase.h" #include "D3DBase.h"
#include <map> #include <map>
#include "PixelShader.h" #include "PixelShader.h"
#include "VertexShader.h" #include "VertexShader.h"
@ -33,7 +34,6 @@ class PShaderCache
struct PSCacheEntry struct PSCacheEntry
{ {
LPDIRECT3DPIXELSHADER9 shader; LPDIRECT3DPIXELSHADER9 shader;
//CGPShader shader;
int frameCount; int frameCount;
PSCacheEntry() PSCacheEntry()
@ -48,7 +48,6 @@ class PShaderCache
} }
}; };
typedef std::map<tevhash, PSCacheEntry> PSCache; typedef std::map<tevhash, PSCacheEntry> PSCache;
static PSCache pshaders; static PSCache pshaders;
@ -61,4 +60,4 @@ public:
}; };
#endif // _PIXELSHADERMANAGER_H #endif // _PIXELSHADERCACHE_H

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@ -21,7 +21,7 @@
#include "Statistics.h" #include "Statistics.h"
#include "Utils.h" #include "Utils.h"
#include "Profiler.h" #include "Profiler.h"
#include "VertexShaderManager.h" #include "VertexShaderCache.h"
#include "VertexLoader.h" #include "VertexLoader.h"
#include "BPMemory.h" #include "BPMemory.h"
#include "XFMemory.h" #include "XFMemory.h"
@ -93,7 +93,7 @@ void VShaderCache::SetShader()
void VShaderCache::Cleanup() void VShaderCache::Cleanup()
{ {
for (VSCache::iterator iter=vshaders.begin(); iter!=vshaders.end();) for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end();)
{ {
VSCacheEntry &entry = iter->second; VSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount - 30) if (entry.frameCount < frameCount - 30)

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@ -15,8 +15,8 @@
// Official SVN repository and contact information can be found at // Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/ // http://code.google.com/p/dolphin-emu/
#ifndef _VERTEXSHADERMANAGER_H #ifndef _VERTEXSHADERCACHE_H
#define _VERTEXSHADERMANAGER_H #define _VERTEXSHADERCACHE_H
#include "D3DBase.h" #include "D3DBase.h"
@ -54,4 +54,4 @@ public:
static void SetShader(); static void SetShader();
}; };
#endif // _VERTEXSHADERMANAGER_H #endif // _VERTEXSHADERCACHE_H

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@ -123,7 +123,7 @@ FRAGMENTSHADER* PixelShaderCache::GetShader()
} }
PSCacheEntry& newentry = pshaders[uid]; PSCacheEntry& newentry = pshaders[uid];
char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(),
Renderer::GetZBufferTarget() != 0, Renderer::GetZBufferTarget() != 0,
Renderer::GetRenderMode() != Renderer::RM_Normal); Renderer::GetRenderMode() != Renderer::RM_Normal);

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@ -227,7 +227,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address); u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
// Needed for texture format using tlut. // Needed for texture format using tlut.
// TODO: Slower == Safer. Recalculate tlut lenght for each cases just to be sure. // TODO: Slower == Safer. Recalculate tlut length for each cases just to be sure.
u32 hashseed = 0; u32 hashseed = 0;
switch (format) { switch (format) {
case GX_TF_C4: case GX_TF_C4:
@ -237,7 +237,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
hashseed = TexDecoder_GetTlutHash((u16*)(texMem + tlutaddr), 256); hashseed = TexDecoder_GetTlutHash((u16*)(texMem + tlutaddr), 256);
break; break;
case GX_TF_C14X2: case GX_TF_C14X2:
hashseed = TexDecoder_GetTlutHash((u16*)(texMem + tlutaddr), 384); hashseed = TexDecoder_GetTlutHash((u16*)(texMem + tlutaddr), 512);
break; break;
} }
@ -386,7 +386,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
// Z16,GB8,RG8,Z16L,IA8,RA8 - IA8 // Z16,GB8,RG8,Z16L,IA8,RA8 - IA8
bool bIsInit = textures.find(address) != textures.end(); bool bIsInit = textures.find(address) != textures.end();
PRIM_LOG("copytarg: addr=0x%x, fromz=%d, intfmt=%d, copyfmt=%d\n", address, (int)bFromZBuffer,(int)bIsIntensityFmt,copyfmt); PRIM_LOG("copytarg: addr=0x%x, fromz=%d, intfmt=%d, copyfmt=%d\n", address, (int)bFromZBuffer, (int)bIsIntensityFmt,copyfmt);
TCacheEntry& entry = textures[address]; TCacheEntry& entry = textures[address];
entry.isNonPow2 = true; entry.isNonPow2 = true;
@ -415,7 +415,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
// for some reason mario sunshine errors here... // for some reason mario sunshine errors here...
GLenum err = GL_NO_ERROR; GLenum err = GL_NO_ERROR;
GL_REPORT_ERROR(); GL_REPORT_ERROR();
if (err == GL_NO_ERROR ) if (err == GL_NO_ERROR)
bReInit = false; bReInit = false;
} }
@ -551,7 +551,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
} }
// if (bCopyToTarget) { // if (bCopyToTarget) {
// _assert_( glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT ); // _assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
// glReadBuffer(GL_COLOR_ATTACHMENT0_EXT); // glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
// GL_REPORT_ERRORD(); // GL_REPORT_ERRORD();
// glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, source->left, source->top, source->right-source->left, source->bottom-source->top); // glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, source->left, source->top, source->right-source->left, source->bottom-source->top);
@ -567,8 +567,8 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
Renderer::ResetGLState(); // reset any game specific settings Renderer::ResetGLState(); // reset any game specific settings
if (s_TempFramebuffer == 0 ) if (s_TempFramebuffer == 0)
glGenFramebuffersEXT( 1, (GLuint *)&s_TempFramebuffer); glGenFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer);
Renderer::SetFramebuffer(s_TempFramebuffer); Renderer::SetFramebuffer(s_TempFramebuffer);
Renderer::SetRenderTarget(entry.texture); Renderer::SetRenderTarget(entry.texture);
@ -622,7 +622,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
TextureMngr::DisableStage(0); TextureMngr::DisableStage(0);
if (bFromZBuffer ) if (bFromZBuffer)
Renderer::SetZBufferRender(); // notify for future settings Renderer::SetZBufferRender(); // notify for future settings
GL_REPORT_ERRORD(); GL_REPORT_ERRORD();