D3D9: Fix issue where the shader caches were lost whenever the render window was resized. Add some error logging to LinearDiskCache. + some minor cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5747 8ced0084-cf51-0410-be5f-012b33b47a6e
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8c6ae1f6f4
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@ -46,6 +46,11 @@ bool LinearDiskCache::ValidateHeader() {
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}
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int LinearDiskCache::OpenAndRead(const char *filename, LinearDiskCacheReader *reader) {
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if (file_)
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{
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ERROR_LOG(VIDEO, "LinearDiskCache trying to open an alredy opened cache");
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return 0;
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}
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int items_read_count = 0;
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file_ = fopen(filename, "rb");
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int file_size = 0;
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@ -143,11 +148,25 @@ void LinearDiskCache::Append(
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}
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void LinearDiskCache::Sync() {
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fflush(file_);
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if (file_)
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{
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fflush(file_);
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}
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else
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{
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ERROR_LOG(VIDEO, "LinearDiskCache trying to sync closed cache");
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}
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}
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void LinearDiskCache::Close() {
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fclose(file_);
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file_ = 0;
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num_entries_ = 0;
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if (file_)
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{
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fclose(file_);
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file_ = 0;
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num_entries_ = 0;
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}
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else
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{
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ERROR_LOG(VIDEO, "LinearDiskCache trying to close an alredy closed cache");
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}
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}
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@ -49,8 +49,6 @@ public:
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static void ResetAPIState();
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static void RestoreAPIState();
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static void ReinitView();
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static void SetColorMask();
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static void SetBlendMode(bool forceUpdate);
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static bool SetScissorRect();
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@ -333,12 +333,10 @@ void GFXDebuggerDX9::OnClearTextureCacheButton(wxCommandEvent& event)
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void GFXDebuggerDX9::OnClearVertexShaderCacheButton(wxCommandEvent& event)
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{
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VertexShaderCache::Clear();
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}
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void GFXDebuggerDX9::OnClearPixelShaderCacheButton(wxCommandEvent& event)
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{
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PixelShaderCache::Clear();
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}
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void UpdateFPSDisplay(const char *text);
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@ -297,8 +297,8 @@ void GFXConfigDialogDX::CreateGUIControls()
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m_OverlayFPS = new wxCheckBox( m_PageAdvanced, ID_OVERLAYFPS, wxT("Overlay FPS Counter"), wxDefaultPosition, wxDefaultSize, 0 );
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m_CopyEFB = new wxCheckBox( m_PageAdvanced, ID_ENABLEEFBCOPY, wxT("Enable EFB Copy"), wxDefaultPosition, wxDefaultSize, 0 );
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m_EnableHotkeys = new wxCheckBox( m_PageAdvanced, ID_ENABLEHOTKEY, wxT("Enable Hotkey"), wxDefaultPosition, wxDefaultSize, 0 );
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m_Radio_CopyEFBToRAM = new wxRadioButton( m_PageAdvanced, ID_EFBTORAM, wxT("To Ram"), wxDefaultPosition, wxDefaultSize, 0 );
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m_Radio_CopyEFBToGL = new wxRadioButton( m_PageAdvanced, ID_EFBTOTEX, wxT("To Texture"), wxDefaultPosition, wxDefaultSize, 0 );
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m_Radio_CopyEFBToRAM = new wxRadioButton( m_PageAdvanced, ID_EFBTORAM, wxT("To RAM (accuracy)"), wxDefaultPosition, wxDefaultSize, 0 );
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m_Radio_CopyEFBToGL = new wxRadioButton( m_PageAdvanced, ID_EFBTOTEX, wxT("To Texture (performance, resolution)"), wxDefaultPosition, wxDefaultSize, 0 );
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m_WireFrame = new wxCheckBox( m_PageAdvanced, ID_WIREFRAME, wxT("Enable Wireframe"), wxDefaultPosition, wxDefaultSize, 0 );
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m_EnableRealXFB = new wxCheckBox( m_PageAdvanced, ID_ENABLEREALXFB, wxT("Enable Real XFB"), wxDefaultPosition, wxDefaultSize, 0 );
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m_EnableXFB = new wxCheckBox( m_PageAdvanced, ID_ENABLEXFB, wxT("Enable XFB"), wxDefaultPosition, wxDefaultSize, 0 );
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@ -258,6 +258,9 @@ void PixelShaderCache::Init()
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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SETSTAT(stats.numPixelShadersCreated, 0);
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SETSTAT(stats.numPixelShadersAlive, 0);
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char cache_filename[MAX_PATH];
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sprintf(cache_filename, "%sdx9-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
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PixelShaderCacheInserter inserter;
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@ -54,11 +54,10 @@ private:
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static PSCache PixelShaders;
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static const PSCacheEntry *last_entry;
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static void Clear();
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public:
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static void Init();
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static void Clear();
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static void Shutdown();
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static bool SetShader(bool dstAlpha);
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static bool InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate);
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@ -225,8 +225,12 @@ void SetupDeviceObjects()
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VertexShaderManager::Dirty();
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PixelShaderManager::Dirty();
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TextureConverter::Init();
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// Tex and shader caches will recreate themselves over time.
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// To avoid shader compilation stutters, read back all shaders from cache.
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VertexShaderCache::Init();
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PixelShaderCache::Init();
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// Texture cache will recreate themselves over time.
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}
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// Kill off all POOL_DEFAULT device objects.
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@ -241,8 +245,8 @@ void TeardownDeviceObjects()
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D3D::font.Shutdown();
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TextureCache::Invalidate(false);
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VertexLoaderManager::Shutdown();
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VertexShaderCache::Clear();
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PixelShaderCache::Clear();
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VertexShaderCache::Shutdown();
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PixelShaderCache::Shutdown();
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TextureConverter::Shutdown();
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}
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@ -500,7 +504,6 @@ void CheckForResize()
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Sleep(10);
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}
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if (EmuWindow::GetParentWnd())
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{
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// Re-stretch window to parent window size again, if it has a parent window.
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@ -214,6 +214,9 @@ void VertexShaderCache::Init()
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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SETSTAT(stats.numVertexShadersCreated, 0);
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SETSTAT(stats.numVertexShadersAlive, 0);
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char cache_filename[MAX_PATH];
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sprintf(cache_filename, "%sdx9-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
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VertexShaderCacheInserter inserter;
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@ -234,7 +237,7 @@ void VertexShaderCache::Clear()
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void VertexShaderCache::Shutdown()
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{
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for (int i = 0; i<3;i++)
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for (int i = 0; i < 3; i++)
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{
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if (SimpleVertexShader[i])
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SimpleVertexShader[i]->Release();
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@ -245,7 +248,6 @@ void VertexShaderCache::Shutdown()
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ClearVertexShader->Release();
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ClearVertexShader = NULL;
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Clear();
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g_vs_disk_cache.Sync();
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g_vs_disk_cache.Close();
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@ -49,10 +49,10 @@ private:
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static VSCache vshaders;
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static const VSCacheEntry *last_entry;
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static void Clear();
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public:
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static void Init();
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static void Clear();
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static void Shutdown();
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static bool SetShader(u32 components);
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static LPDIRECT3DVERTEXSHADER9 GetSimpleVertexShader(int level);
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@ -287,9 +287,7 @@ void Video_Prepare()
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Fifo_Init();
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VertexLoaderManager::Init();
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OpcodeDecoder_Init();
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VertexShaderCache::Init();
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VertexShaderManager::Init();
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PixelShaderCache::Init();
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PixelShaderManager::Init();
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CommandProcessor::Init();
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PixelEngine::Init();
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@ -307,9 +305,7 @@ void Shutdown()
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CommandProcessor::Shutdown();
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VertexManager::Shutdown();
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VertexLoaderManager::Shutdown();
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VertexShaderCache::Shutdown();
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VertexShaderManager::Shutdown();
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PixelShaderCache::Shutdown();
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PixelShaderManager::Shutdown();
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TextureCache::Shutdown();
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OpcodeDecoder_Shutdown();
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@ -448,8 +448,8 @@ void GFXConfigDialogOGL::CreateGUIControls()
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m_StaticBox_EFB = new wxStaticBox(m_PageAdvanced, ID_STATICBOX_EFB, wxT("EFB Copy"));
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m_CheckBox_DisableCopyEFB = new wxCheckBox(m_PageAdvanced, ID_CHECKBOX_DISABLECOPYEFB, wxT("Disable"));
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m_Radio_CopyEFBToRAM = new wxRadioButton(m_PageAdvanced, ID_RADIO_COPYEFBTORAM, wxT("Copy EFB to system RAM (real)"));
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m_Radio_CopyEFBToGL = new wxRadioButton(m_PageAdvanced, ID_RADIO_COPYEFBTOGL, wxT("Copy EFB to GL texture (hack)"));
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m_Radio_CopyEFBToRAM = new wxRadioButton(m_PageAdvanced, ID_RADIO_COPYEFBTORAM, wxT("To RAM (accuracy)"));
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m_Radio_CopyEFBToGL = new wxRadioButton(m_PageAdvanced, ID_RADIO_COPYEFBTOGL, wxT("To GL texture (performance)"));
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// Utility
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sbUtilities = new wxStaticBoxSizer(wxVERTICAL, m_PageAdvanced, wxT("Utilities"));
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@ -571,11 +571,6 @@ void Renderer::ResetAPIState()
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void UpdateViewport();
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void Renderer::ReinitView()
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{
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}
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void Renderer::RestoreAPIState()
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{
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// Gets us back into a more game-like state.
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