DX9/OGL: Remove some superfluous checks (this is already done in VideoCommon).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6073 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -44,8 +44,6 @@ const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
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static LinearDiskCache g_ps_disk_cache;
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static std::set<u32> unique_shaders;
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static float lastPSconstants[C_COLORMATRIX+16][4];
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#define MAX_SSAA_SHADERS 3
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static LPDIRECT3DPIXELSHADER9 s_ColorMatrixProgram[MAX_SSAA_SHADERS];
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@ -75,32 +73,18 @@ LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetClearProgram()
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void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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if (lastPSconstants[const_number][0] != f1 || lastPSconstants[const_number][1] != f2 ||
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lastPSconstants[const_number][2] != f3 || lastPSconstants[const_number][3] != f4)
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{
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lastPSconstants[const_number][0] = f1;
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lastPSconstants[const_number][1] = f2;
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lastPSconstants[const_number][2] = f3;
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lastPSconstants[const_number][3] = f4;
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D3D::dev->SetPixelShaderConstantF(const_number, lastPSconstants[const_number], 1);
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}
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float f[4] = { f1, f2, f3, f4 };
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D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
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}
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void SetPSConstant4fv(unsigned int const_number, const float *f)
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{
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if (memcmp(&lastPSconstants[const_number], f, sizeof(float) * 4)) {
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memcpy(&lastPSconstants[const_number], f, sizeof(float) * 4);
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D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
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}
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D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
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}
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void SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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{
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if (memcmp(&lastPSconstants[const_number], f, count * sizeof(float) * 4)) {
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memcpy(&lastPSconstants[const_number], f, count * sizeof(float) * 4);
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D3D::dev->SetPixelShaderConstantF(const_number, f, count);
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}
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D3D::dev->SetPixelShaderConstantF(const_number, f, count);
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}
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class PixelShaderCacheInserter : public LinearDiskCacheReader {
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@ -266,8 +250,6 @@ void PixelShaderCache::Clear()
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iter->second.Destroy();
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PixelShaders.clear();
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for (int i = 0; i < C_PENVCONST_END * 4; i++)
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lastPSconstants[i / 4][i % 4] = -100000000.0f;
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memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));
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}
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@ -37,7 +37,6 @@
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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static float GC_ALIGNED16(lastVSconstants[C_VENVCONST_END][4]);
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#define MAX_SSAA_SHADERS 3
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static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader[MAX_SSAA_SHADERS];
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@ -58,59 +57,31 @@ LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader()
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void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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if (lastVSconstants[const_number][0] != f1 ||
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lastVSconstants[const_number][1] != f2 ||
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lastVSconstants[const_number][2] != f3 ||
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lastVSconstants[const_number][3] != f4)
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{
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lastVSconstants[const_number][0] = f1;
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lastVSconstants[const_number][1] = f2;
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lastVSconstants[const_number][2] = f3;
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lastVSconstants[const_number][3] = f4;
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D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], 1);
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}
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const float f[4] = { f1, f2, f3, f4 };
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D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
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}
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void SetVSConstant4fv(unsigned int const_number, const float *f)
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{
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if (memcmp(&lastVSconstants[const_number], f, sizeof(float) * 4)) {
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memcpy(&lastVSconstants[const_number], f, sizeof(float) * 4);
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D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], 1);
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}
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D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
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}
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void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
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{
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bool change = false;
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float buf[4*C_VENVCONST_END];
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for (unsigned int i = 0; i < count; i++)
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{
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if (lastVSconstants[const_number + i][0] != f[0 + i*3] ||
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lastVSconstants[const_number + i][1] != f[1 + i*3] ||
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lastVSconstants[const_number + i][2] != f[2 + i*3])
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{
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change = true;
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break;
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}
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}
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if (change)
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{
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for (unsigned int i = 0; i < count; i++)
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{
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lastVSconstants[const_number + i][0] = f[0 + i*3];
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lastVSconstants[const_number + i][1] = f[1 + i*3];
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lastVSconstants[const_number + i][2] = f[2 + i*3];
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lastVSconstants[const_number + i][3] = 0.0f;
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}
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D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], count);
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buf[4*i ] = *f++;
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buf[4*i+1] = *f++;
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buf[4*i+2] = *f++;
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buf[4*i+3] = 0.f;
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}
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D3D::dev->SetVertexShaderConstantF(const_number, buf, count);
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}
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void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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{
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if (memcmp(&lastVSconstants[const_number], f, count * sizeof(float) * 4)) {
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memcpy(&lastVSconstants[const_number], f, count * sizeof(float) * 4);
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D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], count);
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}
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D3D::dev->SetVertexShaderConstantF(const_number, f, count);
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}
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class VertexShaderCacheInserter : public LinearDiskCacheReader {
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@ -218,8 +189,6 @@ void VertexShaderCache::Clear()
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iter->second.Destroy();
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vshaders.clear();
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for (int i = 0; i < (C_VENVCONST_END * 4); i++)
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lastVSconstants[i / 4][i % 4] = -100000000.0f;
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memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid));
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}
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@ -42,41 +42,23 @@ GLuint PixelShaderCache::CurrentShader;
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bool PixelShaderCache::ShaderEnabled;
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static FRAGMENTSHADER* pShaderLast = NULL;
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static float lastPSconstants[C_PENVCONST_END][4];
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void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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if (lastPSconstants[const_number][0] != f1 || lastPSconstants[const_number][1] != f2 ||
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lastPSconstants[const_number][2] != f3 || lastPSconstants[const_number][3] != f4)
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{
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lastPSconstants[const_number][0] = f1;
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lastPSconstants[const_number][1] = f2;
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lastPSconstants[const_number][2] = f3;
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lastPSconstants[const_number][3] = f4;
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glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, lastPSconstants[const_number]);
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}
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float f[4] = { f1, f2, f3, f4 };
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glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
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}
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void SetPSConstant4fv(unsigned int const_number, const float *f)
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{
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if (memcmp(&lastPSconstants[const_number], f, sizeof(float) * 4)) {
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memcpy(&lastPSconstants[const_number], f, sizeof(float) * 4);
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glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
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}
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glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
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}
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void SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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{
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const float *f0 = f;
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for (unsigned int i = 0; i < count ;i++,f0+=4)
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{
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if (memcmp(&lastPSconstants[const_number + i], f0, sizeof(float) * 4)) {
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memcpy(&lastPSconstants[const_number + i], f0, sizeof(float) * 4);
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glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number + i, lastPSconstants[const_number + i]);
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}
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}
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for (unsigned int i = 0; i < count; i++,f+=4)
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glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number + i, f);
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}
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void PixelShaderCache::Init()
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@ -86,8 +68,6 @@ void PixelShaderCache::Init()
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CurrentShader = 0;
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GL_REPORT_ERRORD();
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for (unsigned int i = 0; i < (C_PENVCONST_END) * 4; i++)
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lastPSconstants[i/4][i%4] = -100000000.0f;
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memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));
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s_displayCompileAlert = true;
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@ -41,58 +41,34 @@ bool VertexShaderCache::ShaderEnabled;
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static VERTEXSHADER *pShaderLast = NULL;
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static int s_nMaxVertexInstructions;
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static float GC_ALIGNED16(lastVSconstants[C_VENVCONST_END][4]);
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void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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if ( lastVSconstants[const_number][0] != f1 ||
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lastVSconstants[const_number][1] != f2 ||
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lastVSconstants[const_number][2] != f3 ||
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lastVSconstants[const_number][3] != f4)
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{
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lastVSconstants[const_number][0] = f1;
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lastVSconstants[const_number][1] = f2;
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lastVSconstants[const_number][2] = f3;
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lastVSconstants[const_number][3] = f4;
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, lastVSconstants[const_number]);
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}
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float f[4] = { f1, f2, f3, f4 };
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
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}
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void SetVSConstant4fv(unsigned int const_number, const float *f)
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{
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if (memcmp(&lastVSconstants[const_number], f, sizeof(float) * 4)) {
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memcpy(&lastVSconstants[const_number], f, sizeof(float) * 4);
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, lastVSconstants[const_number]);
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}
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
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}
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void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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{
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const float *f0 = f;
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for (unsigned int i = 0; i < count; i++,f0+=4)
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{
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if (memcmp(&lastVSconstants[const_number + i], f0, sizeof(float) * 4)) {
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memcpy(&lastVSconstants[const_number + i], f0, sizeof(float) * 4);
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, lastVSconstants[const_number + i]);
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}
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}
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for (unsigned int i = 0; i < count; i++,f+=4)
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, f);
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}
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void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
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{
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for (unsigned int i = 0; i < count; i++)
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{
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if (lastVSconstants[const_number + i][0] != f[0 + i*3] ||
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lastVSconstants[const_number + i][1] != f[1 + i*3] ||
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lastVSconstants[const_number + i][2] != f[2 + i*3] ||
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lastVSconstants[const_number + i][3] != 0.0f)
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{
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lastVSconstants[const_number + i][0] = f[0 + i*3];
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lastVSconstants[const_number + i][1] = f[1 + i*3];
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lastVSconstants[const_number + i][2] = f[2 + i*3];
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lastVSconstants[const_number + i][3] = 0.0f;
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, lastVSconstants[const_number + i]);
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}
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float buf[4];
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buf[0] = *f++;
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buf[1] = *f++;
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buf[2] = *f++;
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buf[3] = 0.f;
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glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number + i, buf);
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}
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}
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@ -102,8 +78,6 @@ void VertexShaderCache::Init()
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glEnable(GL_VERTEX_PROGRAM_ARB);
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ShaderEnabled = true;
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CurrentShader = 0;
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for (int i = 0; i < (C_VENVCONST_END * 4); i++)
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lastVSconstants[i / 4][i % 4] = -100000000.0f;
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memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid));
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s_displayCompileAlert = true;
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