Get 2501 closer to "working".
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2502 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
37d5360399
commit
f597a66b8d
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="Windows-1252"?>
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<?xml version="1.0" encoding="Windows-1252"?>
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<VisualStudioProject
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<VisualStudioProject
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ProjectType="Visual C++"
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ProjectType="Visual C++"
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Version="9.00"
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Version="9,00"
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Name="Plugin_VideoDX9"
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Name="Plugin_VideoDX9"
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ProjectGUID="{636FAD5F-02D1-4E9A-BE67-FB8EA99B9A18}"
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ProjectGUID="{636FAD5F-02D1-4E9A-BE67-FB8EA99B9A18}"
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RootNamespace="Plugin_VideoDX9"
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RootNamespace="Plugin_VideoDX9"
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@ -208,6 +208,7 @@
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SuppressStartupBanner="true"
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SuppressStartupBanner="true"
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AdditionalLibraryDirectories="..\..\..\Externals\Cg64"
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AdditionalLibraryDirectories="..\..\..\Externals\Cg64"
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GenerateManifest="false"
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GenerateManifest="false"
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GenerateDebugInformation="true"
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ProgramDatabaseFile="$(TargetDir)$(TargetName).pdb"
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ProgramDatabaseFile="$(TargetDir)$(TargetName).pdb"
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RandomizedBaseAddress="1"
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RandomizedBaseAddress="1"
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DataExecutionPrevention="0"
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DataExecutionPrevention="0"
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@ -1196,10 +1197,6 @@
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RelativePath=".\Src\NativeVertexFormat.cpp"
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RelativePath=".\Src\NativeVertexFormat.cpp"
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>
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>
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</File>
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</File>
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<File
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RelativePath=".\Src\VertexShaderCache.cpp"
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>
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</File>
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</Filter>
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</Filter>
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<Filter
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<Filter
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Name="Render"
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Name="Render"
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@ -1236,6 +1233,10 @@
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RelativePath=".\Src\VertexManager.h"
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RelativePath=".\Src\VertexManager.h"
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>
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>
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</File>
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</File>
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<File
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RelativePath=".\Src\VertexShaderCache.cpp"
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>
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</File>
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<File
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<File
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RelativePath=".\Src\VertexShaderCache.h"
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RelativePath=".\Src\VertexShaderCache.h"
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>
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>
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@ -62,6 +62,7 @@ void PixelShaderCache::SetShader()
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return; // we are screwed
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return; // we are screwed
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static LPDIRECT3DPIXELSHADER9 lastShader = NULL;
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static LPDIRECT3DPIXELSHADER9 lastShader = NULL;
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DVSTARTPROFILE();
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DVSTARTPROFILE();
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PIXELSHADERUID uid;
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PIXELSHADERUID uid;
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@ -83,9 +84,7 @@ void PixelShaderCache::SetShader()
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}
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}
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const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), false, false);
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const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), false, false);
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//LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePixelShader(code, (int)(strlen(code)));
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LPDIRECT3DPIXELSHADER9 shader = CompileCgShader(code);
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LPDIRECT3DPIXELSHADER9 shader = CompileCgShader(code);
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if (shader)
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if (shader)
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{
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{
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//Make an entry in the table
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//Make an entry in the table
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@ -94,6 +93,7 @@ void PixelShaderCache::SetShader()
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newentry.frameCount = frameCount;
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newentry.frameCount = frameCount;
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PixelShaders[uid] = newentry;
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PixelShaders[uid] = newentry;
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D3D::dev->SetFVF(NULL);
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D3D::dev->SetPixelShader(shader);
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D3D::dev->SetPixelShader(shader);
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INCSTAT(stats.numPixelShadersCreated);
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INCSTAT(stats.numPixelShadersCreated);
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@ -119,18 +119,34 @@ LPDIRECT3DPIXELSHADER9 PixelShaderCache::CompileCgShader(const char *pstrprogram
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// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
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// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
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// It SHOULD not have any nasty side effects though - but you never know...
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// It SHOULD not have any nasty side effects though - but you never know...
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char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
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char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
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char *plocal = strstr(pcompiledprog, "program.local");
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LPD3DXBUFFER shader_binary;
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while (plocal != NULL) {
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LPD3DXBUFFER error_msg;
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const char *penv = " program.env";
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memcpy(plocal, penv, 13);
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plocal = strstr(plocal+13, "program.local");
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}
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LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePixelShader(pcompiledprog, strlen(pcompiledprog));
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// Step one - Assemble into binary code. This binary code could be cached.
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if (FAILED(D3DXAssembleShader(pcompiledprog, (UINT)strlen(pcompiledprog), NULL, NULL, 0, &shader_binary, &error_msg)))
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PanicAlert("Asm fail");
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// Destroy Cg program as early as possible - we want as little as possible to do with Cg due to
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// our rather extreme performance requirements.
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cgDestroyProgram(tempprog);
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cgDestroyProgram(tempprog);
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tempprog = NULL;
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return shader;
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// Create pixel shader from the binary code.
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LPDIRECT3DPIXELSHADER9 pixel_shader = NULL;
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if (SUCCEEDED(D3D::dev->CreatePixelShader((const DWORD *)shader_binary->GetBufferPointer(), &pixel_shader))) {
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// PanicAlert("Success Pixel!");
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} else {
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if (error_msg) {
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PanicAlert("failure pixel %s", error_msg->GetBufferPointer());
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MessageBox(0, pcompiledprog, 0, 0);
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}
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else
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PanicAlert("failure pixel with no error message.");
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}
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if (shader_binary)
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shader_binary->Release();
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if (error_msg)
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error_msg->Release();
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return pixel_shader;
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}
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}
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@ -34,13 +34,9 @@ class PixelShaderCache
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struct PSCacheEntry
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struct PSCacheEntry
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{
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{
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LPDIRECT3DPIXELSHADER9 shader;
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LPDIRECT3DPIXELSHADER9 shader;
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int frameCount;
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int frameCount;
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PSCacheEntry()
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{
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PSCacheEntry() : shader(NULL), frameCount(0) {}
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shader = 0;
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frameCount = 0;
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}
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void Destroy()
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void Destroy()
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{
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{
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if (shader)
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if (shader)
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@ -93,7 +93,6 @@ void Renderer::Init(SVideoInitialize &_VideoInitialize)
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cgGetError();
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cgGetError();
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cgSetErrorHandler(HandleCgError, NULL);
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cgSetErrorHandler(HandleCgError, NULL);
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cgD3D9SetDevice(D3D::dev);
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cgD3D9SetDevice(D3D::dev);
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g_cgvProf = cgD3D9GetLatestVertexProfile();
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g_cgvProf = cgD3D9GetLatestVertexProfile();
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g_cgfProf = cgD3D9GetLatestPixelProfile();
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g_cgfProf = cgD3D9GetLatestPixelProfile();
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@ -144,10 +143,8 @@ void Renderer::Initialize()
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m_Textures.reserve(MaxTextureStages);
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m_Textures.reserve(MaxTextureStages);
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for (int i = 0; i < MaxTextureStages; i++)
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for (int i = 0; i < MaxTextureStages; i++)
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m_Textures.push_back(NULL);
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m_Textures.push_back(NULL);
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for (int i = 0; i < 8; i++)
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for (int i = 0; i < 8; i++)
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D3D::dev->SetSamplerState(i, D3DSAMP_MAXANISOTROPY, 16);
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D3D::dev->SetSamplerState(i, D3DSAMP_MAXANISOTROPY, 16);
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Postprocess::Initialize();
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Postprocess::Initialize();
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Postprocess::BeginFrame();
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Postprocess::BeginFrame();
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D3D::BeginFrame(true, 0);
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D3D::BeginFrame(true, 0);
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@ -61,11 +61,11 @@ void VertexShaderCache::Shutdown()
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void VertexShaderCache::SetShader(u32 components)
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void VertexShaderCache::SetShader(u32 components)
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{
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{
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static LPDIRECT3DVERTEXSHADER9 shader = NULL;
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if (D3D::GetShaderVersion() < 2)
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if (D3D::GetShaderVersion() < 2)
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return; // we are screwed
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return; // we are screwed
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static LPDIRECT3DVERTEXSHADER9 lastShader = NULL;
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static LPDIRECT3DVERTEXSHADER9 lastShader = NULL;
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DVSTARTPROFILE();
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DVSTARTPROFILE();
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VERTEXSHADERUID uid;
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VERTEXSHADERUID uid;
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VSCache::iterator iter;
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VSCache::iterator iter;
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iter = vshaders.find(uid);
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iter = vshaders.find(uid);
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if (iter != vshaders.end())
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if (iter != vshaders.end())
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{
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{
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iter->second.frameCount = frameCount;
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iter->second.frameCount = frameCount;
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}
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}
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const char *code = GenerateVertexShader(components, false);
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const char *code = GenerateVertexShader(components, false);
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//shader = D3D::CompileVertexShader(code, (int)strlen(code));
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LPDIRECT3DVERTEXSHADER9 shader = CompileCgShader(code);
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shader = CompileCgShader(code);
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if (shader)
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if (shader)
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{
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{
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// Make an entry in the table
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// Make an entry in the table
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INCSTAT(stats.numVertexShadersCreated);
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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} else
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} else {
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PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
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PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
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}
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}
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D3D::dev->SetFVF(NULL);
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D3D::dev->SetVertexShader(shader);
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}
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LPDIRECT3DVERTEXSHADER9 VertexShaderCache::CompileCgShader(const char *pstrprogram)
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LPDIRECT3DVERTEXSHADER9 VertexShaderCache::CompileCgShader(const char *pstrprogram)
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{
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{
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//char stropt[64];
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//char stropt[64];
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ERROR_LOG(VIDEO, pstrprogram);
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ERROR_LOG(VIDEO, pstrprogram);
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return NULL;
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return NULL;
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}
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}
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const char *pcompiledprog = cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
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// This looks evil - we modify the program through the const char * we got from cgGetProgramString!
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LPD3DXBUFFER shader_binary;
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// It SHOULD not have any nasty side effects though - but you never know...
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LPD3DXBUFFER error_msg;
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char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
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char *plocal = strstr(pcompiledprog, "program.local");
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while (plocal != NULL) {
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const char* penv = " program.env";
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memcpy(plocal, penv, 13);
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plocal = strstr(plocal + 13, "program.local");
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}
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LPDIRECT3DVERTEXSHADER9 shader = D3D::CompileVertexShader(pcompiledprog, strlen(pcompiledprog));
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// Step one - Assemble into binary code. This binary code could be cached.
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if (FAILED(D3DXAssembleShader(pcompiledprog, (UINT)strlen(pcompiledprog), NULL, NULL, 0, &shader_binary, &error_msg)))
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PanicAlert("Asm fail");
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// Destroy Cg program as early as possible - we want as little as possible to do with Cg due to
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// our rather extreme performance requirements.
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cgDestroyProgram(tempprog);
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cgDestroyProgram(tempprog);
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tempprog = NULL;
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return shader;
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// Create vertex shader from the binary code.
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LPDIRECT3DVERTEXSHADER9 vertex_shader = NULL;
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if (SUCCEEDED(D3D::dev->CreateVertexShader((const DWORD *)shader_binary->GetBufferPointer(), &vertex_shader))) {
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// PanicAlert("Successvertex!");
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} else {
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if (error_msg) {
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PanicAlert("failure vertex %s", error_msg->GetBufferPointer());
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MessageBox(0, pcompiledprog, 0, 0);
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}
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else
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PanicAlert("failure vertex with no error message.");
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}
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if (shader_binary)
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shader_binary->Release();
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if (error_msg)
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error_msg->Release();
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return vertex_shader;
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}
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}
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void VertexShaderCache::Cleanup()
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void VertexShaderCache::Cleanup()
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@ -31,11 +31,7 @@ class VertexShaderCache
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{
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{
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LPDIRECT3DVERTEXSHADER9 shader;
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LPDIRECT3DVERTEXSHADER9 shader;
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int frameCount;
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int frameCount;
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VSCacheEntry()
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VSCacheEntry() : shader(NULL), frameCount(0) {}
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{
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shader = 0;
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frameCount = 0;
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}
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void Destroy()
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void Destroy()
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{
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{
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if (shader)
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if (shader)
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