// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include #include "D3DBase.h" #include "D3DShader.h" #include "Statistics.h" #include "Utils.h" #include "Profiler.h" #include "Config.h" #include "VertexShaderCache.h" #include "VertexLoader.h" #include "BPMemory.h" #include "XFMemory.h" #include #include VertexShaderCache::VSCache VertexShaderCache::vshaders; void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4) { const float f[4] = {f1, f2, f3, f4}; D3D::dev->SetVertexShaderConstantF(const_number, f, 1); } void SetVSConstant4fv(int const_number, const float *f) { D3D::dev->SetVertexShaderConstantF(const_number, f, 1); } void VertexShaderCache::Init() { } void VertexShaderCache::Shutdown() { VSCache::iterator iter = vshaders.begin(); for (; iter != vshaders.end(); iter++) iter->second.Destroy(); vshaders.clear(); } void VertexShaderCache::SetShader(u32 components) { if (D3D::GetShaderVersion() < 2) return; // we are screwed static LPDIRECT3DVERTEXSHADER9 lastShader = NULL; DVSTARTPROFILE(); VERTEXSHADERUID uid; GetVertexShaderId(uid, components); VSCache::iterator iter; iter = vshaders.find(uid); if (iter != vshaders.end()) { iter->second.frameCount = frameCount; VSCacheEntry &entry = iter->second; if (!lastShader || entry.shader != lastShader) { D3D::dev->SetVertexShader(entry.shader); lastShader = entry.shader; } return; } bool HLSL = false; const char *code = GenerateVertexShader(components, true); LPDIRECT3DVERTEXSHADER9 shader = HLSL ? D3D::CompileVertexShader(code, (int)strlen(code), false) : CompileCgShader(code); if (shader) { // Make an entry in the table VSCacheEntry entry; entry.shader = shader; entry.frameCount = frameCount; vshaders[uid] = entry; D3D::dev->SetVertexShader(shader); INCSTAT(stats.numVertexShadersCreated); SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size()); } else if (g_Config.bShowShaderErrors) { PanicAlert("Failed to compile Vertex Shader:\n\n%s", code); } Renderer::SetFVF(NULL); D3D::dev->SetVertexShader(shader); } LPDIRECT3DVERTEXSHADER9 VertexShaderCache::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_cgvProf, "main", opts); if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) { ERROR_LOG(VIDEO, "Failed to load vs %s:\n", cgGetLastListing(g_cgcontext)); ERROR_LOG(VIDEO, pstrprogram); return NULL; } const char *pcompiledprog = cgGetProgramString(tempprog, CG_COMPILED_PROGRAM); LPDIRECT3DVERTEXSHADER9 vertex_shader = D3D::CompileVertexShader(pcompiledprog, (int)strlen(pcompiledprog), true); cgDestroyProgram(tempprog); tempprog = NULL; return vertex_shader; } void VertexShaderCache::Cleanup() { for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end();) { VSCacheEntry &entry = iter->second; if (entry.frameCount < frameCount - 30) { entry.Destroy(); iter = vshaders.erase(iter); } else { ++iter; } } SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size()); }