#include "D3DBase.h" #include "Utils.h" #include "Globals.h" #include "ShaderManager.h" #include "VertexLoader.h" #include "BPMemory.h" #include "XFMemory.h" //I hope we don't get too many hash collisions :p //all these magic numbers are primes, it should help a bit tevhash GetCurrentTEV() { u32 hash = bpmem.genMode.numindstages + bpmem.genMode.numtevstages*11 + bpmem.genMode.numtexgens*8*17; for (int i = 0; i < (int)bpmem.genMode.numtevstages+1; i++) { hash = _rotl(hash,3) ^ (bpmem.combiners[i].colorC.hex*13); hash = _rotl(hash,7) ^ ((bpmem.combiners[i].alphaC.hex&0xFFFFFFFC)*3); hash = _rotl(hash,9) ^ xfregs.texcoords[i].texmtxinfo.projection*451; } for (int i = 0; i < (int)bpmem.genMode.numtevstages/2+1; i++) { hash = _rotl(hash,13) ^ (bpmem.tevorders[i].hex*7); } for (int i = 0; i < 8; i++) { hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap1; hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap2; } hash ^= bpmem.dstalpha.enable ^ 0xc0debabe; hash = _rotl(hash,4) ^ bpmem.alphaFunc.comp0*7; hash = _rotl(hash,4) ^ bpmem.alphaFunc.comp1*13; hash = _rotl(hash,4) ^ bpmem.alphaFunc.logic*11; return hash; } PShaderCache::PSCache PShaderCache::pshaders; VShaderCache::VSCache VShaderCache::vshaders; void PShaderCache::Init() { } void PShaderCache::Shutdown() { PSCache::iterator iter = pshaders.begin(); for (;iter!=pshaders.end();iter++) iter->second.Destroy(); pshaders.clear(); } void PShaderCache::SetShader() { if (D3D::GetShaderVersion() < 2) return; // we are screwed static LPDIRECT3DPIXELSHADER9 lastShader = 0; DVSTARTPROFILE(); tevhash currentHash = GetCurrentTEV(); PSCache::iterator iter; iter = pshaders.find(currentHash); if (iter != pshaders.end()) { iter->second.frameCount = frameCount; PSCacheEntry &entry = iter->second; if (!lastShader || entry.shader != lastShader) { D3D::dev->SetPixelShader(entry.shader); lastShader = entry.shader; } return; } const char *code = GeneratePixelShader(); LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePShader(code, int(strlen(code))); if (shader) { //Make an entry in the table PSCacheEntry newentry; newentry.shader = shader; newentry.frameCount = frameCount; pshaders[currentHash] = newentry; } D3D::dev->SetPixelShader(shader); INCSTAT(stats.numPixelShadersCreated); SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size()); } void PShaderCache::Cleanup() { PSCache::iterator iter; iter = pshaders.begin(); while(iter != pshaders.end()) { PSCacheEntry &entry = iter->second; if (entry.frameCount < frameCount-30) { entry.Destroy(); iter = pshaders.erase(iter); } else { iter++; } } SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size()); } void VShaderCache::Init() { } void VShaderCache::Shutdown() { VSCache::iterator iter = vshaders.begin(); for (;iter!=vshaders.end();iter++) iter->second.Destroy(); vshaders.clear(); } void VShaderCache::SetShader() { if (D3D::GetShaderVersion() < 2) return; // we are screwed static LPDIRECT3DVERTEXSHADER9 lastShader = 0; DVSTARTPROFILE(); tevhash currentHash = GetCurrentTEV(); VSCache::iterator iter; iter = vshaders.find(currentHash); 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; } const char *code = GenerateVertexShader(); LPDIRECT3DVERTEXSHADER9 shader = D3D::CompileVShader(code, int(strlen(code))); if (shader) { //Make an entry in the table VSCacheEntry entry; entry.shader = shader; entry.frameCount=frameCount; vshaders[currentHash] = entry; } D3D::dev->SetVertexShader(shader); INCSTAT(stats.numVertexShadersCreated); SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size()); } void VShaderCache::Cleanup() { for (VSCache::iterator iter=vshaders.begin(); iter!=vshaders.end();iter++) { VSCacheEntry &entry = iter->second; if (entry.frameCount