// 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 "Common.h" #include "FileUtil.h" #include "LinearDiskCache.h" #include "Globals.h" #include "D3DBase.h" #include "D3DShader.h" #include "Statistics.h" #include "Utils.h" #include "Profiler.h" #include "VideoConfig.h" #include "VertexShaderCache.h" #include "VertexLoader.h" #include "BPMemory.h" #include "XFMemory.h" #include "debugger/debugger.h" VertexShaderCache::VSCache VertexShaderCache::vshaders; const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry; static float GC_ALIGNED16(lastVSconstants[C_FOGPARAMS + 8][4]); static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader; static LPDIRECT3DVERTEXSHADER9 ClearVertexShader; static LPDIRECT3DVERTEXSHADER9 FSAAVertexShader; LinearDiskCache g_vs_disk_cache; LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader() { return SimpleVertexShader; } LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader() { return ClearVertexShader; } LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetFSAAVertexShader() { return FSAAVertexShader; } void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4) { if (lastVSconstants[const_number][0] != f1 || lastVSconstants[const_number][1] != f2 || lastVSconstants[const_number][2] != f3 || lastVSconstants[const_number][3] != f4) { const float f[4] = {f1, f2, f3, f4}; lastVSconstants[const_number][0] = f1; lastVSconstants[const_number][1] = f2; lastVSconstants[const_number][2] = f3; lastVSconstants[const_number][3] = f4; D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], 1); } } void SetVSConstant4fv(int const_number, const float *f) { if (lastVSconstants[const_number][0] != f[0] || lastVSconstants[const_number][1] != f[1] || lastVSconstants[const_number][2] != f[2] || lastVSconstants[const_number][3] != f[3]) { lastVSconstants[const_number][0] = f[0]; lastVSconstants[const_number][1] = f[1]; lastVSconstants[const_number][2] = f[2]; lastVSconstants[const_number][3] = f[3]; D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], 1); } } void SetMultiVSConstant3fv(int const_number, int count, const float *f) { bool change = false; for (int i = 0; i < count; i++) { if (lastVSconstants[const_number + i][0] != f[0 + i*3] || lastVSconstants[const_number + i][1] != f[1 + i*3] || lastVSconstants[const_number + i][2] != f[2 + i*3]) { change = true; break; } } if (change) { for (int i = 0; i < count; i++) { lastVSconstants[const_number + i][0] = f[0 + i*3]; lastVSconstants[const_number + i][1] = f[1 + i*3]; lastVSconstants[const_number + i][2] = f[2 + i*3]; lastVSconstants[const_number + i][3] = 0.0f; } D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], count); } } void SetMultiVSConstant4fv(int const_number, int count, const float *f) { bool change = false; for (int i = 0; i < count; i++) { if (lastVSconstants[const_number + i][0] != f[0 + i*4] || lastVSconstants[const_number + i][1] != f[1 + i*4] || lastVSconstants[const_number + i][2] != f[2 + i*4] || lastVSconstants[const_number + i][3] != f[3 + i*4]) { change = true; break; } } if (change) { for (int i = 0; i < count; i++) { lastVSconstants[const_number + i][0] = f[0 + i*4]; lastVSconstants[const_number + i][1] = f[1 + i*4]; lastVSconstants[const_number + i][2] = f[2 + i*4]; lastVSconstants[const_number + i][3] = f[3 + i*4]; } D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], count); } } class VertexShaderCacheInserter : public LinearDiskCacheReader { public: void Read(const u8 *key, int key_size, const u8 *value, int value_size) { VERTEXSHADERUID uid; if (key_size != sizeof(uid)) { ERROR_LOG(VIDEO, "Wrong key size in vertex shader cache"); return; } memcpy(&uid, key, key_size); VertexShaderCache::InsertByteCode(uid, value, value_size, false); } }; void VertexShaderCache::Init() { char* vProg = new char[2048]; sprintf(vProg,"struct VSOUTPUT\n" "{\n" "float4 vPosition : POSITION;\n" "float4 vColor0 : COLOR0;\n" "float2 vTexCoord : TEXCOORD0;\n" "};\n" "VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float4 inColor0: COLOR0)\n" "{\n" "VSOUTPUT OUT;\n" "OUT.vPosition = inPosition;\n" "OUT.vColor0 = inColor0;\n" "OUT.vTexCoord = inTEX0;\n" "return OUT;\n" "}\n"); SimpleVertexShader = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg)); sprintf(vProg,"struct VSOUTPUT\n" "{\n" "float4 vPosition : POSITION;\n" "float4 vColor0 : COLOR0;\n" "};\n" "VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n" "{\n" "VSOUTPUT OUT;\n" "OUT.vPosition = inPosition;\n" "OUT.vColor0 = inColor0;\n" "return OUT;\n" "}\n"); ClearVertexShader = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg)); sprintf(vProg, "struct VSOUTPUT\n" "{\n" "float4 vPosition : POSITION;\n" "float4 vTexCoord : TEXCOORD0;\n" "float4 vTexCoord1 : TEXCOORD1;\n" "float4 vTexCoord2 : TEXCOORD2;\n" "float4 vTexCoord3 : TEXCOORD3;\n" "float4 vTexCoord4 : TEXCOORD4;\n" "float4 vTexCoord5 : TEXCOORD5;\n" "};\n" "VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float4 inTEX2 : TEXCOORD2)\n" "{\n" "VSOUTPUT OUT;" "OUT.vPosition = inPosition;\n" "OUT.vTexCoord = inTEX0.xyyx;\n" "OUT.vTexCoord1 = inTEX0.xyyx + (float4(-0.1830127f,-0.6830127f,-0.7071068f,-1.2247449f) * inTEX1.xyyx);\n" "OUT.vTexCoord2 = inTEX0.xyyx + (float4(-0.6830127f, 0.1830127f, 0.7071068f, 1.2247449f) * inTEX1.xyyx);\n" "OUT.vTexCoord3 = inTEX0.xyyx + (float4( 0.6830127f,-0.1830127f,-1.2247449f, 0.7071068f) * inTEX1.xyyx);\n" "OUT.vTexCoord4 = inTEX0.xyyx + (float4( 0.1830127f, 0.6830127f, 1.2247449f,-0.7071068f) * inTEX1.xyyx);\n" "OUT.vTexCoord5 = inTEX2;\n" "return OUT;\n" "}\n"); FSAAVertexShader = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg)); Clear(); delete [] vProg; if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX))) File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX)); char cache_filename[MAX_PATH]; sprintf(cache_filename, "%s%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id); VertexShaderCacheInserter inserter; int read_items = g_vs_disk_cache.OpenAndRead(cache_filename, &inserter); } void VertexShaderCache::Clear() { VSCache::iterator iter = vshaders.begin(); for (; iter != vshaders.end(); ++iter) iter->second.Destroy(); vshaders.clear(); for (int i = 0; i < (C_FOGPARAMS + 8) * 4; i++) lastVSconstants[i / 4][i % 4] = -100000000.0f; memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid)); } void VertexShaderCache::Shutdown() { if (SimpleVertexShader) SimpleVertexShader->Release(); SimpleVertexShader = NULL; if (FSAAVertexShader) FSAAVertexShader->Release(); FSAAVertexShader = NULL; Clear(); g_vs_disk_cache.Sync(); g_vs_disk_cache.Close(); } bool VertexShaderCache::SetShader(u32 components) { DVSTARTPROFILE(); VERTEXSHADERUID uid; GetVertexShaderId(&uid, components); if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount) { if (vshaders[uid].shader) return true; else return false; } memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID)); VSCache::iterator iter; iter = vshaders.find(uid); if (iter != vshaders.end()) { iter->second.frameCount = frameCount; const VSCacheEntry &entry = iter->second; last_entry = &entry; DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE,true); if (entry.shader) { D3D::SetVertexShader(entry.shader); return true; } else return false; } const char *code = GenerateVertexShaderCode(components, true); u8 *bytecode; int bytecodelen; if (!D3D::CompileVertexShader(code, (int)strlen(code), &bytecode, &bytecodelen)) { if (g_ActiveConfig.bShowShaderErrors) { PanicAlert("Failed to compile Vertex Shader:\n\n%s", code); } return false; } g_vs_disk_cache.Append((u8 *)&uid, sizeof(uid), bytecode, bytecodelen); g_vs_disk_cache.Sync(); bool result = InsertByteCode(uid, bytecode, bytecodelen, true); delete [] bytecode; return result; } bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) { LPDIRECT3DVERTEXSHADER9 shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen); // Make an entry in the table VSCacheEntry entry; entry.shader = shader; entry.frameCount = frameCount; vshaders[uid] = entry; last_entry = &vshaders[uid]; if (!shader) return false; INCSTAT(stats.numVertexShadersCreated); SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size()); if (activate) { D3D::SetVertexShader(shader); return true; } return false; } #if defined(_DEBUG) || defined(DEBUGFAST) std::string VertexShaderCache::GetCurrentShaderCode() { return "(N/A)\n"; } #endif