// Copyright (C) 2003-2008 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 "Statistics.h" #include "Utils.h" #include "Profiler.h" #include "VertexShaderCache.h" #include "VertexLoader.h" #include "BPMemory.h" #include "XFMemory.h" VShaderCache::VSCache VShaderCache::vshaders; void VShaderCache::Init() { } void VShaderCache::Shutdown() { VSCache::iterator iter = vshaders.begin(); for (; iter != vshaders.end(); iter++) iter->second.Destroy(); vshaders.clear(); } void VShaderCache::SetShader() { static LPDIRECT3DVERTEXSHADER9 shader = NULL; if (D3D::GetShaderVersion() < 2) return; // we are screwed if (shader) { //D3D::dev->SetVertexShader(shader); return; } static LPDIRECT3DVERTEXSHADER9 lastShader = 0; DVSTARTPROFILE(); u32 currentHash = 0x1337; // 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(); 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();) { VSCacheEntry &entry = iter->second; if (entry.frameCount < frameCount - 30) { entry.Destroy(); iter = vshaders.erase(iter); } else { ++iter; } } SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size()); }