dolphin/Source/Plugins/Plugin_VideoDX9/Src/ShaderManager.cpp

154 lines
3.0 KiB
C++

#include "D3DBase.h"
#include "Utils.h"
#include "Globals.h"
#include "ShaderManager.h"
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;
}
LPDIRECT3DPIXELSHADER9 shader = GeneratePixelShader();
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()
{
static LPDIRECT3DVERTEXSHADER9 lastShader = 0;
xformhash currentHash = GetCurrentXForm();
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;
}
LPDIRECT3DVERTEXSHADER9 shader = GenerateVertexShader();
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<frameCount-30)
{
entry.Destroy();
iter = vshaders.erase(iter);
}
}
SETSTAT(stats.numPixelShadersAlive, (int)vshaders.size());
}