154 lines
3.0 KiB
C++
154 lines
3.0 KiB
C++
#include "D3DBase.h"
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#include "Utils.h"
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#include "Globals.h"
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#include "ShaderManager.h"
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PShaderCache::PSCache PShaderCache::pshaders;
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VShaderCache::VSCache VShaderCache::vshaders;
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void PShaderCache::Init()
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{
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}
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void PShaderCache::Shutdown()
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{
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PSCache::iterator iter = pshaders.begin();
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for (;iter!=pshaders.end();iter++)
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iter->second.Destroy();
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pshaders.clear();
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}
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void PShaderCache::SetShader()
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{
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if (D3D::GetShaderVersion() < 2)
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return; // we are screwed
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static LPDIRECT3DPIXELSHADER9 lastShader = 0;
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DVSTARTPROFILE();
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tevhash currentHash = GetCurrentTEV();
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PSCache::iterator iter;
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iter = pshaders.find(currentHash);
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if (iter != pshaders.end())
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{
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iter->second.frameCount = frameCount;
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PSCacheEntry &entry = iter->second;
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if (!lastShader || entry.shader != lastShader)
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{
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D3D::dev->SetPixelShader(entry.shader);
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lastShader = entry.shader;
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}
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return;
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}
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LPDIRECT3DPIXELSHADER9 shader = GeneratePixelShader();
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if (shader)
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{
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//Make an entry in the table
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PSCacheEntry newentry;
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newentry.shader = shader;
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newentry.frameCount = frameCount;
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pshaders[currentHash] = newentry;
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}
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D3D::dev->SetPixelShader(shader);
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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
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}
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void PShaderCache::Cleanup()
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{
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PSCache::iterator iter;
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iter = pshaders.begin();
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while(iter != pshaders.end())
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{
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PSCacheEntry &entry = iter->second;
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if (entry.frameCount < frameCount-30)
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{
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entry.Destroy();
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iter = pshaders.erase(iter);
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}
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else
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{
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iter++;
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}
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}
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SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
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}
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void VShaderCache::Init()
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{
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}
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void VShaderCache::Shutdown()
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{
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VSCache::iterator iter = vshaders.begin();
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for (;iter!=vshaders.end();iter++)
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iter->second.Destroy();
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vshaders.clear();
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}
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void VShaderCache::SetShader()
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{
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static LPDIRECT3DVERTEXSHADER9 lastShader = 0;
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xformhash currentHash = GetCurrentXForm();
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VSCache::iterator iter;
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iter = vshaders.find(currentHash);
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if (iter != vshaders.end())
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{
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iter->second.frameCount=frameCount;
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VSCacheEntry &entry = iter->second;
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if (!lastShader || entry.shader != lastShader)
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{
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D3D::dev->SetVertexShader(entry.shader);
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lastShader = entry.shader;
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}
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return;
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}
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LPDIRECT3DVERTEXSHADER9 shader = GenerateVertexShader();
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if (shader)
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{
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//Make an entry in the table
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VSCacheEntry entry;
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entry.shader = shader;
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entry.frameCount=frameCount;
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vshaders[currentHash] = entry;
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}
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D3D::dev->SetVertexShader(shader);
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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}
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void VShaderCache::Cleanup()
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{
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for (VSCache::iterator iter=vshaders.begin(); iter!=vshaders.end();iter++)
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{
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VSCacheEntry &entry = iter->second;
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if (entry.frameCount<frameCount-30)
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{
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entry.Destroy();
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iter = vshaders.erase(iter);
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}
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}
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SETSTAT(stats.numPixelShadersAlive, (int)vshaders.size());
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}
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