277 lines
8.3 KiB
C++
277 lines
8.3 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <map>
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#include "Common.h"
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#include "FileUtil.h"
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#include "LinearDiskCache.h"
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#include "Globals.h"
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#include "D3DBase.h"
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#include "D3DShader.h"
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#include "Statistics.h"
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#include "VideoConfig.h"
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#include "VertexShaderCache.h"
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#include "VertexLoader.h"
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#include "BPMemory.h"
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#include "XFMemory.h"
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#include "Debugger.h"
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#include "ConfigManager.h"
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namespace DX9
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{
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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#define MAX_SSAA_SHADERS 3
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static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader[MAX_SSAA_SHADERS];
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static LPDIRECT3DVERTEXSHADER9 ClearVertexShader;
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LinearDiskCache<VERTEXSHADERUID, u8> g_vs_disk_cache;
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LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader(int level)
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{
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return SimpleVertexShader[level % MAX_SSAA_SHADERS];
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}
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LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader()
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{
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return ClearVertexShader;
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}
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// this class will load the precompiled shaders into our cache
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class VertexShaderCacheInserter : public LinearDiskCacheReader<VERTEXSHADERUID, u8>
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{
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public:
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void Read(const VERTEXSHADERUID &key, const u8 *value, u32 value_size)
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{
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VertexShaderCache::InsertByteCode(key, value, value_size, false);
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}
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};
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void VertexShaderCache::Init()
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{
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char* vProg = new char[2048];
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sprintf(vProg,"struct VSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float2 vTexCoord : TEXCOORD0;\n"
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"float vTexCoord1 : TEXCOORD1;\n"
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"};\n"
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"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
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"{\n"
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"VSOUTPUT OUT;\n"
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"OUT.vPosition = inPosition;\n"
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"OUT.vTexCoord = inTEX0;\n"
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"OUT.vTexCoord1 = inTEX2;\n"
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"return OUT;\n"
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"}\n");
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SimpleVertexShader[0] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
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sprintf(vProg,"struct VSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float4 vColor0 : COLOR0;\n"
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"};\n"
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"VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
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"{\n"
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"VSOUTPUT OUT;\n"
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"OUT.vPosition = inPosition;\n"
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"OUT.vColor0 = inColor0;\n"
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"return OUT;\n"
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"}\n");
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ClearVertexShader = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
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sprintf(vProg, "struct VSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float2 vTexCoord : TEXCOORD0;\n"
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"float vTexCoord1 : TEXCOORD1;\n"
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"};\n"
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"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inInvTexSize : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
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"{\n"
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"VSOUTPUT OUT;"
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"OUT.vPosition = inPosition;\n"
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// HACK: Scale the texture coordinate range from (0,width) to (0,width-1), otherwise the linear filter won't average our samples correctly
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"OUT.vTexCoord = inTEX0 * (float2(1.f,1.f) / inInvTexSize - float2(1.f,1.f)) * inInvTexSize;\n"
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"OUT.vTexCoord1 = inTEX2;\n"
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"return OUT;\n"
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"}\n");
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SimpleVertexShader[1] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
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sprintf(vProg, "struct VSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float4 vTexCoord : TEXCOORD0;\n"
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"float vTexCoord1 : TEXCOORD1;\n"
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"float4 vTexCoord2 : TEXCOORD2;\n"
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"float4 vTexCoord3 : TEXCOORD3;\n"
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"};\n"
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"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
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"{\n"
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"VSOUTPUT OUT;"
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"OUT.vPosition = inPosition;\n"
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"OUT.vTexCoord = inTEX0.xyyx;\n"
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"OUT.vTexCoord1 = inTEX2.x;\n"
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"OUT.vTexCoord2 = inTEX0.xyyx + (float4(-1.0f,-0.5f, 1.0f,-0.5f) * inTEX1.xyyx);\n"
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"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 1.0f, 0.5f,-1.0f, 0.5f) * inTEX1.xyyx);\n"
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"return OUT;\n"
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"}\n");
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SimpleVertexShader[2] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
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Clear();
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delete [] vProg;
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());
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SETSTAT(stats.numVertexShadersCreated, 0);
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SETSTAT(stats.numVertexShadersAlive, 0);
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char cache_filename[MAX_PATH];
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sprintf(cache_filename, "%sdx9-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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VertexShaderCacheInserter inserter;
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g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
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}
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void VertexShaderCache::Clear()
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{
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for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
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iter->second.Destroy();
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vshaders.clear();
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memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid));
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}
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void VertexShaderCache::Shutdown()
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{
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for (int i = 0; i < MAX_SSAA_SHADERS; i++)
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{
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if (SimpleVertexShader[i])
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SimpleVertexShader[i]->Release();
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SimpleVertexShader[i] = NULL;
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}
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if (ClearVertexShader)
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ClearVertexShader->Release();
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ClearVertexShader = NULL;
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Clear();
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g_vs_disk_cache.Sync();
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g_vs_disk_cache.Close();
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}
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bool VertexShaderCache::SetShader(u32 components)
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{
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VERTEXSHADERUID uid;
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GetVertexShaderId(&uid, components);
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if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return (vshaders[uid].shader != NULL);
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}
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memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
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VSCache::iterator iter = vshaders.find(uid);
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if (iter != vshaders.end())
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{
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iter->second.frameCount = frameCount;
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const VSCacheEntry &entry = iter->second;
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last_entry = &entry;
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if (entry.shader) D3D::SetVertexShader(entry.shader);
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return (entry.shader != NULL);
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}
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const char *code = GenerateVertexShaderCode(components, API_D3D9);
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u8 *bytecode;
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int bytecodelen;
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if (!D3D::CompileVertexShader(code, (int)strlen(code), &bytecode, &bytecodelen))
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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return false;
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}
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g_vs_disk_cache.Append(uid, bytecode, bytecodelen);
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g_vs_disk_cache.Sync();
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bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
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delete [] bytecode;
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return result;
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}
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bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) {
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LPDIRECT3DVERTEXSHADER9 shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen);
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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[uid] = entry;
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last_entry = &vshaders[uid];
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if (!shader)
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return false;
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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if (activate)
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{
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D3D::SetVertexShader(shader);
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return true;
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}
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return false;
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}
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void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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const float f[4] = { f1, f2, f3, f4 };
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
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}
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void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
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{
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
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}
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void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
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{
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float buf[4*C_VENVCONST_END];
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for (unsigned int i = 0; i < count; i++)
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{
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buf[4*i ] = *f++;
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buf[4*i+1] = *f++;
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buf[4*i+2] = *f++;
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buf[4*i+3] = 0.f;
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}
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, buf, count);
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}
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void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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{
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, count);
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}
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} // namespace DX9
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