325 lines
9.4 KiB
C++
325 lines
9.4 KiB
C++
// 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 <map>
|
|
|
|
#include "Common.h"
|
|
#include "FileUtil.h"
|
|
#include "LinearDiskCache.h"
|
|
|
|
#include "Globals.h"
|
|
#include "D3DBase.h"
|
|
#include "D3DShader.h"
|
|
#include "Statistics.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]);
|
|
#define MAX_SSAA_SHADERS 3
|
|
|
|
static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader[MAX_SSAA_SHADERS];
|
|
static LPDIRECT3DVERTEXSHADER9 ClearVertexShader;
|
|
|
|
LinearDiskCache g_vs_disk_cache;
|
|
|
|
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader(int level)
|
|
{
|
|
return SimpleVertexShader[level % MAX_SSAA_SHADERS];
|
|
}
|
|
|
|
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader()
|
|
{
|
|
return ClearVertexShader;
|
|
}
|
|
|
|
|
|
void SetVSConstant4f(unsigned 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)
|
|
{
|
|
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(unsigned int const_number, const float *f)
|
|
{
|
|
if (memcmp(&lastVSconstants[const_number], f, sizeof(float) * 4)) {
|
|
memcpy(&lastVSconstants[const_number], f, sizeof(float) * 4);
|
|
D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], 1);
|
|
}
|
|
}
|
|
|
|
void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
|
|
{
|
|
bool change = false;
|
|
for (unsigned 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 (unsigned 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(unsigned int const_number, unsigned int count, const float *f)
|
|
{
|
|
if (memcmp(&lastVSconstants[const_number], f, count * sizeof(float) * 4)) {
|
|
memcpy(&lastVSconstants[const_number], f, count * sizeof(float) * 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"
|
|
"float2 vTexCoord : TEXCOORD0;\n"
|
|
"};\n"
|
|
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0)\n"
|
|
"{\n"
|
|
"VSOUTPUT OUT;\n"
|
|
"OUT.vPosition = inPosition;\n"
|
|
"OUT.vTexCoord = inTEX0;\n"
|
|
"return OUT;\n"
|
|
"}\n");
|
|
|
|
SimpleVertexShader[0] = 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"
|
|
"};\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 = inTEX2;\n"
|
|
"return OUT;\n"
|
|
"}\n");
|
|
SimpleVertexShader[1] = 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"
|
|
"};\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(-1.0f,-0.5f, 1.0f,-0.5f) * inTEX1.xyyx);\n"
|
|
"OUT.vTexCoord2 = inTEX0.xyyx + (float4( 1.0f, 0.5f,-1.0f, 0.5f) * inTEX1.xyyx);\n"
|
|
"OUT.vTexCoord3 = inTEX2;\n"
|
|
"return OUT;\n"
|
|
"}\n");
|
|
SimpleVertexShader[2] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
|
|
|
|
Clear();
|
|
delete [] vProg;
|
|
|
|
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
|
|
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
|
|
|
|
SETSTAT(stats.numVertexShadersCreated, 0);
|
|
SETSTAT(stats.numVertexShadersAlive, 0);
|
|
|
|
char cache_filename[MAX_PATH];
|
|
sprintf(cache_filename, "%sdx9-%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()
|
|
{
|
|
for (int i = 0; i < MAX_SSAA_SHADERS; i++)
|
|
{
|
|
if (SimpleVertexShader[i])
|
|
SimpleVertexShader[i]->Release();
|
|
SimpleVertexShader[i] = NULL;
|
|
}
|
|
|
|
if (ClearVertexShader)
|
|
ClearVertexShader->Release();
|
|
ClearVertexShader = 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, API_D3D9);
|
|
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
|