185 lines
4.1 KiB
C++
185 lines
4.1 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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#include "BPMemory.h"
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#include "XFMemory.h"
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//I hope we don't get too many hash collisions :p
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//all these magic numbers are primes, it should help a bit
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tevhash GetCurrentTEV()
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{
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u32 hash = bpmem.genMode.numindstages + bpmem.genMode.numtevstages*11 + bpmem.genMode.numtexgens*8*17;
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for (int i = 0; i < (int)bpmem.genMode.numtevstages+1; i++)
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{
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hash = _rotl(hash,3) ^ (bpmem.combiners[i].colorC.hex*13);
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hash = _rotl(hash,7) ^ ((bpmem.combiners[i].alphaC.hex&0xFFFFFFFC)*3);
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hash = _rotl(hash,9) ^ xfregs.texcoords[i].texmtxinfo.projection*451;
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}
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for (int i = 0; i < (int)bpmem.genMode.numtevstages/2+1; i++)
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{
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hash = _rotl(hash,13) ^ (bpmem.tevorders[i].hex*7);
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}
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for (int i = 0; i < 8; i++)
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{
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hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap1;
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hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap2;
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}
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hash ^= bpmem.dstalpha.enable ^ 0xc0debabe;
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hash = _rotl(hash,4) ^ bpmem.alphaFunc.comp0*7;
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hash = _rotl(hash,4) ^ bpmem.alphaFunc.comp1*13;
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hash = _rotl(hash,4) ^ bpmem.alphaFunc.logic*11;
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return hash;
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}
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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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const char *code = GeneratePixelShader();
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LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePShader(code, strlen(code));
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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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