176 lines
4.5 KiB
C++
176 lines
4.5 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 "D3DBase.h"
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#include "D3DShader.h"
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#include "Statistics.h"
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#include "Utils.h"
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#include "Profiler.h"
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#include "Config.h"
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#include "PixelShaderGen.h"
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#include "PixelShaderManager.h"
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#include "PixelShaderCache.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/debugger.h"
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
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PIXELSHADERUID PixelShaderCache::last_entry_uid;
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static float lastPSConstants[C_COLORMATRIX+16][4];
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void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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{
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if( lastPSConstants[const_number][0] != f1 || lastPSConstants[const_number][1] != f2 ||
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lastPSConstants[const_number][2] != f3 || lastPSConstants[const_number][3] != f4 )
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{
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const float f[4] = {f1, f2, f3, f4};
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D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
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lastPSConstants[const_number][0] = f1;
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lastPSConstants[const_number][1] = f2;
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lastPSConstants[const_number][2] = f3;
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lastPSConstants[const_number][3] = f4;
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}
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}
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void SetPSConstant4fv(int const_number, const float *f)
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{
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if( lastPSConstants[const_number][0] != f[0] || lastPSConstants[const_number][1] != f[1] ||
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lastPSConstants[const_number][2] != f[2] || lastPSConstants[const_number][3] != f[3] )
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{
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D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
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lastPSConstants[const_number][0] = f[0];
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lastPSConstants[const_number][1] = f[1];
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lastPSConstants[const_number][2] = f[2];
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lastPSConstants[const_number][3] = f[3];
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}
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}
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void PixelShaderCache::Init()
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{
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int i;
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for (i=0;i<(C_COLORMATRIX+16)*4;i++)
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lastPSConstants[i/4][i%4]= -1;
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memset(&last_entry_uid,0xFF,sizeof(last_entry_uid));
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}
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void PixelShaderCache::Shutdown()
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{
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PSCache::iterator iter = PixelShaders.begin();
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for (; iter != PixelShaders.end(); iter++)
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iter->second.Destroy();
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PixelShaders.clear();
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}
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bool PixelShaderCache::SetShader(bool dstAlpha)
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{
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DVSTARTPROFILE();
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PIXELSHADERUID uid;
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GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), dstAlpha);
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if (uid == last_entry_uid)
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{
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if (PixelShaders[uid].shader)
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return true;
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else
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return false;
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}
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memcpy(&last_entry_uid, &uid, sizeof(PIXELSHADERUID));
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PSCache::iterator iter;
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iter = PixelShaders.find(uid);
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if (iter != PixelShaders.end())
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{
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iter->second.frameCount = frameCount;
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const PSCacheEntry &entry = iter->second;
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last_entry = &entry;
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DEBUGGER_PAUSE_COUNT_N(NEXT_PIXEL_SHADER_CHANGE);
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if (entry.shader)
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{
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D3D::dev->SetPixelShader(entry.shader);
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return true;
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}
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else
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return false;
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}
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const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), dstAlpha, true);
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LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePixelShader(code, (int)strlen(code));
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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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#if defined(_DEBUG) || defined(DEBUGFAST)
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newentry.code = code;
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#endif
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PixelShaders[uid] = newentry;
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last_entry = &PixelShaders[uid];
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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
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if (shader)
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{
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D3D::dev->SetPixelShader(shader);
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return true;
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}
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if (g_Config.bShowShaderErrors)
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{
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PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
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}
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return false;
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}
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void PixelShaderCache::Cleanup()
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{
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PSCache::iterator iter;
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iter = PixelShaders.begin();
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while (iter != PixelShaders.end())
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{
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PSCacheEntry &entry = iter->second;
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if (entry.frameCount < frameCount - 1400)
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{
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entry.Destroy();
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iter = PixelShaders.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)PixelShaders.size());
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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std::string PixelShaderCache::GetCurrentShaderCode()
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{
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if (last_entry)
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return last_entry->code;
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else
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return "(no shader)\n";
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}
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#endif |