2013-04-17 23:29:41 -04:00
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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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2009-02-23 06:15:48 +00:00
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#include <map>
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2010-01-17 17:44:09 +00:00
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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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2009-02-23 06:15:48 +00:00
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#include "D3DBase.h"
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2009-02-28 22:10:38 +00:00
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#include "D3DShader.h"
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2009-02-23 06:15:48 +00:00
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#include "Statistics.h"
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2009-09-13 09:23:30 +00:00
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#include "VideoConfig.h"
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2009-02-23 06:15:48 +00:00
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#include "VertexShaderCache.h"
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#include "VertexLoader.h"
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2009-06-22 09:31:30 +00:00
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#include "BPMemory.h"
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2009-02-23 06:15:48 +00:00
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#include "XFMemory.h"
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2010-12-05 14:15:36 +00:00
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#include "Debugger.h"
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2011-01-31 01:28:32 +00:00
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#include "ConfigManager.h"
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2009-09-02 06:33:41 +00:00
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2011-01-29 20:16:51 +00:00
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namespace DX9
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{
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2009-02-28 22:10:38 +00:00
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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2009-09-01 19:48:45 +00:00
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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2013-03-26 23:35:14 +01:00
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VertexShaderUid VertexShaderCache::last_uid;
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2013-04-29 21:00:39 +02:00
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UidChecker<VertexShaderUid,VertexShaderCode> VertexShaderCache::vertex_uid_checker;
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2009-09-09 05:22:16 +00:00
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2010-07-02 17:09:53 +00:00
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#define MAX_SSAA_SHADERS 3
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2009-02-23 06:15:48 +00:00
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2010-07-02 17:09:53 +00:00
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static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader[MAX_SSAA_SHADERS];
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First a bugfix:
fixed a misbehavior in the clear code that causes depth clear problems in reference hardware (Intel as example).
add 6 parameters to optimize Safe Texture Cache:
SafeTextureCacheColorSamples, SafeTextureCacheIndexedSamples, SafeTextureCacheTlutSamples:
this 3 parameters gives the number of samples taken to calculate the final hash value, less samples = more speed, more samples = more accuracy
if 0 is specified the hash is calculated using all the data in the texture.
SafeTextureCacheColorMaxSize, SafeTextureCacheIndexedMaxSize, SafeTextureCacheTlutMaxSize:
this parameters limits the amount of data used for the hash calculation, it could appear as redundant but in some games is better to make a full hash of the first bytes instead of some samples of all the texture.
color, indexed, tlut : define the texture type, full color data, indexed, and the tlut memory.
the parameters are available in the config , no GUI at this time, if the test are OK will add it to the GUI.
if someone needs it will give more examples on how to configure the values for specific games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5116 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-23 21:52:12 +00:00
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static LPDIRECT3DVERTEXSHADER9 ClearVertexShader;
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2010-02-03 03:52:50 +00:00
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2013-03-26 23:35:14 +01:00
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LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
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2009-11-08 20:35:11 +00:00
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2010-06-05 00:01:18 +00:00
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LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader(int level)
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2009-11-08 20:35:11 +00:00
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{
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2013-08-15 15:40:57 -03:00
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return SimpleVertexShader[level % MAX_SSAA_SHADERS];
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2009-11-08 20:35:11 +00:00
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}
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First a bugfix:
fixed a misbehavior in the clear code that causes depth clear problems in reference hardware (Intel as example).
add 6 parameters to optimize Safe Texture Cache:
SafeTextureCacheColorSamples, SafeTextureCacheIndexedSamples, SafeTextureCacheTlutSamples:
this 3 parameters gives the number of samples taken to calculate the final hash value, less samples = more speed, more samples = more accuracy
if 0 is specified the hash is calculated using all the data in the texture.
SafeTextureCacheColorMaxSize, SafeTextureCacheIndexedMaxSize, SafeTextureCacheTlutMaxSize:
this parameters limits the amount of data used for the hash calculation, it could appear as redundant but in some games is better to make a full hash of the first bytes instead of some samples of all the texture.
color, indexed, tlut : define the texture type, full color data, indexed, and the tlut memory.
the parameters are available in the config , no GUI at this time, if the test are OK will add it to the GUI.
if someone needs it will give more examples on how to configure the values for specific games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5116 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-23 21:52:12 +00:00
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LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader()
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{
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2013-08-15 15:40:57 -03:00
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return ClearVertexShader;
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First a bugfix:
fixed a misbehavior in the clear code that causes depth clear problems in reference hardware (Intel as example).
add 6 parameters to optimize Safe Texture Cache:
SafeTextureCacheColorSamples, SafeTextureCacheIndexedSamples, SafeTextureCacheTlutSamples:
this 3 parameters gives the number of samples taken to calculate the final hash value, less samples = more speed, more samples = more accuracy
if 0 is specified the hash is calculated using all the data in the texture.
SafeTextureCacheColorMaxSize, SafeTextureCacheIndexedMaxSize, SafeTextureCacheTlutMaxSize:
this parameters limits the amount of data used for the hash calculation, it could appear as redundant but in some games is better to make a full hash of the first bytes instead of some samples of all the texture.
color, indexed, tlut : define the texture type, full color data, indexed, and the tlut memory.
the parameters are available in the config , no GUI at this time, if the test are OK will add it to the GUI.
if someone needs it will give more examples on how to configure the values for specific games.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5116 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-23 21:52:12 +00:00
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}
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2010-09-28 02:15:02 +00:00
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// this class will load the precompiled shaders into our cache
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2013-03-26 23:35:14 +01:00
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class VertexShaderCacheInserter : public LinearDiskCacheReader<VertexShaderUid, u8>
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2010-11-15 05:22:03 +00:00
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{
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2010-01-17 17:44:09 +00:00
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public:
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2013-08-15 15:40:57 -03:00
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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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2010-01-17 17:44:09 +00:00
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};
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2009-02-28 22:10:38 +00:00
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void VertexShaderCache::Init()
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2009-02-23 06:15:48 +00:00
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{
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2013-08-15 15:40:57 -03:00
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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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"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(-0.495f,-0.495f, 0.495f,-0.495f) * inTEX1.xyyx);\n"
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"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 0.495f, 0.495f,-0.495f, 0.495f) * inTEX1.xyyx);\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(-0.9f,-0.45f, 0.9f,-0.45f) * inTEX1.xyyx);\n"
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"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 0.9f, 0.45f,-0.9f, 0.45f) * 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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if (g_Config.bEnableShaderDebugging)
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Clear();
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last_entry = NULL;
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2009-02-23 06:15:48 +00:00
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}
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2009-09-13 17:46:33 +00:00
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void VertexShaderCache::Clear()
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2009-02-23 06:15:48 +00:00
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{
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2013-08-15 15:40:57 -03:00
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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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vertex_uid_checker.Invalidate();
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2009-09-13 17:46:33 +00:00
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2013-08-15 15:40:57 -03:00
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last_entry = NULL;
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2009-09-13 17:46:33 +00:00
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}
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void VertexShaderCache::Shutdown()
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{
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2013-08-15 15:40:57 -03:00
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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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2009-02-23 06:15:48 +00:00
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}
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2009-09-02 21:19:35 +00:00
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bool VertexShaderCache::SetShader(u32 components)
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2009-02-23 06:15:48 +00:00
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{
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2013-08-15 15:40:57 -03:00
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VertexShaderUid uid;
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GetVertexShaderUid(uid, components, API_D3D9);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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VertexShaderCode code;
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GenerateVertexShaderCode(code, components, API_D3D9);
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vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
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}
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if (last_entry)
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{
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if (uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return (last_entry->shader != NULL);
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}
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}
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last_uid = uid;
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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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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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VertexShaderCode code;
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GenerateVertexShaderCode(code, components, API_D3D9);
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u8 *bytecode;
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int bytecodelen;
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if (!D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &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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bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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vshaders[uid].code = code.GetBuffer();
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}
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delete [] bytecode;
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return success;
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2010-01-17 17:44:09 +00:00
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}
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2013-03-26 23:35:14 +01:00
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bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, const u8 *bytecode, int bytecodelen, bool activate) {
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2013-08-15 15:40:57 -03:00
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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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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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2009-02-23 06:15:48 +00:00
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}
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2011-01-29 20:16:51 +00:00
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2013-08-15 15:16:32 -03:00
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float VSConstantbuffer[4*C_VENVCONST_END];
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2011-01-31 01:28:32 +00:00
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void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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2011-01-29 20:16:51 +00:00
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{
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2013-08-15 15:40:57 -03:00
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float* VSConstantbuffer_pointer = &VSConstantbuffer[const_number];
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VSConstantbuffer_pointer[0] = f1;
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VSConstantbuffer_pointer[1] = f2;
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VSConstantbuffer_pointer[2] = f3;
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VSConstantbuffer_pointer[3] = f4;
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, VSConstantbuffer_pointer, 1);
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2011-01-29 20:16:51 +00:00
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}
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2011-01-31 01:28:32 +00:00
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void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
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2011-01-29 20:16:51 +00:00
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{
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2013-08-15 15:40:57 -03:00
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
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2011-01-29 20:16:51 +00:00
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}
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2011-01-31 01:28:32 +00:00
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void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
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2011-01-29 20:16:51 +00:00
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{
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2013-08-15 15:40:57 -03:00
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float* VSConstantbuffer_pointer = &VSConstantbuffer[const_number];
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for (unsigned int i = 0; i < count; i++)
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{
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*VSConstantbuffer_pointer++ = *f++;
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*VSConstantbuffer_pointer++ = *f++;
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*VSConstantbuffer_pointer++ = *f++;
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*VSConstantbuffer_pointer++ = 0.f;
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}
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, &VSConstantbuffer[const_number], count);
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2011-01-29 20:16:51 +00:00
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}
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2011-01-31 01:28:32 +00:00
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void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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2011-01-29 20:16:51 +00:00
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{
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2013-08-15 15:40:57 -03:00
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, count);
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2011-01-29 20:16:51 +00:00
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}
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2011-01-31 01:28:32 +00:00
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} // namespace DX9
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