Fix Windows build, try 1.

This commit is contained in:
NeoBrainX 2013-03-26 23:35:14 +01:00
parent 364a5093d9
commit 24ab51f9f6
8 changed files with 60 additions and 70 deletions

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@ -41,9 +41,9 @@ namespace DX11
PixelShaderCache::PSCache PixelShaderCache::PixelShaders; PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry; const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
PIXELSHADERUID PixelShaderCache::last_uid; PixelShaderUid PixelShaderCache::last_uid;
LinearDiskCache<PIXELSHADERUID, u8> g_ps_disk_cache; LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL}; ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL};
ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL}; ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL};
@ -363,10 +363,10 @@ ID3D11Buffer* &PixelShaderCache::GetConstantBuffer()
} }
// this class will load the precompiled shaders into our cache // this class will load the precompiled shaders into our cache
class PixelShaderCacheInserter : public LinearDiskCacheReader<PIXELSHADERUID, u8> class PixelShaderCacheInserter : public LinearDiskCacheReader<PixelShaderUid, u8>
{ {
public: public:
void Read(const PIXELSHADERUID &key, const u8 *value, u32 value_size) void Read(const PixelShaderUid &key, const u8 *value, u32 value_size)
{ {
PixelShaderCache::InsertByteCode(key, value, value_size); PixelShaderCache::InsertByteCode(key, value, value_size);
} }
@ -461,8 +461,8 @@ void PixelShaderCache::Shutdown()
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components) bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{ {
PIXELSHADERUID uid; PixelShaderUid uid;
GetPixelShaderId(&uid, dstAlphaMode, components); GetPixelShaderUid(uid, dstAlphaMode, components);
// Check if the shader is already set // Check if the shader is already set
if (last_entry) if (last_entry)
@ -470,7 +470,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
if (uid == last_uid) if (uid == last_uid)
{ {
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
ValidatePixelShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
return (last_entry->shader != NULL); return (last_entry->shader != NULL);
} }
} }
@ -486,15 +485,15 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
last_entry = &entry; last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
ValidatePixelShaderIDs(API_D3D11, entry.safe_uid, entry.code, dstAlphaMode, components);
return (entry.shader != NULL); return (entry.shader != NULL);
} }
// Need to compile a new shader // Need to compile a new shader
const char* code = GeneratePixelShaderCode(dstAlphaMode, API_D3D11, components); PixelShaderCode code;
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D11, components);
D3DBlob* pbytecode; D3DBlob* pbytecode;
if (!D3D::CompilePixelShader(code, (unsigned int)strlen(code), &pbytecode)) if (!D3D::CompilePixelShader(code.GetBuffer(), (unsigned int)strlen(code.GetBuffer()), &pbytecode))
{ {
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return false; return false;
@ -508,7 +507,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
if (g_ActiveConfig.bEnableShaderDebugging && success) if (g_ActiveConfig.bEnableShaderDebugging && success)
{ {
PixelShaders[uid].code = code; PixelShaders[uid].code = code.GetBuffer();
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components); GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
} }
@ -516,7 +515,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
return success; return success;
} }
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen) bool PixelShaderCache::InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen)
{ {
ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen); ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
if (shader == NULL) if (shader == NULL)

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@ -35,7 +35,7 @@ public:
static void Clear(); static void Clear();
static void Shutdown(); static void Shutdown();
static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components); // TODO: Should be renamed to LoadShader static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components); // TODO: Should be renamed to LoadShader
static bool InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen); static bool InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; } static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }
static ID3D11Buffer* &GetConstantBuffer(); static ID3D11Buffer* &GetConstantBuffer();
@ -54,18 +54,17 @@ private:
{ {
ID3D11PixelShader* shader; ID3D11PixelShader* shader;
PIXELSHADERUIDSAFE safe_uid;
std::string code; std::string code;
PSCacheEntry() : shader(NULL) {} PSCacheEntry() : shader(NULL) {}
void Destroy() { SAFE_RELEASE(shader); } void Destroy() { SAFE_RELEASE(shader); }
}; };
typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache; typedef std::map<PixelShaderUid, PSCacheEntry> PSCache;
static PSCache PixelShaders; static PSCache PixelShaders;
static const PSCacheEntry* last_entry; static const PSCacheEntry* last_entry;
static PIXELSHADERUID last_uid; static PixelShaderUid last_uid;
}; };
} // namespace DX11 } // namespace DX11

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@ -37,14 +37,14 @@ namespace DX11 {
VertexShaderCache::VSCache VertexShaderCache::vshaders; VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry; const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
VERTEXSHADERUID VertexShaderCache::last_uid; VertexShaderUid VertexShaderCache::last_uid;
static ID3D11VertexShader* SimpleVertexShader = NULL; static ID3D11VertexShader* SimpleVertexShader = NULL;
static ID3D11VertexShader* ClearVertexShader = NULL; static ID3D11VertexShader* ClearVertexShader = NULL;
static ID3D11InputLayout* SimpleLayout = NULL; static ID3D11InputLayout* SimpleLayout = NULL;
static ID3D11InputLayout* ClearLayout = NULL; static ID3D11InputLayout* ClearLayout = NULL;
LinearDiskCache<VERTEXSHADERUID, u8> g_vs_disk_cache; LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader() { return SimpleVertexShader; } ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader() { return SimpleVertexShader; }
ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVertexShader; } ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVertexShader; }
@ -68,10 +68,10 @@ ID3D11Buffer* &VertexShaderCache::GetConstantBuffer()
} }
// this class will load the precompiled shaders into our cache // this class will load the precompiled shaders into our cache
class VertexShaderCacheInserter : public LinearDiskCacheReader<VERTEXSHADERUID, u8> class VertexShaderCacheInserter : public LinearDiskCacheReader<VertexShaderUid, u8>
{ {
public: public:
void Read(const VERTEXSHADERUID &key, const u8 *value, u32 value_size) void Read(const VertexShaderUid &key, const u8 *value, u32 value_size)
{ {
D3DBlob* blob = new D3DBlob(value_size, value); D3DBlob* blob = new D3DBlob(value_size, value);
VertexShaderCache::InsertByteCode(key, blob); VertexShaderCache::InsertByteCode(key, blob);
@ -208,14 +208,13 @@ void VertexShaderCache::Shutdown()
bool VertexShaderCache::SetShader(u32 components) bool VertexShaderCache::SetShader(u32 components)
{ {
VERTEXSHADERUID uid; VertexShaderUid uid;
GetVertexShaderId(&uid, components); GetVertexShaderUid(uid, components, API_D3D11);
if (last_entry) if (last_entry)
{ {
if (uid == last_uid) if (uid == last_uid)
{ {
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, components);
return (last_entry->shader != NULL); return (last_entry->shader != NULL);
} }
} }
@ -229,14 +228,14 @@ bool VertexShaderCache::SetShader(u32 components)
last_entry = &entry; last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_D3D11, entry.safe_uid, entry.code, components);
return (entry.shader != NULL); return (entry.shader != NULL);
} }
const char *code = GenerateVertexShaderCode(components, API_D3D11); VertexShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D11);
D3DBlob* pbytecode = NULL; D3DBlob* pbytecode = NULL;
D3D::CompileVertexShader(code, (int)strlen(code), &pbytecode); D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &pbytecode);
if (pbytecode == NULL) if (pbytecode == NULL)
{ {
@ -250,15 +249,14 @@ bool VertexShaderCache::SetShader(u32 components)
if (g_ActiveConfig.bEnableShaderDebugging && success) if (g_ActiveConfig.bEnableShaderDebugging && success)
{ {
vshaders[uid].code = code; vshaders[uid].code = code.GetBuffer();
GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
} }
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return success; return success;
} }
bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob) bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, D3DBlob* bcodeblob)
{ {
ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob); ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
if (shader == NULL) if (shader == NULL)

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@ -44,7 +44,7 @@ public:
static ID3D11InputLayout* GetSimpleInputLayout(); static ID3D11InputLayout* GetSimpleInputLayout();
static ID3D11InputLayout* GetClearInputLayout(); static ID3D11InputLayout* GetClearInputLayout();
static bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob); static bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, D3DBlob* bcodeblob);
private: private:
struct VSCacheEntry struct VSCacheEntry
@ -52,7 +52,6 @@ private:
ID3D11VertexShader* shader; ID3D11VertexShader* shader;
D3DBlob* bytecode; // needed to initialize the input layout D3DBlob* bytecode; // needed to initialize the input layout
VERTEXSHADERUIDSAFE safe_uid;
std::string code; std::string code;
VSCacheEntry() : shader(NULL), bytecode(NULL) {} VSCacheEntry() : shader(NULL), bytecode(NULL) {}
@ -68,11 +67,11 @@ private:
SAFE_RELEASE(bytecode); SAFE_RELEASE(bytecode);
} }
}; };
typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache; typedef std::map<VertexShaderUid, VSCacheEntry> VSCache;
static VSCache vshaders; static VSCache vshaders;
static const VSCacheEntry* last_entry; static const VSCacheEntry* last_entry;
static VERTEXSHADERUID last_uid; static VertexShaderUid last_uid;
}; };
} // namespace DX11 } // namespace DX11

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@ -43,9 +43,9 @@ namespace DX9
PixelShaderCache::PSCache PixelShaderCache::PixelShaders; PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry; const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
PIXELSHADERUID PixelShaderCache::last_uid; PixelShaderUid PixelShaderCache::last_uid;
static LinearDiskCache<PIXELSHADERUID, u8> g_ps_disk_cache; static LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
static std::set<u32> unique_shaders; static std::set<u32> unique_shaders;
#define MAX_SSAA_SHADERS 3 #define MAX_SSAA_SHADERS 3
@ -67,10 +67,10 @@ static LPDIRECT3DPIXELSHADER9 s_ClearProgram = NULL;
static LPDIRECT3DPIXELSHADER9 s_rgba6_to_rgb8 = NULL; static LPDIRECT3DPIXELSHADER9 s_rgba6_to_rgb8 = NULL;
static LPDIRECT3DPIXELSHADER9 s_rgb8_to_rgba6 = NULL; static LPDIRECT3DPIXELSHADER9 s_rgb8_to_rgba6 = NULL;
class PixelShaderCacheInserter : public LinearDiskCacheReader<PIXELSHADERUID, u8> class PixelShaderCacheInserter : public LinearDiskCacheReader<PixelShaderUid, u8>
{ {
public: public:
void Read(const PIXELSHADERUID &key, const u8 *value, u32 value_size) void Read(const PixelShaderUid &key, const u8 *value, u32 value_size)
{ {
PixelShaderCache::InsertByteCode(key, value, value_size, false); PixelShaderCache::InsertByteCode(key, value, value_size, false);
} }
@ -333,8 +333,8 @@ void PixelShaderCache::Shutdown()
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components) bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{ {
const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30; const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
PIXELSHADERUID uid; PixelShaderUid uid;
GetPixelShaderId(&uid, dstAlphaMode, components); GetPixelShaderUid(uid, dstAlphaMode, components);
// Check if the shader is already set // Check if the shader is already set
if (last_entry) if (last_entry)
@ -342,7 +342,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
if (uid == last_uid) if (uid == last_uid)
{ {
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(api, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
return last_entry->shader != NULL; return last_entry->shader != NULL;
} }
} }
@ -359,34 +358,34 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
if (entry.shader) D3D::SetPixelShader(entry.shader); if (entry.shader) D3D::SetPixelShader(entry.shader);
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(api, entry.safe_uid, entry.code, dstAlphaMode, components);
return (entry.shader != NULL); return (entry.shader != NULL);
} }
// Need to compile a new shader // Need to compile a new shader
const char *code = GeneratePixelShaderCode(dstAlphaMode, api, components); PixelShaderCode code;
GeneratePixelShaderCode(code, dstAlphaMode, api, components);
if (g_ActiveConfig.bEnableShaderDebugging) if (g_ActiveConfig.bEnableShaderDebugging)
{ {
u32 code_hash = HashAdler32((const u8 *)code, strlen(code)); u32 code_hash = HashAdler32((const u8 *)code.GetBuffer(), strlen(code.GetBuffer()));
unique_shaders.insert(code_hash); unique_shaders.insert(code_hash);
SETSTAT(stats.numUniquePixelShaders, unique_shaders.size()); SETSTAT(stats.numUniquePixelShaders, unique_shaders.size());
} }
#if defined(_DEBUG) || defined(DEBUGFAST) #if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) { if (g_ActiveConfig.iLog & CONF_SAVESHADERS) {
static int counter = 0; static int counter = 0;
char szTemp[MAX_PATH]; char szTemp[MAX_PATH];
sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++); sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(szTemp, code); SaveData(szTemp, code.GetBuffer());
} }
#endif #endif
u8 *bytecode = 0; u8 *bytecode = 0;
int bytecodelen = 0; int bytecodelen = 0;
if (!D3D::CompilePixelShader(code, (int)strlen(code), &bytecode, &bytecodelen)) { if (!D3D::CompilePixelShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &bytecode, &bytecodelen)) {
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return false; return false;
} }
@ -400,15 +399,14 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
if (g_ActiveConfig.bEnableShaderDebugging && success) if (g_ActiveConfig.bEnableShaderDebugging && success)
{ {
PixelShaders[uid].code = code; PixelShaders[uid].code = code.GetBuffer();
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
} }
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return success; return success;
} }
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) bool PixelShaderCache::InsertByteCode(const PixelShaderUid &uid, const u8 *bytecode, int bytecodelen, bool activate)
{ {
LPDIRECT3DPIXELSHADER9 shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen); LPDIRECT3DPIXELSHADER9 shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);

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@ -41,7 +41,6 @@ private:
LPDIRECT3DPIXELSHADER9 shader; LPDIRECT3DPIXELSHADER9 shader;
bool owns_shader; bool owns_shader;
PIXELSHADERUIDSAFE safe_uid;
std::string code; std::string code;
PSCacheEntry() : shader(NULL), owns_shader(true) {} PSCacheEntry() : shader(NULL), owns_shader(true) {}
@ -53,18 +52,18 @@ private:
} }
}; };
typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache; typedef std::map<PixelShaderUid, PSCacheEntry> PSCache;
static PSCache PixelShaders; static PSCache PixelShaders;
static const PSCacheEntry *last_entry; static const PSCacheEntry *last_entry;
static PIXELSHADERUID last_uid; static PixelShaderUid last_uid;
static void Clear(); static void Clear();
public: public:
static void Init(); static void Init();
static void Shutdown(); static void Shutdown();
static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 componets); static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 componets);
static bool InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate); static bool InsertByteCode(const PixelShaderUid &uid, const u8 *bytecode, int bytecodelen, bool activate);
static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram(int SSAAMode); static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram(int SSAAMode);
static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram(int SSAAMode); static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram(int SSAAMode);
static LPDIRECT3DPIXELSHADER9 GetDepthMatrixProgram(int SSAAMode, bool depthConversion); static LPDIRECT3DPIXELSHADER9 GetDepthMatrixProgram(int SSAAMode, bool depthConversion);

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@ -38,14 +38,14 @@ namespace DX9
VertexShaderCache::VSCache VertexShaderCache::vshaders; VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry; const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
VERTEXSHADERUID VertexShaderCache::last_uid; VertexShaderUid VertexShaderCache::last_uid;
#define MAX_SSAA_SHADERS 3 #define MAX_SSAA_SHADERS 3
static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader[MAX_SSAA_SHADERS]; static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader[MAX_SSAA_SHADERS];
static LPDIRECT3DVERTEXSHADER9 ClearVertexShader; static LPDIRECT3DVERTEXSHADER9 ClearVertexShader;
LinearDiskCache<VERTEXSHADERUID, u8> g_vs_disk_cache; LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader(int level) LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader(int level)
{ {
@ -58,10 +58,10 @@ LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader()
} }
// this class will load the precompiled shaders into our cache // this class will load the precompiled shaders into our cache
class VertexShaderCacheInserter : public LinearDiskCacheReader<VERTEXSHADERUID, u8> class VertexShaderCacheInserter : public LinearDiskCacheReader<VertexShaderUid, u8>
{ {
public: public:
void Read(const VERTEXSHADERUID &key, const u8 *value, u32 value_size) void Read(const VertexShaderUid &key, const u8 *value, u32 value_size)
{ {
VertexShaderCache::InsertByteCode(key, value, value_size, false); VertexShaderCache::InsertByteCode(key, value, value_size, false);
} }
@ -188,14 +188,13 @@ void VertexShaderCache::Shutdown()
bool VertexShaderCache::SetShader(u32 components) bool VertexShaderCache::SetShader(u32 components)
{ {
VERTEXSHADERUID uid; VertexShaderUid uid;
GetVertexShaderId(&uid, components); GetVertexShaderUid(uid, components);
if (last_entry) if (last_entry)
{ {
if (uid == last_uid) if (uid == last_uid)
{ {
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_D3D9, last_entry->safe_uid, last_entry->code, components);
return (last_entry->shader != NULL); return (last_entry->shader != NULL);
} }
} }
@ -210,14 +209,15 @@ bool VertexShaderCache::SetShader(u32 components)
if (entry.shader) D3D::SetVertexShader(entry.shader); if (entry.shader) D3D::SetVertexShader(entry.shader);
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_D3D9, entry.safe_uid, entry.code, components);
return (entry.shader != NULL); return (entry.shader != NULL);
} }
const char *code = GenerateVertexShaderCode(components, API_D3D9); VertexShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D9);
u8 *bytecode; u8 *bytecode;
int bytecodelen; int bytecodelen;
if (!D3D::CompileVertexShader(code, (int)strlen(code), &bytecode, &bytecodelen)) if (!D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &bytecode, &bytecodelen))
{ {
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return false; return false;
@ -227,15 +227,14 @@ bool VertexShaderCache::SetShader(u32 components)
bool success = InsertByteCode(uid, bytecode, bytecodelen, true); bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
if (g_ActiveConfig.bEnableShaderDebugging && success) if (g_ActiveConfig.bEnableShaderDebugging && success)
{ {
vshaders[uid].code = code; vshaders[uid].code = code.GetBuffer();
GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
} }
delete [] bytecode; delete [] bytecode;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return success; return success;
} }
bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) { bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, const u8 *bytecode, int bytecodelen, bool activate) {
LPDIRECT3DVERTEXSHADER9 shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen); LPDIRECT3DVERTEXSHADER9 shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen);
// Make an entry in the table // Make an entry in the table

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@ -36,7 +36,6 @@ private:
LPDIRECT3DVERTEXSHADER9 shader; LPDIRECT3DVERTEXSHADER9 shader;
std::string code; std::string code;
VERTEXSHADERUIDSAFE safe_uid;
VSCacheEntry() : shader(NULL) {} VSCacheEntry() : shader(NULL) {}
void Destroy() void Destroy()
@ -47,11 +46,11 @@ private:
} }
}; };
typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache; typedef std::map<VertexShaderUid, VSCacheEntry> VSCache;
static VSCache vshaders; static VSCache vshaders;
static const VSCacheEntry *last_entry; static const VSCacheEntry *last_entry;
static VERTEXSHADERUID last_uid; static VertexShaderUid last_uid;
static void Clear(); static void Clear();
public: public:
@ -60,7 +59,7 @@ public:
static bool SetShader(u32 components); static bool SetShader(u32 components);
static LPDIRECT3DVERTEXSHADER9 GetSimpleVertexShader(int level); static LPDIRECT3DVERTEXSHADER9 GetSimpleVertexShader(int level);
static LPDIRECT3DVERTEXSHADER9 GetClearVertexShader(); static LPDIRECT3DVERTEXSHADER9 GetClearVertexShader();
static bool InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate); static bool InsertByteCode(const VertexShaderUid &uid, const u8 *bytecode, int bytecodelen, bool activate);
static std::string GetCurrentShaderCode(); static std::string GetCurrentShaderCode();
}; };