dolphin/Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp
Rodolfo Bogado 40d919b352 Implement dual source blending to avoid unneeded alpha pass.
this implementation does not work in windows xp (sorry no support for dual source blending there).
this should improve speed on older hardware or in newer hardware using super sampling.
disable partial fix for 4x supersampling as I'm interested in knowing the original issue with the implementation to fix it correctly.
remove the deprecation label from the plugin while I'm working on it.
2013-03-28 20:08:51 -03:00

289 lines
8.3 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 "VideoConfig.h"
#include "VertexShaderCache.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "XFMemory.h"
#include "Debugger.h"
#include "ConfigManager.h"
namespace DX9
{
VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
VERTEXSHADERUID VertexShaderCache::last_uid;
#define MAX_SSAA_SHADERS 3
static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader[MAX_SSAA_SHADERS];
static LPDIRECT3DVERTEXSHADER9 ClearVertexShader;
LinearDiskCache<VERTEXSHADERUID, u8> g_vs_disk_cache;
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader(int level)
{
return SimpleVertexShader[level % MAX_SSAA_SHADERS];
}
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader()
{
return ClearVertexShader;
}
// this class will load the precompiled shaders into our cache
class VertexShaderCacheInserter : public LinearDiskCacheReader<VERTEXSHADERUID, u8>
{
public:
void Read(const VERTEXSHADERUID &key, const u8 *value, u32 value_size)
{
VertexShaderCache::InsertByteCode(key, 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"
"float vTexCoord1 : TEXCOORD1;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
"{\n"
"VSOUTPUT OUT;\n"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0;\n"
"OUT.vTexCoord1 = inTEX2;\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"
"float2 vTexCoord : TEXCOORD0;\n"
"float vTexCoord1 : TEXCOORD1;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inInvTexSize : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
"{\n"
"VSOUTPUT OUT;"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0;\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"
"float vTexCoord1 : TEXCOORD1;\n"
"float4 vTexCoord2 : TEXCOORD2;\n"
"float4 vTexCoord3 : TEXCOORD3;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
"{\n"
"VSOUTPUT OUT;"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0.xyyx;\n"
"OUT.vTexCoord1 = inTEX2.x;\n"
"OUT.vTexCoord2 = inTEX0.xyyx + (float4(-1.0f,-0.5f, 1.0f,-0.5f) * inTEX1.xyyx);\n"
"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 1.0f, 0.5f,-1.0f, 0.5f) * inTEX1.xyyx);\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).c_str());
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).c_str(),
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging)
Clear();
last_entry = NULL;
}
void VertexShaderCache::Clear()
{
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
iter->second.Destroy();
vshaders.clear();
last_entry = NULL;
}
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)
{
VERTEXSHADERUID uid;
GetVertexShaderId(&uid, components);
if (last_entry)
{
if (uid == last_uid)
{
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);
}
}
last_uid = uid;
VSCache::iterator iter = vshaders.find(uid);
if (iter != vshaders.end())
{
const VSCacheEntry &entry = iter->second;
last_entry = &entry;
if (entry.shader) D3D::SetVertexShader(entry.shader);
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_D3D9, entry.safe_uid, entry.code, components);
return (entry.shader != NULL);
}
const char *code = GenerateVertexShaderCode(components, API_D3D9);
u8 *bytecode;
int bytecodelen;
if (!D3D::CompileVertexShader(code, (int)strlen(code), &bytecode, &bytecodelen))
{
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return false;
}
g_vs_disk_cache.Append(uid, bytecode, bytecodelen);
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
vshaders[uid].code = code;
GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
}
delete [] bytecode;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return success;
}
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;
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;
}
void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
const float f[4] = { f1, f2, f3, f4 };
DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
}
void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
{
DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
}
void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
{
float buf[4*C_VENVCONST_END];
for (unsigned int i = 0; i < count; i++)
{
buf[4*i ] = *f++;
buf[4*i+1] = *f++;
buf[4*i+2] = *f++;
buf[4*i+3] = 0.f;
}
DX9::D3D::dev->SetVertexShaderConstantF(const_number, buf, count);
}
void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
{
DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, count);
}
} // namespace DX9