dolphin/Source/Plugins/Plugin_VideoMerge/Src/DX9/DX9_PixelShaderCache.h
Jordan Woyak 194493cc04 Some work on merging the video plugins: Added a new plugin to the solution(shouldn't build by default) which combines the DX9, DX11, and OGL plugins with their common code merged (and some things temporarily removed). In it's current state the plugin is hardly usable. Perhaps someone with knowledge of the video plugins will be able to fix the things I have broken more easily than me(or point me in the right direction). I will continue to work on it as well.
Main Issues:
DX11 is functional with a ~2MB/s mem leak.
OpenGL/DirectX9 have a black display while game runs. (DirectX 9 flashes good display on emulation stop)
Too many virtual function calls. (once everything is working, I will work on removing them)
Won't build on non-Windows in its current state. (mainly EmuWindow will need changes for Linux/OS X)
Probably other stuff.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6219 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-20 21:45:47 +00:00

90 lines
2.5 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/
#ifndef _PIXELSHADERCACHE_H
#define _PIXELSHADERCACHE_H
#include "Common.h"
#include "LinearDiskCache.h"
#include "DX9_D3DBase.h"
#include <map>
#include "PixelShaderGen.h"
#include "VertexShaderGen.h"
#include "../PixelShaderCache.h"
namespace DX9
{
typedef u32 tevhash;
tevhash GetCurrentTEV();
class PixelShaderCache : public ::PixelShaderCacheBase
{
private:
struct PSCacheEntry
{
LPDIRECT3DPIXELSHADER9 shader;
bool owns_shader;
int frameCount;
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string code;
#endif
PSCacheEntry() : shader(NULL), owns_shader(true), frameCount(0) {}
void Destroy()
{
if (shader && owns_shader)
shader->Release();
shader = NULL;
}
};
typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;
static PSCache PixelShaders;
static const PSCacheEntry *last_entry;
static void Clear();
public:
PixelShaderCache();
~PixelShaderCache();
void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
void SetPSConstant4fv(unsigned int const_number, const float* f);
void SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float* f);
bool SetShader(bool dstAlpha);
static bool InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate);
static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram(int SSAAMode);
static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram(int SSAAMode);
static LPDIRECT3DPIXELSHADER9 GetDepthMatrixProgram(int SSAAMode);
static LPDIRECT3DPIXELSHADER9 GetClearProgram();
#if defined(_DEBUG) || defined(DEBUGFAST)
static std::string GetCurrentShaderCode();
#endif
static LPDIRECT3DPIXELSHADER9 CompileCgShader(const char *pstrprogram);
};
}
#endif // _PIXELSHADERCACHE_H