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https://github.com/dolphin-emu/dolphin.git
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718c88ff6a
Also fixed shader compilation errors for DX9 plugin by using correct pixel/vertex attribute names that are compatibile with DX9 HLSL shader compiler. Now the generated vertex or pixel shader programs will compile correctly in either OGL or DX9. However, DX9 plugin is still not fixed, even though the shader programs can be compiled now. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4113 8ced0084-cf51-0410-be5f-012b33b47a6e
148 lines
3.9 KiB
C++
148 lines
3.9 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 <map>
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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 "VertexShaderCache.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 <Cg/cg.h>
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#include <Cg/cgD3D9.h>
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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{
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const float f[4] = {f1, f2, f3, f4};
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D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
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}
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void SetVSConstant4fv(int const_number, const float *f)
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{
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D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
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}
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void VertexShaderCache::Init()
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{
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}
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void VertexShaderCache::Shutdown()
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{
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VSCache::iterator iter = vshaders.begin();
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for (; iter != vshaders.end(); iter++)
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iter->second.Destroy();
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vshaders.clear();
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}
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void VertexShaderCache::SetShader(u32 components)
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{
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if (D3D::GetShaderVersion() < 2)
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return; // we are screwed
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static LPDIRECT3DVERTEXSHADER9 lastShader = NULL;
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DVSTARTPROFILE();
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VERTEXSHADERUID uid;
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GetVertexShaderId(uid, components);
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VSCache::iterator iter;
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iter = vshaders.find(uid);
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if (iter != vshaders.end())
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{
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iter->second.frameCount = frameCount;
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VSCacheEntry &entry = iter->second;
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if (!lastShader || entry.shader != lastShader)
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{
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D3D::dev->SetVertexShader(entry.shader);
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lastShader = entry.shader;
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}
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return;
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}
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bool HLSL = true;
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const char *code = GenerateVertexShader(components, HLSL);
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LPDIRECT3DVERTEXSHADER9 shader = HLSL ? D3D::CompileVertexShader(code, (int)strlen(code), false) : CompileCgShader(code);
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if (shader)
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{
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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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entry.frameCount = frameCount;
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vshaders[uid] = entry;
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D3D::dev->SetVertexShader(shader);
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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}
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else if (g_Config.bShowShaderErrors)
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{
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PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
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}
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Renderer::SetFVF(NULL);
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D3D::dev->SetVertexShader(shader);
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}
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LPDIRECT3DVERTEXSHADER9 VertexShaderCache::CompileCgShader(const char *pstrprogram)
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{
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//char stropt[64];
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//sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
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const char *opts[] = {"-profileopts", "MaxLocalParams=256", "-O2", "-q", NULL};
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//const char **opts = cgD3D9GetOptimalOptions(g_cgvProf);
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CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
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if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
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ERROR_LOG(VIDEO, "Failed to load vs %s:\n", cgGetLastListing(g_cgcontext));
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ERROR_LOG(VIDEO, pstrprogram);
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return NULL;
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}
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const char *pcompiledprog = cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
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LPDIRECT3DVERTEXSHADER9 vertex_shader = D3D::CompileVertexShader(pcompiledprog, (int)strlen(pcompiledprog), true);
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cgDestroyProgram(tempprog);
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tempprog = NULL;
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return vertex_shader;
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}
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void VertexShaderCache::Cleanup()
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{
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for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end();)
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{
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VSCacheEntry &entry = iter->second;
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if (entry.frameCount < frameCount - 30)
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{
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entry.Destroy();
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iter = vshaders.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.numVertexShadersAlive, (int)vshaders.size());
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} |