mirror of
https://github.com/dolphin-emu/dolphin.git
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7854bd7109
Separated UI from debugger functionality. Generally cleaned up that stuff. Most functionality needs to be reimplemented now, but will be available to D3D9, D3D11 as well as OpenGL then. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6523 8ced0084-cf51-0410-be5f-012b33b47a6e
275 lines
8.0 KiB
C++
275 lines
8.0 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 "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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#include "D3DBase.h"
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#include "D3DShader.h"
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#include "Statistics.h"
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#include "Profiler.h"
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#include "VideoConfig.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 "Debugger.h"
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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#define MAX_SSAA_SHADERS 3
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static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader[MAX_SSAA_SHADERS];
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static LPDIRECT3DVERTEXSHADER9 ClearVertexShader;
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LinearDiskCache<VERTEXSHADERUID, u8> g_vs_disk_cache;
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LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader(int level)
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{
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return SimpleVertexShader[level % MAX_SSAA_SHADERS];
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}
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LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader()
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{
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return ClearVertexShader;
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}
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void SetVSConstant4f(unsigned 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(unsigned 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 SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
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{
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float buf[4*C_VENVCONST_END];
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for (unsigned int i = 0; i < count; i++)
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{
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buf[4*i ] = *f++;
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buf[4*i+1] = *f++;
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buf[4*i+2] = *f++;
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buf[4*i+3] = 0.f;
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}
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D3D::dev->SetVertexShaderConstantF(const_number, buf, count);
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}
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void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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{
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D3D::dev->SetVertexShaderConstantF(const_number, f, count);
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}
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// this class will load the precompiled shaders into our cache
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class VertexShaderCacheInserter : public LinearDiskCacheReader<VERTEXSHADERUID, u8>
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{
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public:
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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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};
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void VertexShaderCache::Init()
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{
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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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"};\n"
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"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0)\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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"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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"float4 vTexCoord1 : TEXCOORD1;\n"
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"};\n"
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"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float4 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;\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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"float4 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,float4 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 = inTEX0.xyyx + (float4(-1.0f,-0.5f, 1.0f,-0.5f) * inTEX1.xyyx);\n"
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"OUT.vTexCoord2 = inTEX0.xyyx + (float4( 1.0f, 0.5f,-1.0f, 0.5f) * inTEX1.xyyx);\n"
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"OUT.vTexCoord3 = inTEX2;\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));
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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), globals->unique_id);
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VertexShaderCacheInserter inserter;
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g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
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}
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void VertexShaderCache::Clear()
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{
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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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memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid));
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}
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void VertexShaderCache::Shutdown()
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{
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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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}
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bool VertexShaderCache::SetShader(u32 components)
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{
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DVSTARTPROFILE();
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VERTEXSHADERUID uid;
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GetVertexShaderId(&uid, components);
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if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return (vshaders[uid].shader != NULL);
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}
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memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
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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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iter->second.frameCount = frameCount;
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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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const char *code = GenerateVertexShaderCode(components, API_D3D9);
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u8 *bytecode;
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int bytecodelen;
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if (!D3D::CompileVertexShader(code, (int)strlen(code), &bytecode, &bytecodelen))
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{
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if (g_ActiveConfig.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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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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g_vs_disk_cache.Sync();
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bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
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delete [] bytecode;
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return result;
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}
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bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) {
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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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entry.frameCount = frameCount;
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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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}
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