dolphin/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.cpp
rice1964 d616f132d7 Debugger for DX9 plugin.
Debugger panel is displayed only if Dolphin is started with /d option.
Dump features are not implemented.
Pause/Resume buttons works, only if the plugin is built in DEBUG or DEBUGFAST configuration, not in RELEASE. These features are really only for devs, not for regular gamers.

You will be able to pause frame by frame, or by n frames, or by n primitive flushes. Other pausing options are not implemented yet.

When other pausing and dumping features are implemented, debugging will be much easier.

I have changed the DX9 project setting to use unicode character set in order to use wxWidge tools. If this causes Dolphin building problems for you, check your project setting.txt




git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4154 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-02 06:33:41 +00:00

143 lines
3.5 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/
#include "D3DBase.h"
#include "D3DShader.h"
#include "Statistics.h"
#include "Utils.h"
#include "Profiler.h"
#include "Config.h"
#include "PixelShaderGen.h"
#include "PixelShaderManager.h"
#include "PixelShaderCache.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "XFMemory.h"
#include "debugger/debugger.h"
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
{
const float f[4] = {f1, f2, f3, f4};
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
}
void SetPSConstant4fv(int const_number, const float *f)
{
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
}
void PixelShaderCache::Init()
{
}
void PixelShaderCache::Shutdown()
{
PSCache::iterator iter = PixelShaders.begin();
for (; iter != PixelShaders.end(); iter++)
iter->second.Destroy();
PixelShaders.clear();
}
void PixelShaderCache::SetShader(bool dstAlpha)
{
static LPDIRECT3DPIXELSHADER9 last_shader = NULL;
DVSTARTPROFILE();
PIXELSHADERUID uid;
GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), dstAlpha);
PSCache::iterator iter;
iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
{
iter->second.frameCount = frameCount;
const PSCacheEntry &entry = iter->second;
last_entry = &entry;
if (!last_shader || entry.shader != last_shader)
{
D3D::dev->SetPixelShader(entry.shader);
last_shader = entry.shader;
DEBUGGER_PAUSE_COUNT_N(NEXT_PIXEL_SHADER_CHANGE);
}
return;
}
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), dstAlpha, true);
LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePixelShader(code, (int)strlen(code));
if (shader)
{
//Make an entry in the table
PSCacheEntry newentry;
newentry.shader = shader;
newentry.frameCount = frameCount;
#ifdef _DEBUG
newentry.code = code;
#endif
PixelShaders[uid] = newentry;
last_entry = &PixelShaders[uid];
Renderer::SetFVF(NULL);
D3D::dev->SetPixelShader(shader);
last_shader = shader;
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
}
else if (g_Config.bShowShaderErrors)
{
PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
}
}
void PixelShaderCache::Cleanup()
{
PSCache::iterator iter;
iter = PixelShaders.begin();
while (iter != PixelShaders.end())
{
PSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount - 400)
{
entry.Destroy();
iter = PixelShaders.erase(iter);
}
else
{
iter++;
}
}
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
}
#ifdef _DEBUG
std::string PixelShaderCache::GetCurrentShaderCode()
{
if (last_entry)
return last_entry->code;
else
return "(no shader)\n";
}
#endif