mirror of
https://github.com/dolphin-emu/dolphin.git
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f597a66b8d
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2502 8ced0084-cf51-0410-be5f-012b33b47a6e
170 lines
4.6 KiB
C++
170 lines
4.6 KiB
C++
// Copyright (C) 2003-2008 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 "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, false);
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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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const char *code = GenerateVertexShader(components, false);
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LPDIRECT3DVERTEXSHADER9 shader = 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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} else {
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PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
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}
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D3D::dev->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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LPD3DXBUFFER shader_binary;
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LPD3DXBUFFER error_msg;
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// Step one - Assemble into binary code. This binary code could be cached.
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if (FAILED(D3DXAssembleShader(pcompiledprog, (UINT)strlen(pcompiledprog), NULL, NULL, 0, &shader_binary, &error_msg)))
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PanicAlert("Asm fail");
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// Destroy Cg program as early as possible - we want as little as possible to do with Cg due to
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// our rather extreme performance requirements.
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cgDestroyProgram(tempprog);
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tempprog = NULL;
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// Create vertex shader from the binary code.
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LPDIRECT3DVERTEXSHADER9 vertex_shader = NULL;
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if (SUCCEEDED(D3D::dev->CreateVertexShader((const DWORD *)shader_binary->GetBufferPointer(), &vertex_shader))) {
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// PanicAlert("Successvertex!");
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} else {
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if (error_msg) {
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PanicAlert("failure vertex %s", error_msg->GetBufferPointer());
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MessageBox(0, pcompiledprog, 0, 0);
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}
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else
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PanicAlert("failure vertex with no error message.");
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}
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if (shader_binary)
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shader_binary->Release();
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if (error_msg)
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error_msg->Release();
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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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} |