// 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 #include "Common.h" #include "FileUtil.h" #include "LinearDiskCache.h" #include "Globals.h" #include "D3DBase.h" #include "D3DShader.h" #include "Statistics.h" #include "VideoConfig.h" #include "VertexShaderCache.h" #include "VertexLoader.h" #include "BPMemory.h" #include "XFMemory.h" #include "Debugger.h" #include "ConfigManager.h" namespace DX9 { VertexShaderCache::VSCache VertexShaderCache::vshaders; const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry; VERTEXSHADERUID VertexShaderCache::last_uid; #define MAX_SSAA_SHADERS 3 static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader[MAX_SSAA_SHADERS]; static LPDIRECT3DVERTEXSHADER9 ClearVertexShader; LinearDiskCache g_vs_disk_cache; LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader(int level) { return SimpleVertexShader[level % MAX_SSAA_SHADERS]; } LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader() { return ClearVertexShader; } // this class will load the precompiled shaders into our cache class VertexShaderCacheInserter : public LinearDiskCacheReader { public: void Read(const VERTEXSHADERUID &key, const u8 *value, u32 value_size) { VertexShaderCache::InsertByteCode(key, value, value_size, false); } }; void VertexShaderCache::Init() { char* vProg = new char[2048]; sprintf(vProg,"struct VSOUTPUT\n" "{\n" "float4 vPosition : POSITION;\n" "float2 vTexCoord : TEXCOORD0;\n" "float vTexCoord1 : TEXCOORD1;\n" "};\n" "VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n" "{\n" "VSOUTPUT OUT;\n" "OUT.vPosition = inPosition;\n" "OUT.vTexCoord = inTEX0;\n" "OUT.vTexCoord1 = inTEX2;\n" "return OUT;\n" "}\n"); SimpleVertexShader[0] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg)); sprintf(vProg,"struct VSOUTPUT\n" "{\n" "float4 vPosition : POSITION;\n" "float4 vColor0 : COLOR0;\n" "};\n" "VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n" "{\n" "VSOUTPUT OUT;\n" "OUT.vPosition = inPosition;\n" "OUT.vColor0 = inColor0;\n" "return OUT;\n" "}\n"); ClearVertexShader = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg)); sprintf(vProg, "struct VSOUTPUT\n" "{\n" "float4 vPosition : POSITION;\n" "float2 vTexCoord : TEXCOORD0;\n" "float vTexCoord1 : TEXCOORD1;\n" "};\n" "VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inInvTexSize : TEXCOORD1,float inTEX2 : TEXCOORD2)\n" "{\n" "VSOUTPUT OUT;" "OUT.vPosition = inPosition;\n" // HACK: Scale the texture coordinate range from (0,width) to (0,width-1), otherwise the linear filter won't average our samples correctly "OUT.vTexCoord = inTEX0 * (float2(1.f,1.f) / inInvTexSize - float2(1.f,1.f)) * inInvTexSize;\n" "OUT.vTexCoord1 = inTEX2;\n" "return OUT;\n" "}\n"); SimpleVertexShader[1] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg)); sprintf(vProg, "struct VSOUTPUT\n" "{\n" "float4 vPosition : POSITION;\n" "float4 vTexCoord : TEXCOORD0;\n" "float vTexCoord1 : TEXCOORD1;\n" "float4 vTexCoord2 : TEXCOORD2;\n" "float4 vTexCoord3 : TEXCOORD3;\n" "};\n" "VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n" "{\n" "VSOUTPUT OUT;" "OUT.vPosition = inPosition;\n" "OUT.vTexCoord = inTEX0.xyyx;\n" "OUT.vTexCoord1 = inTEX2.x;\n" "OUT.vTexCoord2 = inTEX0.xyyx + (float4(-1.0f,-0.5f, 1.0f,-0.5f) * inTEX1.xyyx);\n" "OUT.vTexCoord3 = inTEX0.xyyx + (float4( 1.0f, 0.5f,-1.0f, 0.5f) * inTEX1.xyyx);\n" "return OUT;\n" "}\n"); SimpleVertexShader[2] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg)); Clear(); delete [] vProg; if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX))) File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str()); SETSTAT(stats.numVertexShadersCreated, 0); SETSTAT(stats.numVertexShadersAlive, 0); char cache_filename[MAX_PATH]; sprintf(cache_filename, "%sdx9-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(), SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str()); VertexShaderCacheInserter inserter; g_vs_disk_cache.OpenAndRead(cache_filename, inserter); if (g_Config.bEnableShaderDebugging) Clear(); last_entry = NULL; } void VertexShaderCache::Clear() { for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter) iter->second.Destroy(); vshaders.clear(); last_entry = NULL; } void VertexShaderCache::Shutdown() { for (int i = 0; i < MAX_SSAA_SHADERS; i++) { if (SimpleVertexShader[i]) SimpleVertexShader[i]->Release(); SimpleVertexShader[i] = NULL; } if (ClearVertexShader) ClearVertexShader->Release(); ClearVertexShader = NULL; Clear(); g_vs_disk_cache.Sync(); g_vs_disk_cache.Close(); } bool VertexShaderCache::SetShader(u32 components) { VERTEXSHADERUID uid; GetVertexShaderId(&uid, components); if (last_entry) { if (uid == last_uid) { GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); ValidateVertexShaderIDs(API_D3D9, last_entry->safe_uid, last_entry->code, components); return (last_entry->shader != NULL); } } last_uid = uid; VSCache::iterator iter = vshaders.find(uid); if (iter != vshaders.end()) { const VSCacheEntry &entry = iter->second; last_entry = &entry; if (entry.shader) D3D::SetVertexShader(entry.shader); GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); ValidateVertexShaderIDs(API_D3D9, entry.safe_uid, entry.code, components); return (entry.shader != NULL); } const char *code = GenerateVertexShaderCode(components, API_D3D9); u8 *bytecode; int bytecodelen; if (!D3D::CompileVertexShader(code, (int)strlen(code), &bytecode, &bytecodelen)) { GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); return false; } g_vs_disk_cache.Append(uid, bytecode, bytecodelen); bool success = InsertByteCode(uid, bytecode, bytecodelen, true); if (g_ActiveConfig.bEnableShaderDebugging && success) { vshaders[uid].code = code; GetSafeVertexShaderId(&vshaders[uid].safe_uid, components); } delete [] bytecode; GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); return success; } bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) { LPDIRECT3DVERTEXSHADER9 shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen); // Make an entry in the table VSCacheEntry entry; entry.shader = shader; vshaders[uid] = entry; last_entry = &vshaders[uid]; if (!shader) return false; INCSTAT(stats.numVertexShadersCreated); SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size()); if (activate) { D3D::SetVertexShader(shader); return true; } return false; } void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4) { const float f[4] = { f1, f2, f3, f4 }; DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1); } void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f) { DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1); } void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f) { float buf[4*C_VENVCONST_END]; for (unsigned int i = 0; i < count; i++) { buf[4*i ] = *f++; buf[4*i+1] = *f++; buf[4*i+2] = *f++; buf[4*i+3] = 0.f; } DX9::D3D::dev->SetVertexShaderConstantF(const_number, buf, count); } void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f) { DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, count); } } // namespace DX9