dolphin/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.h
Rodolfo Osvaldo Bogado 19d7bb2c84 big commit, implemented depth textures with hardware support in D3D, so now they will be correct as in opengl. please test a lot because i only tested the ati path, nvidia path is "Theoretical" :).
Also reimplemented screen clearing as a color quad to support alpha blending when clearing as in the original hardware.
the funny thing is how is implemented peeking, as locking depth textures is not supported, implemented peeking copying the values form the depth texture to a r32f render target and then reading back the data.
please a lot of testing to this commit.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4599 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-22 02:37:00 +00:00

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1.9 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/
#ifndef _PIXELSHADERCACHE_H
#define _PIXELSHADERCACHE_H
#include "D3DBase.h"
#include <map>
#include "PixelShaderGen.h"
#include "VertexShaderGen.h"
typedef u32 tevhash;
tevhash GetCurrentTEV();
class PixelShaderCache
{
private:
struct PSCacheEntry
{
LPDIRECT3DPIXELSHADER9 shader;
int frameCount;
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string code;
#endif
PSCacheEntry() : shader(NULL), frameCount(0) {}
void Destroy()
{
if (shader)
shader->Release();
shader = NULL;
}
};
typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;
static PSCache PixelShaders;
static const PSCacheEntry *last_entry;
public:
static void Init();
static void Cleanup();
static void Clear();
static void Shutdown();
static bool SetShader(bool dstAlpha);
static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram();
static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram();
static LPDIRECT3DPIXELSHADER9 GetDepthMatrixProgram();
static LPDIRECT3DPIXELSHADER9 GetClearProgram();
#if defined(_DEBUG) || defined(DEBUGFAST)
static std::string GetCurrentShaderCode();
#endif
static LPDIRECT3DPIXELSHADER9 CompileCgShader(const char *pstrprogram);
};
#endif // _PIXELSHADERCACHE_H