dolphin/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.cpp
Rodolfo Osvaldo Bogado 8de76f8fe8 ok big changes here:
in videocommon little fix for the alpha test values, return to the original values as they are more accurate.
in D3D:
huge change in state management, now all the state management is centralized and redundant state changes are eliminated.
Fixed the overlapped viewport error in non ati cards:
the error was caused by this: when a viewport is defined larger than the current rendertarget, an error is thrown and the last valid viewport is used, this is the reference behavior, in ati cards if a larger viewport is defined, no eror is returned, the rendering is valid and is rendered using the projection defined by the viewport but limited to the rendertarget are, exactly like opengl or the GC hardware.
to solve this in reference drivers defined a large rendertarget (2x the size of the original) and proceed to render in a centered quad insithe the larger rendertarget, in this way larger viewports always falls inside a valid rendertarget size, the drawback of this is the waste of resources. it can be dynamized, depending or games or changed at runtime when a oversized viewport is detected, but i live that to future commits.
please test this and let me know the results.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4841 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-15 15:52:08 +00:00

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// 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 "VideoConfig.h"
#include "PixelShaderGen.h"
#include "PixelShaderManager.h"
#include "PixelShaderCache.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "XFMemory.h"
#include "ImageWrite.h"
#include "debugger/debugger.h"
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
static float lastPSconstants[C_COLORMATRIX+16][4];
static LPDIRECT3DPIXELSHADER9 s_ColorMatrixProgram = 0;
static LPDIRECT3DPIXELSHADER9 s_ColorCopyProgram = 0;
static LPDIRECT3DPIXELSHADER9 s_ClearProgram = 0;
static LPDIRECT3DPIXELSHADER9 s_ClearZProgram = 0;
static LPDIRECT3DPIXELSHADER9 s_DepthMatrixProgram = 0;
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorMatrixProgram()
{
return s_ColorMatrixProgram;
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetDepthMatrixProgram()
{
return s_DepthMatrixProgram;
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorCopyProgram()
{
return s_ColorCopyProgram;
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetClearProgram()
{
return s_ClearProgram;
}
void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
{
if( lastPSconstants[const_number][0] != f1 || lastPSconstants[const_number][1] != f2 ||
lastPSconstants[const_number][2] != f3 || lastPSconstants[const_number][3] != f4 )
{
const float f[4] = {f1, f2, f3, f4};
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
lastPSconstants[const_number][0] = f1;
lastPSconstants[const_number][1] = f2;
lastPSconstants[const_number][2] = f3;
lastPSconstants[const_number][3] = f4;
}
}
void SetPSConstant4fv(int const_number, const float *f)
{
if( lastPSconstants[const_number][0] != f[0] || lastPSconstants[const_number][1] != f[1] ||
lastPSconstants[const_number][2] != f[2] || lastPSconstants[const_number][3] != f[3] )
{
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
lastPSconstants[const_number][0] = f[0];
lastPSconstants[const_number][1] = f[1];
lastPSconstants[const_number][2] = f[2];
lastPSconstants[const_number][3] = f[3];
}
}
void PixelShaderCache::Init()
{
char pprog[1024];
sprintf(pprog,"void main(\n"
"out float4 ocol0 : COLOR0,\n"
" in float4 incol0 : COLOR0){\n"
"ocol0 = incol0;\n"
"}\n");
s_ClearProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog));
sprintf(pprog,"uniform sampler samp0 : register(s0);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
" in float3 uv0 : TEXCOORD0){\n"
"ocol0 = tex2D(samp0,uv0.xy);\n"
"}\n");
s_ColorCopyProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog));
sprintf(pprog,"uniform sampler samp0 : register(s0);\n"
"uniform float4 cColMatrix[5] : register(c%d);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
" in float3 uv0 : TEXCOORD0){\n"
"float4 texcol = tex2D(samp0,uv0.xy);\n"
"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n",C_COLORMATRIX);
s_ColorMatrixProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog));
sprintf(pprog,"uniform sampler samp0 : register(s0);\n"
"uniform float4 cColMatrix[5] : register(c%d);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
" in float3 uv0 : TEXCOORD0){\n"
"float4 texcol = tex2D(samp0,uv0.xy);\n"
"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,255.0f,255.0f*255.0f,255.0f*255.0f*255.0f));\n"
"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n",C_COLORMATRIX);
s_DepthMatrixProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog));
Clear();
}
void PixelShaderCache::Clear()
{
PSCache::iterator iter = PixelShaders.begin();
for (; iter != PixelShaders.end(); iter++)
iter->second.Destroy();
PixelShaders.clear();
for (int i = 0; i < (C_COLORMATRIX + 16) * 4; i++)
lastPSconstants[i/4][i%4] = -100000000.0f;
memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));
}
void PixelShaderCache::Shutdown()
{
if(s_ColorMatrixProgram)
s_ColorMatrixProgram->Release();
s_ColorMatrixProgram = NULL;
if(s_ColorCopyProgram)
s_ColorCopyProgram->Release();
s_ColorCopyProgram=NULL;
if(s_DepthMatrixProgram)
s_DepthMatrixProgram->Release();
s_DepthMatrixProgram = NULL;
if(s_ClearProgram)
s_ClearProgram->Release();
s_ClearProgram=NULL;
Clear();
}
bool PixelShaderCache::SetShader(bool dstAlpha)
{
DVSTARTPROFILE();
PIXELSHADERUID uid;
GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), dstAlpha);
if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
{
PSCache::const_iterator iter = PixelShaders.find(uid);
if (iter != PixelShaders.end() && iter->second.shader)
return true;
else
return false;
}
memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
PSCache::iterator iter;
iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
{
iter->second.frameCount = frameCount;
const PSCacheEntry &entry = iter->second;
last_entry = &entry;
DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
if (entry.shader)
{
D3D::SetPixelShader(entry.shader);
return true;
}
else
return false;
}
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), dstAlpha, 2);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%s/ps_%04i.txt", FULL_DUMP_DIR, counter++);
SaveData(szTemp, code);
}
#endif
LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePixelShader(code, (int)strlen(code));
// Make an entry in the table
PSCacheEntry newentry;
newentry.shader = shader;
newentry.frameCount = frameCount;
#if defined(_DEBUG) || defined(DEBUGFAST)
newentry.code = code;
#endif
PixelShaders[uid] = newentry;
last_entry = &PixelShaders[uid];
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
if (shader)
{
D3D::SetPixelShader(shader);
return true;
}
if (g_ActiveConfig.bShowShaderErrors)
{
PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
}
return false;
}
void PixelShaderCache::Cleanup()
{
/*
PSCache::iterator iter;
iter = PixelShaders.begin();
while (iter != PixelShaders.end())
{
PSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount - 1400)
{
entry.Destroy();
iter = PixelShaders.erase(iter);
}
else
{
iter++;
}
}
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
*/
}
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string PixelShaderCache::GetCurrentShaderCode()
{
if (last_entry)
return last_entry->code;
else
return "(no shader)\n";
}
#endif