dolphin/Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp
Rodolfo Osvaldo Bogado a4736f7f6b back to limit vps instead of fps as this fix fps limit and now it works correctly as now the sync between the plug in and the core is almost correct.
fixed fps display in the top bar, now it shows the real fps of the game.
some code clean up and some corrections to make everything work right in the reference renderer.
multiples xfb now is broken even in single core as is was not an error caused by dual core, i really dono where the error is,everything looks correct but if you test a game with multiples xfb or the ipl you will see the error.
ector if you can take a look at he code and throw me some ideas i'll thank you.
please test.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5272 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-04-03 22:22:55 +00:00

342 lines
9.7 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 <map>
#include "Common.h"
#include "FileUtil.h"
#include "LinearDiskCache.h"
#include "Globals.h"
#include "D3DBase.h"
#include "D3DShader.h"
#include "Statistics.h"
#include "Utils.h"
#include "Profiler.h"
#include "VideoConfig.h"
#include "VertexShaderCache.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "XFMemory.h"
#include "debugger/debugger.h"
VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
static float GC_ALIGNED16(lastVSconstants[C_FOGPARAMS + 8][4]);
static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader;
static LPDIRECT3DVERTEXSHADER9 ClearVertexShader;
static LPDIRECT3DVERTEXSHADER9 FSAAVertexShader;
LinearDiskCache g_vs_disk_cache;
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader()
{
return SimpleVertexShader;
}
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader()
{
return ClearVertexShader;
}
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetFSAAVertexShader()
{
return FSAAVertexShader;
}
void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
{
if (lastVSconstants[const_number][0] != f1 ||
lastVSconstants[const_number][1] != f2 ||
lastVSconstants[const_number][2] != f3 ||
lastVSconstants[const_number][3] != f4)
{
const float f[4] = {f1, f2, f3, f4};
lastVSconstants[const_number][0] = f1;
lastVSconstants[const_number][1] = f2;
lastVSconstants[const_number][2] = f3;
lastVSconstants[const_number][3] = f4;
D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], 1);
}
}
void SetVSConstant4fv(int const_number, const float *f)
{
if (lastVSconstants[const_number][0] != f[0] ||
lastVSconstants[const_number][1] != f[1] ||
lastVSconstants[const_number][2] != f[2] ||
lastVSconstants[const_number][3] != f[3])
{
lastVSconstants[const_number][0] = f[0];
lastVSconstants[const_number][1] = f[1];
lastVSconstants[const_number][2] = f[2];
lastVSconstants[const_number][3] = f[3];
D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], 1);
}
}
void SetMultiVSConstant3fv(int const_number, int count, const float *f)
{
bool change = false;
for (int i = 0; i < count; i++)
{
if (lastVSconstants[const_number + i][0] != f[0 + i*3] ||
lastVSconstants[const_number + i][1] != f[1 + i*3] ||
lastVSconstants[const_number + i][2] != f[2 + i*3])
{
change = true;
break;
}
}
if (change)
{
for (int i = 0; i < count; i++)
{
lastVSconstants[const_number + i][0] = f[0 + i*3];
lastVSconstants[const_number + i][1] = f[1 + i*3];
lastVSconstants[const_number + i][2] = f[2 + i*3];
lastVSconstants[const_number + i][3] = 0.0f;
}
D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], count);
}
}
void SetMultiVSConstant4fv(int const_number, int count, const float *f)
{
bool change = false;
for (int i = 0; i < count; i++)
{
if (lastVSconstants[const_number + i][0] != f[0 + i*4] ||
lastVSconstants[const_number + i][1] != f[1 + i*4] ||
lastVSconstants[const_number + i][2] != f[2 + i*4] ||
lastVSconstants[const_number + i][3] != f[3 + i*4])
{
change = true;
break;
}
}
if (change)
{
for (int i = 0; i < count; i++)
{
lastVSconstants[const_number + i][0] = f[0 + i*4];
lastVSconstants[const_number + i][1] = f[1 + i*4];
lastVSconstants[const_number + i][2] = f[2 + i*4];
lastVSconstants[const_number + i][3] = f[3 + i*4];
}
D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], count);
}
}
class VertexShaderCacheInserter : public LinearDiskCacheReader {
public:
void Read(const u8 *key, int key_size, const u8 *value, int value_size)
{
VERTEXSHADERUID uid;
if (key_size != sizeof(uid)) {
ERROR_LOG(VIDEO, "Wrong key size in vertex shader cache");
return;
}
memcpy(&uid, key, key_size);
VertexShaderCache::InsertByteCode(uid, 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"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0)\n"
"{\n"
"VSOUTPUT OUT;\n"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0;\n"
"return OUT;\n"
"}\n");
SimpleVertexShader = 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"
"float4 vTexCoord : TEXCOORD0;\n"
"float4 vTexCoord1 : TEXCOORD1;\n"
"float4 vTexCoord2 : TEXCOORD2;\n"
"float4 vTexCoord3 : TEXCOORD3;\n"
"float4 vTexCoord4 : TEXCOORD4;\n"
"float4 vTexCoord5 : TEXCOORD5;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float4 inTEX2 : TEXCOORD2)\n"
"{\n"
"VSOUTPUT OUT;"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0.xyyx;\n"
"OUT.vTexCoord1 = inTEX0.xyyx + (float4(-0.1830127f,-0.6830127f,-0.7071068f,-1.2247449f) * inTEX1.xyyx);\n"
"OUT.vTexCoord2 = inTEX0.xyyx + (float4(-0.6830127f, 0.1830127f, 0.7071068f, 1.2247449f) * inTEX1.xyyx);\n"
"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 0.6830127f,-0.1830127f,-1.2247449f, 0.7071068f) * inTEX1.xyyx);\n"
"OUT.vTexCoord4 = inTEX0.xyyx + (float4( 0.1830127f, 0.6830127f, 1.2247449f,-0.7071068f) * inTEX1.xyyx);\n"
"OUT.vTexCoord5 = inTEX2;\n"
"return OUT;\n"
"}\n");
FSAAVertexShader = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
Clear();
delete [] vProg;
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%s%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
VertexShaderCacheInserter inserter;
int read_items = g_vs_disk_cache.OpenAndRead(cache_filename, &inserter);
}
void VertexShaderCache::Clear()
{
VSCache::iterator iter = vshaders.begin();
for (; iter != vshaders.end(); ++iter)
iter->second.Destroy();
vshaders.clear();
for (int i = 0; i < (C_FOGPARAMS + 8) * 4; i++)
lastVSconstants[i / 4][i % 4] = -100000000.0f;
memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid));
}
void VertexShaderCache::Shutdown()
{
if (SimpleVertexShader)
SimpleVertexShader->Release();
SimpleVertexShader = NULL;
if (ClearVertexShader)
ClearVertexShader->Release();
ClearVertexShader = NULL;
if (FSAAVertexShader)
FSAAVertexShader->Release();
FSAAVertexShader = NULL;
Clear();
g_vs_disk_cache.Sync();
g_vs_disk_cache.Close();
}
bool VertexShaderCache::SetShader(u32 components)
{
DVSTARTPROFILE();
VERTEXSHADERUID uid;
GetVertexShaderId(&uid, components);
if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
{
if (vshaders[uid].shader)
return true;
else
return false;
}
memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
VSCache::iterator iter;
iter = vshaders.find(uid);
if (iter != vshaders.end())
{
iter->second.frameCount = frameCount;
const VSCacheEntry &entry = iter->second;
last_entry = &entry;
DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE,true);
if (entry.shader)
{
D3D::SetVertexShader(entry.shader);
return true;
}
else
return false;
}
const char *code = GenerateVertexShaderCode(components, true);
u8 *bytecode;
int bytecodelen;
if (!D3D::CompileVertexShader(code, (int)strlen(code), &bytecode, &bytecodelen))
{
if (g_ActiveConfig.bShowShaderErrors)
{
PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
}
return false;
}
g_vs_disk_cache.Append((u8 *)&uid, sizeof(uid), bytecode, bytecodelen);
g_vs_disk_cache.Sync();
bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
delete [] bytecode;
return result;
}
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;
entry.frameCount = frameCount;
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;
}
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string VertexShaderCache::GetCurrentShaderCode()
{
return "(N/A)\n";
}
#endif