dolphin/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.h
Rodolfo Osvaldo Bogado e93e777ffb second try to implement a more correct safe texture cache, implemented full hashing of tlut textures as they are the more problematic, this should solve virtually all the problems with characters in all the games that have them.
sorry to tell but this will bring a speed drop, so let you decide if this change stay or not.( used the fastest open source hash algorithm i know) 
do not apply full hashing to other format because it kills the performance.
for popular request added 9x SSAA believe me will kill your graphic card even if is the best but the image quality is exceptional.
as always please test and let me know the results.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5034 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-08 23:23:04 +00:00

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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 "Common.h"
#include "LinearDiskCache.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 Clear();
static void Shutdown();
static bool SetShader(bool dstAlpha);
static bool InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate);
static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram(int SSAAMode);
static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram(int SSAAMode);
static LPDIRECT3DPIXELSHADER9 GetDepthMatrixProgram(int SSAAMode);
static LPDIRECT3DPIXELSHADER9 GetClearProgram();
#if defined(_DEBUG) || defined(DEBUGFAST)
static std::string GetCurrentShaderCode();
#endif
static LPDIRECT3DPIXELSHADER9 CompileCgShader(const char *pstrprogram);
};
#endif // _PIXELSHADERCACHE_H