forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5129 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			445 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			445 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Common.h"
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#include "FileUtil.h"
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#include "LinearDiskCache.h"
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#include "Globals.h"
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#include "D3DBase.h"
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#include "D3DShader.h"
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#include "Statistics.h"
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#include "Utils.h"
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#include "VideoConfig.h"
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#include "PixelShaderGen.h"
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#include "PixelShaderManager.h"
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#include "PixelShaderCache.h"
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#include "VertexLoader.h"
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#include "BPMemory.h"
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#include "XFMemory.h"
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#include "ImageWrite.h"
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#include "Debugger/Debugger.h"
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
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LinearDiskCache g_ps_disk_cache;
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static float lastPSconstants[C_COLORMATRIX+16][4];
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static LPDIRECT3DPIXELSHADER9 s_ColorMatrixProgram[4];
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static LPDIRECT3DPIXELSHADER9 s_ColorCopyProgram[4];
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static LPDIRECT3DPIXELSHADER9 s_DepthMatrixProgram[4];
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static LPDIRECT3DPIXELSHADER9 s_ClearProgram = 0;
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorMatrixProgram(int SSAAMode)
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{
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	return s_ColorMatrixProgram[SSAAMode];
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}
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetDepthMatrixProgram(int SSAAMode)
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{
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	return s_DepthMatrixProgram[SSAAMode];
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}
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorCopyProgram(int SSAAMode)
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{
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	return s_ColorCopyProgram[SSAAMode];
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}
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetClearProgram()
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{
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	return s_ClearProgram;
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}
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void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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{
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	if (lastPSconstants[const_number][0] != f1 || lastPSconstants[const_number][1] != f2 ||
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		lastPSconstants[const_number][2] != f3 || lastPSconstants[const_number][3] != f4 )
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	{
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		const float f[4] = {f1, f2, f3, f4};
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		D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
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		lastPSconstants[const_number][0] = f1;
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		lastPSconstants[const_number][1] = f2;
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		lastPSconstants[const_number][2] = f3;
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		lastPSconstants[const_number][3] = f4;
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	}
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}
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void SetPSConstant4fv(int const_number, const float *f)
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{
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	if (lastPSconstants[const_number][0] != f[0] || lastPSconstants[const_number][1] != f[1] ||
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		lastPSconstants[const_number][2] != f[2] || lastPSconstants[const_number][3] != f[3] )
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	{
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		D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
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		lastPSconstants[const_number][0] = f[0];
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		lastPSconstants[const_number][1] = f[1];
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		lastPSconstants[const_number][2] = f[2];
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		lastPSconstants[const_number][3] = f[3];
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	}
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}
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class PixelShaderCacheInserter : public LinearDiskCacheReader {
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public:
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	void Read(const u8 *key, int key_size, const u8 *value, int value_size)
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	{
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		PIXELSHADERUID uid;
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		if (key_size != sizeof(uid)) {
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			ERROR_LOG(VIDEO, "Wrong key size in pixel shader cache");
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			return;
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		}
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		memcpy(&uid, key, key_size);
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		PixelShaderCache::InsertByteCode(uid, value, value_size, false);
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	}
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};
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void PixelShaderCache::Init()
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{
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	//program used for clear screen
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	char pprog[3072];
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	sprintf(pprog, "void main(\n"
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						"out float4 ocol0 : COLOR0,\n"
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						" in float4 incol0 : COLOR0){\n"
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						"ocol0 = incol0;\n"
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						"}\n");
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	s_ClearProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));	
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	//Used for Copy/resolve the color buffer
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	//1 Sample
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	sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
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						"void main(\n"
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						"out float4 ocol0 : COLOR0,\n"
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						"in float2 uv0 : TEXCOORD0){\n"
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						"ocol0 = tex2D(samp0,uv0);\n"						
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						"}\n");
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	s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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	//2 samples
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	sprintf(pprog, "uniform sampler samp0 : register(s0);\n"					
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					"void main(\n"
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					"out float4 ocol0 : COLOR0,\n"
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					"in float4 uv0 : TEXCOORD0,\n"
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					"in float4 uv1 : TEXCOORD1,\n"
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					"in float4 uv2 : TEXCOORD2){\n"
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					"ocol0 = (tex2D(samp0,uv1.xy) + tex2D(samp0,uv2.xy))*0.5f;\n"
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					"}\n");
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	s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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	//4 Samples
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	sprintf(pprog, "uniform sampler samp0 : register(s0);\n"					
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					"void main(\n"
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					"out float4 ocol0 : COLOR0,\n"
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					"in float4 uv0 : TEXCOORD0,\n"
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					"in float4 uv1 : TEXCOORD1,\n"
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					"in float4 uv2 : TEXCOORD2,\n"
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					"in float4 uv3 : TEXCOORD3,\n"
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					"in float4 uv4 : TEXCOORD4){\n"
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					"ocol0 = (tex2D(samp0,uv1.xy) + tex2D(samp0,uv2.xy) + tex2D(samp0,uv3.xy) + tex2D(samp0,uv4.xy))*0.25f;\n"
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					"}\n");
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	s_ColorCopyProgram[2] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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	//9 Samples
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	sprintf(pprog, "uniform sampler samp0 : register(s0);\n"					
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					"void main(\n"
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					"out float4 ocol0 : COLOR0,\n"
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					"in float4 uv0 : TEXCOORD0,\n"
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					"in float4 uv1 : TEXCOORD1,\n"
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					"in float4 uv2 : TEXCOORD2,\n"
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					"in float4 uv3 : TEXCOORD3,\n"
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					"in float4 uv4 : TEXCOORD4){\n"
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					"ocol0 = (tex2D(samp0,uv1.xy) + tex2D(samp0,uv1.wz) + tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz) + tex2D(samp0,uv3.xy) + tex2D(samp0,uv3.wz) + tex2D(samp0,uv4.xy) + tex2D(samp0,uv4.wz) + tex2D(samp0,uv0.xy))/9.0f;\n"
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					"}\n");
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	s_ColorCopyProgram[3] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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	//Color conversion Programs
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	//1 sample
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	sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
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						"uniform float4 cColMatrix[5] : register(c%d);\n"
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						"void main(\n"
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						"out float4 ocol0 : COLOR0,\n"
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						" in float2 uv0 : TEXCOORD0){\n"
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						"float4 texcol = tex2D(samp0,uv0);\n"
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						"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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						"}\n",C_COLORMATRIX);
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	s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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	//2 samples
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	sprintf(pprog, "uniform sampler samp0 : register(s0);\n"					
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					"uniform float4 cColMatrix[5] : register(c%d);\n"
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					"void main(\n"
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					"out float4 ocol0 : COLOR0,\n"
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					"in float4 uv0 : TEXCOORD0,\n"
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					"in float4 uv1 : TEXCOORD1,\n"
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					"in float4 uv2 : TEXCOORD2,\n"
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					"in float4 uv3 : TEXCOORD3,\n"
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					"in float4 uv4 : TEXCOORD4,\n"
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					"in float4 uv5 : TEXCOORD5){\n"
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					"float4 texcol = (tex2D(samp0,float2(clamp(uv1.x,uv5.x,uv5.z),clamp(uv1.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.x,uv5.x,uv5.z),clamp(uv2.y,uv5.y,uv5.w)))) * 0.5f;\n"
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					"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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					"}\n",C_COLORMATRIX);
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	s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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	//4 samples
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	sprintf(pprog, "uniform sampler samp0 : register(s0);\n"					
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					"uniform float4 cColMatrix[5] : register(c%d);\n"
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					"void main(\n"
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					"out float4 ocol0 : COLOR0,\n"
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					"in float4 uv0 : TEXCOORD0,\n"
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					"in float4 uv1 : TEXCOORD1,\n"
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					"in float4 uv2 : TEXCOORD2,\n"
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					"in float4 uv3 : TEXCOORD3,\n"
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					"in float4 uv4 : TEXCOORD4,\n"
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					"in float4 uv5 : TEXCOORD5){\n"
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					"float4 texcol = (tex2D(samp0,float2(clamp(uv1.x,uv5.x,uv5.z),clamp(uv1.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.x,uv5.x,uv5.z),clamp(uv2.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv3.x,uv5.x,uv5.z),clamp(uv3.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv4.x,uv5.x,uv5.z),clamp(uv4.y,uv5.y,uv5.w))))*0.25f;\n"
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					"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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					"}\n",C_COLORMATRIX);
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	s_ColorMatrixProgram[2] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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	//9 samples
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	sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
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					"uniform float4 cColMatrix[5] : register(c%d);\n"
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					"void main(\n"
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					"out float4 ocol0 : COLOR0,\n"
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					"in float4 uv0 : TEXCOORD0,\n"
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					"in float4 uv1 : TEXCOORD1,\n"
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					"in float4 uv2 : TEXCOORD2,\n"
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					"in float4 uv3 : TEXCOORD3,\n"
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					"in float4 uv4 : TEXCOORD4,\n"
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					"in float4 uv5 : TEXCOORD5){\n"
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					"float4 texcol = (tex2D(samp0,float2(clamp(uv1.x,uv5.x,uv5.z),clamp(uv1.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv1.w,uv5.x,uv5.z),clamp(uv1.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.x,uv5.x,uv5.z),clamp(uv2.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.w,uv5.x,uv5.z),clamp(uv2.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv3.x,uv5.x,uv5.z),clamp(uv3.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv3.w,uv5.x,uv5.z),clamp(uv3.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv4.x,uv5.x,uv5.z),clamp(uv4.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv4.w,uv5.x,uv5.z),clamp(uv4.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv0.x,uv5.x,uv5.z),clamp(uv0.y,uv5.y,uv5.w))))/9;\n"
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					"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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					"}\n",C_COLORMATRIX);
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	s_ColorMatrixProgram[3] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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	//Depth copy programs
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	//1 sample
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	sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
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						"uniform float4 cColMatrix[5] : register(c%d);\n"
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						"void main(\n"
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						"out float4 ocol0 : COLOR0,\n"
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						" in float2 uv0 : TEXCOORD0){\n"
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						"float4 texcol = tex2D(samp0,uv0);\n"
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						"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"
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						"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
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						"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"						
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						"}\n",C_COLORMATRIX);
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	s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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	//2 sample
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	sprintf(pprog, "uniform sampler samp0 : register(s0);\n"					
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					"uniform float4 cColMatrix[5] : register(c%d);\n"
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					"void main(\n"
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					"out float4 ocol0 : COLOR0,\n"
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					"in float4 uv0 : TEXCOORD0,\n"
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					"in float4 uv1 : TEXCOORD1,\n"
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					"in float4 uv2 : TEXCOORD2,\n"
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					"in float4 uv3 : TEXCOORD3,\n"
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					"in float4 uv4 : TEXCOORD4,\n"
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					"in float4 uv5 : TEXCOORD5){\n"
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					"float4 texcol = (tex2D(samp0,float2(clamp(uv1.x,uv5.x,uv5.z),clamp(uv1.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.x,uv5.x,uv5.z),clamp(uv2.y,uv5.y,uv5.w)))) * 0.5f;\n"
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					"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"
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					"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
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					"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"						
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					"}\n",C_COLORMATRIX);
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	s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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	//4 sample
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	sprintf(pprog, "uniform sampler samp0 : register(s0);\n"					
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					"uniform float4 cColMatrix[5] : register(c%d);\n"
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					"void main(\n"
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					"out float4 ocol0 : COLOR0,\n"
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					"in float4 uv0 : TEXCOORD0,\n"
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					"in float4 uv1 : TEXCOORD1,\n"
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					"in float4 uv2 : TEXCOORD2,\n"
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					"in float4 uv3 : TEXCOORD3,\n"
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					"in float4 uv4 : TEXCOORD4,\n"
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					"in float4 uv5 : TEXCOORD5){\n"
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					"float4 texcol = (tex2D(samp0,float2(clamp(uv1.x,uv5.x,uv5.z),clamp(uv1.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.x,uv5.x,uv5.z),clamp(uv2.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv3.x,uv5.x,uv5.z),clamp(uv3.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv4.x,uv5.x,uv5.z),clamp(uv4.y,uv5.y,uv5.w))))*0.25f;\n"
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					"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"
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					"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
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					"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"						
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					"}\n",C_COLORMATRIX);
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						|
	s_DepthMatrixProgram[2] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
 | 
						|
 | 
						|
	//9 sample
 | 
						|
	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 float4 uv0 : TEXCOORD0,\n"
 | 
						|
					"in float4 uv1 : TEXCOORD1,\n"
 | 
						|
					"in float4 uv2 : TEXCOORD2,\n"
 | 
						|
					"in float4 uv3 : TEXCOORD3,\n"
 | 
						|
					"in float4 uv4 : TEXCOORD4,\n"
 | 
						|
					"in float4 uv5 : TEXCOORD5){\n"
 | 
						|
					"float4 texcol = (tex2D(samp0,float2(clamp(uv1.x,uv5.x,uv5.z),clamp(uv1.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv1.w,uv5.x,uv5.z),clamp(uv1.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.x,uv5.x,uv5.z),clamp(uv2.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.w,uv5.x,uv5.z),clamp(uv2.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv3.x,uv5.x,uv5.z),clamp(uv3.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv3.w,uv5.x,uv5.z),clamp(uv3.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv4.x,uv5.x,uv5.z),clamp(uv4.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv4.w,uv5.x,uv5.z),clamp(uv4.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv0.x,uv5.x,uv5.z),clamp(uv0.y,uv5.y,uv5.w))))/9;\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[3] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
 | 
						|
 | 
						|
	Clear();
 | 
						|
 | 
						|
	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-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
 | 
						|
	PixelShaderCacheInserter inserter;
 | 
						|
	int read_items = g_ps_disk_cache.OpenAndRead(cache_filename, &inserter);
 | 
						|
}
 | 
						|
 | 
						|
// ONLY to be used during shutdown.
 | 
						|
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()
 | 
						|
{
 | 
						|
	for(int i = 0;i<4;i++)
 | 
						|
	{
 | 
						|
		if (s_ColorMatrixProgram[i]) s_ColorMatrixProgram[i]->Release();
 | 
						|
		s_ColorMatrixProgram[i] = NULL;
 | 
						|
		if (s_ColorCopyProgram[i]) s_ColorCopyProgram[i]->Release();
 | 
						|
		s_ColorCopyProgram[i] = NULL;
 | 
						|
		if (s_DepthMatrixProgram[i]) s_DepthMatrixProgram[i]->Release();
 | 
						|
		s_DepthMatrixProgram[i] = NULL;
 | 
						|
	}
 | 
						|
	if (s_ClearProgram)	s_ClearProgram->Release();
 | 
						|
	s_ClearProgram = NULL;	
 | 
						|
	
 | 
						|
	Clear();
 | 
						|
	g_ps_disk_cache.Sync();
 | 
						|
	g_ps_disk_cache.Close();
 | 
						|
}
 | 
						|
 | 
						|
bool PixelShaderCache::SetShader(bool dstAlpha)
 | 
						|
{
 | 
						|
	PIXELSHADERUID uid;
 | 
						|
	GetPixelShaderId(&uid, PixelShaderManager::GetTextureMask(), dstAlpha);
 | 
						|
 | 
						|
	// Is the shader already set?
 | 
						|
	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;   // Sure, we're done.
 | 
						|
		else
 | 
						|
			return false;  // ?? something is wrong.
 | 
						|
	}
 | 
						|
 | 
						|
	memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
 | 
						|
	
 | 
						|
	// Is the shader already in the cache?
 | 
						|
	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;
 | 
						|
	}
 | 
						|
 | 
						|
	// OK, need to generate and compile it.
 | 
						|
	const char *code = GeneratePixelShaderCode(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, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);
 | 
						|
		
 | 
						|
		SaveData(szTemp, code);
 | 
						|
	}
 | 
						|
	#endif
 | 
						|
 | 
						|
	u8 *bytecode = 0;
 | 
						|
	int bytecodelen = 0;
 | 
						|
	if (!D3D::CompilePixelShader(code, (int)strlen(code), &bytecode, &bytecodelen)) {
 | 
						|
		if (g_ActiveConfig.bShowShaderErrors)
 | 
						|
		{
 | 
						|
			PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
 | 
						|
		}
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	// Here we have the UID and the byte code. Insert it into the disk cache.
 | 
						|
	g_ps_disk_cache.Append((u8 *)&uid, sizeof(uid), bytecode, bytecodelen);
 | 
						|
	g_ps_disk_cache.Sync();
 | 
						|
 | 
						|
	// And insert it into the shader cache.
 | 
						|
	bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
 | 
						|
	delete [] bytecode;
 | 
						|
	return result;
 | 
						|
}
 | 
						|
 | 
						|
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) {
 | 
						|
	LPDIRECT3DPIXELSHADER9 shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
 | 
						|
 | 
						|
	// Make an entry in the table
 | 
						|
	PSCacheEntry newentry;
 | 
						|
	newentry.shader = shader;
 | 
						|
	newentry.frameCount = frameCount;
 | 
						|
	PixelShaders[uid] = newentry;
 | 
						|
	last_entry = &PixelShaders[uid];
 | 
						|
 | 
						|
	if (!shader) {
 | 
						|
		// INCSTAT(stats.numPixelShadersFailed);
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	INCSTAT(stats.numPixelShadersCreated);
 | 
						|
	SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
 | 
						|
	if (activate)
 | 
						|
	{
 | 
						|
		D3D::SetPixelShader(shader);
 | 
						|
	}
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
#if defined(_DEBUG) || defined(DEBUGFAST)
 | 
						|
std::string PixelShaderCache::GetCurrentShaderCode()
 | 
						|
{
 | 
						|
	if (last_entry)
 | 
						|
		return last_entry->code;
 | 
						|
	else
 | 
						|
		return "(no shader)\n";
 | 
						|
}
 | 
						|
#endif
 |