forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2625 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			148 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			148 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003-2008 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 <map>
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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 "Profiler.h"
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#include "Config.h"
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#include "VertexShaderCache.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 <Cg/cg.h>
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#include <Cg/cgD3D9.h>
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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{
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	const float f[4] = {f1, f2, f3, f4};
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	D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
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}
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void SetVSConstant4fv(int const_number, const float *f)
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{
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	D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
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}
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void VertexShaderCache::Init()
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{
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}
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void VertexShaderCache::Shutdown()
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{
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	VSCache::iterator iter = vshaders.begin();
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	for (; iter != vshaders.end(); iter++)
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		iter->second.Destroy();
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	vshaders.clear();
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}
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void VertexShaderCache::SetShader(u32 components)
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{
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	if (D3D::GetShaderVersion() < 2)
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		return; // we are screwed
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	static LPDIRECT3DVERTEXSHADER9 lastShader = NULL;
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	DVSTARTPROFILE();
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	VERTEXSHADERUID uid;
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	GetVertexShaderId(uid, components, false);
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	VSCache::iterator iter;
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	iter = vshaders.find(uid);
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	if (iter != vshaders.end())
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	{
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		iter->second.frameCount = frameCount;
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		VSCacheEntry &entry = iter->second;
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		if (!lastShader || entry.shader != lastShader)
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		{
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			D3D::dev->SetVertexShader(entry.shader);
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			lastShader = entry.shader;
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		}
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		return;
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	}
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	bool HLSL = false;
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	const char *code = GenerateVertexShader(components, false);
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	LPDIRECT3DVERTEXSHADER9 shader = HLSL ? D3D::CompileVertexShader(code, (int)strlen(code), false) : CompileCgShader(code);
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	if (shader)
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	{
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		// Make an entry in the table
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		VSCacheEntry entry;
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		entry.shader = shader;
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		entry.frameCount = frameCount;
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		vshaders[uid] = entry;
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		D3D::dev->SetVertexShader(shader);
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		INCSTAT(stats.numVertexShadersCreated);
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		SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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	}
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	else if (g_Config.bShowShaderErrors)
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	{
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		PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
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	}
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	Renderer::SetFVF(NULL);
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	D3D::dev->SetVertexShader(shader);
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}
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LPDIRECT3DVERTEXSHADER9 VertexShaderCache::CompileCgShader(const char *pstrprogram) 
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{
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	//char stropt[64];
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	//sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
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	const char *opts[] = {"-profileopts", "MaxLocalParams=256", "-O2", "-q", NULL};
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	//const char **opts = cgD3D9GetOptimalOptions(g_cgvProf);
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	CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
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	if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
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		ERROR_LOG(VIDEO, "Failed to load vs %s:\n", cgGetLastListing(g_cgcontext));
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		ERROR_LOG(VIDEO, pstrprogram);
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		return NULL;
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	}
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	const char *pcompiledprog = cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
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	LPDIRECT3DVERTEXSHADER9 vertex_shader = D3D::CompileVertexShader(pcompiledprog, (int)strlen(pcompiledprog), true);
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	cgDestroyProgram(tempprog);
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	tempprog = NULL;
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	return vertex_shader;
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}
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void VertexShaderCache::Cleanup()
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{
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	for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end();)
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	{
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		VSCacheEntry &entry = iter->second;
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		if (entry.frameCount < frameCount - 30)
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		{
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			entry.Destroy();
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			iter = vshaders.erase(iter);
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		}
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		else
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		{
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			++iter;
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		}
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	}
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	SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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} |