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https://github.com/dolphin-emu/dolphin.git
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Fix Windows build, try 1.
This commit is contained in:
parent
364a5093d9
commit
24ab51f9f6
@ -41,9 +41,9 @@ namespace DX11
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
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const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
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PIXELSHADERUID PixelShaderCache::last_uid;
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PixelShaderUid PixelShaderCache::last_uid;
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LinearDiskCache<PIXELSHADERUID, u8> g_ps_disk_cache;
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LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
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ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL};
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ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL};
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ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL};
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ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL};
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@ -363,10 +363,10 @@ ID3D11Buffer* &PixelShaderCache::GetConstantBuffer()
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}
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}
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// this class will load the precompiled shaders into our cache
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// this class will load the precompiled shaders into our cache
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class PixelShaderCacheInserter : public LinearDiskCacheReader<PIXELSHADERUID, u8>
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class PixelShaderCacheInserter : public LinearDiskCacheReader<PixelShaderUid, u8>
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{
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{
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public:
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public:
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void Read(const PIXELSHADERUID &key, const u8 *value, u32 value_size)
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void Read(const PixelShaderUid &key, const u8 *value, u32 value_size)
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{
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{
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PixelShaderCache::InsertByteCode(key, value, value_size);
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PixelShaderCache::InsertByteCode(key, value, value_size);
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}
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}
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@ -461,8 +461,8 @@ void PixelShaderCache::Shutdown()
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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{
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PIXELSHADERUID uid;
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PixelShaderUid uid;
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GetPixelShaderId(&uid, dstAlphaMode, components);
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GetPixelShaderUid(uid, dstAlphaMode, components);
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// Check if the shader is already set
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// Check if the shader is already set
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if (last_entry)
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if (last_entry)
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@ -470,7 +470,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (uid == last_uid)
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if (uid == last_uid)
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{
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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ValidatePixelShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
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return (last_entry->shader != NULL);
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return (last_entry->shader != NULL);
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}
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}
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}
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}
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@ -486,15 +485,15 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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last_entry = &entry;
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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ValidatePixelShaderIDs(API_D3D11, entry.safe_uid, entry.code, dstAlphaMode, components);
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return (entry.shader != NULL);
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return (entry.shader != NULL);
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}
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}
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// Need to compile a new shader
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// Need to compile a new shader
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const char* code = GeneratePixelShaderCode(dstAlphaMode, API_D3D11, components);
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PixelShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D11, components);
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D3DBlob* pbytecode;
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code, (unsigned int)strlen(code), &pbytecode))
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if (!D3D::CompilePixelShader(code.GetBuffer(), (unsigned int)strlen(code.GetBuffer()), &pbytecode))
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{
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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return false;
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return false;
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@ -508,7 +507,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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{
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PixelShaders[uid].code = code;
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PixelShaders[uid].code = code.GetBuffer();
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
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}
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}
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@ -516,7 +515,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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return success;
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return success;
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}
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}
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bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen)
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bool PixelShaderCache::InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen)
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{
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{
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ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
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ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
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if (shader == NULL)
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if (shader == NULL)
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@ -35,7 +35,7 @@ public:
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static void Clear();
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static void Clear();
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static void Shutdown();
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static void Shutdown();
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static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components); // TODO: Should be renamed to LoadShader
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static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components); // TODO: Should be renamed to LoadShader
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static bool InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen);
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static bool InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
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static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }
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static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }
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static ID3D11Buffer* &GetConstantBuffer();
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static ID3D11Buffer* &GetConstantBuffer();
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@ -54,18 +54,17 @@ private:
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{
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{
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ID3D11PixelShader* shader;
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ID3D11PixelShader* shader;
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PIXELSHADERUIDSAFE safe_uid;
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std::string code;
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std::string code;
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PSCacheEntry() : shader(NULL) {}
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PSCacheEntry() : shader(NULL) {}
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void Destroy() { SAFE_RELEASE(shader); }
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void Destroy() { SAFE_RELEASE(shader); }
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};
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};
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typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;
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typedef std::map<PixelShaderUid, PSCacheEntry> PSCache;
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static PSCache PixelShaders;
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static PSCache PixelShaders;
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static const PSCacheEntry* last_entry;
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static const PSCacheEntry* last_entry;
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static PIXELSHADERUID last_uid;
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static PixelShaderUid last_uid;
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};
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};
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} // namespace DX11
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} // namespace DX11
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@ -37,14 +37,14 @@ namespace DX11 {
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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VERTEXSHADERUID VertexShaderCache::last_uid;
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VertexShaderUid VertexShaderCache::last_uid;
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static ID3D11VertexShader* SimpleVertexShader = NULL;
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static ID3D11VertexShader* SimpleVertexShader = NULL;
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static ID3D11VertexShader* ClearVertexShader = NULL;
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static ID3D11VertexShader* ClearVertexShader = NULL;
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static ID3D11InputLayout* SimpleLayout = NULL;
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static ID3D11InputLayout* SimpleLayout = NULL;
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static ID3D11InputLayout* ClearLayout = NULL;
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static ID3D11InputLayout* ClearLayout = NULL;
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LinearDiskCache<VERTEXSHADERUID, u8> g_vs_disk_cache;
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LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
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ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader() { return SimpleVertexShader; }
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ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader() { return SimpleVertexShader; }
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ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVertexShader; }
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ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVertexShader; }
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@ -68,10 +68,10 @@ ID3D11Buffer* &VertexShaderCache::GetConstantBuffer()
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}
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}
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// this class will load the precompiled shaders into our cache
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// this class will load the precompiled shaders into our cache
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class VertexShaderCacheInserter : public LinearDiskCacheReader<VERTEXSHADERUID, u8>
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class VertexShaderCacheInserter : public LinearDiskCacheReader<VertexShaderUid, u8>
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{
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{
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public:
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public:
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void Read(const VERTEXSHADERUID &key, const u8 *value, u32 value_size)
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void Read(const VertexShaderUid &key, const u8 *value, u32 value_size)
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{
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{
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D3DBlob* blob = new D3DBlob(value_size, value);
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D3DBlob* blob = new D3DBlob(value_size, value);
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VertexShaderCache::InsertByteCode(key, blob);
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VertexShaderCache::InsertByteCode(key, blob);
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@ -208,14 +208,13 @@ void VertexShaderCache::Shutdown()
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bool VertexShaderCache::SetShader(u32 components)
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bool VertexShaderCache::SetShader(u32 components)
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{
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{
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VERTEXSHADERUID uid;
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VertexShaderUid uid;
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GetVertexShaderId(&uid, components);
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GetVertexShaderUid(uid, components, API_D3D11);
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if (last_entry)
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if (last_entry)
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{
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{
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if (uid == last_uid)
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if (uid == last_uid)
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{
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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ValidateVertexShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, components);
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return (last_entry->shader != NULL);
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return (last_entry->shader != NULL);
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}
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}
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}
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}
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@ -229,14 +228,14 @@ bool VertexShaderCache::SetShader(u32 components)
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last_entry = &entry;
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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ValidateVertexShaderIDs(API_D3D11, entry.safe_uid, entry.code, components);
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return (entry.shader != NULL);
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return (entry.shader != NULL);
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}
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}
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const char *code = GenerateVertexShaderCode(components, API_D3D11);
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VertexShaderCode code;
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GenerateVertexShaderCode(code, components, API_D3D11);
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D3DBlob* pbytecode = NULL;
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D3DBlob* pbytecode = NULL;
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D3D::CompileVertexShader(code, (int)strlen(code), &pbytecode);
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D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &pbytecode);
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if (pbytecode == NULL)
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if (pbytecode == NULL)
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{
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{
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@ -250,15 +249,14 @@ bool VertexShaderCache::SetShader(u32 components)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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{
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vshaders[uid].code = code;
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vshaders[uid].code = code.GetBuffer();
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GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
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}
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return success;
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return success;
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}
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}
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bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob)
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bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, D3DBlob* bcodeblob)
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{
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{
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ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
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ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
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if (shader == NULL)
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if (shader == NULL)
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@ -44,7 +44,7 @@ public:
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static ID3D11InputLayout* GetSimpleInputLayout();
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static ID3D11InputLayout* GetSimpleInputLayout();
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static ID3D11InputLayout* GetClearInputLayout();
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static ID3D11InputLayout* GetClearInputLayout();
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static bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob);
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static bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, D3DBlob* bcodeblob);
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private:
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private:
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struct VSCacheEntry
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struct VSCacheEntry
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@ -52,7 +52,6 @@ private:
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ID3D11VertexShader* shader;
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ID3D11VertexShader* shader;
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D3DBlob* bytecode; // needed to initialize the input layout
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D3DBlob* bytecode; // needed to initialize the input layout
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VERTEXSHADERUIDSAFE safe_uid;
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std::string code;
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std::string code;
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VSCacheEntry() : shader(NULL), bytecode(NULL) {}
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VSCacheEntry() : shader(NULL), bytecode(NULL) {}
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@ -68,11 +67,11 @@ private:
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SAFE_RELEASE(bytecode);
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SAFE_RELEASE(bytecode);
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}
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}
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};
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};
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typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
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typedef std::map<VertexShaderUid, VSCacheEntry> VSCache;
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static VSCache vshaders;
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static VSCache vshaders;
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static const VSCacheEntry* last_entry;
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static const VSCacheEntry* last_entry;
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static VERTEXSHADERUID last_uid;
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static VertexShaderUid last_uid;
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};
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};
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} // namespace DX11
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} // namespace DX11
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@ -43,9 +43,9 @@ namespace DX9
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
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const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
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PIXELSHADERUID PixelShaderCache::last_uid;
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PixelShaderUid PixelShaderCache::last_uid;
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static LinearDiskCache<PIXELSHADERUID, u8> g_ps_disk_cache;
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static LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
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static std::set<u32> unique_shaders;
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static std::set<u32> unique_shaders;
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#define MAX_SSAA_SHADERS 3
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#define MAX_SSAA_SHADERS 3
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@ -67,10 +67,10 @@ static LPDIRECT3DPIXELSHADER9 s_ClearProgram = NULL;
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static LPDIRECT3DPIXELSHADER9 s_rgba6_to_rgb8 = NULL;
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static LPDIRECT3DPIXELSHADER9 s_rgba6_to_rgb8 = NULL;
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static LPDIRECT3DPIXELSHADER9 s_rgb8_to_rgba6 = NULL;
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static LPDIRECT3DPIXELSHADER9 s_rgb8_to_rgba6 = NULL;
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class PixelShaderCacheInserter : public LinearDiskCacheReader<PIXELSHADERUID, u8>
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class PixelShaderCacheInserter : public LinearDiskCacheReader<PixelShaderUid, u8>
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{
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{
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public:
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public:
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void Read(const PIXELSHADERUID &key, const u8 *value, u32 value_size)
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void Read(const PixelShaderUid &key, const u8 *value, u32 value_size)
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{
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{
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PixelShaderCache::InsertByteCode(key, value, value_size, false);
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PixelShaderCache::InsertByteCode(key, value, value_size, false);
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}
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}
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@ -333,8 +333,8 @@ void PixelShaderCache::Shutdown()
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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{
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const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
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const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
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PIXELSHADERUID uid;
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PixelShaderUid uid;
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GetPixelShaderId(&uid, dstAlphaMode, components);
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GetPixelShaderUid(uid, dstAlphaMode, components);
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// Check if the shader is already set
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// Check if the shader is already set
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if (last_entry)
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if (last_entry)
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@ -342,7 +342,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (uid == last_uid)
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if (uid == last_uid)
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{
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(api, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
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return last_entry->shader != NULL;
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return last_entry->shader != NULL;
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}
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}
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}
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}
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@ -359,34 +358,34 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (entry.shader) D3D::SetPixelShader(entry.shader);
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if (entry.shader) D3D::SetPixelShader(entry.shader);
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(api, entry.safe_uid, entry.code, dstAlphaMode, components);
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return (entry.shader != NULL);
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return (entry.shader != NULL);
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}
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}
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// Need to compile a new shader
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// Need to compile a new shader
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const char *code = GeneratePixelShaderCode(dstAlphaMode, api, components);
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PixelShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, api, components);
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if (g_ActiveConfig.bEnableShaderDebugging)
|
if (g_ActiveConfig.bEnableShaderDebugging)
|
||||||
{
|
{
|
||||||
u32 code_hash = HashAdler32((const u8 *)code, strlen(code));
|
u32 code_hash = HashAdler32((const u8 *)code.GetBuffer(), strlen(code.GetBuffer()));
|
||||||
unique_shaders.insert(code_hash);
|
unique_shaders.insert(code_hash);
|
||||||
SETSTAT(stats.numUniquePixelShaders, unique_shaders.size());
|
SETSTAT(stats.numUniquePixelShaders, unique_shaders.size());
|
||||||
}
|
}
|
||||||
|
|
||||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||||
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
|
if (g_ActiveConfig.iLog & CONF_SAVESHADERS) {
|
||||||
static int counter = 0;
|
static int counter = 0;
|
||||||
char szTemp[MAX_PATH];
|
char szTemp[MAX_PATH];
|
||||||
sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
|
sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
|
||||||
|
|
||||||
SaveData(szTemp, code);
|
SaveData(szTemp, code.GetBuffer());
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
u8 *bytecode = 0;
|
u8 *bytecode = 0;
|
||||||
int bytecodelen = 0;
|
int bytecodelen = 0;
|
||||||
if (!D3D::CompilePixelShader(code, (int)strlen(code), &bytecode, &bytecodelen)) {
|
if (!D3D::CompilePixelShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &bytecode, &bytecodelen)) {
|
||||||
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
@ -400,15 +399,14 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
|
|||||||
|
|
||||||
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
||||||
{
|
{
|
||||||
PixelShaders[uid].code = code;
|
PixelShaders[uid].code = code.GetBuffer();
|
||||||
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
|
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
|
||||||
return success;
|
return success;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate)
|
bool PixelShaderCache::InsertByteCode(const PixelShaderUid &uid, const u8 *bytecode, int bytecodelen, bool activate)
|
||||||
{
|
{
|
||||||
LPDIRECT3DPIXELSHADER9 shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
|
LPDIRECT3DPIXELSHADER9 shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
|
||||||
|
|
||||||
|
@ -41,7 +41,6 @@ private:
|
|||||||
LPDIRECT3DPIXELSHADER9 shader;
|
LPDIRECT3DPIXELSHADER9 shader;
|
||||||
bool owns_shader;
|
bool owns_shader;
|
||||||
|
|
||||||
PIXELSHADERUIDSAFE safe_uid;
|
|
||||||
std::string code;
|
std::string code;
|
||||||
|
|
||||||
PSCacheEntry() : shader(NULL), owns_shader(true) {}
|
PSCacheEntry() : shader(NULL), owns_shader(true) {}
|
||||||
@ -53,18 +52,18 @@ private:
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;
|
typedef std::map<PixelShaderUid, PSCacheEntry> PSCache;
|
||||||
|
|
||||||
static PSCache PixelShaders;
|
static PSCache PixelShaders;
|
||||||
static const PSCacheEntry *last_entry;
|
static const PSCacheEntry *last_entry;
|
||||||
static PIXELSHADERUID last_uid;
|
static PixelShaderUid last_uid;
|
||||||
static void Clear();
|
static void Clear();
|
||||||
|
|
||||||
public:
|
public:
|
||||||
static void Init();
|
static void Init();
|
||||||
static void Shutdown();
|
static void Shutdown();
|
||||||
static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 componets);
|
static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 componets);
|
||||||
static bool InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate);
|
static bool InsertByteCode(const PixelShaderUid &uid, const u8 *bytecode, int bytecodelen, bool activate);
|
||||||
static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram(int SSAAMode);
|
static LPDIRECT3DPIXELSHADER9 GetColorMatrixProgram(int SSAAMode);
|
||||||
static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram(int SSAAMode);
|
static LPDIRECT3DPIXELSHADER9 GetColorCopyProgram(int SSAAMode);
|
||||||
static LPDIRECT3DPIXELSHADER9 GetDepthMatrixProgram(int SSAAMode, bool depthConversion);
|
static LPDIRECT3DPIXELSHADER9 GetDepthMatrixProgram(int SSAAMode, bool depthConversion);
|
||||||
|
@ -38,14 +38,14 @@ namespace DX9
|
|||||||
|
|
||||||
VertexShaderCache::VSCache VertexShaderCache::vshaders;
|
VertexShaderCache::VSCache VertexShaderCache::vshaders;
|
||||||
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
|
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
|
||||||
VERTEXSHADERUID VertexShaderCache::last_uid;
|
VertexShaderUid VertexShaderCache::last_uid;
|
||||||
|
|
||||||
#define MAX_SSAA_SHADERS 3
|
#define MAX_SSAA_SHADERS 3
|
||||||
|
|
||||||
static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader[MAX_SSAA_SHADERS];
|
static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader[MAX_SSAA_SHADERS];
|
||||||
static LPDIRECT3DVERTEXSHADER9 ClearVertexShader;
|
static LPDIRECT3DVERTEXSHADER9 ClearVertexShader;
|
||||||
|
|
||||||
LinearDiskCache<VERTEXSHADERUID, u8> g_vs_disk_cache;
|
LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
|
||||||
|
|
||||||
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader(int level)
|
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader(int level)
|
||||||
{
|
{
|
||||||
@ -58,10 +58,10 @@ LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader()
|
|||||||
}
|
}
|
||||||
|
|
||||||
// this class will load the precompiled shaders into our cache
|
// this class will load the precompiled shaders into our cache
|
||||||
class VertexShaderCacheInserter : public LinearDiskCacheReader<VERTEXSHADERUID, u8>
|
class VertexShaderCacheInserter : public LinearDiskCacheReader<VertexShaderUid, u8>
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
void Read(const VERTEXSHADERUID &key, const u8 *value, u32 value_size)
|
void Read(const VertexShaderUid &key, const u8 *value, u32 value_size)
|
||||||
{
|
{
|
||||||
VertexShaderCache::InsertByteCode(key, value, value_size, false);
|
VertexShaderCache::InsertByteCode(key, value, value_size, false);
|
||||||
}
|
}
|
||||||
@ -188,14 +188,13 @@ void VertexShaderCache::Shutdown()
|
|||||||
|
|
||||||
bool VertexShaderCache::SetShader(u32 components)
|
bool VertexShaderCache::SetShader(u32 components)
|
||||||
{
|
{
|
||||||
VERTEXSHADERUID uid;
|
VertexShaderUid uid;
|
||||||
GetVertexShaderId(&uid, components);
|
GetVertexShaderUid(uid, components);
|
||||||
if (last_entry)
|
if (last_entry)
|
||||||
{
|
{
|
||||||
if (uid == last_uid)
|
if (uid == last_uid)
|
||||||
{
|
{
|
||||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||||
ValidateVertexShaderIDs(API_D3D9, last_entry->safe_uid, last_entry->code, components);
|
|
||||||
return (last_entry->shader != NULL);
|
return (last_entry->shader != NULL);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -210,14 +209,15 @@ bool VertexShaderCache::SetShader(u32 components)
|
|||||||
|
|
||||||
if (entry.shader) D3D::SetVertexShader(entry.shader);
|
if (entry.shader) D3D::SetVertexShader(entry.shader);
|
||||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||||
ValidateVertexShaderIDs(API_D3D9, entry.safe_uid, entry.code, components);
|
|
||||||
return (entry.shader != NULL);
|
return (entry.shader != NULL);
|
||||||
}
|
}
|
||||||
|
|
||||||
const char *code = GenerateVertexShaderCode(components, API_D3D9);
|
VertexShaderCode code;
|
||||||
|
GenerateVertexShaderCode(code, components, API_D3D9);
|
||||||
|
|
||||||
u8 *bytecode;
|
u8 *bytecode;
|
||||||
int bytecodelen;
|
int bytecodelen;
|
||||||
if (!D3D::CompileVertexShader(code, (int)strlen(code), &bytecode, &bytecodelen))
|
if (!D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &bytecode, &bytecodelen))
|
||||||
{
|
{
|
||||||
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
||||||
return false;
|
return false;
|
||||||
@ -227,15 +227,14 @@ bool VertexShaderCache::SetShader(u32 components)
|
|||||||
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
|
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
|
||||||
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
||||||
{
|
{
|
||||||
vshaders[uid].code = code;
|
vshaders[uid].code = code.GetBuffer();
|
||||||
GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
|
|
||||||
}
|
}
|
||||||
delete [] bytecode;
|
delete [] bytecode;
|
||||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||||
return success;
|
return success;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) {
|
bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, const u8 *bytecode, int bytecodelen, bool activate) {
|
||||||
LPDIRECT3DVERTEXSHADER9 shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen);
|
LPDIRECT3DVERTEXSHADER9 shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen);
|
||||||
|
|
||||||
// Make an entry in the table
|
// Make an entry in the table
|
||||||
|
@ -36,7 +36,6 @@ private:
|
|||||||
LPDIRECT3DVERTEXSHADER9 shader;
|
LPDIRECT3DVERTEXSHADER9 shader;
|
||||||
|
|
||||||
std::string code;
|
std::string code;
|
||||||
VERTEXSHADERUIDSAFE safe_uid;
|
|
||||||
|
|
||||||
VSCacheEntry() : shader(NULL) {}
|
VSCacheEntry() : shader(NULL) {}
|
||||||
void Destroy()
|
void Destroy()
|
||||||
@ -47,11 +46,11 @@ private:
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
|
typedef std::map<VertexShaderUid, VSCacheEntry> VSCache;
|
||||||
|
|
||||||
static VSCache vshaders;
|
static VSCache vshaders;
|
||||||
static const VSCacheEntry *last_entry;
|
static const VSCacheEntry *last_entry;
|
||||||
static VERTEXSHADERUID last_uid;
|
static VertexShaderUid last_uid;
|
||||||
static void Clear();
|
static void Clear();
|
||||||
|
|
||||||
public:
|
public:
|
||||||
@ -60,7 +59,7 @@ public:
|
|||||||
static bool SetShader(u32 components);
|
static bool SetShader(u32 components);
|
||||||
static LPDIRECT3DVERTEXSHADER9 GetSimpleVertexShader(int level);
|
static LPDIRECT3DVERTEXSHADER9 GetSimpleVertexShader(int level);
|
||||||
static LPDIRECT3DVERTEXSHADER9 GetClearVertexShader();
|
static LPDIRECT3DVERTEXSHADER9 GetClearVertexShader();
|
||||||
static bool InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate);
|
static bool InsertByteCode(const VertexShaderUid &uid, const u8 *bytecode, int bytecodelen, bool activate);
|
||||||
|
|
||||||
static std::string GetCurrentShaderCode();
|
static std::string GetCurrentShaderCode();
|
||||||
};
|
};
|
||||||
|
Loading…
x
Reference in New Issue
Block a user