mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-02-01 23:54:21 +00:00
9e2bbec47f
first fixed scaling when updating backbuffer to make it friendly with encoders, now frame dumping must work without errors in any codec. clean screenshot and frame dumping code now is more correct, faster and stable. improve safe texture cache, improving the distribution of the hash algorithm, including tlut hash in the final hash of the texture, and making use of a 64 bit hash to make it more accurate. clean a lot of code and corrected some missused vertex formats when drawing full screen quads. and biggest change last: implemented pseudo antialiasing: a image post-process algorithm that mimics antialiazing and is fare more easier to implement in this scenario. you can change the intensity of the effect changing the values of the antialiasing combo. the right value depends on the game. for example mkwii looks awesome with 8x. please try all the changes and let me know the results. if something is broken, please let me know and will fix it asap. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5000 8ced0084-cf51-0410-be5f-012b33b47a6e
324 lines
9.6 KiB
C++
324 lines
9.6 KiB
C++
// Copyright (C) 2003 Dolphin Project.
|
|
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, version 2.0.
|
|
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License 2.0 for more details.
|
|
|
|
// A copy of the GPL 2.0 should have been included with the program.
|
|
// If not, see http://www.gnu.org/licenses/
|
|
|
|
// Official SVN repository and contact information can be found at
|
|
// http://code.google.com/p/dolphin-emu/
|
|
|
|
#include <map>
|
|
|
|
#include "Common.h"
|
|
#include "FileUtil.h"
|
|
#include "LinearDiskCache.h"
|
|
|
|
#include "Globals.h"
|
|
#include "D3DBase.h"
|
|
#include "D3DShader.h"
|
|
#include "Statistics.h"
|
|
#include "Utils.h"
|
|
#include "Profiler.h"
|
|
#include "VideoConfig.h"
|
|
#include "VertexShaderCache.h"
|
|
#include "VertexLoader.h"
|
|
#include "BPMemory.h"
|
|
#include "XFMemory.h"
|
|
|
|
#include "debugger/debugger.h"
|
|
|
|
VertexShaderCache::VSCache VertexShaderCache::vshaders;
|
|
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
|
|
|
|
static float GC_ALIGNED16(lastVSconstants[C_FOGPARAMS + 8][4]);
|
|
|
|
static LPDIRECT3DVERTEXSHADER9 SimpleVertexShader;
|
|
static LPDIRECT3DVERTEXSHADER9 FSAAVertexShader;
|
|
|
|
LinearDiskCache g_vs_disk_cache;
|
|
|
|
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader()
|
|
{
|
|
return SimpleVertexShader;
|
|
}
|
|
|
|
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetFSAAVertexShader()
|
|
{
|
|
return FSAAVertexShader;
|
|
}
|
|
|
|
void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
|
|
{
|
|
if (lastVSconstants[const_number][0] != f1 ||
|
|
lastVSconstants[const_number][1] != f2 ||
|
|
lastVSconstants[const_number][2] != f3 ||
|
|
lastVSconstants[const_number][3] != f4)
|
|
{
|
|
const float f[4] = {f1, f2, f3, f4};
|
|
lastVSconstants[const_number][0] = f1;
|
|
lastVSconstants[const_number][1] = f2;
|
|
lastVSconstants[const_number][2] = f3;
|
|
lastVSconstants[const_number][3] = f4;
|
|
D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], 1);
|
|
}
|
|
}
|
|
|
|
void SetVSConstant4fv(int const_number, const float *f)
|
|
{
|
|
if (lastVSconstants[const_number][0] != f[0] ||
|
|
lastVSconstants[const_number][1] != f[1] ||
|
|
lastVSconstants[const_number][2] != f[2] ||
|
|
lastVSconstants[const_number][3] != f[3])
|
|
{
|
|
lastVSconstants[const_number][0] = f[0];
|
|
lastVSconstants[const_number][1] = f[1];
|
|
lastVSconstants[const_number][2] = f[2];
|
|
lastVSconstants[const_number][3] = f[3];
|
|
D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], 1);
|
|
}
|
|
}
|
|
|
|
void SetMultiVSConstant3fv(int const_number, int count, const float *f)
|
|
{
|
|
bool change = false;
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
if (lastVSconstants[const_number + i][0] != f[0 + i*3] ||
|
|
lastVSconstants[const_number + i][1] != f[1 + i*3] ||
|
|
lastVSconstants[const_number + i][2] != f[2 + i*3])
|
|
{
|
|
change = true;
|
|
break;
|
|
}
|
|
}
|
|
if (change)
|
|
{
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
lastVSconstants[const_number + i][0] = f[0 + i*3];
|
|
lastVSconstants[const_number + i][1] = f[1 + i*3];
|
|
lastVSconstants[const_number + i][2] = f[2 + i*3];
|
|
lastVSconstants[const_number + i][3] = 0.0f;
|
|
}
|
|
D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], count);
|
|
}
|
|
}
|
|
|
|
void SetMultiVSConstant4fv(int const_number, int count, const float *f)
|
|
{
|
|
bool change = false;
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
if (lastVSconstants[const_number + i][0] != f[0 + i*4] ||
|
|
lastVSconstants[const_number + i][1] != f[1 + i*4] ||
|
|
lastVSconstants[const_number + i][2] != f[2 + i*4] ||
|
|
lastVSconstants[const_number + i][3] != f[3 + i*4])
|
|
{
|
|
change = true;
|
|
break;
|
|
}
|
|
}
|
|
if (change)
|
|
{
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
lastVSconstants[const_number + i][0] = f[0 + i*4];
|
|
lastVSconstants[const_number + i][1] = f[1 + i*4];
|
|
lastVSconstants[const_number + i][2] = f[2 + i*4];
|
|
lastVSconstants[const_number + i][3] = f[3 + i*4];
|
|
}
|
|
D3D::dev->SetVertexShaderConstantF(const_number, lastVSconstants[const_number], count);
|
|
}
|
|
}
|
|
|
|
class VertexShaderCacheInserter : public LinearDiskCacheReader {
|
|
public:
|
|
void Read(const u8 *key, int key_size, const u8 *value, int value_size)
|
|
{
|
|
VERTEXSHADERUID uid;
|
|
if (key_size != sizeof(uid)) {
|
|
ERROR_LOG(VIDEO, "Wrong key size in vertex shader cache");
|
|
return;
|
|
}
|
|
memcpy(&uid, key, key_size);
|
|
VertexShaderCache::InsertByteCode(uid, value, value_size, false);
|
|
}
|
|
};
|
|
|
|
void VertexShaderCache::Init()
|
|
{
|
|
char *vSimpleProg = new char[2048];
|
|
sprintf(vSimpleProg,"struct VSOUTPUT\n"
|
|
"{\n"
|
|
"float4 vPosition : POSITION;\n"
|
|
"float4 vColor0 : COLOR0;\n"
|
|
"float2 vTexCoord : TEXCOORD0;\n"
|
|
"};\n"
|
|
"void main(out VSOUTPUT OUT,in float4 inPosition : POSITION,in float2 inTEX0 : TEXCOORD0,in float4 inColor0: COLOR0)\n"
|
|
"{\n"
|
|
"OUT.vPosition = inPosition;\n"
|
|
"OUT.vColor0 = inColor0;\n"
|
|
"OUT.vTexCoord = inTEX0;\n"
|
|
"}\n");
|
|
|
|
SimpleVertexShader = D3D::CompileAndCreateVertexShader(vSimpleProg, (int)strlen(vSimpleProg));
|
|
|
|
char *vFSAAProg = new char[2048];
|
|
sprintf(vFSAAProg, "struct VSOUTPUT\n"
|
|
"{\n"
|
|
"float4 vPosition : POSITION;\n"
|
|
"float4 vColor0 : COLOR0;\n"
|
|
"float4 vTexCoord : TEXCOORD0;\n"
|
|
"float4 vTexCoord1 : TEXCOORD1;\n"
|
|
"float4 vTexCoord2 : TEXCOORD2;\n"
|
|
"float4 vTexCoord3 : TEXCOORD3;\n"
|
|
"float4 vTexCoord4 : TEXCOORD4;\n"
|
|
"float2 vTexCoord5 : TEXCOORD5;\n"
|
|
"float2 vTexCoord6 : TEXCOORD6;\n"
|
|
"float2 vTexCoord7 : TEXCOORD7;\n"
|
|
"};\n"
|
|
|
|
"void main( out VSOUTPUT OUT,in float4 inPosition : POSITION,in float2 inTEX0 : TEXCOORD0,in float2 inTEX1 : TEXCOORD1,in float2 inTEX2 : TEXCOORD2)\n"
|
|
"{\n"
|
|
"OUT.vPosition = inPosition;\n"
|
|
"OUT.vColor0 = float4(inTEX2.x / inTEX2.y,0.0f,0.0f,0.0f);\n"
|
|
"OUT.vTexCoord = inTEX0.xyyx + (float4(-1.0f,-1.0f,-0.45f,-0.45f) * inTEX1.xyyx);\n"
|
|
"OUT.vTexCoord1 = inTEX0.xyyx + (float4( 0.0f,-1.0f,-0.45f, 0.45f) * inTEX1.xyyx);\n"
|
|
"OUT.vTexCoord2 = inTEX0.xyyx + (float4( 1.0f,-1.0f, 0.45f,-0.45f) * inTEX1.xyyx);\n"
|
|
"OUT.vTexCoord3 = inTEX0.xyyx + (float4(-1.0f, 1.0f, 0.45f, 0.45f) * inTEX1.xyyx);\n"
|
|
"OUT.vTexCoord4 = inTEX0.xyyx + (float4( 0.0f, 1.0f, 0.0f, 0.0f) * inTEX1.xyyx);\n"
|
|
"OUT.vTexCoord5 = inTEX0 + (float2( 1.0f, 1.0f) * inTEX1);\n"
|
|
"OUT.vTexCoord6 = inTEX0 + (float2( 1.0f, 0.0f) * inTEX1);\n"
|
|
"OUT.vTexCoord7 = inTEX0 + (float2(-1.0f, 0.0f) * inTEX1);\n"
|
|
"}\n");
|
|
FSAAVertexShader = D3D::CompileAndCreateVertexShader(vFSAAProg, (int)strlen(vFSAAProg));
|
|
|
|
|
|
Clear();
|
|
delete [] vFSAAProg;
|
|
delete [] vSimpleProg;
|
|
|
|
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
|
|
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
|
|
|
|
char cache_filename[MAX_PATH];
|
|
sprintf(cache_filename, "%s%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
|
|
VertexShaderCacheInserter inserter;
|
|
int read_items = g_vs_disk_cache.OpenAndRead(cache_filename, &inserter);
|
|
}
|
|
|
|
void VertexShaderCache::Clear()
|
|
{
|
|
VSCache::iterator iter = vshaders.begin();
|
|
for (; iter != vshaders.end(); ++iter)
|
|
iter->second.Destroy();
|
|
vshaders.clear();
|
|
|
|
for (int i = 0; i < (C_FOGPARAMS + 8) * 4; i++)
|
|
lastVSconstants[i / 4][i % 4] = -100000000.0f;
|
|
memset(&last_vertex_shader_uid, 0xFF, sizeof(last_vertex_shader_uid));
|
|
}
|
|
|
|
void VertexShaderCache::Shutdown()
|
|
{
|
|
if (SimpleVertexShader)
|
|
SimpleVertexShader->Release();
|
|
SimpleVertexShader = NULL;
|
|
if (FSAAVertexShader)
|
|
FSAAVertexShader->Release();
|
|
FSAAVertexShader = NULL;
|
|
Clear();
|
|
g_vs_disk_cache.Sync();
|
|
g_vs_disk_cache.Close();
|
|
}
|
|
|
|
bool VertexShaderCache::SetShader(u32 components)
|
|
{
|
|
DVSTARTPROFILE();
|
|
|
|
VERTEXSHADERUID uid;
|
|
GetVertexShaderId(&uid, components);
|
|
if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
|
|
{
|
|
if (vshaders[uid].shader)
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
|
|
|
|
VSCache::iterator iter;
|
|
iter = vshaders.find(uid);
|
|
if (iter != vshaders.end())
|
|
{
|
|
iter->second.frameCount = frameCount;
|
|
const VSCacheEntry &entry = iter->second;
|
|
last_entry = &entry;
|
|
|
|
DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE,true);
|
|
if (entry.shader)
|
|
{
|
|
D3D::SetVertexShader(entry.shader);
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
const char *code = GenerateVertexShaderCode(components, true);
|
|
u8 *bytecode;
|
|
int bytecodelen;
|
|
if (!D3D::CompileVertexShader(code, (int)strlen(code), &bytecode, &bytecodelen))
|
|
{
|
|
if (g_ActiveConfig.bShowShaderErrors)
|
|
{
|
|
PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
|
|
}
|
|
return false;
|
|
}
|
|
g_vs_disk_cache.Append((u8 *)&uid, sizeof(uid), bytecode, bytecodelen);
|
|
g_vs_disk_cache.Sync();
|
|
|
|
bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
|
|
delete [] bytecode;
|
|
return result;
|
|
}
|
|
|
|
bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) {
|
|
LPDIRECT3DVERTEXSHADER9 shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen);
|
|
|
|
// Make an entry in the table
|
|
VSCacheEntry entry;
|
|
entry.shader = shader;
|
|
entry.frameCount = frameCount;
|
|
|
|
vshaders[uid] = entry;
|
|
last_entry = &vshaders[uid];
|
|
if (!shader)
|
|
return false;
|
|
|
|
INCSTAT(stats.numVertexShadersCreated);
|
|
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
|
|
if (activate)
|
|
{
|
|
D3D::SetVertexShader(shader);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
#if defined(_DEBUG) || defined(DEBUGFAST)
|
|
std::string VertexShaderCache::GetCurrentShaderCode()
|
|
{
|
|
return "(N/A)\n";
|
|
}
|
|
#endif
|