diff options
| author | hrydgard <hrydgard@gmail.com> | 2010-01-17 17:44:09 +0000 |
|---|---|---|
| committer | hrydgard <hrydgard@gmail.com> | 2010-01-17 17:44:09 +0000 |
| commit | 3e01152793bc4a82a27efbca856afcf48e5bfb61 (patch) | |
| tree | 7a665f09bced87f77271a1ae31b5e2511db9f85f /Source/Core/VideoCommon/Src/VertexShaderGen.cpp | |
| parent | f599fdcec54853f09b69c7f244a75cb250cb60c1 (diff) | |
Shader Disk Cache implementation for D3D. Saves generated shaders on disk. Eliminates "freeze jerks" in D3D plugin the _second_ and later times you play something.... not much to do about the first time. The D3D shader compiler is just slow.
Also assorted cleanup around the shader code.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4869 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon/Src/VertexShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Src/VertexShaderGen.cpp | 29 |
1 files changed, 14 insertions, 15 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp index ad8d227813..934990a9f6 100644 --- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp @@ -29,27 +29,27 @@ VERTEXSHADERUID last_vertex_shader_uid; // Mash together all the inputs that contribute to the code of a generated vertex shader into // a unique identifier, basically containing all the bits. Yup, it's a lot .... -void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components) +void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components) { - vid.values[0] = components | + uid->values[0] = components | (xfregs.numTexGens << 23) | (xfregs.nNumChans << 27) | ((u32)xfregs.bEnableDualTexTransform << 29); for (int i = 0; i < 2; ++i) { - vid.values[1+i] = xfregs.colChans[i].color.enablelighting ? + uid->values[1+i] = xfregs.colChans[i].color.enablelighting ? (u32)xfregs.colChans[i].color.hex : (u32)xfregs.colChans[i].color.matsource; - vid.values[1+i] |= (xfregs.colChans[i].alpha.enablelighting ? + uid->values[1+i] |= (xfregs.colChans[i].alpha.enablelighting ? (u32)xfregs.colChans[i].alpha.hex : (u32)xfregs.colChans[i].alpha.matsource) << 15; } // fog - vid.values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel & 3) << 30); - vid.values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel >> 2) << 30); + uid->values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel & 3) << 30); + uid->values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel >> 2) << 30); - u32* pcurvalue = &vid.values[3]; + u32 *pcurvalue = &uid->values[3]; for (int i = 0; i < xfregs.numTexGens; ++i) { TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo; if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP) @@ -78,16 +78,16 @@ static char text[16384]; #define LIGHTS_POS "" -char *GenerateLightShader(char* p, int index, const LitChannel& chan, const char* dest, int coloralpha); +char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char *dest, int coloralpha); -const char *GenerateVertexShader(u32 components, bool D3D) +const char *GenerateVertexShaderCode(u32 components, bool D3D) { setlocale(LC_NUMERIC, "C"); // Reset locale for compilation text[sizeof(text) - 1] = 0x7C; // canary DVSTARTPROFILE(); - _assert_( bpmem.genMode.numtexgens == xfregs.numTexGens); - _assert_( bpmem.genMode.numcolchans == xfregs.nNumChans); + _assert_(bpmem.genMode.numtexgens == xfregs.numTexGens); + _assert_(bpmem.genMode.numcolchans == xfregs.nNumChans); u32 lightMask = 0; if (xfregs.nNumChans > 0) @@ -125,9 +125,8 @@ const char *GenerateVertexShader(u32 components, bool D3D) WRITE(p, "};\n"); // uniforms - // bool bTexMtx = ((components & VB_HAS_TEXMTXIDXALL)<<VB_HAS_UVTEXMTXSHIFT)!=0; unused TODO: keep? - WRITE(p, "uniform s_"I_TRANSFORMMATRICES" "I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES); + WRITE(p, "uniform s_"I_TRANSFORMMATRICES" "I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES); WRITE(p, "uniform s_"I_TEXMATRICES" "I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); // also using tex matrices WRITE(p, "uniform s_"I_NORMALMATRICES" "I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES); WRITE(p, "uniform s_"I_POSNORMALMATRIX" "I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX); @@ -406,7 +405,7 @@ const char *GenerateVertexShader(u32 components, bool D3D) break; } - if(xfregs.bEnableDualTexTransform && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types? + if (xfregs.bEnableDualTexTransform && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types? int postidx = xfregs.texcoords[i].postmtxinfo.index; WRITE(p, "float4 P0 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n" "float4 P1 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n" @@ -461,7 +460,7 @@ const char *GenerateVertexShader(u32 components, bool D3D) } // coloralpha - 1 if color, 2 if alpha -char* GenerateLightShader(char* p, int index, const LitChannel& chan, const char* dest, int coloralpha) +char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char *dest, int coloralpha) { const char* swizzle = "xyzw"; if (coloralpha == 1 ) swizzle = "xyz"; |
