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authorhrydgard <hrydgard@gmail.com>2010-01-17 17:44:09 +0000
committerhrydgard <hrydgard@gmail.com>2010-01-17 17:44:09 +0000
commit3e01152793bc4a82a27efbca856afcf48e5bfb61 (patch)
tree7a665f09bced87f77271a1ae31b5e2511db9f85f /Source/Core/VideoCommon
parentf599fdcec54853f09b69c7f244a75cb250cb60c1 (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')
-rw-r--r--Source/Core/VideoCommon/Src/PixelShaderGen.cpp20
-rw-r--r--Source/Core/VideoCommon/Src/PixelShaderGen.h6
-rw-r--r--Source/Core/VideoCommon/Src/TextureConversionShader.h2
-rw-r--r--Source/Core/VideoCommon/Src/VertexShaderGen.cpp29
-rw-r--r--Source/Core/VideoCommon/Src/VertexShaderGen.h6
5 files changed, 33 insertions, 30 deletions
diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
index faf0c97eff..54a433d71c 100644
--- a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
@@ -31,7 +31,7 @@ PIXELSHADERUID last_pixel_shader_uid;
// a unique identifier, basically containing all the bits. Yup, it's a lot ....
// It would likely be a lot more efficient to build this incrementally as the attributes
// are set...
-void GetPixelShaderId(PIXELSHADERUID &uid, u32 texturemask, u32 dstAlphaEnable)
+void GetPixelShaderId(PIXELSHADERUID *uid, u32 texturemask, u32 dstAlphaEnable)
{
u32 projtexcoords = 0;
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; i++)
@@ -43,7 +43,7 @@ void GetPixelShaderId(PIXELSHADERUID &uid, u32 texturemask, u32 dstAlphaEnable)
projtexcoords |= 1 << texcoord;
}
}
- uid.values[0] = (u32)bpmem.genMode.numtevstages |
+ uid->values[0] = (u32)bpmem.genMode.numtevstages |
((u32)bpmem.genMode.numindstages << 4) |
((u32)bpmem.genMode.numtexgens << 7) |
((u32)dstAlphaEnable << 11) |
@@ -51,21 +51,21 @@ void GetPixelShaderId(PIXELSHADERUID &uid, u32 texturemask, u32 dstAlphaEnable)
(projtexcoords << 20) |
((u32)bpmem.ztex2.op << 28);
- uid.values[0] = (uid.values[0] & ~0x0ff00000) | (projtexcoords << 20);
+ uid->values[0] = (uid->values[0] & ~0x0ff00000) | (projtexcoords << 20);
// swap table
for (int i = 0; i < 8; i += 2)
- ((u8*)&uid.values[1])[i / 2] = (bpmem.tevksel[i].hex & 0xf) | ((bpmem.tevksel[i + 1].hex & 0xf) << 4);
+ ((u8*)&uid->values[1])[i / 2] = (bpmem.tevksel[i].hex & 0xf) | ((bpmem.tevksel[i + 1].hex & 0xf) << 4);
- uid.values[2] = texturemask;
+ uid->values[2] = texturemask;
u32 enableZTexture = (!bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable)?1:0;
- uid.values[3] = (u32)bpmem.fog.c_proj_fsel.fsel |
+ uid->values[3] = (u32)bpmem.fog.c_proj_fsel.fsel |
((u32)bpmem.fog.c_proj_fsel.proj << 3) |
((u32)enableZTexture << 4);
int hdr = 4;
- u32* pcurvalue = &uid.values[hdr];
+ u32 *pcurvalue = &uid->values[hdr];
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
{
TevStageCombiner::ColorCombiner &cc = bpmem.combiners[i].colorC;
@@ -119,7 +119,7 @@ void GetPixelShaderId(PIXELSHADERUID &uid, u32 texturemask, u32 dstAlphaEnable)
if ((bpmem.genMode.numtevstages % 3) != 2)
++pcurvalue;
- uid.tevstages = (u32)(pcurvalue - &uid.values[0] - hdr);
+ uid->tevstages = (u32)(pcurvalue - &uid->values[0] - hdr);
for (u32 i = 0; i < bpmem.genMode.numindstages; ++i)
{
@@ -134,7 +134,7 @@ void GetPixelShaderId(PIXELSHADERUID &uid, u32 texturemask, u32 dstAlphaEnable)
}
// yeah, well ....
- uid.indstages = (u32)(pcurvalue - &uid.values[0] - (hdr - 1) - uid.tevstages);
+ uid->indstages = (u32)(pcurvalue - &uid->values[0] - (hdr - 1) - uid->tevstages);
}
// old tev->pixelshader notes
@@ -385,7 +385,7 @@ static void BuildSwapModeTable()
}
}
-const char *GeneratePixelShader(u32 texture_mask, bool dstAlphaEnable, u32 HLSL)
+const char *GeneratePixelShaderCode(u32 texture_mask, bool dstAlphaEnable, u32 HLSL)
{
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
text[sizeof(text) - 1] = 0x7C; // canary
diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.h b/Source/Core/VideoCommon/Src/PixelShaderGen.h
index 995ea55b00..37bcdc0d9e 100644
--- a/Source/Core/VideoCommon/Src/PixelShaderGen.h
+++ b/Source/Core/VideoCommon/Src/PixelShaderGen.h
@@ -42,6 +42,7 @@
#define C_COLORMATRIX (C_FOG + 2)
#define PIXELSHADERUID_MAX_VALUES (5 + 32 + 6 + 11)
+// DO NOT make anything in this class virtual.
class PIXELSHADERUID
{
public:
@@ -100,8 +101,9 @@ public:
}
};
-const char *GeneratePixelShader(u32 texture_mask, bool dstAlphaEnable, u32 HLSL = 0);
-void GetPixelShaderId(PIXELSHADERUID &, u32 texturemask, u32 dstAlphaEnable);
+const char *GeneratePixelShaderCode(u32 texture_mask, bool dstAlphaEnable, u32 HLSL = 0);
+void GetPixelShaderId(PIXELSHADERUID *uid, u32 texturemask, u32 dstAlphaEnable);
+
extern PIXELSHADERUID last_pixel_shader_uid;
#endif // GCOGL_PIXELSHADER_H
diff --git a/Source/Core/VideoCommon/Src/TextureConversionShader.h b/Source/Core/VideoCommon/Src/TextureConversionShader.h
index 7e81c4cc4f..e49f2a24ef 100644
--- a/Source/Core/VideoCommon/Src/TextureConversionShader.h
+++ b/Source/Core/VideoCommon/Src/TextureConversionShader.h
@@ -25,7 +25,7 @@ namespace TextureConversionShader
{
u16 GetEncodedSampleCount(u32 format);
-const char *GenerateEncodingShader(u32 format,bool HLSL = false);
+const char *GenerateEncodingShader(u32 format, bool HLSL = false);
void SetShaderParameters(float width, float height, float offsetX, float offsetY, float widthStride, float heightStride,float buffW = 0.0f,float buffH = 0.0f);
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";
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.h b/Source/Core/VideoCommon/Src/VertexShaderGen.h
index f3a3046efa..631787425c 100644
--- a/Source/Core/VideoCommon/Src/VertexShaderGen.h
+++ b/Source/Core/VideoCommon/Src/VertexShaderGen.h
@@ -99,8 +99,10 @@ public:
}
};
-const char *GenerateVertexShader(u32 components, bool D3D);
-void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components);
+// components is included in the uid.
+const char *GenerateVertexShaderCode(u32 components, bool D3D);
+void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components);
+
extern VERTEXSHADERUID last_vertex_shader_uid;
#endif // GCOGL_VERTEXSHADER_H