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authorhrydgard <hrydgard@gmail.com>2009-03-01 12:07:34 +0000
committerhrydgard <hrydgard@gmail.com>2009-03-01 12:07:34 +0000
commit7607d6dc6ab91daebdeac6471ee658ac63655dbc (patch)
tree3487a2850721f022ec5e02118e4e9871186b4dd5 /Source
parentfca8d04a113e4a3c516b7715dce62857af3a08dc (diff)
revert the mess i made in the d3d plugin. Add way to use HLSL directly without going through Cg. Not that the results look much better... i do see shadows of spinning cars in Burnout 2 after clicking around in the dark. Then it crashes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2504 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source')
-rw-r--r--Source/Core/VideoCommon/Src/PixelShaderGen.cpp18
-rw-r--r--Source/Core/VideoCommon/Src/PixelShaderGen.h2
-rw-r--r--Source/Plugins/Plugin_VideoDX9/Src/D3DShader.cpp21
-rw-r--r--Source/Plugins/Plugin_VideoDX9/Src/D3DShader.h4
-rw-r--r--Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.cpp37
-rw-r--r--Source/Plugins/Plugin_VideoDX9/Src/Render.cpp48
-rw-r--r--Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp29
7 files changed, 53 insertions, 106 deletions
diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
index c13d580106..287e5a6300 100644
--- a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
@@ -133,7 +133,7 @@ void GetPixelShaderId(PIXELSHADERUID &uid, u32 s_texturemask, u32 zbufrender, u3
static void WriteStage(char *&p, int n, u32 texture_mask);
static void WrapNonPow2Tex(char* &p, const char* var, int texmap, u32 texture_mask);
static void WriteAlphaCompare(char *&p, int num, int comp);
-static bool WriteAlphaTest(char *&p);
+static bool WriteAlphaTest(char *&p, bool HLSL);
static void WriteFog(char *&p, bool bOutputZ);
const float epsilon8bit = 1.0f / 255.0f;
@@ -369,7 +369,7 @@ static void BuildSwapModeTable()
}
}
-const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0)
+const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0, bool HLSL)
{
text[sizeof(text) - 1] = 0x7C; // canary
DVSTARTPROFILE();
@@ -516,7 +516,7 @@ const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool
//if (bpmem.genMode.numindstages ) WRITE(p, "prev.rg = indtex0.xy;\nprev.b = 0;\n");
- if (!WriteAlphaTest(p)) {
+ if (!WriteAlphaTest(p, HLSL)) {
// alpha test will always fail, so restart the shader and just make it an empty function
p = pmainstart;
WRITE(p, "discard;\n");
@@ -535,7 +535,9 @@ const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool
*/
WriteFog(p, bOutputZ);
WRITE(p, " ocol0 = prev;\n");
- }
+ } else {
+ WRITE(p, " ocol0 = prev;\n");
+ }
}
if (bRenderZ) {
@@ -889,7 +891,7 @@ static void WriteAlphaCompare(char *&p, int num, int comp)
}
}
-static bool WriteAlphaTest(char *&p)
+static bool WriteAlphaTest(char *&p, bool HLSL)
{
u32 op = bpmem.alphaFunc.logic;
u32 comp[2] = {bpmem.alphaFunc.comp0,bpmem.alphaFunc.comp1};
@@ -928,7 +930,11 @@ static bool WriteAlphaTest(char *&p)
}
// Seems we need discard for Cg and clip for d3d. sigh.
- WRITE(p, "discard( ");
+ if (HLSL)
+ WRITE(p, "clip( ");
+ else {
+ WRITE(p, "discard( ");
+ }
WriteAlphaCompare(p, 0, bpmem.alphaFunc.comp0);
// negated because testing the inverse condition
diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.h b/Source/Core/VideoCommon/Src/PixelShaderGen.h
index d69fd805c6..d6228f352b 100644
--- a/Source/Core/VideoCommon/Src/PixelShaderGen.h
+++ b/Source/Core/VideoCommon/Src/PixelShaderGen.h
@@ -91,7 +91,7 @@ public:
}
};
-const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0);
+const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0, bool HLSL = false);
void GetPixelShaderId(PIXELSHADERUID &, u32 s_texturemask, u32 zbufrender, u32 zBufRenderToCol0);
#endif
diff --git a/Source/Plugins/Plugin_VideoDX9/Src/D3DShader.cpp b/Source/Plugins/Plugin_VideoDX9/Src/D3DShader.cpp
index f1463e420a..7d4ae6f7fb 100644
--- a/Source/Plugins/Plugin_VideoDX9/Src/D3DShader.cpp
+++ b/Source/Plugins/Plugin_VideoDX9/Src/D3DShader.cpp
@@ -24,18 +24,18 @@
namespace D3D
{
-LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len)
+LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len, bool assembly)
{
//try to compile
LPD3DXBUFFER shaderBuffer = 0;
LPD3DXBUFFER errorBuffer = 0;
LPDIRECT3DVERTEXSHADER9 vShader = 0;
- HRESULT hr = D3DXAssembleShader(code, len, 0, 0, 0, &shaderBuffer, &errorBuffer);
- /*if (FAILED(hr))
- {
- //let's try 2.0
+ HRESULT hr;
+
+ if (assembly)
+ hr = D3DXAssembleShader(code, len, 0, 0, 0, &shaderBuffer, &errorBuffer);
+ else
hr = D3DXCompileShader(code, len, 0, 0, "main", "vs_2_0", 0, &shaderBuffer, &errorBuffer, 0);
- }*/
if (FAILED(hr))
{
@@ -67,14 +67,19 @@ LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len)
return vShader;
}
-LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len)
+LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len, bool assembly)
{
LPD3DXBUFFER shaderBuffer = 0;
LPD3DXBUFFER errorBuffer = 0;
LPDIRECT3DPIXELSHADER9 pShader = 0;
static char *versions[6] = {"ERROR", "ps_1_1", "ps_1_4", "ps_2_0", "ps_3_0", "ps_4_0"};
- HRESULT hr = D3DXAssembleShader(code, len, 0, 0, 0, &shaderBuffer, &errorBuffer);
+ HRESULT hr;
+ if (assembly)
+ hr = D3DXAssembleShader(code, len, 0, 0, 0, &shaderBuffer, &errorBuffer);
+ else
+ hr = D3DXCompileShader(code, len, 0, 0, "main", "ps_2_0", // Pixel Shader 2.0 is enough for all we do
+ 0, &shaderBuffer, &errorBuffer, 0);
if (FAILED(hr))
{
diff --git a/Source/Plugins/Plugin_VideoDX9/Src/D3DShader.h b/Source/Plugins/Plugin_VideoDX9/Src/D3DShader.h
index 0f7de68e16..7e2847e5e9 100644
--- a/Source/Plugins/Plugin_VideoDX9/Src/D3DShader.h
+++ b/Source/Plugins/Plugin_VideoDX9/Src/D3DShader.h
@@ -21,6 +21,6 @@
namespace D3D
{
- LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len);
- LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len);
+ LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len, bool assembly);
+ LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len, bool assembly);
} \ No newline at end of file
diff --git a/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.cpp b/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.cpp
index b4f0543bc5..c38ac2aab4 100644
--- a/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.cpp
+++ b/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.cpp
@@ -83,8 +83,9 @@ void PixelShaderCache::SetShader()
return;
}
- const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), false, false);
- LPDIRECT3DPIXELSHADER9 shader = CompileCgShader(code);
+ bool HLSL = false;
+ const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), false, false, HLSL);
+ LPDIRECT3DPIXELSHADER9 shader = HLSL ? D3D::CompilePixelShader(code, strlen(code), false) : CompileCgShader(code);
if (shader)
{
//Make an entry in the table
@@ -104,10 +105,7 @@ void PixelShaderCache::SetShader()
LPDIRECT3DPIXELSHADER9 PixelShaderCache::CompileCgShader(const char *pstrprogram)
{
- //char stropt[64];
- //sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
const char *opts[] = {"-profileopts", "MaxLocalParams=256", "-O2", "-q", NULL};
-
//const char **opts = cgD3D9GetOptimalOptions(g_cgvProf);
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgfProf, "main", opts);
if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
@@ -116,36 +114,11 @@ LPDIRECT3DPIXELSHADER9 PixelShaderCache::CompileCgShader(const char *pstrprogram
return false;
}
- // This looks evil - we modify the program through the const char * we got from cgGetProgramString!
- // It SHOULD not have any nasty side effects though - but you never know...
char *pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
- LPD3DXBUFFER shader_binary;
- LPD3DXBUFFER error_msg;
-
- // Step one - Assemble into binary code. This binary code could be cached.
- if (FAILED(D3DXAssembleShader(pcompiledprog, (UINT)strlen(pcompiledprog), NULL, NULL, 0, &shader_binary, &error_msg)))
- PanicAlert("Asm fail");
- // Destroy Cg program as early as possible - we want as little as possible to do with Cg due to
- // our rather extreme performance requirements.
+
+ LPDIRECT3DPIXELSHADER9 pixel_shader = D3D::CompilePixelShader(pcompiledprog, (int)strlen(pcompiledprog), true);
cgDestroyProgram(tempprog);
tempprog = NULL;
-
- // Create pixel shader from the binary code.
- LPDIRECT3DPIXELSHADER9 pixel_shader = NULL;
- if (SUCCEEDED(D3D::dev->CreatePixelShader((const DWORD *)shader_binary->GetBufferPointer(), &pixel_shader))) {
- // PanicAlert("Success Pixel!");
- } else {
- if (error_msg) {
- PanicAlert("failure pixel %s", error_msg->GetBufferPointer());
- MessageBox(0, pcompiledprog, 0, 0);
- }
- else
- PanicAlert("failure pixel with no error message.");
- }
- if (shader_binary)
- shader_binary->Release();
- if (error_msg)
- error_msg->Release();
return pixel_shader;
}
diff --git a/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp b/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp
index f9340c5e39..38fb20fbcf 100644
--- a/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp
+++ b/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp
@@ -85,10 +85,6 @@ void Renderer::Init(SVideoInitialize &_VideoInitialize)
EmuWindow::SetSize(g_Res[g_Config.iWindowedRes][0], g_Res[g_Config.iWindowedRes][1]);
D3D::Create(g_Config.iAdapter, EmuWindow::GetWnd(), g_Config.bFullscreen, g_Config.iFSResolution, g_Config.iMultisampleMode);
-
- D3DVIEWPORT9 vp;
- D3D::dev->GetViewport(&vp);
-
g_cgcontext = cgCreateContext();
cgGetError();
@@ -97,31 +93,23 @@ void Renderer::Init(SVideoInitialize &_VideoInitialize)
g_cgvProf = cgD3D9GetLatestVertexProfile();
g_cgfProf = cgD3D9GetLatestPixelProfile();
+ float width = (float)D3D::GetDisplayWidth();
+ float height = (float)D3D::GetDisplayHeight();
+
m_x = 0;
m_y = 0;
- m_width = (float)vp.Width;
- m_height = (float)vp.Height;
- xScale = 640.0f / (float)vp.Width;
- yScale = 480.0f / (float)vp.Height;
+ m_width = width;
+ m_height = height;
+ xScale = width / (float)EFB_WIDTH;
+ yScale = height / (float)EFB_HEIGHT;
+ // We're not using much fixed function. Let's just set the matrices to identity.
D3DXMATRIX mtx;
D3DXMatrixIdentity(&mtx);
D3D::dev->SetTransform(D3DTS_VIEW, &mtx);
D3D::dev->SetTransform(D3DTS_WORLD, &mtx);
- float width = (float)D3D::GetDisplayWidth();
- float height = (float)D3D::GetDisplayHeight();
- xScale = width/640.0f;
- yScale = height/480.0f;
-/*
- RECT rc =
- {
- (LONG)(m_x*xScale),
- (LONG)(m_y*yScale),
- (LONG)(m_width*xScale),
- (LONG)(m_height*yScale)
- };
-*/
+
D3D::font.Init();
Initialize();
}
@@ -145,6 +133,7 @@ void Renderer::Initialize()
m_Textures.push_back(NULL);
for (int i = 0; i < 8; i++)
D3D::dev->SetSamplerState(i, D3DSAMP_MAXANISOTROPY, 16);
+
Postprocess::Initialize();
Postprocess::BeginFrame();
D3D::BeginFrame(true, 0);
@@ -158,11 +147,12 @@ void Renderer::AddMessage(const std::string &message, u32 ms)
void Renderer::ProcessMessages()
{
- if (s_listMsgs.size() > 0) {
+ if (s_listMsgs.size() > 0)
+ {
int left = 25, top = 15;
std::list<Message>::iterator it = s_listMsgs.begin();
- while(it != s_listMsgs.end())
+ while (it != s_listMsgs.end())
{
int time_left = (int)(it->dwTimeStamp - timeGetTime());
int alpha = 255;
@@ -193,7 +183,7 @@ void Renderer::RenderText(const std::string &text, int left, int top, u32 color)
void dumpMatrix(D3DXMATRIX &mtx)
{
- for (int y=0; y<4; y++)
+ for (int y = 0; y < 4; y++)
{
char temp[256];
sprintf(temp,"%4.4f %4.4f %4.4f %4.4f",mtx.m[y][0],mtx.m[y][1],mtx.m[y][2],mtx.m[y][3]);
@@ -213,8 +203,6 @@ void Renderer::SwapBuffers()
int height = rcWindow.bottom - rcWindow.top;
::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
- // nBackbufferWidth = width;
- // nBackbufferHeight = height;
}
//Finish up the current frame, print some stats
@@ -290,6 +278,7 @@ void Renderer::SwapBuffers()
rc.right = (LONG)m_width;
rc.bottom = (LONG)m_height;
D3D::dev->SetScissorRect(&rc);
+ D3D::dev->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
D3D::dev->Clear(0, 0, D3DCLEAR_TARGET, 0x101010, 0, 0);
u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
@@ -347,6 +336,7 @@ void Renderer::SetViewport(float* _Viewport)
void Renderer::SetScissorRect()
{
+ /*
RECT rc = {0,0,0,0}; // FIXX
rc.left = (int)(rc.left * xScale);
rc.top = (int)(rc.top * yScale);
@@ -355,7 +345,7 @@ void Renderer::SetScissorRect()
if (rc.right >= rc.left && rc.bottom >= rc.top)
D3D::dev->SetScissorRect(&rc);
else
- g_VideoInitialize.pLog("SCISSOR ERROR", FALSE);
+ g_VideoInitialize.pLog("SCISSOR ERROR", FALSE);*/
}
/*
@@ -493,10 +483,6 @@ void UpdateViewport()
int yoffs = 0;
int wid, hei, actualWid, actualHei;
- int winw = 640;
- int winh = 480;
- float ratio = (float)winw / (float)winh / fourThree;
-
vp.MinZ = (xfregs.rawViewport[5] - xfregs.rawViewport[2])/16777215.0f;
vp.MaxZ = xfregs.rawViewport[5]/16777215.0f;
diff --git a/Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp b/Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp
index f013c850d5..e9aa4aff73 100644
--- a/Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp
+++ b/Source/Plugins/Plugin_VideoDX9/Src/VertexShaderCache.cpp
@@ -85,8 +85,9 @@ void VertexShaderCache::SetShader(u32 components)
return;
}
+ bool HLSL = false;
const char *code = GenerateVertexShader(components, false);
- LPDIRECT3DVERTEXSHADER9 shader = CompileCgShader(code);
+ LPDIRECT3DVERTEXSHADER9 shader = HLSL ? D3D::CompileVertexShader(code, strlen(code), false) : CompileCgShader(code);
if (shader)
{
// Make an entry in the table
@@ -121,33 +122,9 @@ LPDIRECT3DVERTEXSHADER9 VertexShaderCache::CompileCgShader(const char *pstrprogr
}
const char *pcompiledprog = cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
- LPD3DXBUFFER shader_binary;
- LPD3DXBUFFER error_msg;
-
- // Step one - Assemble into binary code. This binary code could be cached.
- if (FAILED(D3DXAssembleShader(pcompiledprog, (UINT)strlen(pcompiledprog), NULL, NULL, 0, &shader_binary, &error_msg)))
- PanicAlert("Asm fail");
- // Destroy Cg program as early as possible - we want as little as possible to do with Cg due to
- // our rather extreme performance requirements.
+ LPDIRECT3DVERTEXSHADER9 vertex_shader = D3D::CompileVertexShader(pcompiledprog, (int)strlen(pcompiledprog), true);
cgDestroyProgram(tempprog);
tempprog = NULL;
-
- // Create vertex shader from the binary code.
- LPDIRECT3DVERTEXSHADER9 vertex_shader = NULL;
- if (SUCCEEDED(D3D::dev->CreateVertexShader((const DWORD *)shader_binary->GetBufferPointer(), &vertex_shader))) {
- // PanicAlert("Successvertex!");
- } else {
- if (error_msg) {
- PanicAlert("failure vertex %s", error_msg->GetBufferPointer());
- MessageBox(0, pcompiledprog, 0, 0);
- }
- else
- PanicAlert("failure vertex with no error message.");
- }
- if (shader_binary)
- shader_binary->Release();
- if (error_msg)
- error_msg->Release();
return vertex_shader;
}