One step closer towards CgD3D to work. Now something is being compiled twice...

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2501 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
XTra.KrazzY 2009-03-01 10:38:04 +00:00
parent 917fca3e70
commit 37d5360399
4 changed files with 41 additions and 92 deletions

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@ -34,24 +34,13 @@ PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4) void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
{ {
//const float f[4] = {f1, f2, f3, f4}; const float f[4] = {f1, f2, f3, f4};
//D3D::dev->SetPixelShaderConstantF(const_number, f, 1); D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
// TODO: The Cg Way
/** CGparameter param = cgGetNamedParameter(program, "someParameter");
cgSetParameter4f(param, f1, f2, f3, f4); **/
} }
void SetPSConstant4fv(int const_number, const float *f) void SetPSConstant4fv(int const_number, const float *f)
{ {
//D3D::dev->SetPixelShaderConstantF(const_number, f, 1); D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
// TODO: The Cg Way
/** CGparameter param = cgGetNamedParameter(program, "someParameter");
cgSetParameter4fv(param, f); **/
} }
void PixelShaderCache::Init() void PixelShaderCache::Init()
@ -72,8 +61,7 @@ void PixelShaderCache::SetShader()
if (D3D::GetShaderVersion() < 2) if (D3D::GetShaderVersion() < 2)
return; // we are screwed return; // we are screwed
//static LPDIRECT3DPIXELSHADER9 lastShader = 0; static LPDIRECT3DPIXELSHADER9 lastShader = NULL;
static CGprogram lastShader = NULL;
DVSTARTPROFILE(); DVSTARTPROFILE();
PIXELSHADERUID uid; PIXELSHADERUID uid;
@ -88,10 +76,7 @@ void PixelShaderCache::SetShader()
PSCacheEntry &entry = iter->second; PSCacheEntry &entry = iter->second;
if (!lastShader || entry.shader != lastShader) if (!lastShader || entry.shader != lastShader)
{ {
//D3D::dev->SetPixelShader(entry.shader); D3D::dev->SetPixelShader(entry.shader);
if(!cgD3D9IsProgramLoaded(entry.shader))
cgD3D9LoadProgram(entry.shader, false, 0);
cgD3D9BindProgram(entry.shader);
lastShader = entry.shader; lastShader = entry.shader;
} }
return; return;
@ -99,7 +84,7 @@ void PixelShaderCache::SetShader()
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), false, false); const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), false, false);
//LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePixelShader(code, (int)(strlen(code))); //LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePixelShader(code, (int)(strlen(code)));
CGprogram shader = CompileCgShader(code); LPDIRECT3DPIXELSHADER9 shader = CompileCgShader(code);
if (shader) if (shader)
{ {
@ -109,29 +94,21 @@ void PixelShaderCache::SetShader()
newentry.frameCount = frameCount; newentry.frameCount = frameCount;
PixelShaders[uid] = newentry; PixelShaders[uid] = newentry;
// There seems to be an unknown Cg error here for some reason D3D::dev->SetPixelShader(shader);
///PanicAlert("Load pShader");
if(!cgD3D9IsProgramLoaded(shader))
cgD3D9LoadProgram(shader, false, 0);
cgD3D9BindProgram(shader);
D3D::dev->SetFVF(NULL);
///PanicAlert("Loaded pShader");
INCSTAT(stats.numPixelShadersCreated); INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size()); SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
} else } else
PanicAlert("Failed to compile Pixel Shader:\n\n%s", code); PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
//D3D::dev->SetPixelShader(shader);
} }
CGprogram PixelShaderCache::CompileCgShader(const char *pstrprogram) LPDIRECT3DPIXELSHADER9 PixelShaderCache::CompileCgShader(const char *pstrprogram)
{ {
char stropt[64]; //char stropt[64];
//sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions); //sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
//const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL}; const char *opts[] = {"-profileopts", "MaxLocalParams=256", "-O2", "-q", NULL};
const char **opts = cgD3D9GetOptimalOptions(g_cgvProf); //const char **opts = cgD3D9GetOptimalOptions(g_cgvProf);
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgfProf, "main", opts); CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgfProf, "main", opts);
if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) { if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
ERROR_LOG(VIDEO, "Failed to create ps %s:\n", cgGetLastListing(g_cgcontext)); ERROR_LOG(VIDEO, "Failed to create ps %s:\n", cgGetLastListing(g_cgcontext));
@ -149,7 +126,11 @@ CGprogram PixelShaderCache::CompileCgShader(const char *pstrprogram)
plocal = strstr(plocal+13, "program.local"); plocal = strstr(plocal+13, "program.local");
} }
return tempprog; LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePixelShader(pcompiledprog, strlen(pcompiledprog));
cgDestroyProgram(tempprog);
return shader;
} }

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@ -25,9 +25,6 @@
#include "PixelShaderGen.h" #include "PixelShaderGen.h"
#include "VertexShaderGen.h" #include "VertexShaderGen.h"
#include <Cg/cg.h>
#include <Cg/cgD3D9.h>
typedef u32 tevhash; typedef u32 tevhash;
tevhash GetCurrentTEV(); tevhash GetCurrentTEV();
@ -36,9 +33,8 @@ class PixelShaderCache
{ {
struct PSCacheEntry struct PSCacheEntry
{ {
//LPDIRECT3DPIXELSHADER9 shader; LPDIRECT3DPIXELSHADER9 shader;
CGprogram shader;
int frameCount; int frameCount;
PSCacheEntry() PSCacheEntry()
{ {
@ -47,12 +43,8 @@ class PixelShaderCache
} }
void Destroy() void Destroy()
{ {
if (shader) { if (shader)
cgD3D9UnloadProgram(shader); shader->Release();
cgDestroyProgram(shader);
// shader->Release();
}
} }
}; };
@ -65,7 +57,7 @@ public:
static void Cleanup(); static void Cleanup();
static void Shutdown(); static void Shutdown();
static void SetShader(); static void SetShader();
static CGprogram CompileCgShader(const char *pstrprogram); static LPDIRECT3DPIXELSHADER9 CompileCgShader(const char *pstrprogram);
}; };

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@ -34,23 +34,13 @@ VertexShaderCache::VSCache VertexShaderCache::vshaders;
void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4) void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4)
{ {
//const float f[4] = {f1, f2, f3, f4}; const float f[4] = {f1, f2, f3, f4};
//D3D::dev->SetVertexShaderConstantF(const_number, f, 1); D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
// TODO: The Cg Way
/** CGparameter param = cgGetNamedParameter(program, "someParameter");
cgSetParameter4f(param, f1, f2, f3, f4); **/
} }
void SetVSConstant4fv(int const_number, const float *f) void SetVSConstant4fv(int const_number, const float *f)
{ {
//D3D::dev->SetVertexShaderConstantF(const_number, f, 1); D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
// TODO: The Cg Way
/** CGparameter param = cgGetNamedParameter(program, "someParameter");
cgSetParameter4fv(param, f); **/
} }
@ -71,11 +61,11 @@ void VertexShaderCache::Shutdown()
void VertexShaderCache::SetShader(u32 components) void VertexShaderCache::SetShader(u32 components)
{ {
static CGprogram shader = NULL; static LPDIRECT3DVERTEXSHADER9 shader = NULL;
if (D3D::GetShaderVersion() < 2) if (D3D::GetShaderVersion() < 2)
return; // we are screwed return; // we are screwed
static CGprogram lastShader = NULL; static LPDIRECT3DVERTEXSHADER9 lastShader = NULL;
DVSTARTPROFILE(); DVSTARTPROFILE();
VERTEXSHADERUID uid; VERTEXSHADERUID uid;
@ -90,10 +80,7 @@ void VertexShaderCache::SetShader(u32 components)
VSCacheEntry &entry = iter->second; VSCacheEntry &entry = iter->second;
if (!lastShader || entry.shader != lastShader) if (!lastShader || entry.shader != lastShader)
{ {
//D3D::dev->SetVertexShader(entry.shader); D3D::dev->SetVertexShader(entry.shader);
if(!cgD3D9IsProgramLoaded(entry.shader))
cgD3D9LoadProgram(entry.shader, false, 0);
cgD3D9BindProgram(entry.shader);
lastShader = entry.shader; lastShader = entry.shader;
} }
return; return;
@ -110,28 +97,20 @@ void VertexShaderCache::SetShader(u32 components)
entry.frameCount = frameCount; entry.frameCount = frameCount;
vshaders[uid] = entry; vshaders[uid] = entry;
// There seems to be an unknown Cg error here for some reason D3D::dev->SetVertexShader(shader);
///PanicAlert("Load vShader");
if(!cgD3D9IsProgramLoaded(shader))
cgD3D9LoadProgram(shader, false, 0);
cgD3D9BindProgram(shader);
D3D::dev->SetFVF(NULL);
///PanicAlert("Loaded vShader");
INCSTAT(stats.numVertexShadersCreated); INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size()); SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
} else } else
PanicAlert("Failed to compile Vertex Shader:\n\n%s", code); PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
//D3D::dev->SetVertexShader(shader);
} }
CGprogram VertexShaderCache::CompileCgShader(const char *pstrprogram) LPDIRECT3DVERTEXSHADER9 VertexShaderCache::CompileCgShader(const char *pstrprogram)
{ {
char stropt[64]; //char stropt[64];
//sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions); //sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
//const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL}; const char *opts[] = {"-profileopts", "MaxLocalParams=256", "-O2", "-q", NULL};
const char **opts = cgD3D9GetOptimalOptions(g_cgvProf); //const char **opts = cgD3D9GetOptimalOptions(g_cgvProf);
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts); CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) { if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
ERROR_LOG(VIDEO, "Failed to load vs %s:\n", cgGetLastListing(g_cgcontext)); ERROR_LOG(VIDEO, "Failed to load vs %s:\n", cgGetLastListing(g_cgcontext));
@ -149,7 +128,11 @@ CGprogram VertexShaderCache::CompileCgShader(const char *pstrprogram)
plocal = strstr(plocal + 13, "program.local"); plocal = strstr(plocal + 13, "program.local");
} }
return tempprog; LPDIRECT3DVERTEXSHADER9 shader = D3D::CompileVertexShader(pcompiledprog, strlen(pcompiledprog));
cgDestroyProgram(tempprog);
return shader;
} }
void VertexShaderCache::Cleanup() void VertexShaderCache::Cleanup()

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@ -25,15 +25,11 @@
#include "D3DBase.h" #include "D3DBase.h"
#include "VertexShaderGen.h" #include "VertexShaderGen.h"
#include <Cg/cg.h>
#include <Cg/cgD3D9.h>
class VertexShaderCache class VertexShaderCache
{ {
struct VSCacheEntry struct VSCacheEntry
{ {
//LPDIRECT3DVERTEXSHADER9 shader; LPDIRECT3DVERTEXSHADER9 shader;
CGprogram shader;
int frameCount; int frameCount;
VSCacheEntry() VSCacheEntry()
{ {
@ -42,11 +38,8 @@ class VertexShaderCache
} }
void Destroy() void Destroy()
{ {
if (shader) { if (shader)
cgD3D9UnloadProgram(shader); shader->Release();
cgDestroyProgram(shader);
// shader->Release();
}
} }
}; };
@ -59,7 +52,7 @@ public:
static void Cleanup(); static void Cleanup();
static void Shutdown(); static void Shutdown();
static void SetShader(u32 components); static void SetShader(u32 components);
static CGprogram CompileCgShader(const char *pstrprogram); static LPDIRECT3DVERTEXSHADER9 CompileCgShader(const char *pstrprogram);
}; };
#endif // _VERTEXSHADERCACHE_H #endif // _VERTEXSHADERCACHE_H