ppsspp/GPU/Directx9/ShaderManagerDX9.cpp
Henrik Rydgard 08b340f423 More D3D hackery: Take inverted Z in proj matrix into account.
Also, *2 breaks it for no good reason so don't do that.
2015-08-30 22:45:24 +02:00

666 lines
21 KiB
C++

// Copyright (c) 2012- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#ifdef _WIN32
#define SHADERLOG
#endif
#include <map>
#include "helper/global.h"
#include "base/logging.h"
#include "math/lin/matrix4x4.h"
#include "math/math_util.h"
#include "util/text/utf8.h"
#include "Common/Common.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "GPU/Math3D.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/Directx9/ShaderManagerDX9.h"
#include "GPU/Directx9/TransformPipelineDX9.h"
#include "GPU/Directx9/FramebufferDX9.h"
#include "UI/OnScreenDisplay.h"
namespace DX9 {
PSShader::PSShader(const char *code, bool useHWTransform) : shader(nullptr), failed_(false), useHWTransform_(useHWTransform) {
source_ = code;
#ifdef SHADERLOG
OutputDebugString(ConvertUTF8ToWString(code).c_str());
#endif
bool success;
std::string errorMessage;
success = CompilePixelShader(code, &shader, NULL, errorMessage);
if (!errorMessage.empty()) {
if (success) {
ERROR_LOG(G3D, "Warnings in shader compilation!");
} else {
ERROR_LOG(G3D, "Error in shader compilation!");
}
ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
ERROR_LOG(G3D, "Shader source:\n%s", code);
OutputDebugStringUTF8("Messages:\n");
OutputDebugStringUTF8(errorMessage.c_str());
Reporting::ReportMessage("D3D error in shader compilation: info: %s / code: %s", errorMessage.c_str(), code);
}
if (!success) {
failed_ = true;
if (shader)
shader->Release();
shader = NULL;
return;
} else {
DEBUG_LOG(G3D, "Compiled shader:\n%s\n", (const char *)code);
}
}
PSShader::~PSShader() {
pD3Ddevice->SetPixelShader(NULL);
if (shader)
shader->Release();
}
VSShader::VSShader(const char *code, int vertType, bool useHWTransform) : shader(nullptr), failed_(false), useHWTransform_(useHWTransform) {
source_ = code;
#ifdef SHADERLOG
OutputDebugString(ConvertUTF8ToWString(code).c_str());
#endif
bool success;
std::string errorMessage;
success = CompileVertexShader(code, &shader, NULL, errorMessage);
if (!errorMessage.empty()) {
if (success) {
ERROR_LOG(G3D, "Warnings in shader compilation!");
} else {
ERROR_LOG(G3D, "Error in shader compilation!");
}
ERROR_LOG(G3D, "Messages: %s", errorMessage.c_str());
ERROR_LOG(G3D, "Shader source:\n%s", code);
OutputDebugStringUTF8("Messages:\n");
OutputDebugStringUTF8(errorMessage.c_str());
Reporting::ReportMessage("D3D error in shader compilation: info: %s / code: %s", errorMessage.c_str(), code);
}
if (!success) {
failed_ = true;
if (shader)
shader->Release();
shader = NULL;
return;
} else {
DEBUG_LOG(G3D, "Compiled shader:\n%s\n", (const char *)code);
}
}
VSShader::~VSShader() {
pD3Ddevice->SetVertexShader(NULL);
if (shader)
shader->Release();
}
void ShaderManagerDX9::PSSetColorUniform3(int creg, u32 color) {
const float col[4] = {
((color & 0xFF)) * (1.0f / 255.0f),
((color & 0xFF00) >> 8) * (1.0f / 255.0f),
((color & 0xFF0000) >> 16) * (1.0f / 255.0f),
0.0f
};
pD3Ddevice->SetPixelShaderConstantF(creg, col, 1);
}
void ShaderManagerDX9::PSSetColorUniform3Alpha255(int creg, u32 color, u8 alpha) {
const float col[4] = {
(float)((color & 0xFF)),
(float)((color & 0xFF00) >> 8),
(float)((color & 0xFF0000) >> 16),
(float)alpha,
};
pD3Ddevice->SetPixelShaderConstantF(creg, col, 1);
}
void ShaderManagerDX9::PSSetFloat(int creg, float value) {
const float f[4] = { value, 0.0f, 0.0f, 0.0f };
pD3Ddevice->SetPixelShaderConstantF(creg, f, 1);
}
void ShaderManagerDX9::PSSetFloatArray(int creg, const float *value, int count) {
float f[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
for (int i = 0; i < count; i++) {
f[i] = value[i];
}
pD3Ddevice->SetPixelShaderConstantF(creg, f, 1);
}
void ShaderManagerDX9::VSSetFloat(int creg, float value) {
const float f[4] = { value, 0.0f, 0.0f, 0.0f };
pD3Ddevice->SetVertexShaderConstantF(creg, f, 1);
}
void ShaderManagerDX9::VSSetFloatArray(int creg, const float *value, int count) {
float f[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
for (int i = 0; i < count; i++) {
f[i] = value[i];
}
pD3Ddevice->SetVertexShaderConstantF(creg, f, 1);
}
// Utility
void ShaderManagerDX9::VSSetColorUniform3(int creg, u32 color) {
const float col[4] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
((color & 0xFF0000) >> 16) / 255.0f,
0.0f
};
pD3Ddevice->SetVertexShaderConstantF(creg, col, 1);
}
void ShaderManagerDX9::VSSetFloatUniform4(int creg, float data[4]) {
pD3Ddevice->SetVertexShaderConstantF(creg, data, 1);
}
void ShaderManagerDX9::VSSetFloat24Uniform3(int creg, const u32 data[3]) {
const u32 col[4] = {
data[0] >> 8, data[1] >> 8, data[2] >> 8, 0
};
pD3Ddevice->SetVertexShaderConstantF(creg, (const float *)&col[0], 1);
}
void ShaderManagerDX9::VSSetColorUniform3Alpha(int creg, u32 color, u8 alpha) {
const float col[4] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
((color & 0xFF0000) >> 16) / 255.0f,
alpha/255.0f
};
pD3Ddevice->SetVertexShaderConstantF(creg, col, 1);
}
void ShaderManagerDX9::VSSetColorUniform3ExtraFloat(int creg, u32 color, float extra) {
const float col[4] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
((color & 0xFF0000) >> 16) / 255.0f,
extra
};
pD3Ddevice->SetVertexShaderConstantF(creg, col, 1);
}
// Utility
void ShaderManagerDX9::VSSetMatrix4x3(int creg, const float *m4x3) {
float m4x4[16];
ConvertMatrix4x3To4x4Transposed(m4x4, m4x3);
pD3Ddevice->SetVertexShaderConstantF(creg, m4x4, 4);
}
void ShaderManagerDX9::VSSetMatrix4x3_3(int creg, const float *m4x3) {
float m3x4[16];
ConvertMatrix4x3To3x4Transposed(m3x4, m4x3);
pD3Ddevice->SetVertexShaderConstantF(creg, m3x4, 3);
}
void ShaderManagerDX9::VSSetMatrix(int creg, const float* pMatrix) {
float transp[16];
Transpose4x4(transp, pMatrix);
pD3Ddevice->SetVertexShaderConstantF(creg, transp, 4);
}
// Depth in ogl is between -1;1 we need between 0;1 and optionally reverse it
static void ConvertProjMatrixToD3D(Matrix4x4 &in, bool invertedX, bool invertedY, bool invertedZ) {
float xoff = 0.5f / gstate_c.curRTRenderWidth;
xoff = gstate_c.vpXOffset + (invertedX ? xoff : -xoff);
float yoff = -0.5f / gstate_c.curRTRenderHeight;
yoff = gstate_c.vpYOffset + (invertedY ? yoff : -yoff);
in.translateAndScale(Vec3(xoff, yoff, 0.5f), Vec3(gstate_c.vpWidthScale, gstate_c.vpHeightScale, invertedZ ? -0.5 : 0.5f));
}
static void ConvertProjMatrixToD3DThrough(Matrix4x4 &in) {
float xoff = -0.5f / gstate_c.curRTRenderWidth;
float yoff = 0.5f / gstate_c.curRTRenderHeight;
in.translateAndScale(Vec3(xoff, yoff, 0.5f), Vec3(1.0f, 1.0f, 0.5f));
}
void ShaderManagerDX9::PSUpdateUniforms(int dirtyUniforms) {
if (dirtyUniforms & DIRTY_TEXENV) {
PSSetColorUniform3(CONST_PS_TEXENV, gstate.texenvcolor);
}
if (dirtyUniforms & DIRTY_ALPHACOLORREF) {
PSSetColorUniform3Alpha255(CONST_PS_ALPHACOLORREF, gstate.getColorTestRef(), gstate.getAlphaTestRef());
}
if (dirtyUniforms & DIRTY_ALPHACOLORMASK) {
PSSetColorUniform3(CONST_PS_ALPHACOLORMASK, gstate.colortestmask);
}
if (dirtyUniforms & DIRTY_FOGCOLOR) {
PSSetColorUniform3(CONST_PS_FOGCOLOR, gstate.fogcolor);
}
if (dirtyUniforms & DIRTY_STENCILREPLACEVALUE) {
PSSetFloat(CONST_PS_STENCILREPLACE, (float)gstate.getStencilTestRef() * (1.0f / 255.0f));
}
if (dirtyUniforms & DIRTY_SHADERBLEND) {
PSSetColorUniform3(CONST_PS_BLENDFIXA, gstate.getFixA());
PSSetColorUniform3(CONST_PS_BLENDFIXB, gstate.getFixB());
const float fbotexSize[2] = {
1.0f / (float)gstate_c.curRTRenderWidth,
1.0f / (float)gstate_c.curRTRenderHeight,
};
PSSetFloatArray(CONST_PS_FBOTEXSIZE, fbotexSize, 2);
}
if (dirtyUniforms & DIRTY_TEXCLAMP) {
const float invW = 1.0f / (float)gstate_c.curTextureWidth;
const float invH = 1.0f / (float)gstate_c.curTextureHeight;
const int w = gstate.getTextureWidth(0);
const int h = gstate.getTextureHeight(0);
const float widthFactor = (float)w * invW;
const float heightFactor = (float)h * invH;
// First wrap xy, then half texel xy (for clamp.)
const float texclamp[4] = {
widthFactor,
heightFactor,
invW * 0.5f,
invH * 0.5f,
};
const float texclampoff[2] = {
gstate_c.curTextureXOffset * invW,
gstate_c.curTextureYOffset * invH,
};
PSSetFloatArray(CONST_PS_TEXCLAMP, texclamp, 4);
PSSetFloatArray(CONST_PS_TEXCLAMPOFF, texclampoff, 2);
}
}
void ShaderManagerDX9::VSUpdateUniforms(int dirtyUniforms) {
// Update any dirty uniforms before we draw
if (dirtyUniforms & DIRTY_PROJMATRIX) {
Matrix4x4 flippedMatrix;
memcpy(&flippedMatrix, gstate.projMatrix, 16 * sizeof(float));
const bool invertedY = gstate_c.vpHeight < 0;
if (!invertedY) {
flippedMatrix[5] = -flippedMatrix[5];
flippedMatrix[13] = -flippedMatrix[13];
}
const bool invertedX = gstate_c.vpWidth < 0;
if (invertedX) {
flippedMatrix[0] = -flippedMatrix[0];
flippedMatrix[12] = -flippedMatrix[12];
}
// In Phantasy Star Portable 2, depth range sometimes goes negative and is clamped by glDepthRange to 0,
// causing graphics clipping glitch (issue #1788). This hack modifies the projection matrix to work around it.
if (g_Config.bDepthRangeHack) {
float zScale = gstate.getViewportZScale() / 65535.0f;
float zCenter = gstate.getViewportZCenter() / 65535.0f;
// if far depth range < 0
if (zCenter + zScale < 0.0f) {
// if perspective projection
if (flippedMatrix[11] < 0.0f) {
float depthMax = gstate.getDepthRangeMax() / 65535.0f;
float depthMin = gstate.getDepthRangeMin() / 65535.0f;
float a = flippedMatrix[10];
float b = flippedMatrix[14];
float n = b / (a - 1.0f);
float f = b / (a + 1.0f);
f = (n * f) / (n + ((zCenter + zScale) * (n - f) / (depthMax - depthMin)));
a = (n + f) / (n - f);
b = (2.0f * n * f) / (n - f);
if (!my_isnan(a) && !my_isnan(b)) {
flippedMatrix[10] = a;
flippedMatrix[14] = b;
}
}
}
}
const bool invertedZ = gstate_c.vpDepth < 0;
ConvertProjMatrixToD3D(flippedMatrix, invertedX, invertedY, invertedZ);
VSSetMatrix(CONST_VS_PROJ, flippedMatrix.getReadPtr());
}
if (dirtyUniforms & DIRTY_PROJTHROUGHMATRIX) {
Matrix4x4 proj_through;
proj_through.setOrtho(0.0f, gstate_c.curRTWidth, gstate_c.curRTHeight, 0, 0, 1);
ConvertProjMatrixToD3DThrough(proj_through);
VSSetMatrix(CONST_VS_PROJ_THROUGH, proj_through.getReadPtr());
}
// Transform
if (dirtyUniforms & DIRTY_WORLDMATRIX) {
VSSetMatrix4x3_3(CONST_VS_WORLD, gstate.worldMatrix);
}
if (dirtyUniforms & DIRTY_VIEWMATRIX) {
VSSetMatrix4x3_3(CONST_VS_VIEW, gstate.viewMatrix);
}
if (dirtyUniforms & DIRTY_TEXMATRIX) {
VSSetMatrix4x3_3(CONST_VS_TEXMTX, gstate.tgenMatrix);
}
if (dirtyUniforms & DIRTY_FOGCOEF) {
float fogcoef[2] = {
getFloat24(gstate.fog1),
getFloat24(gstate.fog2),
};
if (my_isinf(fogcoef[1])) {
// not really sure what a sensible value might be.
fogcoef[1] = fogcoef[1] < 0.0f ? -10000.0f : 10000.0f;
} else if (my_isnan(fogcoef[1])) {
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
// Just put the fog far away at a large finite distance.
// Infinities and NaNs are rather unpredictable in shaders on many GPUs
// so it's best to just make it a sane calculation.
fogcoef[0] = 100000.0f;
fogcoef[1] = 1.0f;
}
#ifndef MOBILE_DEVICE
else if (my_isnanorinf(fogcoef[1]) || my_isnanorinf(fogcoef[0])) {
ERROR_LOG_REPORT_ONCE(fognan, G3D, "Unhandled fog NaN/INF combo: %f %f", fogcoef[0], fogcoef[1]);
}
#endif
VSSetFloatArray(CONST_VS_FOGCOEF, fogcoef, 2);
}
// TODO: Could even set all bones in one go if they're all dirty.
#ifdef USE_BONE_ARRAY
if (u_bone != 0) {
float allBones[8 * 16];
bool allDirty = true;
for (int i = 0; i < numBones; i++) {
if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
ConvertMatrix4x3To4x4(allBones + 16 * i, gstate.boneMatrix + 12 * i);
} else {
allDirty = false;
}
}
if (allDirty) {
// Set them all with one call
glUniformMatrix4fv(u_bone, numBones, GL_FALSE, allBones);
} else {
// Set them one by one. Could try to coalesce two in a row etc but too lazy.
for (int i = 0; i < numBones; i++) {
if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
glUniformMatrix4fv(u_bone + i, 1, GL_FALSE, allBones + 16 * i);
}
}
}
}
#else
for (int i = 0; i < 8; i++) {
if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
VSSetMatrix4x3_3(CONST_VS_BONE0 + 3 * i, gstate.boneMatrix + 12 * i);
}
}
#endif
// Texturing
if (dirtyUniforms & DIRTY_UVSCALEOFFSET) {
const float invW = 1.0f / (float)gstate_c.curTextureWidth;
const float invH = 1.0f / (float)gstate_c.curTextureHeight;
const int w = gstate.getTextureWidth(0);
const int h = gstate.getTextureHeight(0);
const float widthFactor = (float)w * invW;
const float heightFactor = (float)h * invH;
float uvscaleoff[4];
switch (gstate.getUVGenMode()) {
case GE_TEXMAP_TEXTURE_COORDS:
// Not sure what GE_TEXMAP_UNKNOWN is, but seen in Riviera. Treating the same as GE_TEXMAP_TEXTURE_COORDS works.
case GE_TEXMAP_UNKNOWN:
if (g_Config.bPrescaleUV) {
// Shouldn't even get here as we won't use the uniform in the shader.
// We are here but are prescaling UV in the decoder? Let's do the same as in the other case
// except consider *Scale and *Off to be 1 and 0.
uvscaleoff[0] = widthFactor;
uvscaleoff[1] = heightFactor;
uvscaleoff[2] = 0.0f;
uvscaleoff[3] = 0.0f;
} else {
uvscaleoff[0] = gstate_c.uv.uScale * widthFactor;
uvscaleoff[1] = gstate_c.uv.vScale * heightFactor;
uvscaleoff[2] = gstate_c.uv.uOff * widthFactor;
uvscaleoff[3] = gstate_c.uv.vOff * heightFactor;
}
break;
// These two work the same whether or not we prescale UV.
case GE_TEXMAP_TEXTURE_MATRIX:
// We cannot bake the UV coord scale factor in here, as we apply a matrix multiplication
// before this is applied, and the matrix multiplication may contain translation. In this case
// the translation will be scaled which breaks faces in Hexyz Force for example.
// So I've gone back to applying the scale factor in the shader.
uvscaleoff[0] = widthFactor;
uvscaleoff[1] = heightFactor;
uvscaleoff[2] = 0.0f;
uvscaleoff[3] = 0.0f;
break;
case GE_TEXMAP_ENVIRONMENT_MAP:
// In this mode we only use uvscaleoff to scale to the texture size.
uvscaleoff[0] = widthFactor;
uvscaleoff[1] = heightFactor;
uvscaleoff[2] = 0.0f;
uvscaleoff[3] = 0.0f;
break;
default:
ERROR_LOG_REPORT(G3D, "Unexpected UV gen mode: %d", gstate.getUVGenMode());
}
VSSetFloatArray(CONST_VS_UVSCALEOFFSET, uvscaleoff, 4);
}
if (dirtyUniforms & DIRTY_DEPTHRANGE) {
float viewZScale = gstate.getViewportZScale();
float viewZCenter = gstate.getViewportZCenter();
// Given the way we do the rounding, the integer part of the offset is probably mostly irrelevant as we cancel
// it afterwards anyway.
// It seems that we should adjust for D3D projection matrix. We got squashed up to only 0-1, so we divide
// the scale factor by 2, and add an offset. But, this doesn't work! I get near-perfect results not doing it.
// viewZScale *= 2.0f;
// Need to take the possibly inverted proj matrix into account.
if (gstate_c.vpDepth < 0.0)
viewZScale *= -1.0f;
viewZCenter -= 32767.5f;
float viewZInvScale;
if (viewZScale != 0.0) {
viewZInvScale = 1.0f / viewZScale;
} else {
viewZInvScale = 0.0;
}
float data[4] = { viewZScale, viewZCenter, viewZCenter, viewZInvScale };
VSSetFloatUniform4(CONST_VS_DEPTHRANGE, data);
}
// Lighting
if (dirtyUniforms & DIRTY_AMBIENT) {
VSSetColorUniform3Alpha(CONST_VS_AMBIENT, gstate.ambientcolor, gstate.getAmbientA());
}
if (dirtyUniforms & DIRTY_MATAMBIENTALPHA) {
VSSetColorUniform3Alpha(CONST_VS_MATAMBIENTALPHA, gstate.materialambient, gstate.getMaterialAmbientA());
}
if (dirtyUniforms & DIRTY_MATDIFFUSE) {
VSSetColorUniform3(CONST_VS_MATDIFFUSE, gstate.materialdiffuse);
}
if (dirtyUniforms & DIRTY_MATEMISSIVE) {
VSSetColorUniform3(CONST_VS_MATEMISSIVE, gstate.materialemissive);
}
if (dirtyUniforms & DIRTY_MATSPECULAR) {
VSSetColorUniform3ExtraFloat(CONST_VS_MATSPECULAR, gstate.materialspecular, getFloat24(gstate.materialspecularcoef));
}
for (int i = 0; i < 4; i++) {
if (dirtyUniforms & (DIRTY_LIGHT0 << i)) {
if (gstate.isDirectionalLight(i)) {
// Prenormalize
float x = getFloat24(gstate.lpos[i * 3 + 0]);
float y = getFloat24(gstate.lpos[i * 3 + 1]);
float z = getFloat24(gstate.lpos[i * 3 + 2]);
float len = sqrtf(x*x + y*y + z*z);
if (len == 0.0f)
len = 1.0f;
else
len = 1.0f / len;
float vec[3] = { x * len, y * len, z * len };
VSSetFloatArray(CONST_VS_LIGHTPOS + i, vec, 3);
} else {
VSSetFloat24Uniform3(CONST_VS_LIGHTPOS + i, &gstate.lpos[i * 3]);
}
VSSetFloat24Uniform3(CONST_VS_LIGHTDIR + i, &gstate.ldir[i * 3]);
VSSetFloat24Uniform3(CONST_VS_LIGHTATT + i, &gstate.latt[i * 3]);
VSSetFloat(CONST_VS_LIGHTANGLE + i, getFloat24(gstate.lcutoff[i]));
VSSetFloat(CONST_VS_LIGHTSPOTCOEF + i, getFloat24(gstate.lconv[i]));
VSSetColorUniform3(CONST_VS_LIGHTAMBIENT + i, gstate.lcolor[i * 3]);
VSSetColorUniform3(CONST_VS_LIGHTDIFFUSE + i, gstate.lcolor[i * 3 + 1]);
VSSetColorUniform3(CONST_VS_LIGHTSPECULAR + i, gstate.lcolor[i * 3 + 2]);
}
}
}
ShaderManagerDX9::ShaderManagerDX9() : lastVShader_(nullptr), lastPShader_(nullptr), globalDirty_(0xFFFFFFFF) {
codeBuffer_ = new char[16384];
}
ShaderManagerDX9::~ShaderManagerDX9() {
delete [] codeBuffer_;
}
void ShaderManagerDX9::Clear() {
for (auto iter = fsCache_.begin(); iter != fsCache_.end(); ++iter) {
delete iter->second;
}
for (auto iter = vsCache_.begin(); iter != vsCache_.end(); ++iter) {
delete iter->second;
}
fsCache_.clear();
vsCache_.clear();
globalDirty_ = 0xFFFFFFFF;
lastFSID_.clear();
lastVSID_.clear();
DirtyShader();
}
void ShaderManagerDX9::ClearCache(bool deleteThem) {
Clear();
}
void ShaderManagerDX9::DirtyShader() {
// Forget the last shader ID
lastFSID_.clear();
lastVSID_.clear();
lastVShader_ = nullptr;
lastPShader_ = nullptr;
globalDirty_ = 0xFFFFFFFF;
}
void ShaderManagerDX9::DirtyLastShader() { // disables vertex arrays
lastVShader_ = nullptr;
lastPShader_ = nullptr;
}
VSShader *ShaderManagerDX9::ApplyShader(int prim, u32 vertType) {
bool useHWTransform = CanUseHardwareTransformDX9(prim);
VertexShaderIDDX9 VSID;
ComputeVertexShaderIDDX9(&VSID, vertType, useHWTransform);
FragmentShaderIDDX9 FSID;
ComputeFragmentShaderIDDX9(&FSID);
// Just update uniforms if this is the same shader as last time.
if (lastVShader_ != nullptr && lastPShader_ != nullptr && VSID == lastVSID_ && FSID == lastFSID_) {
if (globalDirty_) {
PSUpdateUniforms(globalDirty_);
VSUpdateUniforms(globalDirty_);
globalDirty_ = 0;
}
return lastVShader_; // Already all set.
}
VSCache::iterator vsIter = vsCache_.find(VSID);
VSShader *vs;
if (vsIter == vsCache_.end()) {
// Vertex shader not in cache. Let's compile it.
GenerateVertexShaderDX9(prim, codeBuffer_, useHWTransform);
vs = new VSShader(codeBuffer_, vertType, useHWTransform);
if (vs->Failed()) {
ERROR_LOG(HLE, "Shader compilation failed, falling back to software transform");
osm.Show("hardware transform error - falling back to software", 2.5f, 0xFF3030FF, -1, true);
delete vs;
// TODO: Look for existing shader with the appropriate ID, use that instead of generating a new one - however, need to make sure
// that that shader ID is not used when computing the linked shader ID below, because then IDs won't match
// next time and we'll do this over and over...
// Can still work with software transform.
GenerateVertexShaderDX9(prim, codeBuffer_, false);
vs = new VSShader(codeBuffer_, vertType, false);
}
vsCache_[VSID] = vs;
} else {
vs = vsIter->second;
}
lastVSID_ = VSID;
FSCache::iterator fsIter = fsCache_.find(FSID);
PSShader *fs;
if (fsIter == fsCache_.end()) {
// Fragment shader not in cache. Let's compile it.
GenerateFragmentShaderDX9(codeBuffer_);
fs = new PSShader(codeBuffer_, useHWTransform);
fsCache_[FSID] = fs;
} else {
fs = fsIter->second;
}
lastFSID_ = FSID;
if (globalDirty_) {
PSUpdateUniforms(globalDirty_);
VSUpdateUniforms(globalDirty_);
globalDirty_ = 0;
}
pD3Ddevice->SetPixelShader(fs->shader);
pD3Ddevice->SetVertexShader(vs->shader);
lastPShader_ = fs;
lastVShader_ = vs;
return vs;
}
} // namespace