2013-04-18 03:29:41 +00:00
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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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2010-06-13 19:50:06 +00:00
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#include "FileUtil.h"
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#include "LinearDiskCache.h"
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2011-01-25 16:43:08 +00:00
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#include "Debugger.h"
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2010-06-13 19:50:06 +00:00
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#include "Statistics.h"
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#include "VideoConfig.h"
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2011-01-25 16:43:08 +00:00
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#include "D3DBase.h"
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#include "D3DShader.h"
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#include "Globals.h"
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2010-06-13 19:50:06 +00:00
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#include "PixelShaderGen.h"
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#include "PixelShaderCache.h"
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2013-10-07 15:52:22 +00:00
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#include "PixelShaderManager.h"
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2010-06-13 19:50:06 +00:00
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2011-01-31 01:28:32 +00:00
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#include "ConfigManager.h"
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2010-06-13 19:50:06 +00:00
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extern int frameCount;
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2011-01-29 20:16:51 +00:00
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namespace DX11
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{
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2010-06-13 19:50:06 +00:00
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
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2013-03-26 22:35:14 +00:00
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PixelShaderUid PixelShaderCache::last_uid;
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2013-04-29 19:00:39 +00:00
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UidChecker<PixelShaderUid,PixelShaderCode> PixelShaderCache::pixel_uid_checker;
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2010-06-13 19:50:06 +00:00
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2013-03-26 22:35:14 +00:00
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LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
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2010-06-13 19:50:06 +00:00
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2011-06-11 19:37:21 +00:00
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ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL};
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ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL};
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ID3D11PixelShader* s_DepthMatrixProgram[2] = {NULL};
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ID3D11PixelShader* s_ClearProgram = NULL;
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ID3D11PixelShader* s_rgba6_to_rgb8[2] = {NULL};
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ID3D11PixelShader* s_rgb8_to_rgba6[2] = {NULL};
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ID3D11Buffer* pscbuf = NULL;
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2011-01-25 15:08:30 +00:00
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2010-06-13 19:50:06 +00:00
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const char clear_program_code[] = {
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"void main(\n"
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2010-06-14 14:36:01 +00:00
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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2010-06-13 19:50:06 +00:00
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"in float4 incol0 : COLOR0){\n"
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"ocol0 = incol0;\n"
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"}\n"
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};
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2011-04-30 14:08:58 +00:00
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// TODO: Find some way to avoid having separate shaders for non-MSAA and MSAA...
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2010-06-13 19:50:06 +00:00
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const char color_copy_program_code[] = {
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2010-06-14 14:36:01 +00:00
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"sampler samp0 : register(s0);\n"
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"Texture2D Tex0 : register(t0);\n"
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2010-06-13 19:50:06 +00:00
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"void main(\n"
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2010-06-14 14:36:01 +00:00
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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2010-06-13 19:50:06 +00:00
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"in float2 uv0 : TEXCOORD0){\n"
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2010-06-14 14:36:01 +00:00
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"ocol0 = Tex0.Sample(samp0,uv0);\n"
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2010-06-13 19:50:06 +00:00
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"}\n"
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};
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2010-11-27 11:11:05 +00:00
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// TODO: Improve sampling algorithm!
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const char color_copy_program_code_msaa[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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"in float2 uv0 : TEXCOORD0){\n"
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"int width, height, samples;\n"
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"Tex0.GetDimensions(width, height, samples);\n"
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"ocol0 = 0;\n"
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"for(int i = 0; i < samples; ++i)\n"
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" ocol0 += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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"ocol0 /= samples;\n"
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"}\n"
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};
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2010-06-13 19:50:06 +00:00
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const char color_matrix_program_code[] = {
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2010-06-14 14:36:01 +00:00
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"sampler samp0 : register(s0);\n"
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"Texture2D Tex0 : register(t0);\n"
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2011-01-07 19:23:57 +00:00
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"uniform float4 cColMatrix[7] : register(c0);\n"
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2010-06-13 19:50:06 +00:00
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"void main(\n"
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2010-06-14 14:36:01 +00:00
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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2010-06-13 19:50:06 +00:00
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" in float2 uv0 : TEXCOORD0){\n"
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2010-06-14 14:36:01 +00:00
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"float4 texcol = Tex0.Sample(samp0,uv0);\n"
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2011-01-07 19:23:57 +00:00
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"texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
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2010-06-13 19:50:06 +00:00
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"
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};
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2010-11-27 11:11:05 +00:00
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const char color_matrix_program_code_msaa[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
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2011-01-07 19:23:57 +00:00
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"uniform float4 cColMatrix[7] : register(c0);\n"
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2010-11-27 11:11:05 +00:00
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0){\n"
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"int width, height, samples;\n"
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"Tex0.GetDimensions(width, height, samples);\n"
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"float4 texcol = 0;\n"
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"for(int i = 0; i < samples; ++i)\n"
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" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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"texcol /= samples;\n"
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2011-01-07 19:23:57 +00:00
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"texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
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2010-11-27 11:11:05 +00:00
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"
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};
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2010-06-13 19:50:06 +00:00
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const char depth_matrix_program[] = {
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2010-06-14 14:36:01 +00:00
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"sampler samp0 : register(s0);\n"
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"Texture2D Tex0 : register(t0);\n"
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2011-01-07 19:23:57 +00:00
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"uniform float4 cColMatrix[7] : register(c0);\n"
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2010-06-13 19:50:06 +00:00
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"void main(\n"
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2010-06-14 14:36:01 +00:00
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"out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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2010-06-13 19:50:06 +00:00
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" in float2 uv0 : TEXCOORD0){\n"
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2010-06-14 14:36:01 +00:00
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"float4 texcol = Tex0.Sample(samp0,uv0);\n"
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2011-01-05 20:50:51 +00:00
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"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,1.0f));\n"
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"texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * float4(255.0f,255.0f,255.0f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\n"
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2010-06-13 19:50:06 +00:00
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"
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};
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2010-11-27 11:11:05 +00:00
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const char depth_matrix_program_msaa[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
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2011-01-07 19:23:57 +00:00
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"uniform float4 cColMatrix[7] : register(c0);\n"
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2010-11-27 11:11:05 +00:00
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0){\n"
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"int width, height, samples;\n"
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"Tex0.GetDimensions(width, height, samples);\n"
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"float4 texcol = 0;\n"
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"for(int i = 0; i < samples; ++i)\n"
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" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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"texcol /= samples;\n"
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2011-01-05 20:50:51 +00:00
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"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,16.0f));\n"
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"texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * float4(255.0f,255.0f,255.0f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\n"
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2010-11-27 11:11:05 +00:00
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"
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};
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2011-04-30 14:08:58 +00:00
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const char reint_rgba6_to_rgb8[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2D Tex0 : register(t0);\n"
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"void main(\n"
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" out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n"
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" int4 dst8;\n"
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" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
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" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
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" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
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" dst8.a = 255;\n"
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" ocol0 = (float4)dst8 / 255.f;\n"
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"}"
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};
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const char reint_rgba6_to_rgb8_msaa[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
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"void main(\n"
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" out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" int width, height, samples;\n"
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" Tex0.GetDimensions(width, height, samples);\n"
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" float4 texcol = 0;\n"
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" for(int i = 0; i < samples; ++i)\n"
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" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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" texcol /= samples;\n"
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" int4 src6 = round(texcol * 63.f);\n"
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" int4 dst8;\n"
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" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
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" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
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" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
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" dst8.a = 255;\n"
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" ocol0 = (float4)dst8 / 255.f;\n"
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"}"
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};
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const char reint_rgb8_to_rgba6[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2D Tex0 : register(t0);\n"
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"void main(\n"
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" out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n"
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" int4 dst6;\n"
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" dst6.r = src8.r >> 2;\n"
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" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
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" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
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" dst6.a = src8.b & 0x3F;\n"
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" ocol0 = (float4)dst6 / 63.f;\n"
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"}\n"
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};
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const char reint_rgb8_to_rgba6_msaa[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
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"void main(\n"
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" out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" int width, height, samples;\n"
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" Tex0.GetDimensions(width, height, samples);\n"
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" float4 texcol = 0;\n"
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" for(int i = 0; i < samples; ++i)\n"
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" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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" texcol /= samples;\n"
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" int4 src8 = round(texcol * 255.f);\n"
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" int4 dst6;\n"
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" dst6.r = src8.r >> 2;\n"
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" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
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" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
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" dst6.a = src8.b & 0x3F;\n"
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" ocol0 = (float4)dst6 / 63.f;\n"
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"}\n"
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};
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ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8(bool multisampled)
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2011-02-04 17:00:34 +00:00
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{
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2011-04-30 14:08:58 +00:00
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if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
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2011-03-30 07:17:23 +00:00
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{
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2011-04-30 14:08:58 +00:00
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if (!s_rgba6_to_rgb8[0])
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{
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s_rgba6_to_rgb8[0] = D3D::CompileAndCreatePixelShader(reint_rgba6_to_rgb8, sizeof(reint_rgba6_to_rgb8));
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CHECK(s_rgba6_to_rgb8[0], "Create RGBA6 to RGB8 pixel shader");
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D3D::SetDebugObjectName(s_rgba6_to_rgb8[0], "RGBA6 to RGB8 pixel shader");
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}
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return s_rgba6_to_rgb8[0];
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2011-03-30 07:17:23 +00:00
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}
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2011-04-30 14:08:58 +00:00
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else if (!s_rgba6_to_rgb8[1])
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{
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// create MSAA shader for current AA mode
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char buf[1024];
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2013-09-22 00:51:08 +00:00
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const int l = sprintf_s(buf, 1024, reint_rgba6_to_rgb8_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
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2011-04-30 14:08:58 +00:00
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s_rgba6_to_rgb8[1] = D3D::CompileAndCreatePixelShader(buf, l);
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CHECK(s_rgba6_to_rgb8[1], "Create RGBA6 to RGB8 MSAA pixel shader");
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D3D::SetDebugObjectName(s_rgba6_to_rgb8[1], "RGBA6 to RGB8 MSAA pixel shader");
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}
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return s_rgba6_to_rgb8[1];
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2011-02-04 17:00:34 +00:00
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}
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|
|
2011-04-30 14:08:58 +00:00
|
|
|
ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6(bool multisampled)
|
2011-02-04 17:00:34 +00:00
|
|
|
{
|
2011-04-30 14:08:58 +00:00
|
|
|
if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
|
2011-03-30 07:17:23 +00:00
|
|
|
{
|
2011-04-30 14:08:58 +00:00
|
|
|
if (!s_rgb8_to_rgba6[0])
|
|
|
|
{
|
|
|
|
s_rgb8_to_rgba6[0] = D3D::CompileAndCreatePixelShader(reint_rgb8_to_rgba6, sizeof(reint_rgb8_to_rgba6));
|
|
|
|
CHECK(s_rgb8_to_rgba6[0], "Create RGB8 to RGBA6 pixel shader");
|
|
|
|
D3D::SetDebugObjectName(s_rgb8_to_rgba6[0], "RGB8 to RGBA6 pixel shader");
|
|
|
|
}
|
|
|
|
return s_rgb8_to_rgba6[0];
|
2011-03-30 07:17:23 +00:00
|
|
|
}
|
2011-04-30 14:08:58 +00:00
|
|
|
else if (!s_rgb8_to_rgba6[1])
|
|
|
|
{
|
|
|
|
// create MSAA shader for current AA mode
|
|
|
|
char buf[1024];
|
2013-09-22 00:51:08 +00:00
|
|
|
const int l = sprintf_s(buf, 1024, reint_rgb8_to_rgba6_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
|
2011-02-04 17:00:34 +00:00
|
|
|
|
2011-04-30 14:08:58 +00:00
|
|
|
s_rgb8_to_rgba6[1] = D3D::CompileAndCreatePixelShader(buf, l);
|
|
|
|
|
|
|
|
CHECK(s_rgb8_to_rgba6[1], "Create RGB8 to RGBA6 MSAA pixel shader");
|
|
|
|
D3D::SetDebugObjectName(s_rgb8_to_rgba6[1], "RGB8 to RGBA6 MSAA pixel shader");
|
|
|
|
}
|
|
|
|
return s_rgb8_to_rgba6[1];
|
2011-02-04 17:00:34 +00:00
|
|
|
}
|
|
|
|
|
2010-11-27 11:11:05 +00:00
|
|
|
ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
|
2010-06-13 19:50:06 +00:00
|
|
|
{
|
2011-06-11 19:37:21 +00:00
|
|
|
if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_ColorCopyProgram[0];
|
|
|
|
else if (s_ColorCopyProgram[1]) return s_ColorCopyProgram[1];
|
|
|
|
else
|
2010-11-27 11:11:05 +00:00
|
|
|
{
|
|
|
|
// create MSAA shader for current AA mode
|
|
|
|
char buf[1024];
|
2013-09-22 00:51:08 +00:00
|
|
|
int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
|
2010-11-27 11:11:05 +00:00
|
|
|
s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
|
2011-06-11 19:37:21 +00:00
|
|
|
CHECK(s_ColorCopyProgram[1]!=NULL, "Create color copy MSAA pixel shader");
|
|
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1], "color copy MSAA pixel shader");
|
|
|
|
return s_ColorCopyProgram[1];
|
2010-11-27 11:11:05 +00:00
|
|
|
}
|
2010-06-13 19:50:06 +00:00
|
|
|
}
|
|
|
|
|
2010-11-27 11:11:05 +00:00
|
|
|
ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
|
2010-06-13 19:50:06 +00:00
|
|
|
{
|
2011-06-11 19:37:21 +00:00
|
|
|
if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_ColorMatrixProgram[0];
|
|
|
|
else if (s_ColorMatrixProgram[1]) return s_ColorMatrixProgram[1];
|
|
|
|
else
|
2010-11-27 11:11:05 +00:00
|
|
|
{
|
|
|
|
// create MSAA shader for current AA mode
|
|
|
|
char buf[1024];
|
2013-09-22 00:51:08 +00:00
|
|
|
int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
|
2010-11-27 11:11:05 +00:00
|
|
|
s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
|
2011-06-11 19:37:21 +00:00
|
|
|
CHECK(s_ColorMatrixProgram[1]!=NULL, "Create color matrix MSAA pixel shader");
|
|
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], "color matrix MSAA pixel shader");
|
|
|
|
return s_ColorMatrixProgram[1];
|
2010-11-27 11:11:05 +00:00
|
|
|
}
|
2010-06-13 19:50:06 +00:00
|
|
|
}
|
|
|
|
|
2010-11-27 11:11:05 +00:00
|
|
|
ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
|
2010-06-13 19:50:06 +00:00
|
|
|
{
|
2011-06-11 19:37:21 +00:00
|
|
|
if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_DepthMatrixProgram[0];
|
|
|
|
else if (s_DepthMatrixProgram[1]) return s_DepthMatrixProgram[1];
|
|
|
|
else
|
2010-11-27 11:11:05 +00:00
|
|
|
{
|
|
|
|
// create MSAA shader for current AA mode
|
|
|
|
char buf[1024];
|
2013-09-22 00:51:08 +00:00
|
|
|
int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
|
2010-11-27 11:11:05 +00:00
|
|
|
s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
|
2011-06-11 19:37:21 +00:00
|
|
|
CHECK(s_DepthMatrixProgram[1]!=NULL, "Create depth matrix MSAA pixel shader");
|
|
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
|
|
|
|
return s_DepthMatrixProgram[1];
|
2010-11-27 11:11:05 +00:00
|
|
|
}
|
2010-06-13 19:50:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
ID3D11PixelShader* PixelShaderCache::GetClearProgram()
|
|
|
|
{
|
|
|
|
return s_ClearProgram;
|
|
|
|
}
|
|
|
|
|
2011-06-11 19:37:21 +00:00
|
|
|
ID3D11Buffer* &PixelShaderCache::GetConstantBuffer()
|
2011-01-25 15:08:30 +00:00
|
|
|
{
|
|
|
|
// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
|
2013-10-07 15:52:22 +00:00
|
|
|
if (PixelShaderManager::dirty)
|
2011-01-25 15:08:30 +00:00
|
|
|
{
|
|
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
2011-06-11 19:37:21 +00:00
|
|
|
D3D::context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
2013-10-07 15:52:22 +00:00
|
|
|
memcpy(map.pData, &PixelShaderManager::constants, sizeof(PixelShaderConstants));
|
2011-06-11 19:37:21 +00:00
|
|
|
D3D::context->Unmap(pscbuf, 0);
|
2013-10-07 15:52:22 +00:00
|
|
|
PixelShaderManager::dirty = false;
|
2013-05-23 19:07:01 +00:00
|
|
|
|
2013-10-07 15:52:22 +00:00
|
|
|
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(PixelShaderConstants));
|
2011-01-25 15:08:30 +00:00
|
|
|
}
|
|
|
|
return pscbuf;
|
2010-06-13 19:50:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// this class will load the precompiled shaders into our cache
|
2013-03-26 22:35:14 +00:00
|
|
|
class PixelShaderCacheInserter : public LinearDiskCacheReader<PixelShaderUid, u8>
|
2010-11-15 05:22:03 +00:00
|
|
|
{
|
2010-06-13 19:50:06 +00:00
|
|
|
public:
|
2013-03-26 22:35:14 +00:00
|
|
|
void Read(const PixelShaderUid &key, const u8 *value, u32 value_size)
|
2010-06-13 19:50:06 +00:00
|
|
|
{
|
2011-06-11 19:37:21 +00:00
|
|
|
PixelShaderCache::InsertByteCode(key, value, value_size);
|
2010-06-13 19:50:06 +00:00
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
void PixelShaderCache::Init()
|
|
|
|
{
|
2013-10-07 15:52:22 +00:00
|
|
|
unsigned int cbsize = ((sizeof(PixelShaderConstants))&(~0xf))+0x10; // must be a multiple of 16
|
2011-01-25 15:08:30 +00:00
|
|
|
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
|
2011-06-11 19:37:21 +00:00
|
|
|
D3D::device->CreateBuffer(&cbdesc, NULL, &pscbuf);
|
|
|
|
CHECK(pscbuf!=NULL, "Create pixel shader constant buffer");
|
|
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "pixel shader constant buffer used to emulate the GX pipeline");
|
2011-01-25 15:08:30 +00:00
|
|
|
|
2010-06-13 19:50:06 +00:00
|
|
|
// used when drawing clear quads
|
2010-06-18 23:33:07 +00:00
|
|
|
s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, sizeof(clear_program_code));
|
2011-06-11 19:37:21 +00:00
|
|
|
CHECK(s_ClearProgram!=NULL, "Create clear pixel shader");
|
|
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader");
|
2010-06-13 19:50:06 +00:00
|
|
|
|
|
|
|
// used when copying/resolving the color buffer
|
2010-11-27 11:11:05 +00:00
|
|
|
s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code));
|
2011-06-11 19:37:21 +00:00
|
|
|
CHECK(s_ColorCopyProgram[0]!=NULL, "Create color copy pixel shader");
|
|
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[0], "color copy pixel shader");
|
2010-06-13 19:50:06 +00:00
|
|
|
|
|
|
|
// used for color conversion
|
2010-11-27 11:11:05 +00:00
|
|
|
s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code));
|
2011-06-11 19:37:21 +00:00
|
|
|
CHECK(s_ColorMatrixProgram[0]!=NULL, "Create color matrix pixel shader");
|
|
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[0], "color matrix pixel shader");
|
2010-06-13 19:50:06 +00:00
|
|
|
|
|
|
|
// used for depth copy
|
2010-11-27 11:11:05 +00:00
|
|
|
s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program));
|
2011-06-11 19:37:21 +00:00
|
|
|
CHECK(s_DepthMatrixProgram[0]!=NULL, "Create depth matrix pixel shader");
|
|
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[0], "depth matrix pixel shader");
|
2010-06-13 19:50:06 +00:00
|
|
|
|
|
|
|
Clear();
|
|
|
|
|
2011-03-01 03:06:14 +00:00
|
|
|
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
|
2011-02-28 20:40:15 +00:00
|
|
|
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());
|
2010-06-13 19:50:06 +00:00
|
|
|
|
2010-09-28 02:15:02 +00:00
|
|
|
SETSTAT(stats.numPixelShadersCreated, 0);
|
|
|
|
SETSTAT(stats.numPixelShadersAlive, 0);
|
|
|
|
|
2010-06-13 19:50:06 +00:00
|
|
|
char cache_filename[MAX_PATH];
|
2011-02-28 20:40:15 +00:00
|
|
|
sprintf(cache_filename, "%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
|
2011-06-11 19:37:21 +00:00
|
|
|
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
|
|
|
|
PixelShaderCacheInserter inserter;
|
|
|
|
g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
|
2011-09-10 01:10:28 +00:00
|
|
|
|
2011-09-29 21:32:05 +00:00
|
|
|
if (g_Config.bEnableShaderDebugging)
|
2011-09-10 01:10:28 +00:00
|
|
|
Clear();
|
2011-09-29 20:54:52 +00:00
|
|
|
|
|
|
|
last_entry = NULL;
|
2010-06-13 19:50:06 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// ONLY to be used during shutdown.
|
|
|
|
void PixelShaderCache::Clear()
|
|
|
|
{
|
2011-06-11 19:37:21 +00:00
|
|
|
for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++)
|
|
|
|
iter->second.Destroy();
|
2013-04-29 19:00:39 +00:00
|
|
|
PixelShaders.clear();
|
|
|
|
pixel_uid_checker.Invalidate();
|
2011-09-29 20:54:52 +00:00
|
|
|
|
|
|
|
last_entry = NULL;
|
2010-06-13 19:50:06 +00:00
|
|
|
}
|
|
|
|
|
2010-11-27 11:11:05 +00:00
|
|
|
// Used in Swap() when AA mode has changed
|
|
|
|
void PixelShaderCache::InvalidateMSAAShaders()
|
|
|
|
{
|
2011-06-11 19:37:21 +00:00
|
|
|
SAFE_RELEASE(s_ColorCopyProgram[1]);
|
|
|
|
SAFE_RELEASE(s_ColorMatrixProgram[1]);
|
|
|
|
SAFE_RELEASE(s_DepthMatrixProgram[1]);
|
|
|
|
SAFE_RELEASE(s_rgb8_to_rgba6[1]);
|
|
|
|
SAFE_RELEASE(s_rgba6_to_rgb8[1]);
|
2010-11-27 11:11:05 +00:00
|
|
|
}
|
|
|
|
|
2010-06-13 19:50:06 +00:00
|
|
|
void PixelShaderCache::Shutdown()
|
|
|
|
{
|
2011-06-11 19:37:21 +00:00
|
|
|
SAFE_RELEASE(pscbuf);
|
2011-01-25 15:08:30 +00:00
|
|
|
|
2011-06-11 19:37:21 +00:00
|
|
|
SAFE_RELEASE(s_ClearProgram);
|
2010-11-27 11:11:05 +00:00
|
|
|
for (int i = 0; i < 2; ++i)
|
|
|
|
{
|
2011-06-11 19:37:21 +00:00
|
|
|
SAFE_RELEASE(s_ColorCopyProgram[i]);
|
|
|
|
SAFE_RELEASE(s_ColorMatrixProgram[i]);
|
|
|
|
SAFE_RELEASE(s_DepthMatrixProgram[i]);
|
|
|
|
SAFE_RELEASE(s_rgba6_to_rgb8[i]);
|
|
|
|
SAFE_RELEASE(s_rgb8_to_rgba6[i]);
|
2010-11-27 11:11:05 +00:00
|
|
|
}
|
2010-06-13 19:50:06 +00:00
|
|
|
|
|
|
|
Clear();
|
|
|
|
g_ps_disk_cache.Sync();
|
|
|
|
g_ps_disk_cache.Close();
|
|
|
|
}
|
|
|
|
|
2012-08-10 16:57:37 +00:00
|
|
|
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
|
2010-06-13 19:50:06 +00:00
|
|
|
{
|
2013-03-26 22:35:14 +00:00
|
|
|
PixelShaderUid uid;
|
2013-09-22 16:07:21 +00:00
|
|
|
GetPixelShaderUid(uid, dstAlphaMode, API_D3D, components);
|
2013-04-29 19:00:39 +00:00
|
|
|
if (g_ActiveConfig.bEnableShaderDebugging)
|
|
|
|
{
|
|
|
|
PixelShaderCode code;
|
2013-09-22 16:07:21 +00:00
|
|
|
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
|
2013-04-29 19:00:39 +00:00
|
|
|
pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
|
|
|
|
}
|
2010-06-13 19:50:06 +00:00
|
|
|
|
2010-09-28 02:15:02 +00:00
|
|
|
// Check if the shader is already set
|
2011-09-29 20:54:52 +00:00
|
|
|
if (last_entry)
|
2010-06-13 19:50:06 +00:00
|
|
|
{
|
2011-09-29 20:54:52 +00:00
|
|
|
if (uid == last_uid)
|
|
|
|
{
|
|
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
|
|
|
|
return (last_entry->shader != NULL);
|
|
|
|
}
|
2010-06-13 19:50:06 +00:00
|
|
|
}
|
|
|
|
|
2011-09-29 20:54:52 +00:00
|
|
|
last_uid = uid;
|
2010-06-13 19:50:06 +00:00
|
|
|
|
2010-09-28 02:15:02 +00:00
|
|
|
// Check if the shader is already in the cache
|
2010-06-13 19:50:06 +00:00
|
|
|
PSCache::iterator iter;
|
|
|
|
iter = PixelShaders.find(uid);
|
|
|
|
if (iter != PixelShaders.end())
|
|
|
|
{
|
|
|
|
const PSCacheEntry &entry = iter->second;
|
|
|
|
last_entry = &entry;
|
|
|
|
|
2010-12-05 14:15:36 +00:00
|
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
|
2011-06-11 19:37:21 +00:00
|
|
|
return (entry.shader != NULL);
|
2010-06-13 19:50:06 +00:00
|
|
|
}
|
|
|
|
|
2010-09-28 02:15:02 +00:00
|
|
|
// Need to compile a new shader
|
2013-03-26 22:35:14 +00:00
|
|
|
PixelShaderCode code;
|
2013-09-22 16:07:21 +00:00
|
|
|
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
|
2010-06-13 19:50:06 +00:00
|
|
|
|
2011-06-11 19:37:21 +00:00
|
|
|
D3DBlob* pbytecode;
|
2013-03-26 22:35:14 +00:00
|
|
|
if (!D3D::CompilePixelShader(code.GetBuffer(), (unsigned int)strlen(code.GetBuffer()), &pbytecode))
|
2010-06-13 19:50:06 +00:00
|
|
|
{
|
2010-12-05 14:15:36 +00:00
|
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
2010-06-13 19:50:06 +00:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2010-09-28 02:15:02 +00:00
|
|
|
// Insert the bytecode into the caches
|
2011-06-11 19:37:21 +00:00
|
|
|
g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
|
2010-06-13 19:50:06 +00:00
|
|
|
|
2011-09-08 22:32:04 +00:00
|
|
|
bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
|
2011-06-11 19:37:21 +00:00
|
|
|
pbytecode->Release();
|
2011-09-08 22:32:04 +00:00
|
|
|
|
2011-09-09 19:34:46 +00:00
|
|
|
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
2011-09-08 22:32:04 +00:00
|
|
|
{
|
2013-03-26 22:35:14 +00:00
|
|
|
PixelShaders[uid].code = code.GetBuffer();
|
2011-09-08 22:32:04 +00:00
|
|
|
}
|
|
|
|
|
2010-12-05 14:15:36 +00:00
|
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
|
2011-09-08 22:32:04 +00:00
|
|
|
return success;
|
2010-06-13 19:50:06 +00:00
|
|
|
}
|
|
|
|
|
2013-03-26 22:35:14 +00:00
|
|
|
bool PixelShaderCache::InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen)
|
2010-06-13 19:50:06 +00:00
|
|
|
{
|
2011-06-11 19:37:21 +00:00
|
|
|
ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
|
|
|
|
if (shader == NULL)
|
2010-06-13 19:50:06 +00:00
|
|
|
return false;
|
2011-09-08 20:59:34 +00:00
|
|
|
|
2010-06-17 10:42:57 +00:00
|
|
|
// TODO: Somehow make the debug name a bit more specific
|
2011-06-11 19:37:21 +00:00
|
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of PixelShaderCache");
|
2010-06-13 19:50:06 +00:00
|
|
|
|
2010-09-28 02:15:02 +00:00
|
|
|
// Make an entry in the table
|
2010-06-13 19:50:06 +00:00
|
|
|
PSCacheEntry newentry;
|
|
|
|
newentry.shader = shader;
|
|
|
|
PixelShaders[uid] = newentry;
|
|
|
|
last_entry = &PixelShaders[uid];
|
|
|
|
|
2011-06-11 19:37:21 +00:00
|
|
|
if (!shader) {
|
|
|
|
// INCSTAT(stats.numPixelShadersFailed);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2010-06-13 19:50:06 +00:00
|
|
|
INCSTAT(stats.numPixelShadersCreated);
|
|
|
|
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
|
|
|
|
return true;
|
2011-01-29 20:16:51 +00:00
|
|
|
}
|
|
|
|
|
2011-01-31 01:28:32 +00:00
|
|
|
} // DX11
|