// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "FileUtil.h" #include "LinearDiskCache.h" #include "Debugger.h" #include "Statistics.h" #include "VertexShaderGen.h" #include "D3DShader.h" #include "Globals.h" #include "VertexShaderCache.h" #include "ConfigManager.h" // See comment near the bottom of this file static unsigned int vs_constant_offset_table[C_VENVCONST_END]; float vsconstants[C_VENVCONST_END*4]; bool vscbufchanged = true; namespace DX11 { VertexShaderCache::VSCache VertexShaderCache::vshaders; const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry; VertexShaderUid VertexShaderCache::last_uid; UidChecker VertexShaderCache::vertex_uid_checker; static ID3D11VertexShader* SimpleVertexShader = NULL; static ID3D11VertexShader* ClearVertexShader = NULL; static ID3D11InputLayout* SimpleLayout = NULL; static ID3D11InputLayout* ClearLayout = NULL; LinearDiskCache g_vs_disk_cache; ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader() { return SimpleVertexShader; } ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVertexShader; } ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout() { return SimpleLayout; } ID3D11InputLayout* VertexShaderCache::GetClearInputLayout() { return ClearLayout; } ID3D11Buffer* vscbuf = NULL; ID3D11Buffer* &VertexShaderCache::GetConstantBuffer() { // TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up if (vscbufchanged) { D3D11_MAPPED_SUBRESOURCE map; D3D::context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, vsconstants, sizeof(vsconstants)); D3D::context->Unmap(vscbuf, 0); vscbufchanged = false; ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(vsconstants)); } return vscbuf; } // this class will load the precompiled shaders into our cache class VertexShaderCacheInserter : public LinearDiskCacheReader { public: void Read(const VertexShaderUid &key, const u8 *value, u32 value_size) { D3DBlob* blob = new D3DBlob(value_size, value); VertexShaderCache::InsertByteCode(key, blob); blob->Release(); } }; const char simple_shader_code[] = { "struct VSOUTPUT\n" "{\n" "float4 vPosition : POSITION;\n" "float2 vTexCoord : TEXCOORD0;\n" "float vTexCoord1 : TEXCOORD1;\n" "};\n" "VSOUTPUT main(float4 inPosition : POSITION,float3 inTEX0 : TEXCOORD0)\n" "{\n" "VSOUTPUT OUT;\n" "OUT.vPosition = inPosition;\n" "OUT.vTexCoord = inTEX0.xy;\n" "OUT.vTexCoord1 = inTEX0.z;\n" "return OUT;\n" "}\n" }; const char clear_shader_code[] = { "struct VSOUTPUT\n" "{\n" "float4 vPosition : POSITION;\n" "float4 vColor0 : COLOR0;\n" "};\n" "VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n" "{\n" "VSOUTPUT OUT;\n" "OUT.vPosition = inPosition;\n" "OUT.vColor0 = inColor0;\n" "return OUT;\n" "}\n" }; void VertexShaderCache::Init() { const D3D11_INPUT_ELEMENT_DESC simpleelems[2] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; const D3D11_INPUT_ELEMENT_DESC clearelems[2] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; unsigned int cbsize = ((sizeof(vsconstants))&(~0xf))+0x10; // must be a multiple of 16 D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); HRESULT hr = D3D::device->CreateBuffer(&cbdesc, NULL, &vscbuf); CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", cbsize); D3D::SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "vertex shader constant buffer used to emulate the GX pipeline"); D3DBlob* blob; D3D::CompileVertexShader(simple_shader_code, sizeof(simple_shader_code), &blob); D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout); SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob); if (SimpleLayout == NULL || SimpleVertexShader == NULL) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__); blob->Release(); D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout"); D3D::CompileVertexShader(clear_shader_code, sizeof(clear_shader_code), &blob); D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout); ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob); if (ClearLayout == NULL || ClearVertexShader == NULL) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__); blob->Release(); D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearVertexShader, "clear vertex shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearLayout, "clear input layout"); Clear(); // these values are hardcoded, they depend on internal D3DCompile behavior // TODO: Do this with D3DReflect or something instead unsigned int k; for (k = 0;k < 6;k++) vs_constant_offset_table[C_POSNORMALMATRIX+k] = 0+4*k; for (k = 0;k < 4;k++) vs_constant_offset_table[C_PROJECTION+k] = 24+4*k; for (k = 0;k < 4;k++) vs_constant_offset_table[C_MATERIALS+k] = 40+4*k; for (k = 0;k < 40;k++) vs_constant_offset_table[C_LIGHTS+k] = 56+4*k; for (k = 0;k < 24;k++) vs_constant_offset_table[C_TEXMATRICES+k] = 216+4*k; for (k = 0;k < 64;k++) vs_constant_offset_table[C_TRANSFORMMATRICES+k] = 312+4*k; for (k = 0;k < 32;k++) vs_constant_offset_table[C_NORMALMATRICES+k] = 568+4*k; for (k = 0;k < 64;k++) vs_constant_offset_table[C_POSTTRANSFORMMATRICES+k] = 696+4*k; vs_constant_offset_table[C_DEPTHPARAMS] = 952; if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX))) File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str()); SETSTAT(stats.numVertexShadersCreated, 0); SETSTAT(stats.numVertexShadersAlive, 0); char cache_filename[MAX_PATH]; sprintf(cache_filename, "%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(), SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str()); VertexShaderCacheInserter inserter; g_vs_disk_cache.OpenAndRead(cache_filename, inserter); if (g_Config.bEnableShaderDebugging) Clear(); last_entry = NULL; } void VertexShaderCache::Clear() { for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter) iter->second.Destroy(); vshaders.clear(); vertex_uid_checker.Invalidate(); last_entry = NULL; } void VertexShaderCache::Shutdown() { SAFE_RELEASE(vscbuf); SAFE_RELEASE(SimpleVertexShader); SAFE_RELEASE(ClearVertexShader); SAFE_RELEASE(SimpleLayout); SAFE_RELEASE(ClearLayout); Clear(); g_vs_disk_cache.Sync(); g_vs_disk_cache.Close(); } bool VertexShaderCache::SetShader(u32 components) { VertexShaderUid uid; GetVertexShaderUid(uid, components, API_D3D11); if (g_ActiveConfig.bEnableShaderDebugging) { VertexShaderCode code; GenerateVertexShaderCode(code, components, API_D3D11); vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v"); } if (last_entry) { if (uid == last_uid) { GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); return (last_entry->shader != NULL); } } last_uid = uid; VSCache::iterator iter = vshaders.find(uid); if (iter != vshaders.end()) { const VSCacheEntry &entry = iter->second; last_entry = &entry; GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); return (entry.shader != NULL); } VertexShaderCode code; GenerateVertexShaderCode(code, components, API_D3D11); D3DBlob* pbytecode = NULL; D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &pbytecode); if (pbytecode == NULL) { GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); return false; } g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size()); bool success = InsertByteCode(uid, pbytecode); pbytecode->Release(); if (g_ActiveConfig.bEnableShaderDebugging && success) { vshaders[uid].code = code.GetBuffer(); } GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); return success; } bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, D3DBlob* bcodeblob) { ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob); if (shader == NULL) return false; // TODO: Somehow make the debug name a bit more specific D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a vertex shader of VertexShaderCache"); // Make an entry in the table VSCacheEntry entry; entry.shader = shader; entry.SetByteCode(bcodeblob); vshaders[uid] = entry; last_entry = &vshaders[uid]; INCSTAT(stats.numVertexShadersCreated); SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size()); return true; } // These are "callbacks" from VideoCommon and thus must be outside namespace DX11. // This will have to be changed when we merge. // maps the constant numbers to float indices in the constant buffer void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4) { vsconstants[vs_constant_offset_table[const_number] ] = f1; vsconstants[vs_constant_offset_table[const_number]+1] = f2; vsconstants[vs_constant_offset_table[const_number]+2] = f3; vsconstants[vs_constant_offset_table[const_number]+3] = f4; vscbufchanged = true; } void Renderer::SetVSConstant4fv(unsigned int const_number, const float* f) { memcpy(&vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4); vscbufchanged = true; } void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float* f) { for (unsigned int i = 0; i < count; i++) { memcpy(&vsconstants[vs_constant_offset_table[const_number+i]], f+3*i, sizeof(float)*3); vsconstants[vs_constant_offset_table[const_number+i]+3] = 0.f; } vscbufchanged = true; } void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float* f) { memcpy(&vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4*count); vscbufchanged = true; } } // namespace DX11