// Copyright (C) 2003 Dolphin 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. // 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 SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include "Common.h" #include "FileUtil.h" #include "LinearDiskCache.h" #include "Globals.h" #include "D3DBase.h" #include "D3DShader.h" #include "Statistics.h" #include "Utils.h" #include "VideoConfig.h" #include "PixelShaderGen.h" #include "PixelShaderManager.h" #include "PixelShaderCache.h" #include "VertexLoader.h" #include "BPMemory.h" #include "XFMemory.h" #include "ImageWrite.h" #include "Debugger/Debugger.h" PixelShaderCache::PSCache PixelShaderCache::PixelShaders; const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry; LinearDiskCache g_ps_disk_cache; static float lastPSconstants[C_COLORMATRIX+16][4]; static LPDIRECT3DPIXELSHADER9 s_ColorMatrixProgram[4]; static LPDIRECT3DPIXELSHADER9 s_ColorCopyProgram[4]; static LPDIRECT3DPIXELSHADER9 s_DepthMatrixProgram[4]; static LPDIRECT3DPIXELSHADER9 s_ClearProgram = 0; LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorMatrixProgram(int SSAAMode) { return s_ColorMatrixProgram[SSAAMode]; } LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetDepthMatrixProgram(int SSAAMode) { return s_DepthMatrixProgram[SSAAMode]; } LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorCopyProgram(int SSAAMode) { return s_ColorCopyProgram[SSAAMode]; } LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetClearProgram() { return s_ClearProgram; } void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4) { if (lastPSconstants[const_number][0] != f1 || lastPSconstants[const_number][1] != f2 || lastPSconstants[const_number][2] != f3 || lastPSconstants[const_number][3] != f4 ) { const float f[4] = {f1, f2, f3, f4}; D3D::dev->SetPixelShaderConstantF(const_number, f, 1); lastPSconstants[const_number][0] = f1; lastPSconstants[const_number][1] = f2; lastPSconstants[const_number][2] = f3; lastPSconstants[const_number][3] = f4; } } void SetPSConstant4fv(int const_number, const float *f) { if (lastPSconstants[const_number][0] != f[0] || lastPSconstants[const_number][1] != f[1] || lastPSconstants[const_number][2] != f[2] || lastPSconstants[const_number][3] != f[3] ) { D3D::dev->SetPixelShaderConstantF(const_number, f, 1); lastPSconstants[const_number][0] = f[0]; lastPSconstants[const_number][1] = f[1]; lastPSconstants[const_number][2] = f[2]; lastPSconstants[const_number][3] = f[3]; } } class PixelShaderCacheInserter : public LinearDiskCacheReader { public: void Read(const u8 *key, int key_size, const u8 *value, int value_size) { PIXELSHADERUID uid; if (key_size != sizeof(uid)) { ERROR_LOG(VIDEO, "Wrong key size in pixel shader cache"); return; } memcpy(&uid, key, key_size); PixelShaderCache::InsertByteCode(uid, value, value_size, false); } }; void PixelShaderCache::Init() { //program used for clear screen char pprog[3072]; sprintf(pprog, "void main(\n" "out float4 ocol0 : COLOR0,\n" " in float4 incol0 : COLOR0){\n" "ocol0 = incol0;\n" "}\n"); s_ClearProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog)); //Used for Copy/resolve the color buffer //1 Sample sprintf(pprog, "uniform sampler samp0 : register(s0);\n" "void main(\n" "out float4 ocol0 : COLOR0,\n" "in float2 uv0 : TEXCOORD0){\n" "ocol0 = tex2D(samp0,uv0);\n" "}\n"); s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog)); //2 samples sprintf(pprog, "uniform sampler samp0 : register(s0);\n" "void main(\n" "out float4 ocol0 : COLOR0,\n" "in float4 uv0 : TEXCOORD0,\n" "in float4 uv1 : TEXCOORD1,\n" "in float4 uv2 : TEXCOORD2){\n" "ocol0 = (tex2D(samp0,uv1.xy) + tex2D(samp0,uv2.xy))*0.5f;\n" "}\n"); s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog)); //4 Samples sprintf(pprog, "uniform sampler samp0 : register(s0);\n" "void main(\n" "out float4 ocol0 : COLOR0,\n" "in float4 uv0 : TEXCOORD0,\n" "in float4 uv1 : TEXCOORD1,\n" "in float4 uv2 : TEXCOORD2,\n" "in float4 uv3 : TEXCOORD3,\n" "in float4 uv4 : TEXCOORD4){\n" "ocol0 = (tex2D(samp0,uv1.xy) + tex2D(samp0,uv2.xy) + tex2D(samp0,uv3.xy) + tex2D(samp0,uv4.xy))*0.25f;\n" "}\n"); s_ColorCopyProgram[2] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog)); //9 Samples sprintf(pprog, "uniform sampler samp0 : register(s0);\n" "void main(\n" "out float4 ocol0 : COLOR0,\n" "in float4 uv0 : TEXCOORD0,\n" "in float4 uv1 : TEXCOORD1,\n" "in float4 uv2 : TEXCOORD2,\n" "in float4 uv3 : TEXCOORD3,\n" "in float4 uv4 : TEXCOORD4){\n" "ocol0 = (tex2D(samp0,uv1.xy) + tex2D(samp0,uv1.wz) + tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz) + tex2D(samp0,uv3.xy) + tex2D(samp0,uv3.wz) + tex2D(samp0,uv4.xy) + tex2D(samp0,uv4.wz) + tex2D(samp0,uv0.xy))/9.0f;\n" "}\n"); s_ColorCopyProgram[3] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog)); //Color conversion Programs //1 sample sprintf(pprog, "uniform sampler samp0 : register(s0);\n" "uniform float4 cColMatrix[5] : register(c%d);\n" "void main(\n" "out float4 ocol0 : COLOR0,\n" " in float2 uv0 : TEXCOORD0){\n" "float4 texcol = tex2D(samp0,uv0);\n" "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n" "}\n",C_COLORMATRIX); s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog)); //2 samples sprintf(pprog, "uniform sampler samp0 : register(s0);\n" "uniform float4 cColMatrix[5] : register(c%d);\n" "void main(\n" "out float4 ocol0 : COLOR0,\n" "in float4 uv0 : TEXCOORD0,\n" "in float4 uv1 : TEXCOORD1,\n" "in float4 uv2 : TEXCOORD2,\n" "in float4 uv3 : TEXCOORD3,\n" "in float4 uv4 : TEXCOORD4,\n" "in float4 uv5 : TEXCOORD5){\n" "float4 texcol = (tex2D(samp0,float2(clamp(uv1.x,uv5.x,uv5.z),clamp(uv1.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.x,uv5.x,uv5.z),clamp(uv2.y,uv5.y,uv5.w)))) * 0.5f;\n" "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n" "}\n",C_COLORMATRIX); s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog)); //4 samples sprintf(pprog, "uniform sampler samp0 : register(s0);\n" "uniform float4 cColMatrix[5] : register(c%d);\n" "void main(\n" "out float4 ocol0 : COLOR0,\n" "in float4 uv0 : TEXCOORD0,\n" "in float4 uv1 : TEXCOORD1,\n" "in float4 uv2 : TEXCOORD2,\n" "in float4 uv3 : TEXCOORD3,\n" "in float4 uv4 : TEXCOORD4,\n" "in float4 uv5 : TEXCOORD5){\n" "float4 texcol = (tex2D(samp0,float2(clamp(uv1.x,uv5.x,uv5.z),clamp(uv1.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.x,uv5.x,uv5.z),clamp(uv2.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv3.x,uv5.x,uv5.z),clamp(uv3.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv4.x,uv5.x,uv5.z),clamp(uv4.y,uv5.y,uv5.w))))*0.25f;\n" "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n" "}\n",C_COLORMATRIX); s_ColorMatrixProgram[2] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog)); //9 samples sprintf(pprog, "uniform sampler samp0 : register(s0);\n" "uniform float4 cColMatrix[5] : register(c%d);\n" "void main(\n" "out float4 ocol0 : COLOR0,\n" "in float4 uv0 : TEXCOORD0,\n" "in float4 uv1 : TEXCOORD1,\n" "in float4 uv2 : TEXCOORD2,\n" "in float4 uv3 : TEXCOORD3,\n" "in float4 uv4 : TEXCOORD4,\n" "in float4 uv5 : TEXCOORD5){\n" "float4 texcol = (tex2D(samp0,float2(clamp(uv1.x,uv5.x,uv5.z),clamp(uv1.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv1.w,uv5.x,uv5.z),clamp(uv1.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.x,uv5.x,uv5.z),clamp(uv2.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.w,uv5.x,uv5.z),clamp(uv2.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv3.x,uv5.x,uv5.z),clamp(uv3.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv3.w,uv5.x,uv5.z),clamp(uv3.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv4.x,uv5.x,uv5.z),clamp(uv4.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv4.w,uv5.x,uv5.z),clamp(uv4.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv0.x,uv5.x,uv5.z),clamp(uv0.y,uv5.y,uv5.w))))/9;\n" "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n" "}\n",C_COLORMATRIX); s_ColorMatrixProgram[3] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog)); //Depth copy programs //1 sample sprintf(pprog, "uniform sampler samp0 : register(s0);\n" "uniform float4 cColMatrix[5] : register(c%d);\n" "void main(\n" "out float4 ocol0 : COLOR0,\n" " in float2 uv0 : TEXCOORD0){\n" "float4 texcol = tex2D(samp0,uv0);\n" "float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,255.0f,255.0f*255.0f,255.0f*255.0f*255.0f));\n" "texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n" "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n" "}\n",C_COLORMATRIX); s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog)); //2 sample sprintf(pprog, "uniform sampler samp0 : register(s0);\n" "uniform float4 cColMatrix[5] : register(c%d);\n" "void main(\n" "out float4 ocol0 : COLOR0,\n" "in float4 uv0 : TEXCOORD0,\n" "in float4 uv1 : TEXCOORD1,\n" "in float4 uv2 : TEXCOORD2,\n" "in float4 uv3 : TEXCOORD3,\n" "in float4 uv4 : TEXCOORD4,\n" "in float4 uv5 : TEXCOORD5){\n" "float4 texcol = (tex2D(samp0,float2(clamp(uv1.x,uv5.x,uv5.z),clamp(uv1.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.x,uv5.x,uv5.z),clamp(uv2.y,uv5.y,uv5.w)))) * 0.5f;\n" "float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,255.0f,255.0f*255.0f,255.0f*255.0f*255.0f));\n" "texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n" "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n" "}\n",C_COLORMATRIX); s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog)); //4 sample sprintf(pprog, "uniform sampler samp0 : register(s0);\n" "uniform float4 cColMatrix[5] : register(c%d);\n" "void main(\n" "out float4 ocol0 : COLOR0,\n" "in float4 uv0 : TEXCOORD0,\n" "in float4 uv1 : TEXCOORD1,\n" "in float4 uv2 : TEXCOORD2,\n" "in float4 uv3 : TEXCOORD3,\n" "in float4 uv4 : TEXCOORD4,\n" "in float4 uv5 : TEXCOORD5){\n" "float4 texcol = (tex2D(samp0,float2(clamp(uv1.x,uv5.x,uv5.z),clamp(uv1.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.x,uv5.x,uv5.z),clamp(uv2.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv3.x,uv5.x,uv5.z),clamp(uv3.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv4.x,uv5.x,uv5.z),clamp(uv4.y,uv5.y,uv5.w))))*0.25f;\n" "float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,255.0f,255.0f*255.0f,255.0f*255.0f*255.0f));\n" "texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n" "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n" "}\n",C_COLORMATRIX); s_DepthMatrixProgram[2] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog)); //9 sample sprintf(pprog, "uniform sampler samp0 : register(s0);\n" "uniform float4 cColMatrix[5] : register(c%d);\n" "void main(\n" "out float4 ocol0 : COLOR0,\n" "in float4 uv0 : TEXCOORD0,\n" "in float4 uv1 : TEXCOORD1,\n" "in float4 uv2 : TEXCOORD2,\n" "in float4 uv3 : TEXCOORD3,\n" "in float4 uv4 : TEXCOORD4,\n" "in float4 uv5 : TEXCOORD5){\n" "float4 texcol = (tex2D(samp0,float2(clamp(uv1.x,uv5.x,uv5.z),clamp(uv1.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv1.w,uv5.x,uv5.z),clamp(uv1.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.x,uv5.x,uv5.z),clamp(uv2.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv2.w,uv5.x,uv5.z),clamp(uv2.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv3.x,uv5.x,uv5.z),clamp(uv3.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv3.w,uv5.x,uv5.z),clamp(uv3.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv4.x,uv5.x,uv5.z),clamp(uv4.y,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv4.w,uv5.x,uv5.z),clamp(uv4.z,uv5.y,uv5.w))) + tex2D(samp0,float2(clamp(uv0.x,uv5.x,uv5.z),clamp(uv0.y,uv5.y,uv5.w))))/9;\n" "float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,255.0f,255.0f*255.0f,255.0f*255.0f*255.0f));\n" "texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n" "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n" "}\n",C_COLORMATRIX); s_DepthMatrixProgram[3] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog)); Clear(); if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX))) File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX)); char cache_filename[MAX_PATH]; sprintf(cache_filename, "%s%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id); PixelShaderCacheInserter inserter; int read_items = g_ps_disk_cache.OpenAndRead(cache_filename, &inserter); } // ONLY to be used during shutdown. void PixelShaderCache::Clear() { PSCache::iterator iter = PixelShaders.begin(); for (; iter != PixelShaders.end(); iter++) iter->second.Destroy(); PixelShaders.clear(); for (int i = 0; i < (C_COLORMATRIX + 16) * 4; i++) lastPSconstants[i / 4][i % 4] = -100000000.0f; memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid)); } void PixelShaderCache::Shutdown() { for(int i = 0;i<4;i++) { if (s_ColorMatrixProgram[i]) s_ColorMatrixProgram[i]->Release(); s_ColorMatrixProgram[i] = NULL; if (s_ColorCopyProgram[i]) s_ColorCopyProgram[i]->Release(); s_ColorCopyProgram[i] = NULL; if (s_DepthMatrixProgram[i]) s_DepthMatrixProgram[i]->Release(); s_DepthMatrixProgram[i] = NULL; } if (s_ClearProgram) s_ClearProgram->Release(); s_ClearProgram = NULL; Clear(); g_ps_disk_cache.Sync(); g_ps_disk_cache.Close(); } bool PixelShaderCache::SetShader(bool dstAlpha) { PIXELSHADERUID uid; GetPixelShaderId(&uid, PixelShaderManager::GetTextureMask(), dstAlpha); // Is the shader already set? if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount) { PSCache::const_iterator iter = PixelShaders.find(uid); if (iter != PixelShaders.end() && iter->second.shader) return true; // Sure, we're done. else return false; // ?? something is wrong. } memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID)); // Is the shader already in the cache? PSCache::iterator iter; iter = PixelShaders.find(uid); if (iter != PixelShaders.end()) { iter->second.frameCount = frameCount; const PSCacheEntry &entry = iter->second; last_entry = &entry; DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true); if (entry.shader) { D3D::SetPixelShader(entry.shader); return true; } else return false; } // OK, need to generate and compile it. const char *code = GeneratePixelShaderCode(PixelShaderManager::GetTextureMask(), dstAlpha, 2); #if defined(_DEBUG) || defined(DEBUGFAST) if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) { static int counter = 0; char szTemp[MAX_PATH]; sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++); SaveData(szTemp, code); } #endif u8 *bytecode = 0; int bytecodelen = 0; if (!D3D::CompilePixelShader(code, (int)strlen(code), &bytecode, &bytecodelen)) { if (g_ActiveConfig.bShowShaderErrors) { PanicAlert("Failed to compile Pixel Shader:\n\n%s", code); } return false; } // Here we have the UID and the byte code. Insert it into the disk cache. g_ps_disk_cache.Append((u8 *)&uid, sizeof(uid), bytecode, bytecodelen); g_ps_disk_cache.Sync(); // And insert it into the shader cache. bool result = InsertByteCode(uid, bytecode, bytecodelen, true); delete [] bytecode; return result; } bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) { LPDIRECT3DPIXELSHADER9 shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen); // Make an entry in the table PSCacheEntry newentry; newentry.shader = shader; newentry.frameCount = frameCount; PixelShaders[uid] = newentry; last_entry = &PixelShaders[uid]; if (!shader) { // INCSTAT(stats.numPixelShadersFailed); return false; } INCSTAT(stats.numPixelShadersCreated); SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size()); if (activate) { D3D::SetPixelShader(shader); } return true; } #if defined(_DEBUG) || defined(DEBUGFAST) std::string PixelShaderCache::GetCurrentShaderCode() { if (last_entry) return last_entry->code; else return "(no shader)\n"; } #endif