// 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 "D3Dcompiler.h" #include "D3DShader.h" #include "Statistics.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" extern int frameCount; PixelShaderCache::PSCache PixelShaderCache::PixelShaders; const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry; LinearDiskCache g_ps_disk_cache; ID3D11PixelShader* s_ColorMatrixProgram = NULL; ID3D11PixelShader* s_ColorCopyProgram = NULL; ID3D11PixelShader* s_DepthMatrixProgram = NULL; ID3D11PixelShader* s_ClearProgram = NULL; const char clear_program_code[] = { "void main(\n" "out float4 ocol0 : SV_Target,\n" "in float4 pos : SV_Position,\n" "in float4 incol0 : COLOR0){\n" "ocol0 = incol0;\n" "}\n" }; const char color_copy_program_code[] = { "sampler samp0 : register(s0);\n" "Texture2D Tex0 : register(t0);\n" "void main(\n" "out float4 ocol0 : SV_Target,\n" "in float4 pos : SV_Position,\n" "in float2 uv0 : TEXCOORD0){\n" "ocol0 = Tex0.Sample(samp0,uv0);\n" "}\n" }; const char color_matrix_program_code[] = { "sampler samp0 : register(s0);\n" "Texture2D Tex0 : register(t0);\n" "uniform float4 cColMatrix[5] : register(c0);\n" "void main(\n" "out float4 ocol0 : SV_Target,\n" "in float4 pos : SV_Position,\n" " in float2 uv0 : TEXCOORD0){\n" "float4 texcol = Tex0.Sample(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" }; const char depth_matrix_program[] = { "sampler samp0 : register(s0);\n" "Texture2D Tex0 : register(t0);\n" "uniform float4 cColMatrix[5] : register(c0);\n" "void main(\n" "out float4 ocol0 : SV_Target,\n" " in float4 pos : SV_Position,\n" " in float2 uv0 : TEXCOORD0){\n" "float4 texcol = Tex0.Sample(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" }; ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram() { return s_ColorMatrixProgram; } ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram() { return s_DepthMatrixProgram; } ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram() { return s_ColorCopyProgram; } ID3D11PixelShader* PixelShaderCache::GetClearProgram() { return s_ClearProgram; } // HACK to avoid some invasive VideoCommon changes // these values are hardcoded, they depend on internal D3DCompile behavior; TODO: Solve this with D3DReflect or something // offset given in floats, table index is float4 unsigned int ps_constant_offset_table[] = { 0, 4, 8, 12, // C_COLORS, 16 16, 20, 24, 28, // C_KCOLORS, 16 32, // C_ALPHA, 4 36, 40, 44, 48, 52, 56, 60, 64, // C_TEXDIMS, 32 68, 72, // C_ZBIAS, 8 76, 80, // C_INDTEXSCALE, 8 84, 88, 92, 96, 100, 104, // C_INDTEXMTX, 24 108, 112, // C_FOG, 8 116, 120, 124 ,128, // C_COLORMATRIX, 16 132, 136, 140, 144, 148, // C_PLIGHTS0, 20 152, 156, 160, 164, 168, // C_PLIGHTS1, 20 172, 176, 180, 184, 188, // C_PLIGHTS2, 20 192, 196, 200, 204, 208, // C_PLIGHTS3, 20 212, 216, 220, 224, 228, // C_PLIGHTS4, 20 232, 236, 240, 244, 248, // C_PLIGHTS5, 20 252, 256, 260, 264, 268, // C_PLIGHTS6, 20 272, 276, 280, 284, 288, // C_PLIGHTS7, 20 292, 296, 300, 304, // C_PMATERIALS, 16 }; void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4) { D3D::gfxstate->psconstants[ps_constant_offset_table[const_number] ] = f1; D3D::gfxstate->psconstants[ps_constant_offset_table[const_number]+1] = f2; D3D::gfxstate->psconstants[ps_constant_offset_table[const_number]+2] = f3; D3D::gfxstate->psconstants[ps_constant_offset_table[const_number]+3] = f4; D3D::gfxstate->pscbufchanged = true; } void SetPSConstant4fv(unsigned int const_number, const float* f) { memcpy(&D3D::gfxstate->psconstants[ps_constant_offset_table[const_number]], f, sizeof(float)*4); D3D::gfxstate->pscbufchanged = true; } void SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float* f) { memcpy(&D3D::gfxstate->psconstants[ps_constant_offset_table[const_number]], f, sizeof(float)*4*count); D3D::gfxstate->pscbufchanged = true; } // this class will load the precompiled shaders into our cache class PixelShaderCacheInserter : public LinearDiskCacheReader { public: void Read(const PIXELSHADERUID &key, const u8 *value, u32 value_size) { PixelShaderCache::InsertByteCode(key, value, value_size); } }; void PixelShaderCache::Init() { // used when drawing clear quads s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, sizeof(clear_program_code)); CHECK(s_ClearProgram!=NULL, "Create clear pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader"); // used when copying/resolving the color buffer s_ColorCopyProgram = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code)); CHECK(s_ColorCopyProgram!=NULL, "Create color copy pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color copy pixel shader"); // used for color conversion s_ColorMatrixProgram = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code)); CHECK(s_ColorMatrixProgram!=NULL, "Create color matrix pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color matrix pixel shader"); // used for depth copy s_DepthMatrixProgram = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program)); CHECK(s_DepthMatrixProgram!=NULL, "Create depth matrix pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "depth matrix pixel shader"); Clear(); if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX))) File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX)); SETSTAT(stats.numPixelShadersCreated, 0); SETSTAT(stats.numPixelShadersAlive, 0); char cache_filename[MAX_PATH]; sprintf(cache_filename, "%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id); PixelShaderCacheInserter inserter; g_ps_disk_cache.OpenAndRead(cache_filename, inserter); } // ONLY to be used during shutdown. void PixelShaderCache::Clear() { for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++) iter->second.Destroy(); PixelShaders.clear(); } void PixelShaderCache::Shutdown() { SAFE_RELEASE(s_ColorMatrixProgram); SAFE_RELEASE(s_ColorCopyProgram); SAFE_RELEASE(s_DepthMatrixProgram); SAFE_RELEASE(s_ClearProgram); Clear(); g_ps_disk_cache.Sync(); g_ps_disk_cache.Close(); } bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components) { PIXELSHADERUID uid; GetPixelShaderId(&uid, dstAlphaMode); // Check if the shader is already set if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount) { PSCache::const_iterator iter = PixelShaders.find(uid); return (iter != PixelShaders.end() && iter->second.shader); } memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID)); // Check if the shader is 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; D3D::gfxstate->SetPShader(entry.shader); return (entry.shader != NULL); } // Need to compile a new shader const char* code = GeneratePixelShaderCode(dstAlphaMode, API_D3D11, components); D3DBlob* pbytecode; if (!D3D::CompilePixelShader(code, strlen(code), &pbytecode)) { PanicAlert("Failed to compile Pixel Shader:\n\n%s", code); return false; } // Insert the bytecode into the caches g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size()); g_ps_disk_cache.Sync(); bool result = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size()); D3D::gfxstate->SetPShader(last_entry->shader); pbytecode->Release(); return result; } bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen) { ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen); if (shader == NULL) { PanicAlert("Failed to create pixel shader at %s %d\n", __FILE__, __LINE__); return false; } // TODO: Somehow make the debug name a bit more specific D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of PixelShaderCache"); // 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, PixelShaders.size()); return true; }