// 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 "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; static SharedPtr SimpleVertexShader; static SharedPtr ClearVertexShader; static SharedPtr SimpleLayout; static SharedPtr ClearLayout; 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; } SharedPtr vscbuf; ID3D11Buffer*const& 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::g_context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, vsconstants, sizeof(vsconstants)); D3D::g_context->Unmap(vscbuf, 0); vscbufchanged = false; } return vscbuf; } // this class will load the precompiled shaders into our cache class VertexShaderCacheInserter { public: template void operator()(const VERTEXSHADERUID& key, u32 value_size, F get_data) const { ID3D10Blob* blob = nullptr; PD3D10CreateBlob(value_size, &blob); get_data((u8*)blob->GetBufferPointer()); // read data from file into blob VertexShaderCache::InsertByteCode(key, SharedPtr::FromPtr(blob)); } }; 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); vscbuf = CreateBufferShared(&cbdesc, NULL); CHECK(vscbuf, "Create vertex shader constant buffer (size=%u)", cbsize); D3D::SetDebugObjectName(vscbuf, "vertex shader constant buffer used to emulate the GX pipeline"); { auto const blob = D3D::CompileVertexShader(simple_shader_code, sizeof(simple_shader_code)); SimpleLayout = CreateInputLayoutShared(simpleelems, 2, blob->GetBufferPointer(), blob->GetBufferSize()); SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob); if (SimpleLayout == NULL || !SimpleVertexShader) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__); D3D::SetDebugObjectName(SimpleVertexShader, "simple vertex shader"); D3D::SetDebugObjectName(SimpleLayout, "simple input layout"); } { auto const blob = D3D::CompileVertexShader(clear_shader_code, sizeof(clear_shader_code)); ClearLayout = CreateInputLayoutShared(clearelems, 2, blob->GetBufferPointer(), blob->GetBufferSize()); ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob); if (ClearLayout == NULL || !ClearVertexShader) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__); D3D::SetDebugObjectName(ClearVertexShader, "clear vertex shader"); D3D::SetDebugObjectName(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; for (k = 0;k < 4;k++) vs_constant_offset_table[C_DEPTHPARAMS+k] = 952+4*k; 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()); g_vs_disk_cache.OpenAndRead(cache_filename, VertexShaderCacheInserter()); } void VertexShaderCache::Clear() { vshaders.clear(); } void VertexShaderCache::Shutdown() { vscbuf.reset(); SimpleVertexShader.reset(); ClearVertexShader.reset(); SimpleLayout.reset(); ClearLayout.reset(); Clear(); g_vs_disk_cache.Sync(); g_vs_disk_cache.Close(); } bool VertexShaderCache::LoadShader(u32 components) { VERTEXSHADERUID uid; GetVertexShaderId(&uid, components); if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount) { GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); return (!!vshaders[uid].shader); } memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID)); VSCache::iterator iter = vshaders.find(uid); if (iter != vshaders.end()) { iter->second.frameCount = frameCount; const VSCacheEntry &entry = iter->second; last_entry = &entry; GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); return (!!entry.shader); } const char *code = GenerateVertexShaderCode(components, API_D3D11); auto const pbytecode = D3D::CompileVertexShader(code, (int)strlen(code)); if (!pbytecode) { PanicAlert("Failed to compile Vertex Shader %s %d:\n\n%s", __FILE__, __LINE__, code); GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); return false; } g_vs_disk_cache.Append(uid, (u8*)pbytecode->GetBufferPointer(), (u32)pbytecode->GetBufferSize()); g_vs_disk_cache.Sync(); bool result = InsertByteCode(uid, pbytecode); GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); return result; } bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, SharedPtr bcodeblob) { auto const shader = D3D::CreateVertexShaderFromByteCode(bcodeblob); if (!shader) { PanicAlert("Failed to create vertex shader from %p size %d at %s %d\n", bcodeblob->GetBufferPointer(), bcodeblob->GetBufferSize(), __FILE__, __LINE__); return false; } // TODO: Somehow make the debug name a bit more specific D3D::SetDebugObjectName(shader, "a vertex shader of VertexShaderCache"); // Make an entry in the table VSCacheEntry entry; entry.shader = shader; entry.frameCount = frameCount; 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