// 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 #include #include "Common.h" #include "Hash.h" #include "FileUtil.h" #include "LinearDiskCache.h" #include "Globals.h" #include "D3DBase.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" #include "Debugger.h" #include "ConfigManager.h" namespace DX9 { PixelShaderCache::PSCache PixelShaderCache::PixelShaders; const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry; static LinearDiskCache g_ps_disk_cache; static std::set unique_shaders; #define MAX_SSAA_SHADERS 3 enum { COPY_TYPE_DIRECT, COPY_TYPE_MATRIXCOLOR, NUM_COPY_TYPES }; enum { DEPTH_CONVERSION_TYPE_NONE, DEPTH_CONVERSION_TYPE_ON, NUM_DEPTH_CONVERSION_TYPES }; static LPDIRECT3DPIXELSHADER9 s_CopyProgram[NUM_COPY_TYPES][NUM_DEPTH_CONVERSION_TYPES][MAX_SSAA_SHADERS]; static LPDIRECT3DPIXELSHADER9 s_ClearProgram = NULL; static LPDIRECT3DPIXELSHADER9 s_rgba6_to_rgb8 = NULL; static LPDIRECT3DPIXELSHADER9 s_rgb8_to_rgba6 = NULL; class PixelShaderCacheInserter { public: template void operator()(const PIXELSHADERUID& key, u32 value_size, F get_data) const { std::unique_ptr value(new u8[value_size]); get_data(value.get()); PixelShaderCache::InsertByteCode(key, value.get(), value_size, false); } }; LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorMatrixProgram(int SSAAMode) { return s_CopyProgram[COPY_TYPE_MATRIXCOLOR][DEPTH_CONVERSION_TYPE_NONE][SSAAMode % MAX_SSAA_SHADERS]; } LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetDepthMatrixProgram(int SSAAMode, bool depthConversion) { return s_CopyProgram[COPY_TYPE_MATRIXCOLOR][depthConversion ? DEPTH_CONVERSION_TYPE_ON : DEPTH_CONVERSION_TYPE_NONE][SSAAMode % MAX_SSAA_SHADERS]; } LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorCopyProgram(int SSAAMode) { return s_CopyProgram[COPY_TYPE_DIRECT][DEPTH_CONVERSION_TYPE_NONE][SSAAMode % MAX_SSAA_SHADERS]; } LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetClearProgram() { return s_ClearProgram; } static LPDIRECT3DPIXELSHADER9 s_rgb8 = NULL; static LPDIRECT3DPIXELSHADER9 s_rgba6 = NULL; LPDIRECT3DPIXELSHADER9 PixelShaderCache::ReinterpRGBA6ToRGB8() { const char code[] = { "uniform sampler samp0 : register(s0);\n" "void main(\n" " out float4 ocol0 : COLOR0,\n" " in float2 uv0 : TEXCOORD0){\n" " ocol0 = tex2D(samp0,uv0);\n" " float4 src6 = round(ocol0 * 63.f);\n" " ocol0.r = floor(src6.r*4.f) + floor(src6.g/16.f);\n" // dst8r = (src6r<<2)|(src6g>>4); " ocol0.g = frac(src6.g/16.f)*16.f*16.f + floor(src6.b/4.f);\n" // dst8g = ((src6g&0xF)<<4)|(src6b>>2); " ocol0.b = frac(src6.b/4.f)*4.f*64.f + src6.a;\n" // dst8b = ((src6b&0x3)<<6)|src6a; " ocol0.a = 255.f;\n" " ocol0 /= 255.f;\n" "}\n" }; if (!s_rgba6_to_rgb8) s_rgba6_to_rgb8 = D3D::CompileAndCreatePixelShader(code, (int)strlen(code)); return s_rgba6_to_rgb8; } LPDIRECT3DPIXELSHADER9 PixelShaderCache::ReinterpRGB8ToRGBA6() { /* old code here for reference const char code[] = { "uniform sampler samp0 : register(s0);\n" "void main(\n" " out float4 ocol0 : COLOR0,\n" " in float2 uv0 : TEXCOORD0){\n" " ocol0 = tex2D(samp0,uv0);\n" " float4 src8 = round(ocol0*255.f);\n" " ocol0.r = floor(src8.r/4.f);\n" // dst6r = src8r>>2; " ocol0.g = frac(src8.r/4.f)*4.f*16.f + floor(src8.g/16.f);\n" // dst6g = ((src8r&0x3)<<4)|(src8g>>4); " ocol0.b = frac(src8.g/16.f)*16.f*4.f + floor(src8.b/64.f);\n" // dst6b = ((src8g&0xF)<<2)|(src8b>>6); " ocol0.a = frac(src8.b/64.f)*64.f;\n" // dst6a = src8b&0x3F; " ocol0 /= 63.f;\n" "}\n" }; */ const char code[] = { "uniform sampler samp0 : register(s0);\n" "void main(\n" "out float4 ocol0 : COLOR0,\n" "in float2 uv0 : TEXCOORD0){\n" "float4 temp1 = float4(1.0f/4.0f,1.0f/16.0f,1.0f/64.0f,0.0f);\n" "float4 temp2 = float4(1.0f,64.0f,255.0f,1.0f/63.0f);\n" "float4 src8 = round(tex2D(samp0,uv0)*temp2.z) * temp1;\n" "ocol0 = (frac(src8.wxyz) * temp2.xyyy + floor(src8)) * temp2.w;\n" "}\n" }; if (!s_rgb8_to_rgba6) s_rgb8_to_rgba6 = D3D::CompileAndCreatePixelShader(code, (int)strlen(code)); return s_rgb8_to_rgba6; } #define WRITE p+=sprintf static LPDIRECT3DPIXELSHADER9 CreateCopyShader(int copyMatrixType, int depthConversionType, int SSAAMode) { //Used for Copy/resolve the color buffer //Color conversion Programs //Depth copy programs // this should create the same shaders as before (plus some extras added for DF16), just... more manageably than listing the full program for each combination char text[3072]; setlocale(LC_NUMERIC, "C"); // Reset locale for compilation text[sizeof(text) - 1] = 0x7C; // canary char* p = text; WRITE(p, "// Copy/Color Matrix/Depth Matrix shader (matrix=%d, depth=%d, ssaa=%d)\n", copyMatrixType, depthConversionType, SSAAMode); WRITE(p, "uniform sampler samp0 : register(s0);\n"); if(copyMatrixType == COPY_TYPE_MATRIXCOLOR) WRITE(p, "uniform float4 cColMatrix[7] : register(c%d);\n", C_COLORMATRIX); WRITE(p, "void main(\n" "out float4 ocol0 : COLOR0,\n"); switch(SSAAMode % MAX_SSAA_SHADERS) { case 0: // 1 Sample WRITE(p, "in float2 uv0 : TEXCOORD0,\n" "in float uv1 : TEXCOORD1){\n" "float4 texcol = tex2D(samp0,uv0.xy);\n"); break; case 1: // 1 Samples SSAA WRITE(p, "in float2 uv0 : TEXCOORD0,\n" "in float uv1 : TEXCOORD1){\n" "float4 texcol = tex2D(samp0,uv0.xy);\n"); break; case 2: // 4 Samples SSAA WRITE(p, "in float4 uv0 : TEXCOORD0,\n" "in float uv1 : TEXCOORD1,\n" "in float4 uv2 : TEXCOORD2,\n" "in float4 uv3 : TEXCOORD3){\n" "float4 texcol = (tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz) + tex2D(samp0,uv3.xy) + tex2D(samp0,uv3.wz))*0.25f;\n"); break; } if(depthConversionType != DEPTH_CONVERSION_TYPE_NONE) { // Watch out for the fire fumes effect in Metroid it's really sensitive to this, // the lighting in RE0 is also way beyond sensitive since the "good value" is hardcoded and Dolphin is almost always off. WRITE(p, "float4 EncodedDepth = frac(texcol.r * (16777215.f/16777216.f) * float4(1.0f,256.0f,256.0f*256.0f,1.0f));\n" "texcol = floor(EncodedDepth * float4(256.f,256.f,256.f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\n"); } else { //Apply Gamma Correction WRITE(p, "texcol = pow(texcol,uv1.xxxx);\n"); } if(copyMatrixType == COPY_TYPE_MATRIXCOLOR) { if(depthConversionType == DEPTH_CONVERSION_TYPE_NONE) WRITE(p, "texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"); WRITE(p, "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"); } else WRITE(p, "ocol0 = texcol;\n"); WRITE(p, "}\n"); if (text[sizeof(text) - 1] != 0x7C) PanicAlert("PixelShaderCache copy shader generator - buffer too small, canary has been eaten!"); setlocale(LC_NUMERIC, ""); // restore locale return D3D::CompileAndCreatePixelShader(text, (int)strlen(text)); } 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)); } int shaderModel = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF); int maxConstants = (shaderModel < 3) ? 32 : ((shaderModel < 4) ? 224 : 65536); // other screen copy/convert programs for(int copyMatrixType = 0; copyMatrixType < NUM_COPY_TYPES; copyMatrixType++) { for(int depthType = 0; depthType < NUM_DEPTH_CONVERSION_TYPES; depthType++) { for(int ssaaMode = 0; ssaaMode < MAX_SSAA_SHADERS; ssaaMode++) { if(ssaaMode && !s_CopyProgram[copyMatrixType][depthType][ssaaMode-1] || depthType && !s_CopyProgram[copyMatrixType][depthType-1][ssaaMode] || copyMatrixType && !s_CopyProgram[copyMatrixType-1][depthType][ssaaMode]) { // if it failed at a lower setting, it's going to fail here for the same reason it did there, // so skip this attempt to avoid duplicate error messages. s_CopyProgram[copyMatrixType][depthType][ssaaMode] = NULL; } else { s_CopyProgram[copyMatrixType][depthType][ssaaMode] = CreateCopyShader(copyMatrixType, depthType, ssaaMode); } } } } Clear(); if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX))) File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str()); SETSTAT(stats.numPixelShadersCreated, 0); SETSTAT(stats.numPixelShadersAlive, 0); char cache_filename[MAX_PATH]; sprintf(cache_filename, "%sdx9-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(), SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str()); g_ps_disk_cache.OpenAndRead(cache_filename, PixelShaderCacheInserter()); } // ONLY to be used during shutdown. void PixelShaderCache::Clear() { for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++) iter->second.Destroy(); PixelShaders.clear(); memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid)); } void PixelShaderCache::Shutdown() { for(int copyMatrixType = 0; copyMatrixType < NUM_COPY_TYPES; copyMatrixType++) for(int depthType = 0; depthType < NUM_DEPTH_CONVERSION_TYPES; depthType++) for(int ssaaMode = 0; ssaaMode < MAX_SSAA_SHADERS; ssaaMode++) if(s_CopyProgram[copyMatrixType][depthType][ssaaMode] && (copyMatrixType == 0 || s_CopyProgram[copyMatrixType][depthType][ssaaMode] != s_CopyProgram[copyMatrixType-1][depthType][ssaaMode])) s_CopyProgram[copyMatrixType][depthType][ssaaMode]->Release(); for(int copyMatrixType = 0; copyMatrixType < NUM_COPY_TYPES; copyMatrixType++) for(int depthType = 0; depthType < NUM_DEPTH_CONVERSION_TYPES; depthType++) for(int ssaaMode = 0; ssaaMode < MAX_SSAA_SHADERS; ssaaMode++) s_CopyProgram[copyMatrixType][depthType][ssaaMode] = NULL; if (s_ClearProgram) s_ClearProgram->Release(); s_ClearProgram = NULL; if (s_rgb8_to_rgba6) s_rgb8_to_rgba6->Release(); s_rgb8_to_rgba6 = NULL; if (s_rgba6_to_rgb8) s_rgba6_to_rgb8->Release(); s_rgba6_to_rgb8 = NULL; Clear(); g_ps_disk_cache.Sync(); g_ps_disk_cache.Close(); unique_shaders.clear(); } 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); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); 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; if (entry.shader) D3D::SetPixelShader(entry.shader); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); return (entry.shader != NULL); } // Need to compile a new shader const char *code = GeneratePixelShaderCode(dstAlphaMode, API_D3D9, components); u32 code_hash = HashAdler32((const u8 *)code, strlen(code)); unique_shaders.insert(code_hash); SETSTAT(stats.numUniquePixelShaders, unique_shaders.size()); #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).c_str(), 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); static int counter = 0; char szTemp[MAX_PATH]; sprintf(szTemp, "%sBADps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++); SaveData(szTemp, code); } GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); return false; } // Insert the bytecode into the caches g_ps_disk_cache.Append(uid, bytecode, bytecodelen); g_ps_disk_cache.Sync(); // And insert it into the shader cache. bool result = InsertByteCode(uid, bytecode, bytecodelen, true); delete [] bytecode; GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); 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, PixelShaders.size()); if (activate) { D3D::SetPixelShader(shader); } return true; } void Renderer::SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4) { float f[4] = { f1, f2, f3, f4 }; DX9::D3D::dev->SetPixelShaderConstantF(const_number, f, 1); } void Renderer::SetPSConstant4fv(unsigned int const_number, const float *f) { DX9::D3D::dev->SetPixelShaderConstantF(const_number, f, 1); } void Renderer::SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f) { DX9::D3D::dev->SetPixelShaderConstantF(const_number, f, count); } } // namespace DX9