// 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/Debugger.h" 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 static LPDIRECT3DPIXELSHADER9 s_ColorMatrixProgram[MAX_SSAA_SHADERS]; static LPDIRECT3DPIXELSHADER9 s_ColorCopyProgram[MAX_SSAA_SHADERS]; static LPDIRECT3DPIXELSHADER9 s_DepthMatrixProgram[MAX_SSAA_SHADERS]; static LPDIRECT3DPIXELSHADER9 s_ClearProgram = 0; LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorMatrixProgram(int SSAAMode) { return s_ColorMatrixProgram[SSAAMode % MAX_SSAA_SHADERS]; } LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetDepthMatrixProgram(int SSAAMode) { return s_DepthMatrixProgram[SSAAMode % MAX_SSAA_SHADERS]; } LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorCopyProgram(int SSAAMode) { return s_ColorCopyProgram[SSAAMode % MAX_SSAA_SHADERS]; } LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetClearProgram() { return s_ClearProgram; } void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4) { float f[4] = { f1, f2, f3, f4 }; D3D::dev->SetPixelShaderConstantF(const_number, f, 1); } void SetPSConstant4fv(unsigned int const_number, const float *f) { D3D::dev->SetPixelShaderConstantF(const_number, f, 1); } void SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f) { D3D::dev->SetPixelShaderConstantF(const_number, f, count); } 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)); //1 Samples SSAA 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" "ocol0 = tex2D(samp0,uv0.xy);\n" "}\n"); s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog)); //4 Samples SSAA 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" "ocol0 = (tex2D(samp0,uv1.xy) + tex2D(samp0,uv1.wz) + tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz))*0.25;\n" "}\n"); s_ColorCopyProgram[2] = 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)); //1 samples SSAA 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" "float4 texcol = tex2D(samp0,uv0.xy);\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 SSAA 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" "float4 texcol = (tex2D(samp0,uv1.xy) + tex2D(samp0,uv1.wz) + tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz))*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)); //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)); //1 sample SSAA 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" "float4 texcol = tex2D(samp0,uv0.xy);\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 SSAA 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" "float4 texcol = (tex2D(samp0,uv1.xy) + tex2D(samp0,uv1.wz) + tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz))*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)); 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, "%sdx9-%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(); memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid)); } void PixelShaderCache::Shutdown() { for(int i = 0;i < MAX_SSAA_SHADERS; 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(); 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); 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 defined(_DEBUG) || defined(DEBUGFAST) if(iter->second.code.empty()) { iter->second.code = std::string(GeneratePixelShaderCode(dstAlphaMode, API_D3D9, components)); } #endif DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true); if (entry.shader) { D3D::SetPixelShader(entry.shader); return true; } else return false; } // 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), 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), counter++); SaveData(szTemp, code); } return false; } // Insert the bytecode into the caches 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); #if defined(_DEBUG) || defined(DEBUGFAST) iter = PixelShaders.find(uid); if(iter->second.code.empty()) { iter->second.code = std::string(code); } #endif 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, 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