// 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 "VideoConfig.h" #include "D3DBase.h" #include "D3DShader.h" #include "Globals.h" #include "PixelShaderGen.h" #include "PixelShaderCache.h" #include "ConfigManager.h" extern int frameCount; // See comment near the bottom of this file. float psconstants[C_PENVCONST_END*4]; bool pscbufchanged = true; namespace DX11 { PixelShaderCache::PSCache PixelShaderCache::PixelShaders; const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry; LinearDiskCache g_ps_disk_cache; ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL}; ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL}; ID3D11PixelShader* s_DepthMatrixProgram[2] = {NULL}; ID3D11PixelShader* s_ClearProgram = NULL; ID3D11PixelShader* s_rgba6_to_rgb8 = NULL; ID3D11PixelShader* s_rgb8_to_rgba6 = NULL; ID3D11Buffer* pscbuf = 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" }; // TODO: Improve sampling algorithm! const char color_copy_program_code_msaa[] = { "sampler samp0 : register(s0);\n" "Texture2DMS Tex0 : register(t0);\n" "void main(\n" "out float4 ocol0 : SV_Target,\n" "in float4 pos : SV_Position,\n" "in float2 uv0 : TEXCOORD0){\n" "int width, height, samples;\n" "Tex0.GetDimensions(width, height, samples);\n" "ocol0 = 0;\n" "for(int i = 0; i < samples; ++i)\n" " ocol0 += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n" "ocol0 /= samples;\n" "}\n" }; const char color_matrix_program_code[] = { "sampler samp0 : register(s0);\n" "Texture2D Tex0 : register(t0);\n" "uniform float4 cColMatrix[7] : 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" "texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\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 color_matrix_program_code_msaa[] = { "sampler samp0 : register(s0);\n" "Texture2DMS Tex0 : register(t0);\n" "uniform float4 cColMatrix[7] : register(c0);\n" "void main(\n" "out float4 ocol0 : SV_Target,\n" "in float4 pos : SV_Position,\n" " in float2 uv0 : TEXCOORD0){\n" "int width, height, samples;\n" "Tex0.GetDimensions(width, height, samples);\n" "float4 texcol = 0;\n" "for(int i = 0; i < samples; ++i)\n" " texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n" "texcol /= samples;\n" "texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\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[7] : 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,256.0f,256.0f*256.0f,1.0f));\n" "texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * float4(255.0f,255.0f,255.0f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\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_msaa[] = { "sampler samp0 : register(s0);\n" "Texture2DMS Tex0 : register(t0);\n" "uniform float4 cColMatrix[7] : register(c0);\n" "void main(\n" "out float4 ocol0 : SV_Target,\n" " in float4 pos : SV_Position,\n" " in float2 uv0 : TEXCOORD0){\n" "int width, height, samples;\n" "Tex0.GetDimensions(width, height, samples);\n" "float4 texcol = 0;\n" "for(int i = 0; i < samples; ++i)\n" " texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n" "texcol /= samples;\n" "float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,16.0f));\n" "texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * float4(255.0f,255.0f,255.0f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\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::ReinterpRGBA6ToRGB8() { // TODO: MSAA support.. const char 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" "{\n" " int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n" " int4 dst8;\n" " dst8.r = (src6.r << 2) | (src6.g >> 4);\n" " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n" " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n" " dst8.a = 255;\n" " ocol0 = (float4)dst8 / 255.f;\n" "}" }; if(s_rgba6_to_rgb8) return s_rgba6_to_rgb8; s_rgba6_to_rgb8 = D3D::CompileAndCreatePixelShader(code, sizeof(code)); CHECK(s_rgba6_to_rgb8!=NULL, "Create RGBA6 to RGB8 pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_rgba6_to_rgb8, "RGBA6 to RGB8 pixel shader"); return s_rgba6_to_rgb8; } ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6() { // TODO: MSAA support.. const char 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" "{\n" " int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n" " int4 dst6;\n" " dst6.r = src8.r >> 2;\n" " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n" " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n" " dst6.a = src8.b & 0x3F;\n" " ocol0 = (float4)dst6 / 63.f;\n" "}\n" }; if(s_rgb8_to_rgba6) return s_rgb8_to_rgba6; s_rgb8_to_rgba6 = D3D::CompileAndCreatePixelShader(code, sizeof(code)); CHECK(s_rgb8_to_rgba6!=NULL, "Create RGB8 to RGBA6 pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_rgb8_to_rgba6, "RGB8 to RGBA6 pixel shader"); return s_rgb8_to_rgba6; } ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled) { if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_ColorCopyProgram[0]; else if (s_ColorCopyProgram[1]) return s_ColorCopyProgram[1]; else { // TODO: recreate shader on AA mode change! // create MSAA shader for current AA mode char buf[1024]; int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode)); s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf, l); CHECK(s_ColorCopyProgram[1]!=NULL, "Create color copy MSAA pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1], "color copy MSAA pixel shader"); return s_ColorCopyProgram[1]; } } ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled) { if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_ColorMatrixProgram[0]; else if (s_ColorMatrixProgram[1]) return s_ColorMatrixProgram[1]; else { // TODO: recreate shader on AA mode change! // create MSAA shader for current AA mode char buf[1024]; int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode)); s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l); CHECK(s_ColorMatrixProgram[1]!=NULL, "Create color matrix MSAA pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], "color matrix MSAA pixel shader"); return s_ColorMatrixProgram[1]; } } ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled) { if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_DepthMatrixProgram[0]; else if (s_DepthMatrixProgram[1]) return s_DepthMatrixProgram[1]; else { // TODO: recreate shader on AA mode change! // create MSAA shader for current AA mode char buf[1024]; int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode)); s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l); CHECK(s_DepthMatrixProgram[1]!=NULL, "Create depth matrix MSAA pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader"); return s_DepthMatrixProgram[1]; } } ID3D11PixelShader* PixelShaderCache::GetClearProgram() { return s_ClearProgram; } ID3D11Buffer* &PixelShaderCache::GetConstantBuffer() { // TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up if (pscbufchanged) { D3D11_MAPPED_SUBRESOURCE map; D3D::context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, psconstants, sizeof(psconstants)); D3D::context->Unmap(pscbuf, 0); pscbufchanged = false; } return pscbuf; } // 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() { unsigned int cbsize = ((sizeof(psconstants))&(~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); D3D::device->CreateBuffer(&cbdesc, NULL, &pscbuf); CHECK(pscbuf!=NULL, "Create pixel shader constant buffer"); D3D::SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "pixel shader constant buffer used to emulate the GX pipeline"); // 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[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code)); CHECK(s_ColorCopyProgram[0]!=NULL, "Create color copy pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[0], "color copy pixel shader"); // used for color conversion s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code)); CHECK(s_ColorMatrixProgram[0]!=NULL, "Create color matrix pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[0], "color matrix pixel shader"); // used for depth copy s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program)); CHECK(s_DepthMatrixProgram[0]!=NULL, "Create depth matrix pixel shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[0], "depth matrix pixel shader"); Clear(); if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX).c_str())) 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, "%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(), SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str()); 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(); } // Used in Swap() when AA mode has changed void PixelShaderCache::InvalidateMSAAShaders() { SAFE_RELEASE(s_ColorCopyProgram[1]); SAFE_RELEASE(s_ColorMatrixProgram[1]); SAFE_RELEASE(s_DepthMatrixProgram[1]); } void PixelShaderCache::Shutdown() { SAFE_RELEASE(pscbuf); SAFE_RELEASE(s_rgba6_to_rgb8); SAFE_RELEASE(s_rgb8_to_rgba6); SAFE_RELEASE(s_ClearProgram); for (int i = 0; i < 2; ++i) { SAFE_RELEASE(s_ColorCopyProgram[i]); SAFE_RELEASE(s_ColorMatrixProgram[i]); SAFE_RELEASE(s_DepthMatrixProgram[i]); } 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); 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; 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_D3D11, components); D3DBlob* pbytecode; if (!D3D::CompilePixelShader(code, (unsigned int)strlen(code), &pbytecode)) { PanicAlert("Failed to compile Pixel Shader:\n\n%s", code); GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); 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()); pbytecode->Release(); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); 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; } // These are "callbacks" from VideoCommon and thus must be outside namespace DX11. // This will have to be changed when we merge. // 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 static const 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, 116, // C_FOG, 12 120, 124, 128, 132, 136, // C_PLIGHTS0, 20 140, 144, 148, 152, 156, // C_PLIGHTS1, 20 160, 164, 168, 172, 176, // C_PLIGHTS2, 20 180, 184, 188, 192, 196, // C_PLIGHTS3, 20 200, 204, 208, 212, 216, // C_PLIGHTS4, 20 220, 224, 228, 232, 236, // C_PLIGHTS5, 20 240, 244, 248, 252, 256, // C_PLIGHTS6, 20 260, 264, 268, 272, 276, // C_PLIGHTS7, 20 280, 284, 288, 292 // C_PMATERIALS, 16 }; void Renderer::SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4) { psconstants[ps_constant_offset_table[const_number] ] = f1; psconstants[ps_constant_offset_table[const_number]+1] = f2; psconstants[ps_constant_offset_table[const_number]+2] = f3; psconstants[ps_constant_offset_table[const_number]+3] = f4; pscbufchanged = true; } void Renderer::SetPSConstant4fv(unsigned int const_number, const float* f) { memcpy(&psconstants[ps_constant_offset_table[const_number]], f, sizeof(float)*4); pscbufchanged = true; } void Renderer::SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float* f) { memcpy(&psconstants[ps_constant_offset_table[const_number]], f, sizeof(float)*4*count); pscbufchanged = true; } } // DX11