425 lines
15 KiB
C++
425 lines
15 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "FileUtil.h"
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#include "LinearDiskCache.h"
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#include "Debugger.h"
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#include "Statistics.h"
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#include "VideoConfig.h"
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#include "D3DBase.h"
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#include "D3DShader.h"
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#include "Globals.h"
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#include "PixelShaderGen.h"
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#include "PixelShaderCache.h"
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extern int frameCount;
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
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LinearDiskCache<PIXELSHADERUID, u8> g_ps_disk_cache;
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ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL};
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ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL};
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ID3D11PixelShader* s_DepthMatrixProgram[2] = {NULL};
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ID3D11PixelShader* s_ClearProgram = NULL;
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float psconstants[C_PENVCONST_END*4];
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bool pscbufchanged = true;
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ID3D11Buffer* pscbuf = NULL;
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const char clear_program_code[] = {
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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"in float4 incol0 : COLOR0){\n"
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"ocol0 = incol0;\n"
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"}\n"
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};
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const char color_copy_program_code[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2D Tex0 : register(t0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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"in float2 uv0 : TEXCOORD0){\n"
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"ocol0 = Tex0.Sample(samp0,uv0);\n"
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"}\n"
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};
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// TODO: Improve sampling algorithm!
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const char color_copy_program_code_msaa[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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"in float2 uv0 : TEXCOORD0){\n"
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"int width, height, samples;\n"
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"Tex0.GetDimensions(width, height, samples);\n"
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"ocol0 = 0;\n"
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"for(int i = 0; i < samples; ++i)\n"
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" ocol0 += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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"ocol0 /= samples;\n"
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"}\n"
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};
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const char color_matrix_program_code[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2D Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[7] : register(c0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0){\n"
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"float4 texcol = Tex0.Sample(samp0,uv0);\n"
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"texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"
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};
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const char color_matrix_program_code_msaa[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[7] : register(c0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0){\n"
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"int width, height, samples;\n"
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"Tex0.GetDimensions(width, height, samples);\n"
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"float4 texcol = 0;\n"
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"for(int i = 0; i < samples; ++i)\n"
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" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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"texcol /= samples;\n"
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"texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"
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};
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const char depth_matrix_program[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2D Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[7] : register(c0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0){\n"
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"float4 texcol = Tex0.Sample(samp0,uv0);\n"
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"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,1.0f));\n"
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"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"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"
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};
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const char depth_matrix_program_msaa[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[7] : register(c0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0){\n"
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"int width, height, samples;\n"
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"Tex0.GetDimensions(width, height, samples);\n"
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"float4 texcol = 0;\n"
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"for(int i = 0; i < samples; ++i)\n"
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" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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"texcol /= samples;\n"
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"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,16.0f));\n"
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"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"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"
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};
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ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
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{
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if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_ColorCopyProgram[0];
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else if (s_ColorCopyProgram[1]) return s_ColorCopyProgram[1];
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else
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{
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// TODO: recreate shader on AA mode change!
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// create MSAA shader for current AA mode
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char buf[1024];
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int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
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CHECK(s_ColorCopyProgram[1]!=NULL, "Create color copy MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1], "color copy MSAA pixel shader");
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return s_ColorCopyProgram[1];
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}
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}
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ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
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{
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if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_ColorMatrixProgram[0];
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else if (s_ColorMatrixProgram[1]) return s_ColorMatrixProgram[1];
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else
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{
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// TODO: recreate shader on AA mode change!
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// create MSAA shader for current AA mode
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char buf[1024];
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int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
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CHECK(s_ColorMatrixProgram[1]!=NULL, "Create color matrix MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], "color matrix MSAA pixel shader");
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return s_ColorMatrixProgram[1];
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}
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}
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ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
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{
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if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_DepthMatrixProgram[0];
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else if (s_DepthMatrixProgram[1]) return s_DepthMatrixProgram[1];
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else
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{
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// TODO: recreate shader on AA mode change!
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// create MSAA shader for current AA mode
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char buf[1024];
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int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
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CHECK(s_DepthMatrixProgram[1]!=NULL, "Create depth matrix MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
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return s_DepthMatrixProgram[1];
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}
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}
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ID3D11PixelShader* PixelShaderCache::GetClearProgram()
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{
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return s_ClearProgram;
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}
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// HACK to avoid some invasive VideoCommon changes
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// these values are hardcoded, they depend on internal D3DCompile behavior; TODO: Solve this with D3DReflect or something
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// offset given in floats, table index is float4
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unsigned int ps_constant_offset_table[] = {
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0, 4, 8, 12, // C_COLORS, 16
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16, 20, 24, 28, // C_KCOLORS, 16
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32, // C_ALPHA, 4
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36, 40, 44, 48, 52, 56, 60, 64, // C_TEXDIMS, 32
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68, 72, // C_ZBIAS, 8
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76, 80, // C_INDTEXSCALE, 8
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84, 88, 92, 96, 100, 104, // C_INDTEXMTX, 24
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108, 112, // C_FOG, 8
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116, 120, 124, 128, 132, // C_PLIGHTS0, 20
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136, 140, 144, 148, 152, // C_PLIGHTS1, 20
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156, 160, 164, 168, 172, // C_PLIGHTS2, 20
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176, 180, 184, 188, 192, // C_PLIGHTS3, 20
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196, 200, 204, 208, 212, // C_PLIGHTS4, 20
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216, 220, 224, 228, 232, // C_PLIGHTS5, 20
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236, 240, 244, 248, 252, // C_PLIGHTS6, 20
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256, 260, 264, 268, 272, // C_PLIGHTS7, 20
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276, 280, 284, 288, // C_PMATERIALS, 16
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};
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void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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psconstants[ps_constant_offset_table[const_number] ] = f1;
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psconstants[ps_constant_offset_table[const_number]+1] = f2;
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psconstants[ps_constant_offset_table[const_number]+2] = f3;
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psconstants[ps_constant_offset_table[const_number]+3] = f4;
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pscbufchanged = true;
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}
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void SetPSConstant4fv(unsigned int const_number, const float* f)
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{
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memcpy(&psconstants[ps_constant_offset_table[const_number]], f, sizeof(float)*4);
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pscbufchanged = true;
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}
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void SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float* f)
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{
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memcpy(&psconstants[ps_constant_offset_table[const_number]], f, sizeof(float)*4*count);
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pscbufchanged = true;
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}
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ID3D11Buffer* &PixelShaderCache::GetConstantBuffer()
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{
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// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
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if (pscbufchanged)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, psconstants, sizeof(psconstants));
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D3D::context->Unmap(pscbuf, 0);
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pscbufchanged = false;
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}
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return pscbuf;
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}
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// this class will load the precompiled shaders into our cache
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class PixelShaderCacheInserter : public LinearDiskCacheReader<PIXELSHADERUID, u8>
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{
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public:
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void Read(const PIXELSHADERUID &key, const u8 *value, u32 value_size)
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{
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PixelShaderCache::InsertByteCode(key, value, value_size);
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}
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};
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void PixelShaderCache::Init()
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{
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unsigned int cbsize = ((sizeof(psconstants))&(~0xf))+0x10; // must be a multiple of 16
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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D3D::device->CreateBuffer(&cbdesc, NULL, &pscbuf);
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CHECK(pscbuf!=NULL, "Create pixel shader constant buffer");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "pixel shader constant buffer used to emulate the GX pipeline");
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// used when drawing clear quads
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s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, sizeof(clear_program_code));
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CHECK(s_ClearProgram!=NULL, "Create clear pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader");
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// used when copying/resolving the color buffer
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s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code));
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CHECK(s_ColorCopyProgram[0]!=NULL, "Create color copy pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[0], "color copy pixel shader");
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// used for color conversion
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s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code));
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CHECK(s_ColorMatrixProgram[0]!=NULL, "Create color matrix pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[0], "color matrix pixel shader");
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// used for depth copy
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s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program));
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CHECK(s_DepthMatrixProgram[0]!=NULL, "Create depth matrix pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[0], "depth matrix pixel shader");
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Clear();
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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SETSTAT(stats.numPixelShadersCreated, 0);
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SETSTAT(stats.numPixelShadersAlive, 0);
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char cache_filename[MAX_PATH];
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sprintf(cache_filename, "%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
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PixelShaderCacheInserter inserter;
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g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
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}
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// ONLY to be used during shutdown.
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void PixelShaderCache::Clear()
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{
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for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++)
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iter->second.Destroy();
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PixelShaders.clear();
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}
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// Used in Swap() when AA mode has changed
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void PixelShaderCache::InvalidateMSAAShaders()
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{
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SAFE_RELEASE(s_ColorCopyProgram[1]);
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SAFE_RELEASE(s_ColorMatrixProgram[1]);
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SAFE_RELEASE(s_DepthMatrixProgram[1]);
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}
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void PixelShaderCache::Shutdown()
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{
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SAFE_RELEASE(pscbuf);
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SAFE_RELEASE(s_ClearProgram);
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for (int i = 0; i < 2; ++i)
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{
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SAFE_RELEASE(s_ColorCopyProgram[i]);
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SAFE_RELEASE(s_ColorMatrixProgram[i]);
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SAFE_RELEASE(s_DepthMatrixProgram[i]);
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}
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Clear();
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g_ps_disk_cache.Sync();
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g_ps_disk_cache.Close();
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}
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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PIXELSHADERUID uid;
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GetPixelShaderId(&uid, dstAlphaMode);
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// Check if the shader is already set
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if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
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{
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PSCache::const_iterator iter = PixelShaders.find(uid);
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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return (iter != PixelShaders.end() && iter->second.shader);
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}
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memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
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// Check if the shader is already in the cache
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PSCache::iterator iter;
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iter = PixelShaders.find(uid);
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if (iter != PixelShaders.end())
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{
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iter->second.frameCount = frameCount;
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const PSCacheEntry &entry = iter->second;
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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return (entry.shader != NULL);
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}
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// Need to compile a new shader
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const char* code = GeneratePixelShaderCode(dstAlphaMode, API_D3D11, components);
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code, (unsigned int)strlen(code), &pbytecode))
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{
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PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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return false;
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}
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// Insert the bytecode into the caches
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g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
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g_ps_disk_cache.Sync();
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bool result = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
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pbytecode->Release();
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return result;
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}
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bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen)
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{
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ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
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if (shader == NULL)
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{
|
|
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;
|
|
} |