389 lines
13 KiB
C++
389 lines
13 KiB
C++
// 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 <map>
|
|
#include <set>
|
|
|
|
#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<u32> 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;
|
|
int read_items = g_ps_disk_cache.OpenAndRead(cache_filename, &inserter);
|
|
}
|
|
|
|
// ONLY to be used during shutdown.
|
|
void PixelShaderCache::Clear()
|
|
{
|
|
PSCache::iterator iter = PixelShaders.begin();
|
|
for (; 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(bool dstAlpha)
|
|
{
|
|
PIXELSHADERUID uid;
|
|
GetPixelShaderId(&uid, PixelShaderManager::GetTextureMask(), dstAlpha);
|
|
|
|
// Is the shader already set?
|
|
if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
|
|
{
|
|
PSCache::const_iterator iter = PixelShaders.find(uid);
|
|
if (iter != PixelShaders.end() && iter->second.shader)
|
|
return true; // Sure, we're done.
|
|
else
|
|
return false; // ?? something is wrong.
|
|
}
|
|
|
|
memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
|
|
|
|
// Is the shader 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;
|
|
|
|
DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
|
|
|
|
if (entry.shader)
|
|
{
|
|
D3D::SetPixelShader(entry.shader);
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
// OK, need to generate and compile it.
|
|
const char *code = GeneratePixelShaderCode(PixelShaderManager::GetTextureMask(), dstAlpha, API_D3D9);
|
|
|
|
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;
|
|
}
|
|
|
|
// Here we have the UID and the byte code. Insert it into the disk cache.
|
|
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);
|
|
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, (int)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
|