259 lines
7.4 KiB
C++
259 lines
7.4 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 "D3DBase.h"
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#include "D3DShader.h"
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#include "Statistics.h"
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#include "Utils.h"
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#include "Profiler.h"
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#include "VideoConfig.h"
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#include "PixelShaderGen.h"
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#include "PixelShaderManager.h"
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#include "PixelShaderCache.h"
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#include "VertexLoader.h"
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#include "BPMemory.h"
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#include "XFMemory.h"
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#include "debugger/debugger.h"
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
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static float lastPSconstants[C_COLORMATRIX+16][4];
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static LPDIRECT3DPIXELSHADER9 s_ColorMatrixProgram = 0;
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static LPDIRECT3DPIXELSHADER9 s_ColorCopyProgram = 0;
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static LPDIRECT3DPIXELSHADER9 s_ClearProgram = 0;
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static LPDIRECT3DPIXELSHADER9 s_ClearZProgram = 0;
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static LPDIRECT3DPIXELSHADER9 s_DepthMatrixProgram = 0;
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorMatrixProgram()
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{
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return s_ColorMatrixProgram;
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}
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetDepthMatrixProgram()
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{
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return s_DepthMatrixProgram;
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}
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorCopyProgram()
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{
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return s_ColorCopyProgram;
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}
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetClearProgram()
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{
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return s_ClearProgram;
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}
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void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
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{
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if( lastPSconstants[const_number][0] != f1 || lastPSconstants[const_number][1] != f2 ||
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lastPSconstants[const_number][2] != f3 || lastPSconstants[const_number][3] != f4 )
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{
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const float f[4] = {f1, f2, f3, f4};
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D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
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lastPSconstants[const_number][0] = f1;
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lastPSconstants[const_number][1] = f2;
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lastPSconstants[const_number][2] = f3;
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lastPSconstants[const_number][3] = f4;
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}
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}
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void SetPSConstant4fv(int const_number, const float *f)
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{
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if( lastPSconstants[const_number][0] != f[0] || lastPSconstants[const_number][1] != f[1] ||
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lastPSconstants[const_number][2] != f[2] || lastPSconstants[const_number][3] != f[3] )
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{
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D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
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lastPSconstants[const_number][0] = f[0];
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lastPSconstants[const_number][1] = f[1];
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lastPSconstants[const_number][2] = f[2];
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lastPSconstants[const_number][3] = f[3];
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}
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}
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void PixelShaderCache::Init()
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{
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char pprog[1024];
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sprintf(pprog,"void main(\n"
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"out float4 ocol0 : COLOR0,\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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s_ClearProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog));
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sprintf(pprog,"uniform sampler samp0 : register(s0);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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" in float3 uv0 : TEXCOORD0){\n"
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"ocol0 = tex2D(samp0,uv0.xy);\n"
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"}\n");
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s_ColorCopyProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog));
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sprintf(pprog,"uniform sampler samp0 : register(s0);\n"
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"uniform float4 cColMatrix[5] : register(c%d);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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" in float3 uv0 : TEXCOORD0){\n"
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"float4 texcol = tex2D(samp0,uv0.xy);\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",C_COLORMATRIX);
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s_ColorMatrixProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog));
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sprintf(pprog,"uniform sampler samp0 : register(s0);\n"
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"uniform float4 cColMatrix[5] : register(c%d);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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" in float3 uv0 : TEXCOORD0){\n"
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"float4 texcol = tex2D(samp0,uv0.xy);\n"
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"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"
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"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\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",C_COLORMATRIX);
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s_DepthMatrixProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog));
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Clear();
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}
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void PixelShaderCache::Clear()
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{
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PSCache::iterator iter = PixelShaders.begin();
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for (; iter != PixelShaders.end(); iter++)
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iter->second.Destroy();
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PixelShaders.clear();
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for (int i = 0; i < (C_COLORMATRIX + 16) * 4; i++)
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lastPSconstants[i/4][i%4] = -100000000.0f;
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memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));
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}
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void PixelShaderCache::Shutdown()
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{
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if(s_ColorMatrixProgram)
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s_ColorMatrixProgram->Release();
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s_ColorMatrixProgram = NULL;
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if(s_ColorCopyProgram)
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s_ColorCopyProgram->Release();
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s_ColorCopyProgram=NULL;
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if(s_DepthMatrixProgram)
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s_DepthMatrixProgram->Release();
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s_DepthMatrixProgram = NULL;
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if(s_ClearProgram)
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s_ClearProgram->Release();
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s_ClearProgram=NULL;
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Clear();
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}
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bool PixelShaderCache::SetShader(bool dstAlpha)
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{
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DVSTARTPROFILE();
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PIXELSHADERUID uid;
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GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), dstAlpha);
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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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if (iter != PixelShaders.end() && iter->second.shader)
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return true;
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else
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return false;
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}
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memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
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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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DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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if (entry.shader)
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{
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D3D::dev->SetPixelShader(entry.shader);
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return true;
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}
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else
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return false;
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}
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const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), dstAlpha, /*(D3D::GetCaps().NumSimultaneousRTs > 1)? 1 :*/ 2);
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LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePixelShader(code, (int)strlen(code));
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// Make an entry in the table
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PSCacheEntry newentry;
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newentry.shader = shader;
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newentry.frameCount = frameCount;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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newentry.code = code;
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#endif
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PixelShaders[uid] = newentry;
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last_entry = &PixelShaders[uid];
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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
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if (shader)
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{
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D3D::dev->SetPixelShader(shader);
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return true;
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}
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if (g_ActiveConfig.bShowShaderErrors)
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{
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PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
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}
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return false;
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}
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void PixelShaderCache::Cleanup()
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{
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/*
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PSCache::iterator iter;
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iter = PixelShaders.begin();
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while (iter != PixelShaders.end())
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{
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PSCacheEntry &entry = iter->second;
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if (entry.frameCount < frameCount - 1400)
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{
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entry.Destroy();
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iter = PixelShaders.erase(iter);
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}
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else
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{
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iter++;
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}
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}
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SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
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*/
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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std::string PixelShaderCache::GetCurrentShaderCode()
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{
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if (last_entry)
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return last_entry->code;
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else
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return "(no shader)\n";
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}
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#endif |