308 lines
10 KiB
C++
308 lines
10 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 "VertexShaderGen.h"
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#include "D3DShader.h"
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#include "Globals.h"
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#include "VertexShaderCache.h"
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#include "ConfigManager.h"
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// See comment near the bottom of this file
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static unsigned int vs_constant_offset_table[C_VENVCONST_END];
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float vsconstants[C_VENVCONST_END*4];
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bool vscbufchanged = true;
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namespace DX11 {
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
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static SharedPtr<ID3D11VertexShader> SimpleVertexShader;
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static SharedPtr<ID3D11VertexShader> ClearVertexShader;
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static SharedPtr<ID3D11InputLayout> SimpleLayout;
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static SharedPtr<ID3D11InputLayout> ClearLayout;
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LinearDiskCache<VERTEXSHADERUID, u8> g_vs_disk_cache;
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ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader() { return SimpleVertexShader; }
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ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVertexShader; }
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ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout() { return SimpleLayout; }
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ID3D11InputLayout* VertexShaderCache::GetClearInputLayout() { return ClearLayout; }
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SharedPtr<ID3D11Buffer> vscbuf;
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ID3D11Buffer*const& VertexShaderCache::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 (vscbufchanged)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::g_context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, vsconstants, sizeof(vsconstants));
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D3D::g_context->Unmap(vscbuf, 0);
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vscbufchanged = false;
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}
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return vscbuf;
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}
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// this class will load the precompiled shaders into our cache
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class VertexShaderCacheInserter
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{
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public:
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template <typename F>
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void operator()(const VERTEXSHADERUID& key, u32 value_size, F get_data) const
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{
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ID3D10Blob* blob = nullptr;
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PD3D10CreateBlob(value_size, &blob);
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get_data((u8*)blob->GetBufferPointer()); // read data from file into blob
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VertexShaderCache::InsertByteCode(key, SharedPtr<ID3D10Blob>::FromPtr(blob));
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}
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};
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const char simple_shader_code[] = {
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"struct VSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float2 vTexCoord : TEXCOORD0;\n"
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"float vTexCoord1 : TEXCOORD1;\n"
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"};\n"
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"VSOUTPUT main(float4 inPosition : POSITION,float3 inTEX0 : TEXCOORD0)\n"
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"{\n"
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"VSOUTPUT OUT;\n"
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"OUT.vPosition = inPosition;\n"
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"OUT.vTexCoord = inTEX0.xy;\n"
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"OUT.vTexCoord1 = inTEX0.z;\n"
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"return OUT;\n"
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"}\n"
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};
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const char clear_shader_code[] = {
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"struct VSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float4 vColor0 : COLOR0;\n"
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"};\n"
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"VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
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"{\n"
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"VSOUTPUT OUT;\n"
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"OUT.vPosition = inPosition;\n"
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"OUT.vColor0 = inColor0;\n"
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"return OUT;\n"
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"}\n"
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};
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void VertexShaderCache::Init()
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{
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const D3D11_INPUT_ELEMENT_DESC simpleelems[2] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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const D3D11_INPUT_ELEMENT_DESC clearelems[2] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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unsigned int cbsize = ((sizeof(vsconstants))&(~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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vscbuf = CreateBufferShared(&cbdesc, NULL);
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CHECK(vscbuf, "Create vertex shader constant buffer (size=%u)", cbsize);
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D3D::SetDebugObjectName(vscbuf, "vertex shader constant buffer used to emulate the GX pipeline");
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{
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auto const blob = D3D::CompileVertexShader(simple_shader_code, sizeof(simple_shader_code));
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SimpleLayout = CreateInputLayoutShared(simpleelems, 2, blob->GetBufferPointer(), blob->GetBufferSize());
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SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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if (SimpleLayout == NULL || !SimpleVertexShader)
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PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName(SimpleVertexShader, "simple vertex shader");
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D3D::SetDebugObjectName(SimpleLayout, "simple input layout");
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}
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{
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auto const blob = D3D::CompileVertexShader(clear_shader_code, sizeof(clear_shader_code));
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ClearLayout = CreateInputLayoutShared(clearelems, 2, blob->GetBufferPointer(), blob->GetBufferSize());
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ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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if (ClearLayout == NULL || !ClearVertexShader)
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PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName(ClearVertexShader, "clear vertex shader");
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D3D::SetDebugObjectName(ClearLayout, "clear input layout");
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}
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Clear();
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// these values are hardcoded, they depend on internal D3DCompile behavior
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// TODO: Do this with D3DReflect or something instead
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unsigned int k;
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for (k = 0;k < 6;k++) vs_constant_offset_table[C_POSNORMALMATRIX+k] = 0+4*k;
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for (k = 0;k < 4;k++) vs_constant_offset_table[C_PROJECTION+k] = 24+4*k;
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for (k = 0;k < 4;k++) vs_constant_offset_table[C_MATERIALS+k] = 40+4*k;
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for (k = 0;k < 40;k++) vs_constant_offset_table[C_LIGHTS+k] = 56+4*k;
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for (k = 0;k < 24;k++) vs_constant_offset_table[C_TEXMATRICES+k] = 216+4*k;
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for (k = 0;k < 64;k++) vs_constant_offset_table[C_TRANSFORMMATRICES+k] = 312+4*k;
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for (k = 0;k < 32;k++) vs_constant_offset_table[C_NORMALMATRICES+k] = 568+4*k;
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for (k = 0;k < 64;k++) vs_constant_offset_table[C_POSTTRANSFORMMATRICES+k] = 696+4*k;
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for (k = 0;k < 4;k++) vs_constant_offset_table[C_DEPTHPARAMS+k] = 952+4*k;
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());
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SETSTAT(stats.numVertexShadersCreated, 0);
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SETSTAT(stats.numVertexShadersAlive, 0);
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char cache_filename[MAX_PATH];
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sprintf(cache_filename, "%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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g_vs_disk_cache.OpenAndRead(cache_filename, VertexShaderCacheInserter());
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}
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void VertexShaderCache::Clear()
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{
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vshaders.clear();
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}
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void VertexShaderCache::Shutdown()
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{
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vscbuf.reset();
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SimpleVertexShader.reset();
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ClearVertexShader.reset();
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SimpleLayout.reset();
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ClearLayout.reset();
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Clear();
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g_vs_disk_cache.Sync();
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g_vs_disk_cache.Close();
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}
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bool VertexShaderCache::LoadShader(u32 components)
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{
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VERTEXSHADERUID uid;
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GetVertexShaderId(&uid, components);
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if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return (!!vshaders[uid].shader);
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}
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memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
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VSCache::iterator iter = vshaders.find(uid);
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if (iter != vshaders.end())
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{
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iter->second.frameCount = frameCount;
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const VSCacheEntry &entry = iter->second;
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return (!!entry.shader);
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}
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const char *code = GenerateVertexShaderCode(components, API_D3D11);
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auto const pbytecode = D3D::CompileVertexShader(code, (int)strlen(code));
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if (!pbytecode)
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{
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PanicAlert("Failed to compile Vertex Shader %s %d:\n\n%s", __FILE__, __LINE__, 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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g_vs_disk_cache.Append(uid, (u8*)pbytecode->GetBufferPointer(), (u32)pbytecode->GetBufferSize());
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g_vs_disk_cache.Sync();
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bool result = InsertByteCode(uid, pbytecode);
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return result;
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}
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bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, SharedPtr<ID3D10Blob> bcodeblob)
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{
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auto const shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
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if (!shader)
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{
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PanicAlert("Failed to create vertex shader from %p size %d at %s %d\n",
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bcodeblob->GetBufferPointer(), bcodeblob->GetBufferSize(), __FILE__, __LINE__);
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return false;
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}
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// TODO: Somehow make the debug name a bit more specific
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D3D::SetDebugObjectName(shader, "a vertex shader of VertexShaderCache");
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// Make an entry in the table
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VSCacheEntry entry;
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entry.shader = shader;
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entry.frameCount = frameCount;
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entry.SetByteCode(bcodeblob);
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vshaders[uid] = entry;
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last_entry = &vshaders[uid];
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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return true;
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}
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// These are "callbacks" from VideoCommon and thus must be outside namespace DX11.
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// This will have to be changed when we merge.
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// maps the constant numbers to float indices in the constant buffer
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void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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vsconstants[vs_constant_offset_table[const_number] ] = f1;
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vsconstants[vs_constant_offset_table[const_number]+1] = f2;
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vsconstants[vs_constant_offset_table[const_number]+2] = f3;
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vsconstants[vs_constant_offset_table[const_number]+3] = f4;
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vscbufchanged = true;
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}
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void Renderer::SetVSConstant4fv(unsigned int const_number, const float* f)
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{
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memcpy(&vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4);
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vscbufchanged = true;
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}
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void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float* f)
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{
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for (unsigned int i = 0; i < count; i++)
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{
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memcpy(&vsconstants[vs_constant_offset_table[const_number+i]], f+3*i, sizeof(float)*3);
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vsconstants[vs_constant_offset_table[const_number+i]+3] = 0.f;
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}
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vscbufchanged = true;
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}
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void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float* f)
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{
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memcpy(&vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4*count);
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vscbufchanged = true;
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}
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} // namespace DX11
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