450 lines
14 KiB
C++
450 lines
14 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <map>
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#include <set>
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#include <locale.h>
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#include "Common.h"
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#include "Hash.h"
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#include "FileUtil.h"
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#include "LinearDiskCache.h"
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#include "Globals.h"
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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 "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 "ImageWrite.h"
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#include "Debugger.h"
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#include "ConfigManager.h"
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namespace DX9
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{
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
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PixelShaderUid PixelShaderCache::last_uid;
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UidChecker<PixelShaderUid,PixelShaderCode> PixelShaderCache::pixel_uid_checker;
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static LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
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static std::set<u32> unique_shaders;
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#define MAX_SSAA_SHADERS 3
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enum
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{
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COPY_TYPE_DIRECT,
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COPY_TYPE_MATRIXCOLOR,
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NUM_COPY_TYPES
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};
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enum
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{
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DEPTH_CONVERSION_TYPE_NONE,
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DEPTH_CONVERSION_TYPE_ON,
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NUM_DEPTH_CONVERSION_TYPES
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};
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static LPDIRECT3DPIXELSHADER9 s_CopyProgram[NUM_COPY_TYPES][NUM_DEPTH_CONVERSION_TYPES][MAX_SSAA_SHADERS];
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static LPDIRECT3DPIXELSHADER9 s_ClearProgram = NULL;
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static LPDIRECT3DPIXELSHADER9 s_rgba6_to_rgb8 = NULL;
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static LPDIRECT3DPIXELSHADER9 s_rgb8_to_rgba6 = NULL;
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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, false);
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}
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};
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorMatrixProgram(int SSAAMode)
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{
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return s_CopyProgram[COPY_TYPE_MATRIXCOLOR][DEPTH_CONVERSION_TYPE_NONE][SSAAMode % MAX_SSAA_SHADERS];
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}
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetDepthMatrixProgram(int SSAAMode, bool depthConversion)
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{
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return s_CopyProgram[COPY_TYPE_MATRIXCOLOR][depthConversion ? DEPTH_CONVERSION_TYPE_ON : DEPTH_CONVERSION_TYPE_NONE][SSAAMode % MAX_SSAA_SHADERS];
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}
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorCopyProgram(int SSAAMode)
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{
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return s_CopyProgram[COPY_TYPE_DIRECT][DEPTH_CONVERSION_TYPE_NONE][SSAAMode % MAX_SSAA_SHADERS];
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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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static LPDIRECT3DPIXELSHADER9 s_rgb8 = NULL;
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static LPDIRECT3DPIXELSHADER9 s_rgba6 = NULL;
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::ReinterpRGBA6ToRGB8()
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{
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const char code[] =
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{
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"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 float2 uv0 : TEXCOORD0){\n"
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" ocol0 = tex2D(samp0,uv0);\n"
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" float4 src6 = round(ocol0 * 63.f);\n"
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" ocol0.r = floor(src6.r*4.f) + floor(src6.g/16.f);\n" // dst8r = (src6r<<2)|(src6g>>4);
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" ocol0.g = frac(src6.g/16.f)*16.f*16.f + floor(src6.b/4.f);\n" // dst8g = ((src6g&0xF)<<4)|(src6b>>2);
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" ocol0.b = frac(src6.b/4.f)*4.f*64.f + src6.a;\n" // dst8b = ((src6b&0x3)<<6)|src6a;
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" ocol0.a = 255.f;\n"
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" ocol0 /= 255.f;\n"
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"}\n"
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};
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if (!s_rgba6_to_rgb8)
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s_rgba6_to_rgb8 = D3D::CompileAndCreatePixelShader(code, (int)strlen(code));
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return s_rgba6_to_rgb8;
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}
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LPDIRECT3DPIXELSHADER9 PixelShaderCache::ReinterpRGB8ToRGBA6()
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{
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/* old code here for reference
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const char code[] =
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{
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"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 float2 uv0 : TEXCOORD0){\n"
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" ocol0 = tex2D(samp0,uv0);\n"
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" float4 src8 = round(ocol0*255.f);\n"
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" ocol0.r = floor(src8.r/4.f);\n" // dst6r = src8r>>2;
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" ocol0.g = frac(src8.r/4.f)*4.f*16.f + floor(src8.g/16.f);\n" // dst6g = ((src8r&0x3)<<4)|(src8g>>4);
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" ocol0.b = frac(src8.g/16.f)*16.f*4.f + floor(src8.b/64.f);\n" // dst6b = ((src8g&0xF)<<2)|(src8b>>6);
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" ocol0.a = frac(src8.b/64.f)*64.f;\n" // dst6a = src8b&0x3F;
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" ocol0 /= 63.f;\n"
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"}\n"
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};
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*/
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const char code[] =
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{
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"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 float2 uv0 : TEXCOORD0){\n"
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"float4 temp1 = float4(1.0f/4.0f,1.0f/16.0f,1.0f/64.0f,0.0f);\n"
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"float4 temp2 = float4(1.0f,64.0f,255.0f,1.0f/63.0f);\n"
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"float4 src8 = round(tex2D(samp0,uv0)*temp2.z) * temp1;\n"
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"ocol0 = (frac(src8.wxyz) * temp2.xyyy + floor(src8)) * temp2.w;\n"
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"}\n"
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};
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if (!s_rgb8_to_rgba6) s_rgb8_to_rgba6 = D3D::CompileAndCreatePixelShader(code, (int)strlen(code));
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return s_rgb8_to_rgba6;
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}
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#define WRITE p+=sprintf
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static LPDIRECT3DPIXELSHADER9 CreateCopyShader(int copyMatrixType, int depthConversionType, int SSAAMode)
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{
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//Used for Copy/resolve the color buffer
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//Color conversion Programs
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//Depth copy programs
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// this should create the same shaders as before (plus some extras added for DF16), just... more manageably than listing the full program for each combination
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char text[3072];
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locale_t locale = newlocale(LC_NUMERIC_MASK, "C", NULL); // New locale for compilation
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locale_t old_locale = uselocale(locale); // Apply the locale for this thread
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text[sizeof(text) - 1] = 0x7C; // canary
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char* p = text;
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WRITE(p, "// Copy/Color Matrix/Depth Matrix shader (matrix=%d, depth=%d, ssaa=%d)\n", copyMatrixType, depthConversionType, SSAAMode);
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WRITE(p, "uniform sampler samp0 : register(s0);\n");
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if(copyMatrixType == COPY_TYPE_MATRIXCOLOR)
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WRITE(p, "uniform float4 cColMatrix[7] : register(c%d);\n", C_COLORMATRIX);
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WRITE(p, "void main(\n"
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"out float4 ocol0 : COLOR0,\n");
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switch(SSAAMode % MAX_SSAA_SHADERS)
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{
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case 0: // 1 Sample
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WRITE(p, "in float2 uv0 : TEXCOORD0,\n"
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"in float uv1 : TEXCOORD1){\n"
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"float4 texcol = tex2D(samp0,uv0.xy);\n");
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break;
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case 1: // 4 Samples in 4x SSAA buffer
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WRITE(p, "in float4 uv0 : TEXCOORD0,\n"
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"in float uv1 : TEXCOORD1,\n"
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"in float4 uv2 : TEXCOORD2,\n"
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"in float4 uv3 : TEXCOORD3){\n"
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"float4 texcol = (tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz) + tex2D(samp0,uv3.xy) + tex2D(samp0,uv3.wz))*0.25f;\n");
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break;
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case 2: // 4 Samples in 9x SSAA buffer
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WRITE(p, "in float4 uv0 : TEXCOORD0,\n"
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"in float uv1 : TEXCOORD1,\n"
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"in float4 uv2 : TEXCOORD2,\n"
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"in float4 uv3 : TEXCOORD3){\n"
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"float4 texcol = (tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz) + tex2D(samp0,uv3.xy) + tex2D(samp0,uv3.wz))*0.25f;\n");
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break;
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}
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if(depthConversionType != DEPTH_CONVERSION_TYPE_NONE)
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{
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// Watch out for the fire fumes effect in Metroid it's really sensitive to this,
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// the lighting in RE0 is also way beyond sensitive since the "good value" is hardcoded and Dolphin is almost always off.
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WRITE(p, "float4 EncodedDepth = frac(texcol.r * (16777215.f/16777216.f) * float4(1.0f,256.0f,256.0f*256.0f,1.0f));\n"
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"texcol = floor(EncodedDepth * float4(256.f,256.f,256.f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\n");
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}
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else
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{
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//Apply Gamma Correction
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WRITE(p, "texcol = pow(texcol,uv1.xxxx);\n");
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}
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if(copyMatrixType == COPY_TYPE_MATRIXCOLOR)
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{
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if(depthConversionType == DEPTH_CONVERSION_TYPE_NONE)
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WRITE(p, "texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n");
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WRITE(p, "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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}
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else
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WRITE(p, "ocol0 = texcol;\n");
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WRITE(p, "}\n");
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if (text[sizeof(text) - 1] != 0x7C)
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PanicAlert("PixelShaderCache copy shader generator - buffer too small, canary has been eaten!");
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uselocale(old_locale); // restore locale
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freelocale(locale);
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return D3D::CompileAndCreatePixelShader(text, (int)strlen(text));
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}
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void PixelShaderCache::Init()
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{
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last_entry = NULL;
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//program used for clear screen
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{
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char pprog[3072];
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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::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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}
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int shaderModel = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF);
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int maxConstants = (shaderModel < 3) ? 32 : ((shaderModel < 4) ? 224 : 65536);
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// other screen copy/convert programs
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for(int copyMatrixType = 0; copyMatrixType < NUM_COPY_TYPES; copyMatrixType++)
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{
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for(int depthType = 0; depthType < NUM_DEPTH_CONVERSION_TYPES; depthType++)
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{
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for(int ssaaMode = 0; ssaaMode < MAX_SSAA_SHADERS; ssaaMode++)
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{
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if(ssaaMode && !s_CopyProgram[copyMatrixType][depthType][ssaaMode-1]
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|| depthType && !s_CopyProgram[copyMatrixType][depthType-1][ssaaMode]
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|| copyMatrixType && !s_CopyProgram[copyMatrixType-1][depthType][ssaaMode])
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{
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// if it failed at a lower setting, it's going to fail here for the same reason it did there,
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// so skip this attempt to avoid duplicate error messages.
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s_CopyProgram[copyMatrixType][depthType][ssaaMode] = NULL;
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}
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else
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{
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s_CopyProgram[copyMatrixType][depthType][ssaaMode] = CreateCopyShader(copyMatrixType, depthType, ssaaMode);
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}
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}
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}
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}
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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).c_str());
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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, "%sdx9-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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PixelShaderCacheInserter inserter;
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g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
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if (g_Config.bEnableShaderDebugging)
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Clear();
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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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pixel_uid_checker.Invalidate();
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last_entry = NULL;
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}
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void PixelShaderCache::Shutdown()
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{
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for(int copyMatrixType = 0; copyMatrixType < NUM_COPY_TYPES; copyMatrixType++)
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for(int depthType = 0; depthType < NUM_DEPTH_CONVERSION_TYPES; depthType++)
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for(int ssaaMode = 0; ssaaMode < MAX_SSAA_SHADERS; ssaaMode++)
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if(s_CopyProgram[copyMatrixType][depthType][ssaaMode]
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&& (copyMatrixType == 0 || s_CopyProgram[copyMatrixType][depthType][ssaaMode] != s_CopyProgram[copyMatrixType-1][depthType][ssaaMode]))
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s_CopyProgram[copyMatrixType][depthType][ssaaMode]->Release();
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for(int copyMatrixType = 0; copyMatrixType < NUM_COPY_TYPES; copyMatrixType++)
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for(int depthType = 0; depthType < NUM_DEPTH_CONVERSION_TYPES; depthType++)
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for(int ssaaMode = 0; ssaaMode < MAX_SSAA_SHADERS; ssaaMode++)
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s_CopyProgram[copyMatrixType][depthType][ssaaMode] = NULL;
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if (s_ClearProgram) s_ClearProgram->Release();
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s_ClearProgram = NULL;
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if (s_rgb8_to_rgba6) s_rgb8_to_rgba6->Release();
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s_rgb8_to_rgba6 = NULL;
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if (s_rgba6_to_rgb8) s_rgba6_to_rgb8->Release();
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s_rgba6_to_rgb8 = NULL;
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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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unique_shaders.clear();
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}
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
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PixelShaderUid uid;
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GetPixelShaderUid(uid, dstAlphaMode, API_D3D9, components);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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PixelShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D9, components);
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pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
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}
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// Check if the shader is already set
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if (last_entry)
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{
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if (uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return last_entry->shader != NULL;
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}
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}
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last_uid = uid;
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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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const PSCacheEntry &entry = iter->second;
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last_entry = &entry;
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if (entry.shader) D3D::SetPixelShader(entry.shader);
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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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PixelShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, api, components);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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u32 code_hash = HashAdler32((const u8 *)code.GetBuffer(), strlen(code.GetBuffer()));
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unique_shaders.insert(code_hash);
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SETSTAT(stats.numUniquePixelShaders, unique_shaders.size());
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS) {
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(szTemp, code.GetBuffer());
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}
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#endif
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u8 *bytecode = 0;
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int bytecodelen = 0;
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if (!D3D::CompilePixelShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &bytecode, &bytecodelen)) {
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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, bytecode, bytecodelen);
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// And insert it into the shader cache.
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bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
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delete [] bytecode;
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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PixelShaders[uid].code = code.GetBuffer();
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return success;
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}
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bool PixelShaderCache::InsertByteCode(const PixelShaderUid &uid, const u8 *bytecode, int bytecodelen, bool activate)
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{
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LPDIRECT3DPIXELSHADER9 shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
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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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PixelShaders[uid] = newentry;
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last_entry = &PixelShaders[uid];
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if (!shader) {
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// INCSTAT(stats.numPixelShadersFailed);
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return false;
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}
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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
|
|
if (activate)
|
|
{
|
|
D3D::SetPixelShader(shader);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void Renderer::SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
|
{
|
|
float f[4] = { f1, f2, f3, f4 };
|
|
DX9::D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
|
|
}
|
|
|
|
void Renderer::SetPSConstant4fv(unsigned int const_number, const float *f)
|
|
{
|
|
DX9::D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
|
|
}
|
|
|
|
void Renderer::SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
|
{
|
|
DX9::D3D::dev->SetPixelShaderConstantF(const_number, f, count);
|
|
}
|
|
|
|
} // namespace DX9
|