369 lines
12 KiB
C++
369 lines
12 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 "Common.h"
|
|
#include "FileUtil.h"
|
|
#include "LinearDiskCache.h"
|
|
|
|
#include "Globals.h"
|
|
#include "D3DBase.h"
|
|
#include "D3DShader.h"
|
|
#include "Statistics.h"
|
|
#include "Utils.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;
|
|
|
|
LinearDiskCache g_ps_disk_cache;
|
|
|
|
static float lastPSconstants[C_COLORMATRIX+16][4];
|
|
|
|
static LPDIRECT3DPIXELSHADER9 s_ColorMatrixProgram = 0;
|
|
static LPDIRECT3DPIXELSHADER9 s_ColorCopyProgram = 0;
|
|
static LPDIRECT3DPIXELSHADER9 s_ClearProgram = 0;
|
|
static LPDIRECT3DPIXELSHADER9 s_ClearZProgram = 0;
|
|
static LPDIRECT3DPIXELSHADER9 s_DepthMatrixProgram = 0;
|
|
static LPDIRECT3DPIXELSHADER9 s_FSAAProgram = 0;
|
|
static LPDIRECT3DPIXELSHADER9 s_FSAAColorMatrixProgram = 0;
|
|
|
|
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorMatrixProgram()
|
|
{
|
|
return s_ColorMatrixProgram;
|
|
}
|
|
|
|
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetDepthMatrixProgram()
|
|
{
|
|
return s_DepthMatrixProgram;
|
|
}
|
|
|
|
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorCopyProgram()
|
|
{
|
|
return s_ColorCopyProgram;
|
|
}
|
|
|
|
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetClearProgram()
|
|
{
|
|
return s_ClearProgram;
|
|
}
|
|
|
|
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetFSAAProgram()
|
|
{
|
|
return s_FSAAProgram;
|
|
}
|
|
|
|
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetFSAAColorMatrixProgram()
|
|
{
|
|
return s_FSAAColorMatrixProgram;
|
|
}
|
|
|
|
void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
|
|
{
|
|
if (lastPSconstants[const_number][0] != f1 || lastPSconstants[const_number][1] != f2 ||
|
|
lastPSconstants[const_number][2] != f3 || lastPSconstants[const_number][3] != f4 )
|
|
{
|
|
const float f[4] = {f1, f2, f3, f4};
|
|
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
|
|
lastPSconstants[const_number][0] = f1;
|
|
lastPSconstants[const_number][1] = f2;
|
|
lastPSconstants[const_number][2] = f3;
|
|
lastPSconstants[const_number][3] = f4;
|
|
}
|
|
}
|
|
|
|
void SetPSConstant4fv(int const_number, const float *f)
|
|
{
|
|
if (lastPSconstants[const_number][0] != f[0] || lastPSconstants[const_number][1] != f[1] ||
|
|
lastPSconstants[const_number][2] != f[2] || lastPSconstants[const_number][3] != f[3] )
|
|
{
|
|
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
|
|
lastPSconstants[const_number][0] = f[0];
|
|
lastPSconstants[const_number][1] = f[1];
|
|
lastPSconstants[const_number][2] = f[2];
|
|
lastPSconstants[const_number][3] = f[3];
|
|
}
|
|
}
|
|
|
|
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()
|
|
{
|
|
char pprog[2048];
|
|
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));
|
|
|
|
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
|
|
"void main(\n"
|
|
"out float4 ocol0 : COLOR0,\n"
|
|
"in float4 uv0 : TEXCOORD0){\n"
|
|
"ocol0 = tex2D(samp0,uv0.xy);\n"
|
|
"}\n");
|
|
s_ColorCopyProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
|
|
|
|
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"
|
|
"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 = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
|
|
|
|
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"
|
|
"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 = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
|
|
|
|
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
|
|
"uniform sampler samp1 : register(s1);\n"
|
|
"void main(\n"
|
|
"out float4 ocol0 : COLOR0,\n"
|
|
"in float4 incol0 : COLOR0,\n"
|
|
"in float4 uv0 : TEXCOORD0,\n"
|
|
"in float4 uv1 : TEXCOORD1,\n"
|
|
"in float4 uv2 : TEXCOORD2,\n"
|
|
"in float4 uv3 : TEXCOORD3,\n"
|
|
"in float4 uv4 : TEXCOORD4,\n"
|
|
"in float2 uv5 : TEXCOORD5,\n"
|
|
"in float2 uv6 : TEXCOORD6,\n"
|
|
"in float2 uv7 : TEXCOORD7){\n"
|
|
"float3 P1 = float3(tex2D(samp1,uv0.xy).x,tex2D(samp1,uv1.xy).x,tex2D(samp1,uv2.xy).x);\n"
|
|
"float3 P2 = float3(tex2D(samp1,uv3.xy).x,tex2D(samp1,uv4.xy).x,tex2D(samp1,uv5).x);\n"
|
|
"float3 P3 = float3(P1.z,tex2D(samp1,uv6).x,P2.z);\n"
|
|
"float3 P4 = float3(P1.x,tex2D(samp1,uv7).r,P2.x);\n"
|
|
"float3 P5 = float3(1.0f,2.0f,1.0f);\n"
|
|
"float3 T = float3(dot(P3,P5) - dot(P4,P5),dot(P1,P5) - dot(P2,P5),0.0f);\n"
|
|
"if (dot(T,T) > incol0.x)\n"
|
|
"{\n"
|
|
"ocol0 = (tex2D(samp0,uv0.wz) + tex2D(samp0,uv1.wz) + tex2D(samp0,uv2.wz) + tex2D(samp0,uv3.wz))*0.25f;// + tex2D(samp0,uv4.xy) + tex2D(samp0,uv5) + tex2D(samp0,uv6) + tex2D(samp0,uv7) + tex2D(samp0,uv4.wz)) / 9.0f;\n"
|
|
"} else {\n"
|
|
"ocol0 = tex2D(samp0,uv4.wz);\n"
|
|
"}\n"
|
|
"}\n");
|
|
s_FSAAProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
|
|
|
|
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
|
|
"uniform sampler samp1 : register(s1);\n"
|
|
"uniform float4 cColMatrix[5] : register(c%d);\n"
|
|
"void main(\n"
|
|
"out float4 ocol0 : COLOR0,\n"
|
|
"in float4 incol0 : COLOR0,\n"
|
|
"in float4 uv0 : TEXCOORD0,\n"
|
|
"in float4 uv1 : TEXCOORD1,\n"
|
|
"in float4 uv2 : TEXCOORD2,\n"
|
|
"in float4 uv3 : TEXCOORD3,\n"
|
|
"in float4 uv4 : TEXCOORD4,\n"
|
|
"in float2 uv5 : TEXCOORD5,\n"
|
|
"in float2 uv6 : TEXCOORD6,\n"
|
|
"in float2 uv7 : TEXCOORD7){\n"
|
|
"float3 P1 = float3(tex2D(samp1,uv0.xy).x,tex2D(samp1,uv1.xy).x,tex2D(samp1,uv2.xy).x);\n"
|
|
"float3 P2 = float3(tex2D(samp1,uv3.xy).x,tex2D(samp1,uv4.xy).x,tex2D(samp1,uv5).x);\n"
|
|
"float3 P3 = float3(P1.z,tex2D(samp1,uv6).x,P2.z);\n"
|
|
"float3 P4 = float3(P1.x,tex2D(samp1,uv7).r,P2.x);\n"
|
|
"float3 P5 = float3(1.0f,2.0f,1.0f);\n"
|
|
"float3 T = float3(dot(P3,P5) - dot(P4,P5),dot(P1,P5) - dot(P2,P5),0.0f);\n"
|
|
"float4 texcol = float4(0.0f,0.0f,0.0f,0.0f);\n"
|
|
"if (dot(T,T) > incol0.x)\n"
|
|
"{\n"
|
|
"texcol = (tex2D(samp0,uv0.wz) + tex2D(samp0,uv1.wz) + tex2D(samp0,uv2.wz) + tex2D(samp0,uv3.wz))*0.25f;// + tex2D(samp0,uv4.xy) + tex2D(samp0,uv5) + tex2D(samp0,uv6) + tex2D(samp0,uv7) + tex2D(samp0,uv4.wz)) / 9.0f;\n"
|
|
"} else {\n"
|
|
"texcol = tex2D(samp0,uv4.wz);\n"
|
|
"}\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_FSAAColorMatrixProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
|
|
|
|
Clear();
|
|
|
|
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
|
|
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
|
|
|
|
char cache_filename[MAX_PATH];
|
|
sprintf(cache_filename, "%s%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();
|
|
|
|
for (int i = 0; i < (C_COLORMATRIX + 16) * 4; i++)
|
|
lastPSconstants[i / 4][i % 4] = -100000000.0f;
|
|
memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));
|
|
}
|
|
|
|
void PixelShaderCache::Shutdown()
|
|
{
|
|
if (s_ColorMatrixProgram) s_ColorMatrixProgram->Release();
|
|
s_ColorMatrixProgram = NULL;
|
|
if (s_ColorCopyProgram) s_ColorCopyProgram->Release();
|
|
s_ColorCopyProgram = NULL;
|
|
if (s_DepthMatrixProgram) s_DepthMatrixProgram->Release();
|
|
s_DepthMatrixProgram = NULL;
|
|
if (s_ClearProgram) s_ClearProgram->Release();
|
|
s_ClearProgram = NULL;
|
|
if (s_FSAAProgram) s_FSAAProgram->Release();
|
|
s_FSAAProgram = NULL;
|
|
if (s_FSAAColorMatrixProgram) s_FSAAColorMatrixProgram->Release();
|
|
s_FSAAColorMatrixProgram = NULL;
|
|
Clear();
|
|
g_ps_disk_cache.Sync();
|
|
g_ps_disk_cache.Close();
|
|
}
|
|
|
|
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, 2);
|
|
#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);
|
|
}
|
|
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
|