dolphin/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.cpp

448 lines
14 KiB
C++

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