588 lines
19 KiB
C++
588 lines
19 KiB
C++
// Copyright 2013 Dolphin Emulator Project
|
|
// Licensed under GPLv2
|
|
// Refer to the license.txt file included.
|
|
|
|
#include <string>
|
|
|
|
#include "Common/FileUtil.h"
|
|
#include "Common/LinearDiskCache.h"
|
|
#include "Common/StringUtil.h"
|
|
|
|
#include "Core/ConfigManager.h"
|
|
|
|
#include "VideoBackends/D3D/D3DBase.h"
|
|
#include "VideoBackends/D3D/D3DShader.h"
|
|
#include "VideoBackends/D3D/Globals.h"
|
|
#include "VideoBackends/D3D/PixelShaderCache.h"
|
|
|
|
#include "VideoCommon/Debugger.h"
|
|
#include "VideoCommon/PixelShaderGen.h"
|
|
#include "VideoCommon/PixelShaderManager.h"
|
|
#include "VideoCommon/Statistics.h"
|
|
#include "VideoCommon/VideoConfig.h"
|
|
|
|
namespace DX11
|
|
{
|
|
|
|
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
|
|
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
|
|
PixelShaderUid PixelShaderCache::last_uid;
|
|
UidChecker<PixelShaderUid,PixelShaderCode> PixelShaderCache::pixel_uid_checker;
|
|
|
|
LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
|
|
|
|
ID3D11PixelShader* s_ColorMatrixProgram[2] = {nullptr};
|
|
ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr};
|
|
ID3D11PixelShader* s_DepthMatrixProgram[2] = {nullptr};
|
|
ID3D11PixelShader* s_ClearProgram = nullptr;
|
|
ID3D11PixelShader* s_rgba6_to_rgb8[2] = {nullptr};
|
|
ID3D11PixelShader* s_rgb8_to_rgba6[2] = {nullptr};
|
|
ID3D11Buffer* pscbuf = nullptr;
|
|
|
|
const char clear_program_code[] = {
|
|
"void main(\n"
|
|
"out float4 ocol0 : SV_Target,\n"
|
|
"in float4 pos : SV_Position,\n"
|
|
"in float4 incol0 : COLOR0){\n"
|
|
"ocol0 = incol0;\n"
|
|
"}\n"
|
|
};
|
|
|
|
// TODO: Find some way to avoid having separate shaders for non-MSAA and MSAA...
|
|
const char color_copy_program_code[] = {
|
|
"sampler samp0 : register(s0);\n"
|
|
"Texture2D Tex0 : register(t0);\n"
|
|
"void main(\n"
|
|
"out float4 ocol0 : SV_Target,\n"
|
|
"in float4 pos : SV_Position,\n"
|
|
"in float2 uv0 : TEXCOORD0){\n"
|
|
"ocol0 = Tex0.Sample(samp0,uv0);\n"
|
|
"}\n"
|
|
};
|
|
|
|
// TODO: Improve sampling algorithm!
|
|
const char color_copy_program_code_msaa[] = {
|
|
"sampler samp0 : register(s0);\n"
|
|
"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
|
|
"void main(\n"
|
|
"out float4 ocol0 : SV_Target,\n"
|
|
"in float4 pos : SV_Position,\n"
|
|
"in float2 uv0 : TEXCOORD0){\n"
|
|
"int width, height, samples;\n"
|
|
"Tex0.GetDimensions(width, height, samples);\n"
|
|
"ocol0 = 0;\n"
|
|
"for(int i = 0; i < samples; ++i)\n"
|
|
" ocol0 += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
|
|
"ocol0 /= samples;\n"
|
|
"}\n"
|
|
};
|
|
|
|
const char color_matrix_program_code[] = {
|
|
"sampler samp0 : register(s0);\n"
|
|
"Texture2D Tex0 : register(t0);\n"
|
|
"uniform float4 cColMatrix[7] : register(c0);\n"
|
|
"void main(\n"
|
|
"out float4 ocol0 : SV_Target,\n"
|
|
"in float4 pos : SV_Position,\n"
|
|
" in float2 uv0 : TEXCOORD0){\n"
|
|
"float4 texcol = Tex0.Sample(samp0,uv0);\n"
|
|
"texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
|
|
"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
|
|
"}\n"
|
|
};
|
|
|
|
const char color_matrix_program_code_msaa[] = {
|
|
"sampler samp0 : register(s0);\n"
|
|
"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
|
|
"uniform float4 cColMatrix[7] : register(c0);\n"
|
|
"void main(\n"
|
|
"out float4 ocol0 : SV_Target,\n"
|
|
"in float4 pos : SV_Position,\n"
|
|
" in float2 uv0 : TEXCOORD0){\n"
|
|
"int width, height, samples;\n"
|
|
"Tex0.GetDimensions(width, height, samples);\n"
|
|
"float4 texcol = 0;\n"
|
|
"for(int i = 0; i < samples; ++i)\n"
|
|
" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
|
|
"texcol /= samples;\n"
|
|
"texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
|
|
"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
|
|
"}\n"
|
|
};
|
|
|
|
const char depth_matrix_program[] = {
|
|
"sampler samp0 : register(s0);\n"
|
|
"Texture2D Tex0 : register(t0);\n"
|
|
"uniform float4 cColMatrix[7] : register(c0);\n"
|
|
"void main(\n"
|
|
"out float4 ocol0 : SV_Target,\n"
|
|
" in float4 pos : SV_Position,\n"
|
|
" in float2 uv0 : TEXCOORD0){\n"
|
|
" float4 texcol = Tex0.Sample(samp0,uv0);\n"
|
|
|
|
// 255.99998474121 = 16777215/16777216*256
|
|
" float workspace = texcol.x * 255.99998474121;\n"
|
|
|
|
" texcol.x = floor(workspace);\n" // x component
|
|
|
|
" workspace = workspace - texcol.x;\n" // subtract x component out
|
|
" workspace = workspace * 256.0;\n" // shift left 8 bits
|
|
" texcol.y = floor(workspace);\n" // y component
|
|
|
|
" workspace = workspace - texcol.y;\n" // subtract y component out
|
|
" workspace = workspace * 256.0;\n" // shift left 8 bits
|
|
" texcol.z = floor(workspace);\n" // z component
|
|
|
|
" texcol.w = texcol.x;\n" // duplicate x into w
|
|
|
|
" texcol = texcol / 255.0;\n" // normalize components to [0.0..1.0]
|
|
|
|
" texcol.w = texcol.w * 15.0;\n"
|
|
" texcol.w = floor(texcol.w);\n"
|
|
" texcol.w = texcol.w / 15.0;\n" // w component
|
|
|
|
" ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
|
|
"}\n"
|
|
};
|
|
|
|
const char depth_matrix_program_msaa[] = {
|
|
"sampler samp0 : register(s0);\n"
|
|
"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
|
|
"uniform float4 cColMatrix[7] : register(c0);\n"
|
|
"void main(\n"
|
|
"out float4 ocol0 : SV_Target,\n"
|
|
" in float4 pos : SV_Position,\n"
|
|
" in float2 uv0 : TEXCOORD0){\n"
|
|
" int width, height, samples;\n"
|
|
" Tex0.GetDimensions(width, height, samples);\n"
|
|
" float4 texcol = 0;\n"
|
|
" for(int i = 0; i < samples; ++i)\n"
|
|
" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
|
|
" texcol /= samples;\n"
|
|
|
|
// 255.99998474121 = 16777215/16777216*256
|
|
" float workspace = texcol.x * 255.99998474121;\n"
|
|
|
|
" texcol.x = floor(workspace);\n" // x component
|
|
|
|
" workspace = workspace - texcol.x;\n" // subtract x component out
|
|
" workspace = workspace * 256.0;\n" // shift left 8 bits
|
|
" texcol.y = floor(workspace);\n" // y component
|
|
|
|
" workspace = workspace - texcol.y;\n" // subtract y component out
|
|
" workspace = workspace * 256.0;\n" // shift left 8 bits
|
|
" texcol.z = floor(workspace);\n" // z component
|
|
|
|
" texcol.w = texcol.x;\n" // duplicate x into w
|
|
|
|
" texcol = texcol / 255.0;\n" // normalize components to [0.0..1.0]
|
|
|
|
" texcol.w = texcol.w * 15.0;\n"
|
|
" texcol.w = floor(texcol.w);\n"
|
|
" texcol.w = texcol.w / 15.0;\n" // w component
|
|
|
|
" ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
|
|
"}\n"
|
|
};
|
|
|
|
const char reint_rgba6_to_rgb8[] = {
|
|
"sampler samp0 : register(s0);\n"
|
|
"Texture2D Tex0 : register(t0);\n"
|
|
"void main(\n"
|
|
" out float4 ocol0 : SV_Target,\n"
|
|
" in float4 pos : SV_Position,\n"
|
|
" in float2 uv0 : TEXCOORD0)\n"
|
|
"{\n"
|
|
" int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n"
|
|
" int4 dst8;\n"
|
|
" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
|
|
" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
|
|
" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
|
|
" dst8.a = 255;\n"
|
|
" ocol0 = (float4)dst8 / 255.f;\n"
|
|
"}"
|
|
};
|
|
|
|
const char reint_rgba6_to_rgb8_msaa[] = {
|
|
"sampler samp0 : register(s0);\n"
|
|
"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
|
|
"void main(\n"
|
|
" out float4 ocol0 : SV_Target,\n"
|
|
" in float4 pos : SV_Position,\n"
|
|
" in float2 uv0 : TEXCOORD0)\n"
|
|
"{\n"
|
|
" int width, height, samples;\n"
|
|
" Tex0.GetDimensions(width, height, samples);\n"
|
|
" float4 texcol = 0;\n"
|
|
" for (int i = 0; i < samples; ++i)\n"
|
|
" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
|
|
" texcol /= samples;\n"
|
|
" int4 src6 = round(texcol * 63.f);\n"
|
|
" int4 dst8;\n"
|
|
" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
|
|
" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
|
|
" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
|
|
" dst8.a = 255;\n"
|
|
" ocol0 = (float4)dst8 / 255.f;\n"
|
|
"}"
|
|
};
|
|
|
|
const char reint_rgb8_to_rgba6[] = {
|
|
"sampler samp0 : register(s0);\n"
|
|
"Texture2D Tex0 : register(t0);\n"
|
|
"void main(\n"
|
|
" out float4 ocol0 : SV_Target,\n"
|
|
" in float4 pos : SV_Position,\n"
|
|
" in float2 uv0 : TEXCOORD0)\n"
|
|
"{\n"
|
|
" int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n"
|
|
" int4 dst6;\n"
|
|
" dst6.r = src8.r >> 2;\n"
|
|
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
|
|
" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
|
|
" dst6.a = src8.b & 0x3F;\n"
|
|
" ocol0 = (float4)dst6 / 63.f;\n"
|
|
"}\n"
|
|
};
|
|
|
|
const char reint_rgb8_to_rgba6_msaa[] = {
|
|
"sampler samp0 : register(s0);\n"
|
|
"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
|
|
"void main(\n"
|
|
" out float4 ocol0 : SV_Target,\n"
|
|
" in float4 pos : SV_Position,\n"
|
|
" in float2 uv0 : TEXCOORD0)\n"
|
|
"{\n"
|
|
" int width, height, samples;\n"
|
|
" Tex0.GetDimensions(width, height, samples);\n"
|
|
" float4 texcol = 0;\n"
|
|
" for (int i = 0; i < samples; ++i)\n"
|
|
" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
|
|
" texcol /= samples;\n"
|
|
" int4 src8 = round(texcol * 255.f);\n"
|
|
" int4 dst6;\n"
|
|
" dst6.r = src8.r >> 2;\n"
|
|
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
|
|
" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
|
|
" dst6.a = src8.b & 0x3F;\n"
|
|
" ocol0 = (float4)dst6 / 63.f;\n"
|
|
"}\n"
|
|
};
|
|
|
|
ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8(bool multisampled)
|
|
{
|
|
if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
|
|
{
|
|
if (!s_rgba6_to_rgb8[0])
|
|
{
|
|
s_rgba6_to_rgb8[0] = D3D::CompileAndCreatePixelShader(reint_rgba6_to_rgb8);
|
|
CHECK(s_rgba6_to_rgb8[0], "Create RGBA6 to RGB8 pixel shader");
|
|
D3D::SetDebugObjectName(s_rgba6_to_rgb8[0], "RGBA6 to RGB8 pixel shader");
|
|
}
|
|
return s_rgba6_to_rgb8[0];
|
|
}
|
|
else if (!s_rgba6_to_rgb8[1])
|
|
{
|
|
// create MSAA shader for current AA mode
|
|
std::string buf = StringFromFormat(reint_rgba6_to_rgb8_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
|
|
s_rgba6_to_rgb8[1] = D3D::CompileAndCreatePixelShader(buf);
|
|
|
|
CHECK(s_rgba6_to_rgb8[1], "Create RGBA6 to RGB8 MSAA pixel shader");
|
|
D3D::SetDebugObjectName(s_rgba6_to_rgb8[1], "RGBA6 to RGB8 MSAA pixel shader");
|
|
}
|
|
return s_rgba6_to_rgb8[1];
|
|
}
|
|
|
|
ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6(bool multisampled)
|
|
{
|
|
if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
|
|
{
|
|
if (!s_rgb8_to_rgba6[0])
|
|
{
|
|
s_rgb8_to_rgba6[0] = D3D::CompileAndCreatePixelShader(reint_rgb8_to_rgba6);
|
|
CHECK(s_rgb8_to_rgba6[0], "Create RGB8 to RGBA6 pixel shader");
|
|
D3D::SetDebugObjectName(s_rgb8_to_rgba6[0], "RGB8 to RGBA6 pixel shader");
|
|
}
|
|
return s_rgb8_to_rgba6[0];
|
|
}
|
|
else if (!s_rgb8_to_rgba6[1])
|
|
{
|
|
// create MSAA shader for current AA mode
|
|
std::string buf = StringFromFormat(reint_rgb8_to_rgba6_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
|
|
s_rgb8_to_rgba6[1] = D3D::CompileAndCreatePixelShader(buf);
|
|
|
|
CHECK(s_rgb8_to_rgba6[1], "Create RGB8 to RGBA6 MSAA pixel shader");
|
|
D3D::SetDebugObjectName(s_rgb8_to_rgba6[1], "RGB8 to RGBA6 MSAA pixel shader");
|
|
}
|
|
return s_rgb8_to_rgba6[1];
|
|
}
|
|
|
|
ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
|
|
{
|
|
if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
|
|
{
|
|
return s_ColorCopyProgram[0];
|
|
}
|
|
else if (s_ColorCopyProgram[1])
|
|
{
|
|
return s_ColorCopyProgram[1];
|
|
}
|
|
else
|
|
{
|
|
// create MSAA shader for current AA mode
|
|
std::string buf = StringFromFormat(color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
|
|
s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf);
|
|
CHECK(s_ColorCopyProgram[1]!=nullptr, "Create color copy MSAA pixel shader");
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1], "color copy MSAA pixel shader");
|
|
return s_ColorCopyProgram[1];
|
|
}
|
|
}
|
|
|
|
ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
|
|
{
|
|
if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
|
|
{
|
|
return s_ColorMatrixProgram[0];
|
|
}
|
|
else if (s_ColorMatrixProgram[1])
|
|
{
|
|
return s_ColorMatrixProgram[1];
|
|
}
|
|
else
|
|
{
|
|
// create MSAA shader for current AA mode
|
|
std::string buf = StringFromFormat(color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
|
|
s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf);
|
|
CHECK(s_ColorMatrixProgram[1]!=nullptr, "Create color matrix MSAA pixel shader");
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], "color matrix MSAA pixel shader");
|
|
return s_ColorMatrixProgram[1];
|
|
}
|
|
}
|
|
|
|
ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
|
|
{
|
|
if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
|
|
{
|
|
return s_DepthMatrixProgram[0];
|
|
}
|
|
else if (s_DepthMatrixProgram[1])
|
|
{
|
|
return s_DepthMatrixProgram[1];
|
|
}
|
|
else
|
|
{
|
|
// create MSAA shader for current AA mode
|
|
std::string buf = StringFromFormat(depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
|
|
s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf);
|
|
CHECK(s_DepthMatrixProgram[1]!=nullptr, "Create depth matrix MSAA pixel shader");
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
|
|
return s_DepthMatrixProgram[1];
|
|
}
|
|
}
|
|
|
|
ID3D11PixelShader* PixelShaderCache::GetClearProgram()
|
|
{
|
|
return s_ClearProgram;
|
|
}
|
|
|
|
ID3D11Buffer* &PixelShaderCache::GetConstantBuffer()
|
|
{
|
|
// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
|
|
if (PixelShaderManager::dirty)
|
|
{
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
D3D::context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
|
memcpy(map.pData, &PixelShaderManager::constants, sizeof(PixelShaderConstants));
|
|
D3D::context->Unmap(pscbuf, 0);
|
|
PixelShaderManager::dirty = false;
|
|
|
|
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(PixelShaderConstants));
|
|
}
|
|
return pscbuf;
|
|
}
|
|
|
|
// this class will load the precompiled shaders into our cache
|
|
class PixelShaderCacheInserter : public LinearDiskCacheReader<PixelShaderUid, u8>
|
|
{
|
|
public:
|
|
void Read(const PixelShaderUid &key, const u8 *value, u32 value_size)
|
|
{
|
|
PixelShaderCache::InsertByteCode(key, value, value_size);
|
|
}
|
|
};
|
|
|
|
void PixelShaderCache::Init()
|
|
{
|
|
unsigned int cbsize = ((sizeof(PixelShaderConstants))&(~0xf))+0x10; // must be a multiple of 16
|
|
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
|
|
D3D::device->CreateBuffer(&cbdesc, nullptr, &pscbuf);
|
|
CHECK(pscbuf!=nullptr, "Create pixel shader constant buffer");
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "pixel shader constant buffer used to emulate the GX pipeline");
|
|
|
|
// used when drawing clear quads
|
|
s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code);
|
|
CHECK(s_ClearProgram!=nullptr, "Create clear pixel shader");
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader");
|
|
|
|
// used when copying/resolving the color buffer
|
|
s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code);
|
|
CHECK(s_ColorCopyProgram[0]!=nullptr, "Create color copy pixel shader");
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[0], "color copy pixel shader");
|
|
|
|
// used for color conversion
|
|
s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code);
|
|
CHECK(s_ColorMatrixProgram[0]!=nullptr, "Create color matrix pixel shader");
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[0], "color matrix pixel shader");
|
|
|
|
// used for depth copy
|
|
s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program);
|
|
CHECK(s_DepthMatrixProgram[0]!=nullptr, "Create depth matrix pixel shader");
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[0], "depth matrix pixel shader");
|
|
|
|
Clear();
|
|
|
|
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
|
|
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
|
|
|
|
SETSTAT(stats.numPixelShadersCreated, 0);
|
|
SETSTAT(stats.numPixelShadersAlive, 0);
|
|
|
|
std::string cache_filename = StringFromFormat("%sdx11-%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();
|
|
|
|
last_entry = nullptr;
|
|
}
|
|
|
|
// ONLY to be used during shutdown.
|
|
void PixelShaderCache::Clear()
|
|
{
|
|
for (auto& iter : PixelShaders)
|
|
iter.second.Destroy();
|
|
PixelShaders.clear();
|
|
pixel_uid_checker.Invalidate();
|
|
|
|
last_entry = nullptr;
|
|
}
|
|
|
|
// Used in Swap() when AA mode has changed
|
|
void PixelShaderCache::InvalidateMSAAShaders()
|
|
{
|
|
SAFE_RELEASE(s_ColorCopyProgram[1]);
|
|
SAFE_RELEASE(s_ColorMatrixProgram[1]);
|
|
SAFE_RELEASE(s_DepthMatrixProgram[1]);
|
|
SAFE_RELEASE(s_rgb8_to_rgba6[1]);
|
|
SAFE_RELEASE(s_rgba6_to_rgb8[1]);
|
|
}
|
|
|
|
void PixelShaderCache::Shutdown()
|
|
{
|
|
SAFE_RELEASE(pscbuf);
|
|
|
|
SAFE_RELEASE(s_ClearProgram);
|
|
for (int i = 0; i < 2; ++i)
|
|
{
|
|
SAFE_RELEASE(s_ColorCopyProgram[i]);
|
|
SAFE_RELEASE(s_ColorMatrixProgram[i]);
|
|
SAFE_RELEASE(s_DepthMatrixProgram[i]);
|
|
SAFE_RELEASE(s_rgba6_to_rgb8[i]);
|
|
SAFE_RELEASE(s_rgb8_to_rgba6[i]);
|
|
}
|
|
|
|
Clear();
|
|
g_ps_disk_cache.Sync();
|
|
g_ps_disk_cache.Close();
|
|
}
|
|
|
|
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
|
|
{
|
|
PixelShaderUid uid;
|
|
GetPixelShaderUid(uid, dstAlphaMode, API_D3D, components);
|
|
if (g_ActiveConfig.bEnableShaderDebugging)
|
|
{
|
|
PixelShaderCode code;
|
|
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, 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 != nullptr);
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
|
|
return (entry.shader != nullptr);
|
|
}
|
|
|
|
// Need to compile a new shader
|
|
PixelShaderCode code;
|
|
GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
|
|
|
|
D3DBlob* pbytecode;
|
|
if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))
|
|
{
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
|
return false;
|
|
}
|
|
|
|
// Insert the bytecode into the caches
|
|
g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
|
|
|
|
bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
|
|
pbytecode->Release();
|
|
|
|
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 void* bytecode, unsigned int bytecodelen)
|
|
{
|
|
ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
|
|
if (shader == nullptr)
|
|
return false;
|
|
|
|
// TODO: Somehow make the debug name a bit more specific
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of PixelShaderCache");
|
|
|
|
// 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());
|
|
return true;
|
|
}
|
|
|
|
} // DX11
|