/* Copyright 2021 flyinghead This file is part of Flycast. Flycast 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, either version 2 of the License, or (at your option) any later version. Flycast 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 for more details. You should have received a copy of the GNU General Public License along with Flycast. If not, see . */ #include "dx11_shaders.h" #include "dx11context.h" #include "stdclass.h" #include const char * const VertexShader = R"( struct VertexIn { float4 pos : POSITION; float4 col : COLOR0; float4 spec : COLOR1; float2 uv : TEXCOORD0; }; struct VertexOut { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; float4 col : COLOR0; float4 spec : COLOR1; }; cbuffer constantBuffer : register(b0) { float4x4 transMatrix; float4 leftPlane; float4 topPlane; float4 rightPlane; float4 bottomPlane; }; [clipplanes(leftPlane, topPlane, rightPlane, bottomPlane)] VertexOut main(in VertexIn vin) { VertexOut vo; vo.pos = mul(transMatrix, float4(vin.pos.xyz, 1.f)); #if pp_Gouraud == 1 vo.col = vin.col * vo.pos.z; vo.spec = vin.spec * vo.pos.z; #else // flat shading: no interpolation vo.col = vin.col; vo.spec = vin.spec; #endif vo.uv = float4(vin.uv * vo.pos.z, 0.f, vo.pos.z); vo.pos.w = 1.f; vo.pos.z = 0.f; return vo; } )"; const char *ModVolVertexShader = R"( struct VertexIn { float4 pos : POSITION; }; struct VertexOut { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; }; cbuffer constantBuffer : register(b0) { float4x4 transMatrix; float4 leftPlane; float4 topPlane; float4 rightPlane; float4 bottomPlane; }; VertexOut main(in VertexIn vin) { VertexOut vo; vo.pos = mul(transMatrix, float4(vin.pos.xyz, 1.f)); vo.uv = float4(0.f, 0.f, 0.f, vo.pos.z); vo.pos.w = 1.f; vo.pos.z = 0.f; return vo; } )"; const char * const PixelShader = R"( #define PI 3.1415926f struct Pixel { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; float4 col : COLOR0; float4 spec : COLOR1; }; Texture2D texture0 : register(t0); sampler sampler0 : register(s0); Texture2D paletteTexture : register(t1); sampler paletteSampler : register(s1); Texture2D fogTexture : register(t2); sampler fogSampler : register(s2); cbuffer constantBuffer : register(b0) { float4 colorClampMin; float4 colorClampMax; float4 FOG_COL_VERT; float4 FOG_COL_RAM; float fogDensity; float shadowScale; float alphaTestValue; }; cbuffer polyConstantBuffer : register(b1) { float4 clipTest; float paletteIndex; float trilinearAlpha; }; float fog_mode2(float w) { float z = clamp(w * fogDensity, 1.0f, 255.9999f); float exp = floor(log2(z)); float m = z * 16.0f / pow(2.0, exp) - 16.0f; float idx = floor(m) + exp * 16.0f + 0.5f; float4 fogCoef = fogTexture.Sample(fogSampler, float2(idx / 128.0f, 0.75f - (m - floor(m)) / 2.0f)); return fogCoef.a; } float4 clampColor(float4 color) { #if FogClamping == 1 return clamp(color, colorClampMin, colorClampMax); #else return color; #endif } #if pp_Palette == 1 float4 palettePixel(float2 coords) { uint colorIdx = int(floor(texture0.Sample(sampler0, coords).a * 255.0f + 0.5f) + paletteIndex); float2 c = float2((fmod(float(colorIdx), 32.0f) * 2.0f + 1.0f) / 64.0f, (float(colorIdx / 32) * 2.0f + 1.0f) / 64.0f); return paletteTexture.Sample(paletteSampler, c); } #endif struct PSO { float4 col : SV_TARGET; float z : SV_DEPTH; }; PSO main(in Pixel inpix) { #if pp_ClipInside == 1 // Clip inside the box if (inpix.pos.x >= clipTest.x && inpix.pos.x <= clipTest.z && inpix.pos.y >= clipTest.y && inpix.pos.y <= clipTest.w) discard; #endif #if pp_Gouraud == 1 float4 color = inpix.col / inpix.uv.w; #if pp_BumpMap == 1 || pp_Offset == 1 float4 specular = inpix.spec / inpix.uv.w; #endif #else float4 color = inpix.col; #if pp_BumpMap == 1 || pp_Offset == 1 float4 specular = inpix.spec; #endif #endif #if pp_UseAlpha == 0 color.a = 1.0f; #endif #if pp_FogCtrl == 3 color = float4(FOG_COL_RAM.rgb, fog_mode2(inpix.uv.w)); #endif #if pp_Texture == 1 { float2 uv = inpix.uv.xy / inpix.uv.w; #if NearestWrapFix == 1 uv = min(fmod(uv, 1.f), 0.9997f); #endif #if pp_Palette == 0 float4 texcol = texture0.Sample(sampler0, uv); #else float4 texcol = palettePixel(uv); #endif #if pp_BumpMap == 1 float s = PI / 2.0f * (texcol.a * 15.0f * 16.0f + texcol.r * 15.0f) / 255.0f; float r = 2.0f * PI * (texcol.g * 15.0f * 16.0f + texcol.b * 15.0f) / 255.0f; texcol[3] = clamp(specular.a + specular.r * sin(s) + specular.g * cos(s) * cos(r - 2.0f * PI * specular.b), 0.0f, 1.0f); texcol.rgb = float3(1.0f, 1.0f, 1.0f); #else #if pp_IgnoreTexA == 1 texcol.a = 1.0f; #endif #if cp_AlphaTest == 1 if (alphaTestValue > texcol.a) discard; texcol.a = 1.0f; #endif #endif #if pp_ShadInstr == 0 color = texcol; #endif #if pp_ShadInstr == 1 color.rgb *= texcol.rgb; color.a = texcol.a; #endif #if pp_ShadInstr == 2 color.rgb = lerp(color.rgb, texcol.rgb, texcol.a); #endif #if pp_ShadInstr == 3 color *= texcol; #endif #if pp_Offset == 1 && pp_BumpMap == 0 color.rgb += specular.rgb; #endif } #endif color = clampColor(color); #if pp_FogCtrl == 0 color.rgb = lerp(color.rgb, FOG_COL_RAM.rgb, fog_mode2(inpix.uv.w)); #endif #if pp_FogCtrl == 1 && pp_Offset == 1 && pp_BumpMap == 0 color.rgb = lerp(color.rgb, FOG_COL_VERT.rgb, specular.a); #endif #if pp_TriLinear == 1 color *= trilinearAlpha; #endif PSO pso; float w = inpix.uv.w * 100000.0f; pso.z = log2(1.0f + w) / 34.0f; pso.col = color; return pso; } struct MVPixel { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; }; PSO modifierVolume(in MVPixel inpix) { PSO pso; float w = inpix.uv.w * 100000.0f; pso.z = log2(1.0f + w) / 34.0f; pso.col = float4(0, 0, 0, shadowScale); return pso; } )"; const char * const QuadVertexShader = R"( struct VertexIn { float2 pos : POSITION; float2 uv : TEXCOORD0; }; struct VertexOut { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; VertexOut main(in VertexIn vin) { VertexOut vo; #if ROTATE == 0 vo.pos = float4(vin.pos, 0.f, 1.f); #else vo.pos = float4(-vin.pos.y, vin.pos.x, 0.f, 1.f); #endif vo.uv = vin.uv; return vo; } )"; const char * const QuadPixelShader = R"( cbuffer constantBuffer : register(b0) { float4 color; }; struct VertexIn { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; sampler sampler0; Texture2D texture0; float4 main(in VertexIn vin) : SV_Target { return color * texture0.Sample(sampler0, vin.uv); } )"; const char * const MacroValues[] { "0", "1", "2", "3" }; static D3D_SHADER_MACRO VertexMacros[] { { "pp_Gouraud", "1" }, { nullptr, nullptr } }; enum PixelMacroEnum { MacroGouraud, MacroTexture, MacroUseAlpha, MacroIgnoreTexA, MacroShadInstr, MacroOffset, MacroFogCtrl, MacroBumpMap, MacroFogClamping, MacroTriLinear, MacroPalette, MacroAlphaTest, MacroClipInside, MacroNearestWrapFix }; static D3D_SHADER_MACRO PixelMacros[] { { "pp_Gouraud", "1" }, { "pp_Texture", "0" }, { "pp_UseAlpha", "0" }, { "pp_IgnoreTexA", "0" }, { "pp_ShadInstr", "0" }, { "pp_Offset", "0" }, { "pp_FogCtrl", "0" }, { "pp_BumpMap", "0" }, { "FogClamping", "0" }, { "pp_TriLinear", "0" }, { "pp_Palette", "0" }, { "cp_AlphaTest", "0" }, { "pp_ClipInside", "0" }, { "NearestWrapFix", "0" }, { nullptr, nullptr } }; const ComPtr& DX11Shaders::getShader(bool pp_Texture, bool pp_UseAlpha, bool pp_IgnoreTexA, u32 pp_ShadInstr, bool pp_Offset, u32 pp_FogCtrl, bool pp_BumpMap, bool fog_clamping, bool trilinear, bool palette, bool gouraud, bool alphaTest, bool clipInside, bool nearestWrapFix) { const u32 hash = (int)pp_Texture | (pp_UseAlpha << 1) | (pp_IgnoreTexA << 2) | (pp_ShadInstr << 3) | (pp_Offset << 5) | (pp_FogCtrl << 6) | (pp_BumpMap << 8) | (fog_clamping << 9) | (trilinear << 10) | (palette << 11) | (gouraud << 12) | (alphaTest << 13) | (clipInside << 14) | (nearestWrapFix << 15); auto& shader = shaders[hash]; if (shader == nullptr) { verify(pp_ShadInstr < ARRAY_SIZE(MacroValues)); verify(pp_FogCtrl < ARRAY_SIZE(MacroValues)); PixelMacros[MacroGouraud].Definition = MacroValues[gouraud]; PixelMacros[MacroTexture].Definition = MacroValues[pp_Texture]; PixelMacros[MacroUseAlpha].Definition = MacroValues[pp_UseAlpha]; PixelMacros[MacroIgnoreTexA].Definition = MacroValues[pp_IgnoreTexA]; PixelMacros[MacroShadInstr].Definition = MacroValues[pp_ShadInstr]; PixelMacros[MacroOffset].Definition = MacroValues[pp_Offset]; PixelMacros[MacroFogCtrl].Definition = MacroValues[pp_FogCtrl]; PixelMacros[MacroBumpMap].Definition = MacroValues[pp_BumpMap]; PixelMacros[MacroFogClamping].Definition = MacroValues[fog_clamping]; PixelMacros[MacroTriLinear].Definition = MacroValues[trilinear]; PixelMacros[MacroPalette].Definition = MacroValues[palette]; PixelMacros[MacroAlphaTest].Definition = MacroValues[alphaTest]; PixelMacros[MacroClipInside].Definition = MacroValues[clipInside]; PixelMacros[MacroNearestWrapFix].Definition = MacroValues[nearestWrapFix]; shader = compilePS(PixelShader, "main", PixelMacros); verify(shader != nullptr); } return shader; } const ComPtr& DX11Shaders::getVertexShader(bool gouraud) { ComPtr& vertexShader = gouraud ? gouraudVertexShader : flatVertexShader; if (!vertexShader) { VertexMacros[0].Definition = MacroValues[gouraud]; vertexShader = compileVS(VertexShader, "main", VertexMacros); } return vertexShader; } const ComPtr& DX11Shaders::getMVVertexShader() { if (!modVolVertexShader) modVolVertexShader = compileVS(ModVolVertexShader, "main", nullptr); return modVolVertexShader; } const ComPtr& DX11Shaders::getModVolShader() { if (!modVolShader) modVolShader = compilePS(PixelShader, "modifierVolume", PixelMacros); return modVolShader; } const ComPtr& DX11Shaders::getQuadVertexShader(bool rotate) { ComPtr& shader = rotate ? quadRotateVertexShader : quadVertexShader; if (!shader) { D3D_SHADER_MACRO macros[] { { "ROTATE", rotate ? "1" : "0" }, { nullptr, nullptr } }; shader = compileVS(QuadVertexShader, "main", macros); } return shader; } const ComPtr& DX11Shaders::getQuadPixelShader() { if (!quadPixelShader) quadPixelShader = compilePS(QuadPixelShader, "main", nullptr); return quadPixelShader; } ComPtr DX11Shaders::compileShader(const char* source, const char* function, const char* profile, const D3D_SHADER_MACRO *pDefines) { u64 hash = hashShader(source, function, profile, pDefines); ComPtr shaderBlob; if (!lookupShader(hash, shaderBlob)) { ComPtr errorBlob; if (FAILED(this->D3DCompile(source, strlen(source), nullptr, pDefines, nullptr, function, profile, 0, 0, &shaderBlob.get(), &errorBlob.get()))) ERROR_LOG(RENDERER, "Shader compilation failed: %s", errorBlob->GetBufferPointer()); else cacheShader(hash, shaderBlob); } return shaderBlob; } ComPtr DX11Shaders::compileVS(const char* source, const char* function, const D3D_SHADER_MACRO *pDefines) { ComPtr blob = compileShader(source, function, "vs_4_0", pDefines); ComPtr shader; if (blob) { if (FAILED(device->CreateVertexShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, &shader.get()))) ERROR_LOG(RENDERER, "Vertex shader creation failed"); } return shader; } ComPtr DX11Shaders::compilePS(const char* source, const char* function, const D3D_SHADER_MACRO *pDefines) { ComPtr blob = compileShader(source, function, "ps_4_0", pDefines); ComPtr shader; if (blob) { if (device->CreatePixelShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, &shader.get()) != S_OK) ERROR_LOG(RENDERER, "Pixel shader creation failed"); } return shader; } ComPtr DX11Shaders::getVertexShaderBlob() { VertexMacros[0].Definition = MacroValues[0]; return compileShader(VertexShader, "main", "vs_4_0", VertexMacros); } ComPtr DX11Shaders::getMVVertexShaderBlob() { return compileShader(ModVolVertexShader, "main", "vs_4_0", nullptr); } ComPtr DX11Shaders::getQuadVertexShaderBlob() { return compileShader(QuadVertexShader, "main", "vs_4_0", nullptr); } void DX11Shaders::init(const ComPtr& device, pD3DCompile D3DCompile) { this->device = device; this->D3DCompile = D3DCompile; enableCache(!theDX11Context.hasShaderCache()); loadCache(CacheFile); } void DX11Shaders::term() { saveCache(CacheFile); shaders.clear(); gouraudVertexShader.reset(); flatVertexShader.reset(); modVolShader.reset(); modVolVertexShader.reset(); quadVertexShader.reset(); quadRotateVertexShader.reset(); quadPixelShader.reset(); device.reset(); } void CachedDX11Shaders::saveCache(const std::string& filename) { if (!enabled) return; std::string path = hostfs::getShaderCachePath(filename); FILE *fp = nowide::fopen(path.c_str(), "wb"); if (fp == nullptr) { WARN_LOG(RENDERER, "Cannot save shader cache to %s", path.c_str()); return; } for (const auto& pair : shaderCache) { if (std::fwrite(&pair.first, sizeof(pair.first), 1, fp) != 1 || std::fwrite(&pair.second.size, sizeof(pair.second.size), 1, fp) != 1 || std::fwrite(&pair.second.blob[0], 1, pair.second.size, fp) != pair.second.size) { WARN_LOG(RENDERER, "Error saving shader cache to %s", path.c_str()); break; } } NOTICE_LOG(RENDERER, "Saved %d shaders to %s", (int)shaderCache.size(), path.c_str()); std::fclose(fp); } void CachedDX11Shaders::loadCache(const std::string& filename) { if (!enabled) return; std::string path = hostfs::getShaderCachePath(filename); FILE *fp = nowide::fopen(path.c_str(), "rb"); if (fp != nullptr) { u64 hash; u32 size; while (true) { if (std::fread(&hash, sizeof(hash), 1, fp) != 1) break; if (std::fread(&size, sizeof(size), 1, fp) != 1) break; std::unique_ptr blob = std::unique_ptr(new u8[size]); if (std::fread(&blob[0], 1, size, fp) != size) break; shaderCache[hash] = { size, std::move(blob) }; } std::fclose(fp); NOTICE_LOG(RENDERER, "Loaded %d shaders from %s", (int)shaderCache.size(), path.c_str()); } } bool CachedDX11Shaders::lookupShader(u64 hash, ComPtr& blob) { if (!enabled) return false; auto it = shaderCache.find(hash); if (it == shaderCache.end()) return false; D3DCreateBlob(it->second.size, &blob.get()); memcpy(blob->GetBufferPointer(), &it->second.blob[0], it->second.size); return true; } void CachedDX11Shaders::cacheShader(u64 hash, const ComPtr& blob) { if (!enabled) return; u32 size = (u32)blob->GetBufferSize(); std::unique_ptr data = std::unique_ptr(new u8[size]); memcpy(&data[0], blob->GetBufferPointer(), size); shaderCache[hash] = { size, std::move(data) }; } u64 CachedDX11Shaders::hashShader(const char* source, const char* function, const char* profile, const D3D_SHADER_MACRO *pDefines, const char *includeFile) { if (!enabled) return 0; XXH64_state_t *xxh = XXH64_createState(); XXH64_reset(xxh, 777); XXH64_update(xxh, source, strlen(source)); XXH64_update(xxh, function, strlen(function)); if (pDefines != nullptr) for (const D3D_SHADER_MACRO *pDef = pDefines; pDef->Name != nullptr; pDef++) { XXH64_update(xxh, pDef->Name, strlen(pDef->Name)); XXH64_update(xxh, pDef->Definition, strlen(pDef->Definition)); } if (includeFile != nullptr) XXH64_update(xxh, includeFile, strlen(includeFile)); u64 hash = XXH64_digest(xxh); XXH64_freeState(xxh); return hash; }