- Speed up MSAA by using custom resolve shaders instead of ID3D11DeviceContext::ResolveSubresource().
- Fix EFB access when MSAA is enabled.
- Implement the "force linear filtering" option.
- Compile shaders using shader model 4.1 or 5.0 if available.
- Some minor cleanups.

Who cares about DX9 and OGL anyway :P

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6481 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX
2010-11-27 11:11:05 +00:00
parent 5340b4cb95
commit 7698d85a8e
11 changed files with 156 additions and 60 deletions

View File

@ -40,9 +40,9 @@ const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
LinearDiskCache<PIXELSHADERUID, u8> g_ps_disk_cache;
ID3D11PixelShader* s_ColorMatrixProgram = NULL;
ID3D11PixelShader* s_ColorCopyProgram = NULL;
ID3D11PixelShader* s_DepthMatrixProgram = NULL;
ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL};
ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL};
ID3D11PixelShader* s_DepthMatrixProgram[2] = {NULL};
ID3D11PixelShader* s_ClearProgram = NULL;
const char clear_program_code[] = {
@ -65,6 +65,23 @@ const char color_copy_program_code[] = {
"}\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"
@ -78,6 +95,24 @@ const char color_matrix_program_code[] = {
"}\n"
};
const char color_matrix_program_code_msaa[] = {
"sampler samp0 : register(s0);\n"
"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
"uniform float4 cColMatrix[5] : 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"
"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"
@ -93,19 +128,69 @@ const char depth_matrix_program[] = {
"}\n"
};
ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram()
const char depth_matrix_program_msaa[] = {
"sampler samp0 : register(s0);\n"
"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
"uniform float4 cColMatrix[5] : 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"
"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"
};
ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
{
return s_ColorMatrixProgram;
if (!multisampled || s_ColorCopyProgram[1]) return s_ColorCopyProgram[multisampled];
else
{
// create MSAA shader for current AA mode
char buf[1024];
int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
CHECK(s_ColorCopyProgram[1]!=NULL, "Create color copy MSAA pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1], "color copy MSAA pixel shader");
return s_ColorCopyProgram[1];
}
}
ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram()
ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
{
return s_DepthMatrixProgram;
if (!multisampled || s_ColorMatrixProgram[1]) return s_ColorMatrixProgram[multisampled];
else
{
// create MSAA shader for current AA mode
char buf[1024];
int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
CHECK(s_ColorMatrixProgram[1]!=NULL, "Create color matrix MSAA pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], "color matrix MSAA pixel shader");
return s_ColorMatrixProgram[1];
}
}
ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram()
ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
{
return s_ColorCopyProgram;
if (!multisampled || s_DepthMatrixProgram[1]) return s_DepthMatrixProgram[multisampled];
else
{
// create MSAA shader for current AA mode
char buf[1024];
int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
CHECK(s_DepthMatrixProgram[1]!=NULL, "Create depth matrix MSAA pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
return s_DepthMatrixProgram[1];
}
}
ID3D11PixelShader* PixelShaderCache::GetClearProgram()
@ -175,19 +260,19 @@ void PixelShaderCache::Init()
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader");
// used when copying/resolving the color buffer
s_ColorCopyProgram = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code));
CHECK(s_ColorCopyProgram!=NULL, "Create color copy pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color copy pixel shader");
s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code));
CHECK(s_ColorCopyProgram[0]!=NULL, "Create color copy pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[0], "color copy pixel shader");
// used for color conversion
s_ColorMatrixProgram = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code));
CHECK(s_ColorMatrixProgram!=NULL, "Create color matrix pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color matrix pixel shader");
s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code));
CHECK(s_ColorMatrixProgram[0]!=NULL, "Create color matrix pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[0], "color matrix pixel shader");
// used for depth copy
s_DepthMatrixProgram = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program));
CHECK(s_DepthMatrixProgram!=NULL, "Create depth matrix pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "depth matrix pixel shader");
s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program));
CHECK(s_DepthMatrixProgram[0]!=NULL, "Create depth matrix pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[0], "depth matrix pixel shader");
Clear();
@ -211,12 +296,23 @@ void PixelShaderCache::Clear()
PixelShaders.clear();
}
// 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]);
}
void PixelShaderCache::Shutdown()
{
SAFE_RELEASE(s_ColorMatrixProgram);
SAFE_RELEASE(s_ColorCopyProgram);
SAFE_RELEASE(s_DepthMatrixProgram);
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]);
}
Clear();
g_ps_disk_cache.Sync();