mirror of
https://github.com/dolphin-emu/dolphin.git
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31ccfffd38
Gets rid of duplicated alignment code.
630 lines
24 KiB
C++
630 lines
24 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <string>
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#include "Common/Align.h"
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#include "Common/CommonTypes.h"
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#include "Common/FileUtil.h"
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#include "Common/LinearDiskCache.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoBackends/D3D/PixelShaderCache.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/PixelShaderGen.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
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PixelShaderUid PixelShaderCache::last_uid;
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LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
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ID3D11PixelShader* s_ColorMatrixProgram[2] = {nullptr};
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ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr};
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ID3D11PixelShader* s_DepthMatrixProgram[2] = {nullptr};
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ID3D11PixelShader* s_ClearProgram = nullptr;
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ID3D11PixelShader* s_AnaglyphProgram = nullptr;
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ID3D11PixelShader* s_DepthResolveProgram = nullptr;
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ID3D11PixelShader* s_rgba6_to_rgb8[2] = {nullptr};
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ID3D11PixelShader* s_rgb8_to_rgba6[2] = {nullptr};
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ID3D11Buffer* pscbuf = nullptr;
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const char clear_program_code[] = {"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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"in float4 incol0 : COLOR0){\n"
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"ocol0 = incol0;\n"
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"}\n"};
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// TODO: Find some way to avoid having separate shaders for non-MSAA and MSAA...
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const char color_copy_program_code[] = {"sampler samp0 : register(s0);\n"
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"Texture2DArray Tex0 : register(t0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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"in float3 uv0 : TEXCOORD0){\n"
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"ocol0 = Tex0.Sample(samp0,uv0);\n"
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"}\n"};
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// Anaglyph Red-Cyan shader based on Dubois algorithm
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// Constants taken from the paper:
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// "Conversion of a Stereo Pair to Anaglyph with
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// the Least-Squares Projection Method"
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// Eric Dubois, March 2009
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const char anaglyph_program_code[] = {"sampler samp0 : register(s0);\n"
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"Texture2DArray Tex0 : register(t0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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"in float3 uv0 : TEXCOORD0){\n"
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"float4 c0 = Tex0.Sample(samp0, float3(uv0.xy, 0.0));\n"
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"float4 c1 = Tex0.Sample(samp0, float3(uv0.xy, 1.0));\n"
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"float3x3 l = float3x3( 0.437, 0.449, 0.164,\n"
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" -0.062,-0.062,-0.024,\n"
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" -0.048,-0.050,-0.017);\n"
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"float3x3 r = float3x3(-0.011,-0.032,-0.007,\n"
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" 0.377, 0.761, 0.009,\n"
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" -0.026,-0.093, 1.234);\n"
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"ocol0 = float4(mul(l, c0.rgb) + mul(r, c1.rgb), c0.a);\n"
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"}\n"};
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// TODO: Improve sampling algorithm!
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const char color_copy_program_code_msaa[] = {
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"#define SAMPLES %d\n"
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"sampler samp0 : register(s0);\n"
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"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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"in float3 uv0 : TEXCOORD0){\n"
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"int width, height, slices, samples;\n"
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"Tex0.GetDimensions(width, height, slices, samples);\n"
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"ocol0 = 0;\n"
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"for(int i = 0; i < SAMPLES; ++i)\n"
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" ocol0 += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
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"ocol0 /= SAMPLES;\n"
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"}\n"};
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const char color_matrix_program_code[] = {"sampler samp0 : register(s0);\n"
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"Texture2DArray Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[7] : register(c0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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"in float3 uv0 : TEXCOORD0){\n"
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"float4 texcol = Tex0.Sample(samp0,uv0);\n"
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"texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
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"ocol0 = "
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"float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix["
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"1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3]))"
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" + cColMatrix[4];\n"
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"}\n"};
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const char color_matrix_program_code_msaa[] = {
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"#define SAMPLES %d\n"
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"sampler samp0 : register(s0);\n"
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"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[7] : register(c0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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"in float4 pos : SV_Position,\n"
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"in float3 uv0 : TEXCOORD0){\n"
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"int width, height, slices, samples;\n"
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"Tex0.GetDimensions(width, height, slices, samples);\n"
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"float4 texcol = 0;\n"
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"for(int i = 0; i < SAMPLES; ++i)\n"
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" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
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"texcol /= SAMPLES;\n"
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"texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n"
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"ocol0 = "
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"float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot("
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"texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"};
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const char depth_matrix_program[] = {"sampler samp0 : register(s0);\n"
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"Texture2DArray Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[7] : register(c0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float3 uv0 : TEXCOORD0){\n"
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" float4 texcol = Tex0.Sample(samp0,uv0);\n"
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" int depth = int((1.0 - texcol.x) * 16777216.0);\n"
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// Convert to Z24 format
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" int4 workspace;\n"
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" workspace.r = (depth >> 16) & 255;\n"
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" workspace.g = (depth >> 8) & 255;\n"
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" workspace.b = depth & 255;\n"
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// Convert to Z4 format
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" workspace.a = (depth >> 16) & 0xF0;\n"
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// Normalize components to [0.0..1.0]
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" texcol = float4(workspace) / 255.0;\n"
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// Apply color matrix
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" ocol0 = "
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"float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),"
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"dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + "
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"cColMatrix[4];\n"
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"}\n"};
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const char depth_matrix_program_msaa[] = {
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"#define SAMPLES %d\n"
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"sampler samp0 : register(s0);\n"
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"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[7] : register(c0);\n"
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"void main(\n"
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"out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float3 uv0 : TEXCOORD0){\n"
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" int width, height, slices, samples;\n"
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" Tex0.GetDimensions(width, height, slices, samples);\n"
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" float4 texcol = 0;\n"
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" for(int i = 0; i < SAMPLES; ++i)\n"
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" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
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" texcol /= SAMPLES;\n"
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" int depth = int((1.0 - texcol.x) * 16777216.0);\n"
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// Convert to Z24 format
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" int4 workspace;\n"
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" workspace.r = (depth >> 16) & 255;\n"
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" workspace.g = (depth >> 8) & 255;\n"
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" workspace.b = depth & 255;\n"
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// Convert to Z4 format
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" workspace.a = (depth >> 16) & 0xF0;\n"
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// Normalize components to [0.0..1.0]
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" texcol = float4(workspace) / 255.0;\n"
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// Apply color matrix
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" ocol0 = "
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"float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot("
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"texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"};
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const char depth_resolve_program[] = {
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"#define SAMPLES %d\n"
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"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
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"void main(\n"
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" out float ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float3 uv0 : TEXCOORD0)\n"
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"{\n"
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" int width, height, slices, samples;\n"
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" Tex0.GetDimensions(width, height, slices, samples);\n"
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" ocol0 = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n"
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" for(int i = 1; i < SAMPLES; ++i)\n"
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" ocol0 = min(ocol0, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n"
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"}\n"};
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const char reint_rgba6_to_rgb8[] = {"sampler samp0 : register(s0);\n"
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"Texture2DArray Tex0 : register(t0);\n"
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"void main(\n"
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" out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float3 uv0 : TEXCOORD0)\n"
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"{\n"
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" int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n"
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" int4 dst8;\n"
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" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
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" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
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" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
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" dst8.a = 255;\n"
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" ocol0 = (float4)dst8 / 255.f;\n"
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"}"};
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const char reint_rgba6_to_rgb8_msaa[] = {
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"#define SAMPLES %d\n"
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"sampler samp0 : register(s0);\n"
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"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
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"void main(\n"
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" out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float3 uv0 : TEXCOORD0)\n"
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"{\n"
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" int width, height, slices, samples;\n"
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" Tex0.GetDimensions(width, height, slices, samples);\n"
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" float4 texcol = 0;\n"
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" for (int i = 0; i < SAMPLES; ++i)\n"
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" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
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" texcol /= SAMPLES;\n"
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" int4 src6 = round(texcol * 63.f);\n"
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" int4 dst8;\n"
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" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
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" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
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" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
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" dst8.a = 255;\n"
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" ocol0 = (float4)dst8 / 255.f;\n"
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"}"};
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const char reint_rgb8_to_rgba6[] = {"sampler samp0 : register(s0);\n"
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"Texture2DArray Tex0 : register(t0);\n"
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"void main(\n"
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" out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float3 uv0 : TEXCOORD0)\n"
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"{\n"
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" int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n"
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" int4 dst6;\n"
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" dst6.r = src8.r >> 2;\n"
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" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
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" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
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" dst6.a = src8.b & 0x3F;\n"
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" ocol0 = (float4)dst6 / 63.f;\n"
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"}\n"};
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const char reint_rgb8_to_rgba6_msaa[] = {
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"#define SAMPLES %d\n"
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"sampler samp0 : register(s0);\n"
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"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
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"void main(\n"
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" out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float3 uv0 : TEXCOORD0)\n"
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"{\n"
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" int width, height, slices, samples;\n"
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" Tex0.GetDimensions(width, height, slices, samples);\n"
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" float4 texcol = 0;\n"
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" for (int i = 0; i < SAMPLES; ++i)\n"
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" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
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" texcol /= SAMPLES;\n"
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" int4 src8 = round(texcol * 255.f);\n"
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" int4 dst6;\n"
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" dst6.r = src8.r >> 2;\n"
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" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
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" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
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" dst6.a = src8.b & 0x3F;\n"
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" ocol0 = (float4)dst6 / 63.f;\n"
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"}\n"};
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ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8(bool multisampled)
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{
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if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
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{
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if (!s_rgba6_to_rgb8[0])
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{
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s_rgba6_to_rgb8[0] = D3D::CompileAndCreatePixelShader(reint_rgba6_to_rgb8);
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CHECK(s_rgba6_to_rgb8[0], "Create RGBA6 to RGB8 pixel shader");
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D3D::SetDebugObjectName(s_rgba6_to_rgb8[0], "RGBA6 to RGB8 pixel shader");
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}
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return s_rgba6_to_rgb8[0];
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}
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else if (!s_rgba6_to_rgb8[1])
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{
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// create MSAA shader for current AA mode
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std::string buf = StringFromFormat(reint_rgba6_to_rgb8_msaa, g_ActiveConfig.iMultisamples);
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s_rgba6_to_rgb8[1] = D3D::CompileAndCreatePixelShader(buf);
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CHECK(s_rgba6_to_rgb8[1], "Create RGBA6 to RGB8 MSAA pixel shader");
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D3D::SetDebugObjectName(s_rgba6_to_rgb8[1], "RGBA6 to RGB8 MSAA pixel shader");
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}
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return s_rgba6_to_rgb8[1];
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}
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ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6(bool multisampled)
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{
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if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
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{
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if (!s_rgb8_to_rgba6[0])
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{
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s_rgb8_to_rgba6[0] = D3D::CompileAndCreatePixelShader(reint_rgb8_to_rgba6);
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CHECK(s_rgb8_to_rgba6[0], "Create RGB8 to RGBA6 pixel shader");
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D3D::SetDebugObjectName(s_rgb8_to_rgba6[0], "RGB8 to RGBA6 pixel shader");
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}
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return s_rgb8_to_rgba6[0];
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}
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else if (!s_rgb8_to_rgba6[1])
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{
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// create MSAA shader for current AA mode
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std::string buf = StringFromFormat(reint_rgb8_to_rgba6_msaa, g_ActiveConfig.iMultisamples);
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s_rgb8_to_rgba6[1] = D3D::CompileAndCreatePixelShader(buf);
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CHECK(s_rgb8_to_rgba6[1], "Create RGB8 to RGBA6 MSAA pixel shader");
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D3D::SetDebugObjectName(s_rgb8_to_rgba6[1], "RGB8 to RGBA6 MSAA pixel shader");
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}
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return s_rgb8_to_rgba6[1];
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}
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ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
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{
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if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
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{
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return s_ColorCopyProgram[0];
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}
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else if (s_ColorCopyProgram[1])
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{
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return s_ColorCopyProgram[1];
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}
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else
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{
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// create MSAA shader for current AA mode
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std::string buf = StringFromFormat(color_copy_program_code_msaa, g_ActiveConfig.iMultisamples);
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s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf);
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CHECK(s_ColorCopyProgram[1] != nullptr, "Create color copy MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1],
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"color copy MSAA pixel shader");
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return s_ColorCopyProgram[1];
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}
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}
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ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
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{
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if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
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{
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return s_ColorMatrixProgram[0];
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}
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else if (s_ColorMatrixProgram[1])
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{
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return s_ColorMatrixProgram[1];
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}
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else
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{
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// create MSAA shader for current AA mode
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std::string buf =
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StringFromFormat(color_matrix_program_code_msaa, g_ActiveConfig.iMultisamples);
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s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf);
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CHECK(s_ColorMatrixProgram[1] != nullptr, "Create color matrix MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1],
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"color matrix MSAA pixel shader");
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return s_ColorMatrixProgram[1];
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}
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}
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ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
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{
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if (!multisampled || g_ActiveConfig.iMultisamples <= 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, g_ActiveConfig.iMultisamples);
|
|
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;
|
|
}
|
|
|
|
ID3D11PixelShader* PixelShaderCache::GetAnaglyphProgram()
|
|
{
|
|
return s_AnaglyphProgram;
|
|
}
|
|
|
|
ID3D11PixelShader* PixelShaderCache::GetDepthResolveProgram()
|
|
{
|
|
if (s_DepthResolveProgram != nullptr)
|
|
return s_DepthResolveProgram;
|
|
|
|
// create MSAA shader for current AA mode
|
|
std::string buf = StringFromFormat(depth_resolve_program, g_ActiveConfig.iMultisamples);
|
|
s_DepthResolveProgram = D3D::CompileAndCreatePixelShader(buf);
|
|
CHECK(s_DepthResolveProgram != nullptr, "Create depth matrix MSAA pixel shader");
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthResolveProgram, "depth resolve pixel shader");
|
|
return s_DepthResolveProgram;
|
|
}
|
|
|
|
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 = Common::AlignUp(static_cast<unsigned int>(sizeof(PixelShaderConstants)),
|
|
16); // 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 for anaglyph stereoscopy
|
|
s_AnaglyphProgram = D3D::CompileAndCreatePixelShader(anaglyph_program_code);
|
|
CHECK(s_AnaglyphProgram != nullptr, "Create anaglyph pixel shader");
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_AnaglyphProgram, "anaglyph 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_strGameID.c_str());
|
|
PixelShaderCacheInserter inserter;
|
|
g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
|
|
|
|
last_entry = nullptr;
|
|
}
|
|
|
|
// ONLY to be used during shutdown.
|
|
void PixelShaderCache::Clear()
|
|
{
|
|
for (auto& iter : PixelShaders)
|
|
iter.second.Destroy();
|
|
PixelShaders.clear();
|
|
|
|
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]);
|
|
SAFE_RELEASE(s_DepthResolveProgram);
|
|
}
|
|
|
|
void PixelShaderCache::Shutdown()
|
|
{
|
|
SAFE_RELEASE(pscbuf);
|
|
|
|
SAFE_RELEASE(s_ClearProgram);
|
|
SAFE_RELEASE(s_AnaglyphProgram);
|
|
SAFE_RELEASE(s_DepthResolveProgram);
|
|
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)
|
|
{
|
|
PixelShaderUid uid = GetPixelShaderUid(dstAlphaMode);
|
|
|
|
// 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
|
|
ShaderCode code = GeneratePixelShaderCode(APIType::D3D, uid.GetUidData());
|
|
|
|
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();
|
|
|
|
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
|