mirror of
https://github.com/dolphin-emu/dolphin.git
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5cfdb2d0c8
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5740 8ced0084-cf51-0410-be5f-012b33b47a6e
287 lines
9.4 KiB
C++
287 lines
9.4 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Common.h"
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#include "FileUtil.h"
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#include "LinearDiskCache.h"
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#include "Globals.h"
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#include "D3DBase.h"
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#include "D3Dcompiler.h"
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#include "D3DShader.h"
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#include "Statistics.h"
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#include "VideoConfig.h"
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#include "PixelShaderGen.h"
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#include "PixelShaderManager.h"
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#include "PixelShaderCache.h"
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#include "VertexLoader.h"
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#include "BPMemory.h"
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#include "XFMemory.h"
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#include "ImageWrite.h"
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extern int frameCount;
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
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LinearDiskCache g_ps_disk_cache;
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ID3D11PixelShader* s_ColorMatrixProgram = NULL;
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ID3D11PixelShader* s_ColorCopyProgram = NULL;
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ID3D11PixelShader* s_DepthMatrixProgram = NULL;
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ID3D11PixelShader* s_ClearProgram = NULL;
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const char clear_program_code[] = {
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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 float4 incol0 : COLOR0){\n"
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"ocol0 = incol0;\n"
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"}\n"
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};
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const char color_copy_program_code[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2D 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 float2 uv0 : TEXCOORD0){\n"
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"ocol0 = Tex0.Sample(samp0,uv0);\n"
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"}\n"
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};
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const char color_matrix_program_code[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2D Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[5] : 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 float2 uv0 : TEXCOORD0){\n"
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"float4 texcol = Tex0.Sample(samp0,uv0);\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"
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};
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const char depth_matrix_program[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2D Tex0 : register(t0);\n"
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"uniform float4 cColMatrix[5] : 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 float2 uv0 : TEXCOORD0){\n"
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"float4 texcol = Tex0.Sample(samp0,uv0);\n"
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"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"
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"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"
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};
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ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram()
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{
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return s_ColorMatrixProgram;
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}
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ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram()
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{
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return s_DepthMatrixProgram;
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}
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ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram()
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{
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return s_ColorCopyProgram;
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}
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ID3D11PixelShader* PixelShaderCache::GetClearProgram()
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{
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return s_ClearProgram;
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}
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// HACK to avoid some invasive VideoCommon changes
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// these values are hardcoded, they depend on internal D3DCompile behavior; TODO: Solve this with D3DReflect or something
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// offset given in floats, table index is float4
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unsigned int ps_constant_offset_table[] = {
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0, 4, 8, 12, // C_COLORS, 16
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16, 20, 24, 28, // C_KCOLORS, 16
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32, // C_ALPHA, 4
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36, 40, 44, 48, 52, 56, 60, 64, // C_TEXDIMS, 32
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68, 72, // C_ZBIAS, 8
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76, 80, // C_INDTEXSCALE, 8
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84, 88, 92, 96, 100, 104, // C_INDTEXMTX, 24
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108, 112, // C_FOG, 8
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};
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void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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D3D::gfxstate->psconstants[ps_constant_offset_table[const_number] ] = f1;
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D3D::gfxstate->psconstants[ps_constant_offset_table[const_number]+1] = f2;
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D3D::gfxstate->psconstants[ps_constant_offset_table[const_number]+2] = f3;
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D3D::gfxstate->psconstants[ps_constant_offset_table[const_number]+3] = f4;
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D3D::gfxstate->pscbufchanged = true;
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}
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void SetPSConstant4fv(unsigned int const_number, const float* f)
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{
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memcpy(&D3D::gfxstate->psconstants[ps_constant_offset_table[const_number]], f, sizeof(float)*4);
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D3D::gfxstate->pscbufchanged = true;
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}
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void SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float* f)
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{
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memcpy(&D3D::gfxstate->psconstants[ps_constant_offset_table[const_number]], f, sizeof(float)*4*count);
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D3D::gfxstate->pscbufchanged = true;
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}
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// this class will load the precompiled shaders into our cache
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class PixelShaderCacheInserter : public LinearDiskCacheReader {
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public:
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void Read(const u8* key, int key_size, const u8* value, int value_size)
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{
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PIXELSHADERUID uid;
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if (key_size != sizeof(uid)) {
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ERROR_LOG(VIDEO, "Wrong key size in pixel shader cache");
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return;
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}
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memcpy(&uid, key, key_size);
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PixelShaderCache::InsertByteCode(uid, (void*)value, value_size);
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}
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};
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void PixelShaderCache::Init()
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{
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// used when drawing clear quads
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s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, sizeof(clear_program_code));
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CHECK(s_ClearProgram!=NULL, "Create clear pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader");
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// used when copying/resolving the color buffer
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s_ColorCopyProgram = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code));
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CHECK(s_ColorCopyProgram!=NULL, "Create color copy pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color copy pixel shader");
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// used for color conversion
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s_ColorMatrixProgram = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code));
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CHECK(s_ColorMatrixProgram!=NULL, "Create color matrix pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color matrix pixel shader");
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// used for depth copy
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s_DepthMatrixProgram = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program));
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CHECK(s_DepthMatrixProgram!=NULL, "Create depth matrix pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "depth matrix pixel shader");
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Clear();
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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char cache_filename[MAX_PATH];
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sprintf(cache_filename, "%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
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PixelShaderCacheInserter inserter;
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g_ps_disk_cache.OpenAndRead(cache_filename, &inserter);
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}
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// ONLY to be used during shutdown.
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void PixelShaderCache::Clear()
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{
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for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++)
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iter->second.Destroy();
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PixelShaders.clear();
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}
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void PixelShaderCache::Shutdown()
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{
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SAFE_RELEASE(s_ColorMatrixProgram);
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SAFE_RELEASE(s_ColorCopyProgram);
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SAFE_RELEASE(s_DepthMatrixProgram);
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SAFE_RELEASE(s_ClearProgram);
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Clear();
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g_ps_disk_cache.Sync();
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g_ps_disk_cache.Close();
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}
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bool PixelShaderCache::SetShader(bool dstAlpha)
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{
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PIXELSHADERUID uid;
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GetPixelShaderId(&uid, PixelShaderManager::GetTextureMask(), dstAlpha);
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// check if the shader is already set
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if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
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{
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PSCache::const_iterator iter = PixelShaders.find(uid);
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return (iter != PixelShaders.end() && iter->second.shader);
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}
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memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
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// check if the shader is already in the cache
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PSCache::iterator iter;
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iter = PixelShaders.find(uid);
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if (iter != PixelShaders.end())
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{
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iter->second.frameCount = frameCount;
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const PSCacheEntry &entry = iter->second;
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last_entry = &entry;
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D3D::gfxstate->SetPShader(entry.shader);
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return (entry.shader != NULL);
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}
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// need to compile a new shader
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const char* code = GeneratePixelShaderCode(PixelShaderManager::GetTextureMask(), dstAlpha, API_D3D11);
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code, strlen(code), &pbytecode))
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{
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PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
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return false;
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}
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// insert the bytecode into the caches
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g_ps_disk_cache.Append((u8*)&uid, sizeof(uid), (const u8*)pbytecode->Data(), pbytecode->Size());
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g_ps_disk_cache.Sync();
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bool result = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
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D3D::gfxstate->SetPShader(last_entry->shader);
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pbytecode->Release();
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return result;
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}
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bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, void* bytecode, unsigned int bytecodelen)
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{
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ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
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if (shader == NULL)
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{
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PanicAlert("Failed to create pixel shader at %s %d\n", __FILE__, __LINE__);
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return false;
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}
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// TODO: Somehow make the debug name a bit more specific
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D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of PixelShaderCache");
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// make an entry in the table
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PSCacheEntry newentry;
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newentry.shader = shader;
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newentry.frameCount = frameCount;
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PixelShaders[uid] = newentry;
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last_entry = &PixelShaders[uid];
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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
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return true;
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} |