dolphin/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp
2010-06-18 23:33:07 +00:00

287 lines
9.4 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program 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, version 2.0.
// This program 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "Common.h"
#include "FileUtil.h"
#include "LinearDiskCache.h"
#include "Globals.h"
#include "D3DBase.h"
#include "D3Dcompiler.h"
#include "D3DShader.h"
#include "Statistics.h"
#include "VideoConfig.h"
#include "PixelShaderGen.h"
#include "PixelShaderManager.h"
#include "PixelShaderCache.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "XFMemory.h"
#include "ImageWrite.h"
extern int frameCount;
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
LinearDiskCache g_ps_disk_cache;
ID3D11PixelShader* s_ColorMatrixProgram = NULL;
ID3D11PixelShader* s_ColorCopyProgram = NULL;
ID3D11PixelShader* s_DepthMatrixProgram = NULL;
ID3D11PixelShader* s_ClearProgram = NULL;
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"
};
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"
};
const char color_matrix_program_code[] = {
"sampler samp0 : register(s0);\n"
"Texture2D 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"
"float4 texcol = Tex0.Sample(samp0,uv0);\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[5] : 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"
"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::GetColorMatrixProgram()
{
return s_ColorMatrixProgram;
}
ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram()
{
return s_DepthMatrixProgram;
}
ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram()
{
return s_ColorCopyProgram;
}
ID3D11PixelShader* PixelShaderCache::GetClearProgram()
{
return s_ClearProgram;
}
// HACK to avoid some invasive VideoCommon changes
// these values are hardcoded, they depend on internal D3DCompile behavior; TODO: Solve this with D3DReflect or something
// offset given in floats, table index is float4
unsigned int ps_constant_offset_table[] = {
0, 4, 8, 12, // C_COLORS, 16
16, 20, 24, 28, // C_KCOLORS, 16
32, // C_ALPHA, 4
36, 40, 44, 48, 52, 56, 60, 64, // C_TEXDIMS, 32
68, 72, // C_ZBIAS, 8
76, 80, // C_INDTEXSCALE, 8
84, 88, 92, 96, 100, 104, // C_INDTEXMTX, 24
108, 112, // C_FOG, 8
};
void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
D3D::gfxstate->psconstants[ps_constant_offset_table[const_number] ] = f1;
D3D::gfxstate->psconstants[ps_constant_offset_table[const_number]+1] = f2;
D3D::gfxstate->psconstants[ps_constant_offset_table[const_number]+2] = f3;
D3D::gfxstate->psconstants[ps_constant_offset_table[const_number]+3] = f4;
D3D::gfxstate->pscbufchanged = true;
}
void SetPSConstant4fv(unsigned int const_number, const float* f)
{
memcpy(&D3D::gfxstate->psconstants[ps_constant_offset_table[const_number]], f, sizeof(float)*4);
D3D::gfxstate->pscbufchanged = true;
}
void SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float* f)
{
memcpy(&D3D::gfxstate->psconstants[ps_constant_offset_table[const_number]], f, sizeof(float)*4*count);
D3D::gfxstate->pscbufchanged = true;
}
// this class will load the precompiled shaders into our cache
class PixelShaderCacheInserter : public LinearDiskCacheReader {
public:
void Read(const u8* key, int key_size, const u8* value, int value_size)
{
PIXELSHADERUID uid;
if (key_size != sizeof(uid)) {
ERROR_LOG(VIDEO, "Wrong key size in pixel shader cache");
return;
}
memcpy(&uid, key, key_size);
PixelShaderCache::InsertByteCode(uid, (void*)value, value_size);
}
};
void PixelShaderCache::Init()
{
// used when drawing clear quads
s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, sizeof(clear_program_code));
CHECK(s_ClearProgram!=NULL, "Create clear pixel shader");
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");
// 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");
// 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");
Clear();
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
PixelShaderCacheInserter inserter;
g_ps_disk_cache.OpenAndRead(cache_filename, &inserter);
}
// ONLY to be used during shutdown.
void PixelShaderCache::Clear()
{
for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++)
iter->second.Destroy();
PixelShaders.clear();
}
void PixelShaderCache::Shutdown()
{
SAFE_RELEASE(s_ColorMatrixProgram);
SAFE_RELEASE(s_ColorCopyProgram);
SAFE_RELEASE(s_DepthMatrixProgram);
SAFE_RELEASE(s_ClearProgram);
Clear();
g_ps_disk_cache.Sync();
g_ps_disk_cache.Close();
}
bool PixelShaderCache::SetShader(bool dstAlpha)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, PixelShaderManager::GetTextureMask(), dstAlpha);
// check if the shader is already set
if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
{
PSCache::const_iterator iter = PixelShaders.find(uid);
return (iter != PixelShaders.end() && iter->second.shader);
}
memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
// check if the shader is already in the cache
PSCache::iterator iter;
iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
{
iter->second.frameCount = frameCount;
const PSCacheEntry &entry = iter->second;
last_entry = &entry;
D3D::gfxstate->SetPShader(entry.shader);
return (entry.shader != NULL);
}
// need to compile a new shader
const char* code = GeneratePixelShaderCode(PixelShaderManager::GetTextureMask(), dstAlpha, API_D3D11);
D3DBlob* pbytecode;
if (!D3D::CompilePixelShader(code, strlen(code), &pbytecode))
{
PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
return false;
}
// insert the bytecode into the caches
g_ps_disk_cache.Append((u8*)&uid, sizeof(uid), (const u8*)pbytecode->Data(), pbytecode->Size());
g_ps_disk_cache.Sync();
bool result = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
D3D::gfxstate->SetPShader(last_entry->shader);
pbytecode->Release();
return result;
}
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, void* bytecode, unsigned int bytecodelen)
{
ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
if (shader == NULL)
{
PanicAlert("Failed to create pixel shader at %s %d\n", __FILE__, __LINE__);
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;
newentry.frameCount = frameCount;
PixelShaders[uid] = newentry;
last_entry = &PixelShaders[uid];
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
return true;
}