mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
08a9c66037
Reason: - It's wrong, zcomploc can't be emulated perfectly in HW backends without severely impacting performance. - It provides virtually no advantages over the previous hack while introducing lots of code. - There is a better alternative: If people insist on having some sort of valid zcomploc emulation, I suggest rendering each primitive separately while using a _clean_ dual-pass approach to emulate zcomploc. This reverts commit0efd4e5c29
. This reverts commitb4ec836aca
. This reverts commitbb4c9e2205
. This reverts commit146b02615c
.
591 lines
20 KiB
C++
591 lines
20 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 "FileUtil.h"
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#include "LinearDiskCache.h"
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#include "Debugger.h"
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#include "Statistics.h"
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#include "VideoConfig.h"
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#include "D3DBase.h"
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#include "D3DShader.h"
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#include "Globals.h"
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#include "PixelShaderGen.h"
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#include "PixelShaderCache.h"
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#include "ConfigManager.h"
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extern int frameCount;
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// See comment near the bottom of this file.
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float psconstants[C_PENVCONST_END*4];
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bool pscbufchanged = true;
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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] = {NULL};
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ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL};
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ID3D11PixelShader* s_DepthMatrixProgram[2] = {NULL};
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ID3D11PixelShader* s_ClearProgram = NULL;
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ID3D11PixelShader* s_rgba6_to_rgb8[2] = {NULL};
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ID3D11PixelShader* s_rgb8_to_rgba6[2] = {NULL};
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ID3D11Buffer* pscbuf = 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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// TODO: Find some way to avoid having separate shaders for non-MSAA and MSAA...
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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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// TODO: Improve sampling algorithm!
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const char color_copy_program_code_msaa[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DMS<float4, %d> 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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"int width, height, samples;\n"
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"Tex0.GetDimensions(width, height, 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(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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"ocol0 /= samples;\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[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 float2 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 = 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 color_matrix_program_code_msaa[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DMS<float4, %d> 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 float2 uv0 : TEXCOORD0){\n"
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"int width, height, samples;\n"
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"Tex0.GetDimensions(width, height, 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(int2(uv0.x*(width), uv0.y*(height)), 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 = 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[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 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,256.0f,256.0f*256.0f,1.0f));\n"
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"texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * float4(255.0f,255.0f,255.0f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\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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const char depth_matrix_program_msaa[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DMS<float4, %d> 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 float2 uv0 : TEXCOORD0){\n"
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"int width, height, samples;\n"
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"Tex0.GetDimensions(width, height, 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(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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"texcol /= samples;\n"
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"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,16.0f));\n"
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"texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * float4(255.0f,255.0f,255.0f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\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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const char reint_rgba6_to_rgb8[] = {
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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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"{\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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};
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const char reint_rgba6_to_rgb8_msaa[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DMS<float4, %d> 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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"{\n"
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" int width, height, samples;\n"
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" Tex0.GetDimensions(width, height, 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(int2(uv0.x*(width), uv0.y*(height)), 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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};
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const char reint_rgb8_to_rgba6[] = {
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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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"{\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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};
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const char reint_rgb8_to_rgba6_msaa[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DMS<float4, %d> 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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"{\n"
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" int width, height, samples;\n"
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" Tex0.GetDimensions(width, height, 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(int2(uv0.x*(width), uv0.y*(height)), 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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};
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ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8(bool multisampled)
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{
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if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 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, sizeof(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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char buf[1024];
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const int l = sprintf_s(buf, 1024, reint_rgba6_to_rgb8_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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s_rgba6_to_rgb8[1] = D3D::CompileAndCreatePixelShader(buf, l);
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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 || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 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, sizeof(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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char buf[1024];
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const int l = sprintf_s(buf, 1024, reint_rgb8_to_rgba6_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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s_rgb8_to_rgba6[1] = D3D::CompileAndCreatePixelShader(buf, l);
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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 || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_ColorCopyProgram[0];
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else if (s_ColorCopyProgram[1]) return s_ColorCopyProgram[1];
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else
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{
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// create MSAA shader for current AA mode
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char buf[1024];
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int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
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CHECK(s_ColorCopyProgram[1]!=NULL, "Create color copy MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1], "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 || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_ColorMatrixProgram[0];
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else if (s_ColorMatrixProgram[1]) return s_ColorMatrixProgram[1];
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else
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{
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// create MSAA shader for current AA mode
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char buf[1024];
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int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
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CHECK(s_ColorMatrixProgram[1]!=NULL, "Create color matrix MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], "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 || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_DepthMatrixProgram[0];
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else if (s_DepthMatrixProgram[1]) return s_DepthMatrixProgram[1];
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else
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{
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// create MSAA shader for current AA mode
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char buf[1024];
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int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
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CHECK(s_DepthMatrixProgram[1]!=NULL, "Create depth matrix MSAA pixel shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
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return s_DepthMatrixProgram[1];
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}
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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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ID3D11Buffer* &PixelShaderCache::GetConstantBuffer()
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{
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// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
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if (pscbufchanged)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, psconstants, sizeof(psconstants));
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D3D::context->Unmap(pscbuf, 0);
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pscbufchanged = false;
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}
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return pscbuf;
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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<PIXELSHADERUID, u8>
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{
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public:
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void Read(const PIXELSHADERUID &key, const u8 *value, u32 value_size)
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{
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PixelShaderCache::InsertByteCode(key, 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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unsigned int cbsize = ((sizeof(psconstants))&(~0xf))+0x10; // 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, NULL, &pscbuf);
|
|
CHECK(pscbuf!=NULL, "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, 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[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[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[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();
|
|
|
|
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
|
|
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());
|
|
|
|
SETSTAT(stats.numPixelShadersCreated, 0);
|
|
SETSTAT(stats.numPixelShadersAlive, 0);
|
|
|
|
char cache_filename[MAX_PATH];
|
|
sprintf(cache_filename, "%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
|
|
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
|
|
PixelShaderCacheInserter inserter;
|
|
g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
|
|
|
|
if (g_Config.bEnableShaderDebugging)
|
|
Clear();
|
|
|
|
last_entry = NULL;
|
|
}
|
|
|
|
// ONLY to be used during shutdown.
|
|
void PixelShaderCache::Clear()
|
|
{
|
|
for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++)
|
|
iter->second.Destroy();
|
|
PixelShaders.clear();
|
|
|
|
last_entry = NULL;
|
|
}
|
|
|
|
// 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]);
|
|
}
|
|
|
|
void PixelShaderCache::Shutdown()
|
|
{
|
|
SAFE_RELEASE(pscbuf);
|
|
|
|
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]);
|
|
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, u32 components)
|
|
{
|
|
PIXELSHADERUID uid;
|
|
GetPixelShaderId(&uid, dstAlphaMode, components);
|
|
|
|
// Check if the shader is already set
|
|
if (last_entry)
|
|
{
|
|
if (uid == last_uid)
|
|
{
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
|
|
ValidatePixelShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
|
|
return (last_entry->shader != NULL);
|
|
}
|
|
}
|
|
|
|
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);
|
|
ValidatePixelShaderIDs(API_D3D11, entry.safe_uid, entry.code, dstAlphaMode, components);
|
|
return (entry.shader != NULL);
|
|
}
|
|
|
|
// Need to compile a new shader
|
|
const char* code = GeneratePixelShaderCode(dstAlphaMode, API_D3D11, components);
|
|
|
|
D3DBlob* pbytecode;
|
|
if (!D3D::CompilePixelShader(code, (unsigned int)strlen(code), &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();
|
|
|
|
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
|
{
|
|
PixelShaders[uid].code = code;
|
|
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
|
|
}
|
|
|
|
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 == NULL)
|
|
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;
|
|
}
|
|
|
|
// These are "callbacks" from VideoCommon and thus must be outside namespace DX11.
|
|
// This will have to be changed when we merge.
|
|
|
|
// 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
|
|
static const 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, 116, // C_FOG, 12
|
|
120, 124, 128, 132, 136, // C_PLIGHTS0, 20
|
|
140, 144, 148, 152, 156, // C_PLIGHTS1, 20
|
|
160, 164, 168, 172, 176, // C_PLIGHTS2, 20
|
|
180, 184, 188, 192, 196, // C_PLIGHTS3, 20
|
|
200, 204, 208, 212, 216, // C_PLIGHTS4, 20
|
|
220, 224, 228, 232, 236, // C_PLIGHTS5, 20
|
|
240, 244, 248, 252, 256, // C_PLIGHTS6, 20
|
|
260, 264, 268, 272, 276, // C_PLIGHTS7, 20
|
|
280, 284, 288, 292 // C_PMATERIALS, 16
|
|
};
|
|
void Renderer::SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
|
{
|
|
psconstants[ps_constant_offset_table[const_number] ] = f1;
|
|
psconstants[ps_constant_offset_table[const_number]+1] = f2;
|
|
psconstants[ps_constant_offset_table[const_number]+2] = f3;
|
|
psconstants[ps_constant_offset_table[const_number]+3] = f4;
|
|
pscbufchanged = true;
|
|
}
|
|
|
|
void Renderer::SetPSConstant4fv(unsigned int const_number, const float* f)
|
|
{
|
|
memcpy(&psconstants[ps_constant_offset_table[const_number]], f, sizeof(float)*4);
|
|
pscbufchanged = true;
|
|
}
|
|
|
|
void Renderer::SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float* f)
|
|
{
|
|
memcpy(&psconstants[ps_constant_offset_table[const_number]], f, sizeof(float)*4*count);
|
|
pscbufchanged = true;
|
|
}
|
|
|
|
} // DX11
|