dolphin/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
Stenzek d62dcd397d VideoConfig: Drop force vertex/pixel ubershader settings
This was mainly included for debugging, but could end up being confusing
for users, as well as polluting the GL program cache with a mix of uber
and specialized shaders if the option was changed.
2017-07-31 23:21:38 +10:00

836 lines
30 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <string>
#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/LinearDiskCache.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "Core/Host.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
PixelShaderCache::UberPSCache PixelShaderCache::UberPixelShaders;
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_uber_entry;
PixelShaderUid PixelShaderCache::last_uid;
UberShader::PixelShaderUid PixelShaderCache::last_uber_uid;
LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
LinearDiskCache<UberShader::PixelShaderUid, u8> g_uber_ps_disk_cache;
extern std::unique_ptr<VideoCommon::AsyncShaderCompiler> g_async_compiler;
ID3D11PixelShader* s_ColorMatrixProgram[2] = {nullptr};
ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr};
ID3D11PixelShader* s_DepthMatrixProgram[2] = {nullptr};
ID3D11PixelShader* s_ClearProgram = nullptr;
ID3D11PixelShader* s_AnaglyphProgram = nullptr;
ID3D11PixelShader* s_DepthResolveProgram = nullptr;
ID3D11PixelShader* s_rgba6_to_rgb8[2] = {nullptr};
ID3D11PixelShader* s_rgb8_to_rgba6[2] = {nullptr};
ID3D11Buffer* pscbuf = nullptr;
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"};
// TODO: Find some way to avoid having separate shaders for non-MSAA and MSAA...
const char color_copy_program_code[] = {"sampler samp0 : register(s0);\n"
"Texture2DArray Tex0 : register(t0);\n"
"void main(\n"
"out float4 ocol0 : SV_Target,\n"
"in float4 pos : SV_Position,\n"
"in float3 uv0 : TEXCOORD0){\n"
"ocol0 = Tex0.Sample(samp0,uv0);\n"
"}\n"};
// Anaglyph Red-Cyan shader based on Dubois algorithm
// Constants taken from the paper:
// "Conversion of a Stereo Pair to Anaglyph with
// the Least-Squares Projection Method"
// Eric Dubois, March 2009
const char anaglyph_program_code[] = {"sampler samp0 : register(s0);\n"
"Texture2DArray Tex0 : register(t0);\n"
"void main(\n"
"out float4 ocol0 : SV_Target,\n"
"in float4 pos : SV_Position,\n"
"in float3 uv0 : TEXCOORD0){\n"
"float4 c0 = Tex0.Sample(samp0, float3(uv0.xy, 0.0));\n"
"float4 c1 = Tex0.Sample(samp0, float3(uv0.xy, 1.0));\n"
"float3x3 l = float3x3( 0.437, 0.449, 0.164,\n"
" -0.062,-0.062,-0.024,\n"
" -0.048,-0.050,-0.017);\n"
"float3x3 r = float3x3(-0.011,-0.032,-0.007,\n"
" 0.377, 0.761, 0.009,\n"
" -0.026,-0.093, 1.234);\n"
"ocol0 = float4(mul(l, c0.rgb) + mul(r, c1.rgb), c0.a);\n"
"}\n"};
// TODO: Improve sampling algorithm!
const char color_copy_program_code_msaa[] = {
"#define SAMPLES %d\n"
"sampler samp0 : register(s0);\n"
"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
"void main(\n"
"out float4 ocol0 : SV_Target,\n"
"in float4 pos : SV_Position,\n"
"in float3 uv0 : TEXCOORD0){\n"
"int width, height, slices, samples;\n"
"Tex0.GetDimensions(width, height, slices, samples);\n"
"ocol0 = 0;\n"
"for(int i = 0; i < SAMPLES; ++i)\n"
" ocol0 += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
"ocol0 /= SAMPLES;\n"
"}\n"};
const char color_matrix_program_code[] = {"sampler samp0 : register(s0);\n"
"Texture2DArray Tex0 : register(t0);\n"
"uniform float4 cColMatrix[7] : register(c0);\n"
"void main(\n"
"out float4 ocol0 : SV_Target,\n"
"in float4 pos : SV_Position,\n"
"in float3 uv0 : TEXCOORD0){\n"
"float4 texcol = Tex0.Sample(samp0,uv0);\n"
"texcol = floor(texcol * cColMatrix[5])*cColMatrix[6];\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 color_matrix_program_code_msaa[] = {
"#define SAMPLES %d\n"
"sampler samp0 : register(s0);\n"
"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
"uniform float4 cColMatrix[7] : register(c0);\n"
"void main(\n"
"out float4 ocol0 : SV_Target,\n"
"in float4 pos : SV_Position,\n"
"in float3 uv0 : TEXCOORD0){\n"
"int width, height, slices, samples;\n"
"Tex0.GetDimensions(width, height, slices, samples);\n"
"float4 texcol = 0;\n"
"for(int i = 0; i < SAMPLES; ++i)\n"
" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
"texcol /= SAMPLES;\n"
"texcol = floor(texcol * cColMatrix[5])*cColMatrix[6];\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"
"Texture2DArray Tex0 : register(t0);\n"
"uniform float4 cColMatrix[7] : register(c0);\n"
"void main(\n"
"out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
" in float3 uv0 : TEXCOORD0){\n"
" float4 texcol = Tex0.Sample(samp0,uv0);\n"
" int depth = int((1.0 - texcol.x) * 16777216.0);\n"
// Convert to Z24 format
" int4 workspace;\n"
" workspace.r = (depth >> 16) & 255;\n"
" workspace.g = (depth >> 8) & 255;\n"
" workspace.b = depth & 255;\n"
// Convert to Z4 format
" workspace.a = (depth >> 16) & 0xF0;\n"
// Normalize components to [0.0..1.0]
" texcol = float4(workspace) / 255.0;\n"
// Apply color matrix
" 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_msaa[] = {
"#define SAMPLES %d\n"
"sampler samp0 : register(s0);\n"
"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
"uniform float4 cColMatrix[7] : register(c0);\n"
"void main(\n"
"out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
" in float3 uv0 : TEXCOORD0){\n"
" int width, height, slices, samples;\n"
" Tex0.GetDimensions(width, height, slices, samples);\n"
" float4 texcol = 0;\n"
" for(int i = 0; i < SAMPLES; ++i)\n"
" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
" texcol /= SAMPLES;\n"
" int depth = int((1.0 - texcol.x) * 16777216.0);\n"
// Convert to Z24 format
" int4 workspace;\n"
" workspace.r = (depth >> 16) & 255;\n"
" workspace.g = (depth >> 8) & 255;\n"
" workspace.b = depth & 255;\n"
// Convert to Z4 format
" workspace.a = (depth >> 16) & 0xF0;\n"
// Normalize components to [0.0..1.0]
" texcol = float4(workspace) / 255.0;\n"
// Apply color matrix
" 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_resolve_program[] = {
"#define SAMPLES %d\n"
"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
"void main(\n"
" out float ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
" in float3 uv0 : TEXCOORD0)\n"
"{\n"
" int width, height, slices, samples;\n"
" Tex0.GetDimensions(width, height, slices, samples);\n"
" ocol0 = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n"
" for(int i = 1; i < SAMPLES; ++i)\n"
" ocol0 = min(ocol0, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n"
"}\n"};
const char reint_rgba6_to_rgb8[] = {"sampler samp0 : register(s0);\n"
"Texture2DArray Tex0 : register(t0);\n"
"void main(\n"
" out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
" in float3 uv0 : TEXCOORD0)\n"
"{\n"
" int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n"
" int4 dst8;\n"
" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
" dst8.a = 255;\n"
" ocol0 = (float4)dst8 / 255.f;\n"
"}"};
const char reint_rgba6_to_rgb8_msaa[] = {
"#define SAMPLES %d\n"
"sampler samp0 : register(s0);\n"
"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
"void main(\n"
" out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
" in float3 uv0 : TEXCOORD0)\n"
"{\n"
" int width, height, slices, samples;\n"
" Tex0.GetDimensions(width, height, slices, samples);\n"
" float4 texcol = 0;\n"
" for (int i = 0; i < SAMPLES; ++i)\n"
" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
" texcol /= SAMPLES;\n"
" int4 src6 = round(texcol * 63.f);\n"
" int4 dst8;\n"
" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
" dst8.a = 255;\n"
" ocol0 = (float4)dst8 / 255.f;\n"
"}"};
const char reint_rgb8_to_rgba6[] = {"sampler samp0 : register(s0);\n"
"Texture2DArray Tex0 : register(t0);\n"
"void main(\n"
" out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
" in float3 uv0 : TEXCOORD0)\n"
"{\n"
" int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n"
" int4 dst6;\n"
" dst6.r = src8.r >> 2;\n"
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
" dst6.a = src8.b & 0x3F;\n"
" ocol0 = (float4)dst6 / 63.f;\n"
"}\n"};
const char reint_rgb8_to_rgba6_msaa[] = {
"#define SAMPLES %d\n"
"sampler samp0 : register(s0);\n"
"Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
"void main(\n"
" out float4 ocol0 : SV_Target,\n"
" in float4 pos : SV_Position,\n"
" in float3 uv0 : TEXCOORD0)\n"
"{\n"
" int width, height, slices, samples;\n"
" Tex0.GetDimensions(width, height, slices, samples);\n"
" float4 texcol = 0;\n"
" for (int i = 0; i < SAMPLES; ++i)\n"
" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
" texcol /= SAMPLES;\n"
" int4 src8 = round(texcol * 255.f);\n"
" int4 dst6;\n"
" dst6.r = src8.r >> 2;\n"
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
" dst6.a = src8.b & 0x3F;\n"
" ocol0 = (float4)dst6 / 63.f;\n"
"}\n"};
ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8(bool multisampled)
{
if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
{
if (!s_rgba6_to_rgb8[0])
{
s_rgba6_to_rgb8[0] = D3D::CompileAndCreatePixelShader(reint_rgba6_to_rgb8);
CHECK(s_rgba6_to_rgb8[0], "Create RGBA6 to RGB8 pixel shader");
D3D::SetDebugObjectName(s_rgba6_to_rgb8[0], "RGBA6 to RGB8 pixel shader");
}
return s_rgba6_to_rgb8[0];
}
else if (!s_rgba6_to_rgb8[1])
{
// create MSAA shader for current AA mode
std::string buf = StringFromFormat(reint_rgba6_to_rgb8_msaa, g_ActiveConfig.iMultisamples);
s_rgba6_to_rgb8[1] = D3D::CompileAndCreatePixelShader(buf);
CHECK(s_rgba6_to_rgb8[1], "Create RGBA6 to RGB8 MSAA pixel shader");
D3D::SetDebugObjectName(s_rgba6_to_rgb8[1], "RGBA6 to RGB8 MSAA pixel shader");
}
return s_rgba6_to_rgb8[1];
}
ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6(bool multisampled)
{
if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
{
if (!s_rgb8_to_rgba6[0])
{
s_rgb8_to_rgba6[0] = D3D::CompileAndCreatePixelShader(reint_rgb8_to_rgba6);
CHECK(s_rgb8_to_rgba6[0], "Create RGB8 to RGBA6 pixel shader");
D3D::SetDebugObjectName(s_rgb8_to_rgba6[0], "RGB8 to RGBA6 pixel shader");
}
return s_rgb8_to_rgba6[0];
}
else if (!s_rgb8_to_rgba6[1])
{
// create MSAA shader for current AA mode
std::string buf = StringFromFormat(reint_rgb8_to_rgba6_msaa, g_ActiveConfig.iMultisamples);
s_rgb8_to_rgba6[1] = D3D::CompileAndCreatePixelShader(buf);
CHECK(s_rgb8_to_rgba6[1], "Create RGB8 to RGBA6 MSAA pixel shader");
D3D::SetDebugObjectName(s_rgb8_to_rgba6[1], "RGB8 to RGBA6 MSAA pixel shader");
}
return s_rgb8_to_rgba6[1];
}
ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
{
if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
{
return s_ColorCopyProgram[0];
}
else if (s_ColorCopyProgram[1])
{
return s_ColorCopyProgram[1];
}
else
{
// create MSAA shader for current AA mode
std::string buf = StringFromFormat(color_copy_program_code_msaa, g_ActiveConfig.iMultisamples);
s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf);
CHECK(s_ColorCopyProgram[1] != nullptr, "Create color copy MSAA pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1],
"color copy MSAA pixel shader");
return s_ColorCopyProgram[1];
}
}
ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
{
if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
{
return s_ColorMatrixProgram[0];
}
else if (s_ColorMatrixProgram[1])
{
return s_ColorMatrixProgram[1];
}
else
{
// create MSAA shader for current AA mode
std::string buf =
StringFromFormat(color_matrix_program_code_msaa, g_ActiveConfig.iMultisamples);
s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf);
CHECK(s_ColorMatrixProgram[1] != nullptr, "Create color matrix MSAA pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1],
"color matrix MSAA pixel shader");
return s_ColorMatrixProgram[1];
}
}
ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
{
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;
}
static void UpdateConstantBuffers()
{
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));
}
}
ID3D11Buffer* PixelShaderCache::GetConstantBuffer()
{
UpdateConstantBuffers();
return pscbuf;
}
// this class will load the precompiled shaders into our cache
template <typename UidType>
class PixelShaderCacheInserter : public LinearDiskCacheReader<UidType, u8>
{
public:
void Read(const UidType& 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();
SETSTAT(stats.numPixelShadersCreated, 0);
SETSTAT(stats.numPixelShadersAlive, 0);
if (g_ActiveConfig.bShaderCache)
LoadShaderCache();
if (g_ActiveConfig.CanPrecompileUberShaders())
QueueUberShaderCompiles();
}
void PixelShaderCache::LoadShaderCache()
{
PixelShaderCacheInserter<PixelShaderUid> inserter;
g_ps_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "PS", true, true), inserter);
PixelShaderCacheInserter<UberShader::PixelShaderUid> uber_inserter;
g_uber_ps_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "UberPS", false, true),
uber_inserter);
}
void PixelShaderCache::Reload()
{
g_ps_disk_cache.Sync();
g_ps_disk_cache.Close();
g_uber_ps_disk_cache.Sync();
g_uber_ps_disk_cache.Close();
Clear();
if (g_ActiveConfig.bShaderCache)
LoadShaderCache();
if (g_ActiveConfig.CanPrecompileUberShaders())
QueueUberShaderCompiles();
}
// ONLY to be used during shutdown.
void PixelShaderCache::Clear()
{
for (auto& iter : PixelShaders)
iter.second.Destroy();
for (auto& iter : UberPixelShaders)
iter.second.Destroy();
PixelShaders.clear();
UberPixelShaders.clear();
last_entry = nullptr;
last_uber_entry = nullptr;
last_uid = {};
last_uber_uid = {};
}
// 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();
g_uber_ps_disk_cache.Sync();
g_uber_ps_disk_cache.Close();
}
bool PixelShaderCache::SetShader()
{
if (g_ActiveConfig.bDisableSpecializedShaders)
return SetUberShader();
PixelShaderUid uid = GetPixelShaderUid();
if (last_entry && uid == last_uid)
{
if (last_entry->pending)
return SetUberShader();
if (!last_entry->shader)
return false;
D3D::stateman->SetPixelShader(last_entry->shader);
return true;
}
// Check if the shader is already in the cache
auto iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
{
const PSCacheEntry& entry = iter->second;
if (entry.pending)
return SetUberShader();
last_uid = uid;
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
if (!last_entry->shader)
return false;
D3D::stateman->SetPixelShader(last_entry->shader);
return true;
}
// Background compiling?
if (g_ActiveConfig.CanBackgroundCompileShaders())
{
// Create a pending entry
PSCacheEntry entry;
entry.pending = true;
PixelShaders[uid] = entry;
// Queue normal shader compiling and use ubershader
g_async_compiler->QueueWorkItem(
g_async_compiler->CreateWorkItem<PixelShaderCompilerWorkItem>(uid));
return SetUberShader();
}
// Need to compile a new shader
D3DBlob* bytecode = nullptr;
ShaderCode code =
GeneratePixelShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
D3D::CompilePixelShader(code.GetBuffer(), &bytecode);
if (!InsertByteCode(uid, bytecode->Data(), bytecode->Size()))
{
SAFE_RELEASE(bytecode);
return false;
}
g_ps_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
return SetShader();
}
bool PixelShaderCache::SetUberShader()
{
UberShader::PixelShaderUid uid = UberShader::GetPixelShaderUid();
if (last_uber_entry && last_uber_uid == uid)
{
if (!last_uber_entry->shader)
return false;
D3D::stateman->SetPixelShader(last_uber_entry->shader);
return true;
}
auto iter = UberPixelShaders.find(uid);
if (iter != UberPixelShaders.end())
{
const PSCacheEntry& entry = iter->second;
last_uber_uid = uid;
last_uber_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
if (!last_uber_entry->shader)
return false;
D3D::stateman->SetPixelShader(last_uber_entry->shader);
return true;
}
D3DBlob* bytecode = nullptr;
ShaderCode code =
UberShader::GenPixelShader(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
D3D::CompilePixelShader(code.GetBuffer(), &bytecode);
if (!InsertByteCode(uid, bytecode->Data(), bytecode->Size()))
{
SAFE_RELEASE(bytecode);
return false;
}
// Lookup map again.
g_uber_ps_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
bytecode->Release();
return SetUberShader();
}
bool PixelShaderCache::InsertByteCode(const PixelShaderUid& uid, const u8* data, size_t len)
{
ID3D11PixelShader* shader = data ? D3D::CreatePixelShaderFromByteCode(data, len) : nullptr;
if (!InsertShader(uid, shader))
{
SAFE_RELEASE(shader);
return false;
}
return true;
}
bool PixelShaderCache::InsertByteCode(const UberShader::PixelShaderUid& uid, const u8* data,
size_t len)
{
ID3D11PixelShader* shader = data ? D3D::CreatePixelShaderFromByteCode(data, len) : nullptr;
if (!InsertShader(uid, shader))
{
SAFE_RELEASE(shader);
return false;
}
return true;
}
bool PixelShaderCache::InsertShader(const PixelShaderUid& uid, ID3D11PixelShader* shader)
{
auto iter = PixelShaders.find(uid);
if (iter != PixelShaders.end() && !iter->second.pending)
return false;
PSCacheEntry& newentry = PixelShaders[uid];
newentry.pending = false;
newentry.shader = shader;
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
return (shader != nullptr);
}
bool PixelShaderCache::InsertShader(const UberShader::PixelShaderUid& uid,
ID3D11PixelShader* shader)
{
auto iter = UberPixelShaders.find(uid);
if (iter != UberPixelShaders.end() && !iter->second.pending)
return false;
PSCacheEntry& newentry = UberPixelShaders[uid];
newentry.pending = false;
newentry.shader = shader;
return (shader != nullptr);
}
void PixelShaderCache::QueueUberShaderCompiles()
{
UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& uid) {
if (UberPixelShaders.find(uid) != UberPixelShaders.end())
return;
g_async_compiler->QueueWorkItem(
g_async_compiler->CreateWorkItem<UberPixelShaderCompilerWorkItem>(uid));
});
g_async_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
static_cast<int>(completed), static_cast<int>(total));
});
g_async_compiler->RetrieveWorkItems();
Host_UpdateProgressDialog("", -1, -1);
}
PixelShaderCache::PixelShaderCompilerWorkItem::PixelShaderCompilerWorkItem(
const PixelShaderUid& uid)
{
std::memcpy(&m_uid, &uid, sizeof(uid));
}
PixelShaderCache::PixelShaderCompilerWorkItem::~PixelShaderCompilerWorkItem()
{
SAFE_RELEASE(m_bytecode);
}
bool PixelShaderCache::PixelShaderCompilerWorkItem::Compile()
{
ShaderCode code =
GeneratePixelShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
if (D3D::CompilePixelShader(code.GetBuffer(), &m_bytecode))
m_shader = D3D::CreatePixelShaderFromByteCode(m_bytecode);
return true;
}
void PixelShaderCache::PixelShaderCompilerWorkItem::Retrieve()
{
if (InsertShader(m_uid, m_shader))
g_ps_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
else
SAFE_RELEASE(m_shader);
}
PixelShaderCache::UberPixelShaderCompilerWorkItem::UberPixelShaderCompilerWorkItem(
const UberShader::PixelShaderUid& uid)
{
std::memcpy(&m_uid, &uid, sizeof(uid));
}
PixelShaderCache::UberPixelShaderCompilerWorkItem::~UberPixelShaderCompilerWorkItem()
{
SAFE_RELEASE(m_bytecode);
}
bool PixelShaderCache::UberPixelShaderCompilerWorkItem::Compile()
{
ShaderCode code =
UberShader::GenPixelShader(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
if (D3D::CompilePixelShader(code.GetBuffer(), &m_bytecode))
m_shader = D3D::CreatePixelShaderFromByteCode(m_bytecode);
return true;
}
void PixelShaderCache::UberPixelShaderCompilerWorkItem::Retrieve()
{
if (InsertShader(m_uid, m_shader))
g_uber_ps_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
else
SAFE_RELEASE(m_shader);
}
} // DX11