dolphin/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.cpp
Rodolfo Osvaldo Bogado 19d7bb2c84 big commit, implemented depth textures with hardware support in D3D, so now they will be correct as in opengl. please test a lot because i only tested the ati path, nvidia path is "Theoretical" :).
Also reimplemented screen clearing as a color quad to support alpha blending when clearing as in the original hardware.
the funny thing is how is implemented peeking, as locking depth textures is not supported, implemented peeking copying the values form the depth texture to a r32f render target and then reading back the data.
please a lot of testing to this commit.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4599 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-22 02:37:00 +00:00

262 lines
7.6 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 "D3DBase.h"
#include "D3DShader.h"
#include "Statistics.h"
#include "Utils.h"
#include "Profiler.h"
#include "VideoConfig.h"
#include "PixelShaderGen.h"
#include "PixelShaderManager.h"
#include "PixelShaderCache.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "XFMemory.h"
#include "debugger/debugger.h"
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
static float lastPSconstants[C_COLORMATRIX+16][4];
static LPDIRECT3DPIXELSHADER9 s_ColorMatrixProgram = 0;
static LPDIRECT3DPIXELSHADER9 s_ColorCopyProgram = 0;
static LPDIRECT3DPIXELSHADER9 s_ClearProgram = 0;
static LPDIRECT3DPIXELSHADER9 s_ClearZProgram = 0;
static LPDIRECT3DPIXELSHADER9 s_DepthMatrixProgram = 0;
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorMatrixProgram()
{
return s_ColorMatrixProgram;
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetDepthMatrixProgram()
{
return s_DepthMatrixProgram;
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorCopyProgram()
{
return s_ColorCopyProgram;
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetClearProgram()
{
return s_ClearProgram;
}
void SetPSConstant4f(int const_number, float f1, float f2, float f3, float f4)
{
if( lastPSconstants[const_number][0] != f1 || lastPSconstants[const_number][1] != f2 ||
lastPSconstants[const_number][2] != f3 || lastPSconstants[const_number][3] != f4 )
{
const float f[4] = {f1, f2, f3, f4};
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
lastPSconstants[const_number][0] = f1;
lastPSconstants[const_number][1] = f2;
lastPSconstants[const_number][2] = f3;
lastPSconstants[const_number][3] = f4;
}
}
void SetPSConstant4fv(int const_number, const float *f)
{
if( lastPSconstants[const_number][0] != f[0] || lastPSconstants[const_number][1] != f[1] ||
lastPSconstants[const_number][2] != f[2] || lastPSconstants[const_number][3] != f[3] )
{
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
lastPSconstants[const_number][0] = f[0];
lastPSconstants[const_number][1] = f[1];
lastPSconstants[const_number][2] = f[2];
lastPSconstants[const_number][3] = f[3];
}
}
void PixelShaderCache::Init()
{
char pmatrixprog[1024];
sprintf(pmatrixprog,"uniform sampler samp0 : register(s0);\n"
"uniform float4 cColMatrix[5] : register(c%d);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
" in float3 uv0 : TEXCOORD0){\n"
"float4 texcol = tex2D(samp0,uv0.xy);\n"
"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n",C_COLORMATRIX);
char pcopyprog[1024];
sprintf(pcopyprog,"uniform sampler samp0 : register(s0);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
" in float3 uv0 : TEXCOORD0){\n"
"ocol0 = tex2D(samp0,uv0.xy);\n"
"}\n");
char pclearprog[1024];
sprintf(pclearprog,"void main(\n"
"out float4 ocol0 : COLOR0,\n"
" in float4 incol0 : COLOR0){\n"
"ocol0 = incol0;\n"
"}\n");
char pdmatrixprog[1024];
sprintf(pdmatrixprog,"uniform sampler samp0 : register(s0);\n"
"uniform float4 cColMatrix[5] : register(c%d);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
" in float3 uv0 : TEXCOORD0){\n"
"float4 texcol = tex2D(samp0,uv0.xy);\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",C_COLORMATRIX);
s_ColorMatrixProgram = D3D::CompilePixelShader(pmatrixprog, (int)strlen(pmatrixprog));
s_ColorCopyProgram = D3D::CompilePixelShader(pcopyprog, (int)strlen(pcopyprog));
s_DepthMatrixProgram = D3D::CompilePixelShader(pdmatrixprog, (int)strlen(pdmatrixprog));
s_ClearProgram = D3D::CompilePixelShader(pclearprog, (int)strlen(pclearprog));
Clear();
}
void PixelShaderCache::Clear()
{
PSCache::iterator iter = PixelShaders.begin();
for (; iter != PixelShaders.end(); iter++)
iter->second.Destroy();
PixelShaders.clear();
for (int i = 0; i < (C_COLORMATRIX + 16) * 4; i++)
lastPSconstants[i/4][i%4] = -100000000.0f;
memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));
}
void PixelShaderCache::Shutdown()
{
if(s_ColorMatrixProgram)
s_ColorMatrixProgram->Release();
s_ColorMatrixProgram = NULL;
if(s_ColorCopyProgram)
s_ColorCopyProgram->Release();
s_ColorCopyProgram=NULL;
if(s_DepthMatrixProgram)
s_DepthMatrixProgram->Release();
s_DepthMatrixProgram = NULL;
if(s_ClearProgram)
s_ClearProgram->Release();
s_ClearProgram=NULL;
Clear();
}
bool PixelShaderCache::SetShader(bool dstAlpha)
{
DVSTARTPROFILE();
PIXELSHADERUID uid;
GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), dstAlpha);
if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
{
PSCache::const_iterator iter = PixelShaders.find(uid);
if (iter != PixelShaders.end() && iter->second.shader)
return true;
else
return false;
}
memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
PSCache::iterator iter;
iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
{
iter->second.frameCount = frameCount;
const PSCacheEntry &entry = iter->second;
last_entry = &entry;
DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
if (entry.shader)
{
D3D::dev->SetPixelShader(entry.shader);
return true;
}
else
return false;
}
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), dstAlpha, /*(D3D::GetCaps().NumSimultaneousRTs > 1)? 1 :*/ 2);
LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePixelShader(code, (int)strlen(code));
// Make an entry in the table
PSCacheEntry newentry;
newentry.shader = shader;
newentry.frameCount = frameCount;
#if defined(_DEBUG) || defined(DEBUGFAST)
newentry.code = code;
#endif
PixelShaders[uid] = newentry;
last_entry = &PixelShaders[uid];
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
if (shader)
{
D3D::dev->SetPixelShader(shader);
return true;
}
if (g_ActiveConfig.bShowShaderErrors)
{
PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
}
return false;
}
void PixelShaderCache::Cleanup()
{
/*
PSCache::iterator iter;
iter = PixelShaders.begin();
while (iter != PixelShaders.end())
{
PSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount - 1400)
{
entry.Destroy();
iter = PixelShaders.erase(iter);
}
else
{
iter++;
}
}
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
*/
}
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string PixelShaderCache::GetCurrentShaderCode()
{
if (last_entry)
return last_entry->code;
else
return "(no shader)\n";
}
#endif