dolphin/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.cpp
Rodolfo Osvaldo Bogado e641323de2 i know still a lot to fix and much work to do but sometimes experiments are fun :)
for all the plugins implemented per pixel lighting, this will make games that uses lighting  a lot nice. (just look at mario sunshine and compare :))
for dx9: implemented temporal anaglyph stereo: just grab your red-cyan glasses  and enjoy.
stereo calibration: use stereo separation ( distance of the point from you are looking) and Focal Angle: the angle necessary to focus in one particular object.
this settings are different in every games as they use different depth ranges.
please for any regression and bug introduced by this commit.
if you ask why i did not implement stereo in dx11 and opengl the reason is one: they don't work right when i have more time will try to find a way to make them work.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6224 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-23 02:17:48 +00:00

389 lines
13 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 <map>
#include <set>
#include "Common.h"
#include "Hash.h"
#include "FileUtil.h"
#include "LinearDiskCache.h"
#include "Globals.h"
#include "D3DBase.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"
#include "Debugger/Debugger.h"
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
static LinearDiskCache g_ps_disk_cache;
static std::set<u32> unique_shaders;
#define MAX_SSAA_SHADERS 3
static LPDIRECT3DPIXELSHADER9 s_ColorMatrixProgram[MAX_SSAA_SHADERS];
static LPDIRECT3DPIXELSHADER9 s_ColorCopyProgram[MAX_SSAA_SHADERS];
static LPDIRECT3DPIXELSHADER9 s_DepthMatrixProgram[MAX_SSAA_SHADERS];
static LPDIRECT3DPIXELSHADER9 s_ClearProgram = 0;
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorMatrixProgram(int SSAAMode)
{
return s_ColorMatrixProgram[SSAAMode % MAX_SSAA_SHADERS];
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetDepthMatrixProgram(int SSAAMode)
{
return s_DepthMatrixProgram[SSAAMode % MAX_SSAA_SHADERS];
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorCopyProgram(int SSAAMode)
{
return s_ColorCopyProgram[SSAAMode % MAX_SSAA_SHADERS];
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetClearProgram()
{
return s_ClearProgram;
}
void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
float f[4] = { f1, f2, f3, f4 };
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
}
void SetPSConstant4fv(unsigned int const_number, const float *f)
{
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
}
void SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
{
D3D::dev->SetPixelShaderConstantF(const_number, f, count);
}
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, value, value_size, false);
}
};
void PixelShaderCache::Init()
{
//program used for clear screen
char pprog[3072];
sprintf(pprog, "void main(\n"
"out float4 ocol0 : COLOR0,\n"
" in float4 incol0 : COLOR0){\n"
"ocol0 = incol0;\n"
"}\n");
s_ClearProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//Used for Copy/resolve the color buffer
//1 Sample
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
"in float2 uv0 : TEXCOORD0){\n"
"ocol0 = tex2D(samp0,uv0);\n"
"}\n");
s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//1 Samples SSAA
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
"in float4 uv0 : TEXCOORD0,\n"
"in float4 uv1 : TEXCOORD1){\n"
"ocol0 = tex2D(samp0,uv0.xy);\n"
"}\n");
s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//4 Samples SSAA
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
"in float4 uv0 : TEXCOORD0,\n"
"in float4 uv1 : TEXCOORD1,\n"
"in float4 uv2 : TEXCOORD2,\n"
"in float4 uv3 : TEXCOORD3){\n"
"ocol0 = (tex2D(samp0,uv1.xy) + tex2D(samp0,uv1.wz) + tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz))*0.25;\n"
"}\n");
s_ColorCopyProgram[2] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//Color conversion Programs
//1 sample
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"uniform float4 cColMatrix[5] : register(c%d);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0){\n"
"float4 texcol = tex2D(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",C_COLORMATRIX);
s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//1 samples SSAA
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"uniform float4 cColMatrix[5] : register(c%d);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
"in float4 uv0 : TEXCOORD0,\n"
"in float4 uv1 : TEXCOORD1){\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);
s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//4 samples SSAA
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"uniform float4 cColMatrix[5] : register(c%d);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
"in float4 uv0 : TEXCOORD0,\n"
"in float4 uv1 : TEXCOORD1,\n"
"in float4 uv2 : TEXCOORD2,\n"
"in float4 uv3 : TEXCOORD3){\n"
"float4 texcol = (tex2D(samp0,uv1.xy) + tex2D(samp0,uv1.wz) + tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz))*0.25f;\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[2] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//Depth copy programs
//1 sample
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"uniform float4 cColMatrix[5] : register(c%d);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0){\n"
"float4 texcol = tex2D(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",C_COLORMATRIX);
s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//1 sample SSAA
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"uniform float4 cColMatrix[5] : register(c%d);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
"in float4 uv0 : TEXCOORD0,\n"
"in float4 uv1 : TEXCOORD1){\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_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
//4 sample SSAA
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"uniform float4 cColMatrix[5] : register(c%d);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
"in float4 uv0 : TEXCOORD0,\n"
"in float4 uv1 : TEXCOORD1,\n"
"in float4 uv2 : TEXCOORD2,\n"
"in float4 uv3 : TEXCOORD3){\n"
"float4 texcol = (tex2D(samp0,uv1.xy) + tex2D(samp0,uv1.wz) + tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz))*0.25f;\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_DepthMatrixProgram[2] = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
Clear();
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
SETSTAT(stats.numPixelShadersCreated, 0);
SETSTAT(stats.numPixelShadersAlive, 0);
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sdx9-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
PixelShaderCacheInserter inserter;
int read_items = g_ps_disk_cache.OpenAndRead(cache_filename, &inserter);
}
// ONLY to be used during shutdown.
void PixelShaderCache::Clear()
{
PSCache::iterator iter = PixelShaders.begin();
for (; iter != PixelShaders.end(); ++iter)
iter->second.Destroy();
PixelShaders.clear();
memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));
}
void PixelShaderCache::Shutdown()
{
for(int i = 0;i < MAX_SSAA_SHADERS; i++)
{
if (s_ColorMatrixProgram[i]) s_ColorMatrixProgram[i]->Release();
s_ColorMatrixProgram[i] = NULL;
if (s_ColorCopyProgram[i]) s_ColorCopyProgram[i]->Release();
s_ColorCopyProgram[i] = NULL;
if (s_DepthMatrixProgram[i]) s_DepthMatrixProgram[i]->Release();
s_DepthMatrixProgram[i] = NULL;
}
if (s_ClearProgram) s_ClearProgram->Release();
s_ClearProgram = NULL;
Clear();
g_ps_disk_cache.Sync();
g_ps_disk_cache.Close();
unique_shaders.clear();
}
bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlpha);
// Is the shader already set?
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; // Sure, we're done.
else
return false; // ?? something is wrong.
}
memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
// Is the shader 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;
DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
if (entry.shader)
{
D3D::SetPixelShader(entry.shader);
return true;
}
else
return false;
}
// OK, need to generate and compile it.
const char *code = GeneratePixelShaderCode(dstAlpha, API_D3D9,components);
u32 code_hash = HashAdler32((const u8 *)code, strlen(code));
unique_shaders.insert(code_hash);
SETSTAT(stats.numUniquePixelShaders, unique_shaders.size());
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);
SaveData(szTemp, code);
}
#endif
u8 *bytecode = 0;
int bytecodelen = 0;
if (!D3D::CompilePixelShader(code, (int)strlen(code), &bytecode, &bytecodelen)) {
if (g_ActiveConfig.bShowShaderErrors)
{
PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%sBADps_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);
SaveData(szTemp, code);
}
return false;
}
// Here we have the UID and the byte code. Insert it into the disk cache.
g_ps_disk_cache.Append((u8 *)&uid, sizeof(uid), bytecode, bytecodelen);
g_ps_disk_cache.Sync();
// And insert it into the shader cache.
bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
delete [] bytecode;
return result;
}
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) {
LPDIRECT3DPIXELSHADER9 shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
// Make an entry in the table
PSCacheEntry newentry;
newentry.shader = shader;
newentry.frameCount = frameCount;
PixelShaders[uid] = newentry;
last_entry = &PixelShaders[uid];
if (!shader) {
// INCSTAT(stats.numPixelShadersFailed);
return false;
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
if (activate)
{
D3D::SetPixelShader(shader);
}
return true;
}
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string PixelShaderCache::GetCurrentShaderCode()
{
if (last_entry)
return last_entry->code;
else
return "(no shader)\n";
}
#endif