dolphin/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp
Rodolfo Osvaldo Bogado f869281301 normalize the efb to texture process for color textures to make it work the same in all the plugins and with the same accuracy as real hardware (almost :))
please test for regressions and fixes.
some little changes to make pixel shader more dx9 sm2.0 friendly. the condition is not to use pixel lighting ( sorry no hardware support for the quantity of parameters needed).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6777 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-07 19:23:57 +00:00

404 lines
14 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"
#include "Debugger.h"
extern int frameCount;
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
LinearDiskCache<PIXELSHADERUID, u8> g_ps_disk_cache;
ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL};
ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL};
ID3D11PixelShader* s_DepthMatrixProgram[2] = {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"
};
// TODO: Improve sampling algorithm!
const char color_copy_program_code_msaa[] = {
"sampler samp0 : register(s0);\n"
"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
"void main(\n"
"out float4 ocol0 : SV_Target,\n"
"in float4 pos : SV_Position,\n"
"in float2 uv0 : TEXCOORD0){\n"
"int width, height, samples;\n"
"Tex0.GetDimensions(width, height, samples);\n"
"ocol0 = 0;\n"
"for(int i = 0; i < samples; ++i)\n"
" ocol0 += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
"ocol0 /= samples;\n"
"}\n"
};
const char color_matrix_program_code[] = {
"sampler samp0 : register(s0);\n"
"Texture2D 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 float2 uv0 : TEXCOORD0){\n"
"float4 texcol = Tex0.Sample(samp0,uv0);\n"
"texcol = round(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[] = {
"sampler samp0 : register(s0);\n"
"Texture2DMS<float4, %d> 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 float2 uv0 : TEXCOORD0){\n"
"int width, height, samples;\n"
"Tex0.GetDimensions(width, height, samples);\n"
"float4 texcol = 0;\n"
"for(int i = 0; i < samples; ++i)\n"
" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
"texcol /= samples;\n"
"texcol = round(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"
"Texture2D 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 float2 uv0 : TEXCOORD0){\n"
"float4 texcol = Tex0.Sample(samp0,uv0);\n"
"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,1.0f));\n"
"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"
"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[] = {
"sampler samp0 : register(s0);\n"
"Texture2DMS<float4, %d> 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 float2 uv0 : TEXCOORD0){\n"
"int width, height, samples;\n"
"Tex0.GetDimensions(width, height, samples);\n"
"float4 texcol = 0;\n"
"for(int i = 0; i < samples; ++i)\n"
" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
"texcol /= samples;\n"
"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,16.0f));\n"
"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"
"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
"}\n"
};
ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
{
if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_ColorCopyProgram[0];
else if (s_ColorCopyProgram[1]) return s_ColorCopyProgram[1];
else
{
// create MSAA shader for current AA mode
char buf[1024];
int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
CHECK(s_ColorCopyProgram[1]!=NULL, "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 || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_ColorMatrixProgram[0];
else if (s_ColorMatrixProgram[1]) return s_ColorMatrixProgram[1];
else
{
// create MSAA shader for current AA mode
char buf[1024];
int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
CHECK(s_ColorMatrixProgram[1]!=NULL, "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 || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_DepthMatrixProgram[0];
else if (s_DepthMatrixProgram[1]) return s_DepthMatrixProgram[1];
else
{
// create MSAA shader for current AA mode
char buf[1024];
int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
CHECK(s_DepthMatrixProgram[1]!=NULL, "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;
}
// 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
116, 120, 124, 128, 132, // C_PLIGHTS0, 20
136, 140, 144, 148, 152, // C_PLIGHTS1, 20
156, 160, 164, 168, 172, // C_PLIGHTS2, 20
176, 180, 184, 188, 192, // C_PLIGHTS3, 20
196, 200, 204, 208, 212, // C_PLIGHTS4, 20
216, 220, 224, 228, 232, // C_PLIGHTS5, 20
236, 240, 244, 248, 252, // C_PLIGHTS6, 20
256, 260, 264, 268, 272, // C_PLIGHTS7, 20
276, 280, 284, 288, // C_PMATERIALS, 16
};
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<PIXELSHADERUID, u8>
{
public:
void Read(const PIXELSHADERUID &key, const u8 *value, u32 value_size)
{
PixelShaderCache::InsertByteCode(key, 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[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));
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), 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();
}
// 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]);
}
void PixelShaderCache::Shutdown()
{
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]);
}
Clear();
g_ps_disk_cache.Sync();
g_ps_disk_cache.Close();
}
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlphaMode);
// Check if the shader is already set
if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
{
PSCache::const_iterator iter = PixelShaders.find(uid);
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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);
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
return (entry.shader != NULL);
}
// Need to compile a new shader
const char* code = GeneratePixelShaderCode(dstAlphaMode, API_D3D11, 65536, components);
D3DBlob* pbytecode;
if (!D3D::CompilePixelShader(code, strlen(code), &pbytecode))
{
PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
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());
g_ps_disk_cache.Sync();
bool result = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
D3D::gfxstate->SetPShader(last_entry->shader);
pbytecode->Release();
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return result;
}
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const 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];
if (!shader) {
// INCSTAT(stats.numPixelShadersFailed);
return false;
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
return true;
}