dolphin/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.cpp

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// 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 "D3DShader.h"
#include "Statistics.h"
#include "Utils.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;
LinearDiskCache g_ps_disk_cache;
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;
static LPDIRECT3DPIXELSHADER9 s_FSAAProgram = 0;
static LPDIRECT3DPIXELSHADER9 s_FSAAColorMatrixProgram = 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;
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetFSAAProgram()
{
return s_FSAAProgram;
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetFSAAColorMatrixProgram()
{
return s_FSAAColorMatrixProgram;
}
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];
}
}
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()
{
char pprog[2048];
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));
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
"in float4 uv0 : TEXCOORD0){\n"
"ocol0 = tex2D(samp0,uv0.xy);\n"
"}\n");
s_ColorCopyProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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"
"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 = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
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"
"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 = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"uniform sampler samp1 : register(s1);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
"in float2 uv0 : TEXCOORD0,\n"
"in float2 uv1 : TEXCOORD1,\n"
"in float2 uv2 : TEXCOORD2,\n"
"in float2 uv3 : TEXCOORD3){\n"
"ocol0 = (tex2D(samp0,uv0) + tex2D(samp0,uv1) + tex2D(samp0,uv2) + tex2D(samp0,uv3))*0.25f;\n"
"}\n");
s_FSAAProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
sprintf(pprog, "uniform sampler samp0 : register(s0);\n"
"uniform sampler samp1 : register(s1);\n"
"uniform float4 cColMatrix[5] : register(c%d);\n"
"void main(\n"
"out float4 ocol0 : COLOR0,\n"
"in float2 uv0 : TEXCOORD0,\n"
"in float2 uv1 : TEXCOORD1,\n"
"in float2 uv2 : TEXCOORD2,\n"
"in float2 uv3 : TEXCOORD3){\n"
"float4 texcol = float4(0.0f,0.0f,0.0f,0.0f);\n"
"texcol = (tex2D(samp0,uv0) + tex2D(samp0,uv1) + tex2D(samp0,uv2) + tex2D(samp0,uv3))*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_FSAAColorMatrixProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
Clear();
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%s%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();
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;
if (s_FSAAProgram) s_FSAAProgram->Release();
s_FSAAProgram = NULL;
if (s_FSAAColorMatrixProgram) s_FSAAColorMatrixProgram->Release();
s_FSAAColorMatrixProgram = NULL;
Clear();
g_ps_disk_cache.Sync();
g_ps_disk_cache.Close();
}
bool PixelShaderCache::SetShader(bool dstAlpha)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, PixelShaderManager::GetTextureMask(), 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(PixelShaderManager::GetTextureMask(), dstAlpha, 2);
#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);
}
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