// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include "Common/Align.h" #include "Common/CommonTypes.h" #include "Common/FileUtil.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 { ID3D11PixelShader* s_ColorCopyProgram[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 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 depth_resolve_program[] = { "#define SAMPLES %d\n" "Texture2DMSArray 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 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 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(s_ColorCopyProgram[1], "color copy MSAA pixel shader"); return s_ColorCopyProgram[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(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; } void PixelShaderCache::Init() { unsigned int cbsize = Common::AlignUp(static_cast(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(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(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(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(s_ColorCopyProgram[0], "color copy pixel shader"); } // Used in Swap() when AA mode has changed void PixelShaderCache::InvalidateMSAAShaders() { SAFE_RELEASE(s_ColorCopyProgram[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_rgba6_to_rgb8[i]); SAFE_RELEASE(s_rgb8_to_rgba6[i]); } } } // DX11