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authorPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
committerPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
commit3570c7f03a2aa90aa634f96c0af1969af610f14d (patch)
tree4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
parent2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (diff)
Reformat all the things. Have fun with merge conflicts.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/PixelShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/PixelShaderCache.cpp1022
1 files changed, 510 insertions, 512 deletions
diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
index 901a29b71d..3d48784647 100644
--- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
+++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
@@ -23,7 +23,6 @@
namespace DX11
{
-
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
PixelShaderUid PixelShaderCache::last_uid;
@@ -41,604 +40,603 @@ 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"
-};
+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"
-};
+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"
-};
+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<float4, SAMPLES> 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 color_matrix_program_code[] = {
- "sampler samp0 : register(s0);\n"
- "Texture2DArray 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 float3 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"
-};
+ "#define SAMPLES %d\n"
+ "sampler samp0 : register(s0);\n"
+ "Texture2DMSArray<float4, SAMPLES> 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 color_matrix_program_code[] = {"sampler samp0 : register(s0);\n"
+ "Texture2DArray 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 float3 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[] = {
- "#define SAMPLES %d\n"
- "sampler samp0 : register(s0);\n"
- "Texture2DMSArray<float4, SAMPLES> 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 float3 uv0 : TEXCOORD0){\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"
- "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"
- "Texture2DArray 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 float3 uv0 : TEXCOORD0){\n"
- " float4 texcol = Tex0.Sample(samp0,uv0);\n"
- " int depth = int((1.0 - texcol.x) * 16777216.0);\n"
-
- // Convert to Z24 format
- " int4 workspace;\n"
- " workspace.r = (depth >> 16) & 255;\n"
- " workspace.g = (depth >> 8) & 255;\n"
- " workspace.b = depth & 255;\n"
-
- // Convert to Z4 format
- " workspace.a = (depth >> 16) & 0xF0;\n"
-
- // Normalize components to [0.0..1.0]
- " texcol = float4(workspace) / 255.0;\n"
-
- // Apply color matrix
- " ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
- "}\n"
-};
+ "#define SAMPLES %d\n"
+ "sampler samp0 : register(s0);\n"
+ "Texture2DMSArray<float4, SAMPLES> 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 float3 uv0 : TEXCOORD0){\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"
+ "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"
+ "Texture2DArray 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 float3 uv0 : TEXCOORD0){\n"
+ " float4 texcol = Tex0.Sample(samp0,uv0);\n"
+ " int depth = int((1.0 - texcol.x) * 16777216.0);\n"
+
+ // Convert to Z24 format
+ " int4 workspace;\n"
+ " workspace.r = (depth >> 16) & 255;\n"
+ " workspace.g = (depth >> 8) & 255;\n"
+ " workspace.b = depth & 255;\n"
+
+ // Convert to Z4 format
+ " workspace.a = (depth >> 16) & 0xF0;\n"
+
+ // Normalize components to [0.0..1.0]
+ " texcol = float4(workspace) / 255.0;\n"
+
+ // Apply color matrix
+ " 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[] = {
- "#define SAMPLES %d\n"
- "sampler samp0 : register(s0);\n"
- "Texture2DMSArray<float4, SAMPLES> 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 float3 uv0 : TEXCOORD0){\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"
- " int depth = int((1.0 - texcol.x) * 16777216.0);\n"
-
- // Convert to Z24 format
- " int4 workspace;\n"
- " workspace.r = (depth >> 16) & 255;\n"
- " workspace.g = (depth >> 8) & 255;\n"
- " workspace.b = depth & 255;\n"
-
- // Convert to Z4 format
- " workspace.a = (depth >> 16) & 0xF0;\n"
-
- // Normalize components to [0.0..1.0]
- " texcol = float4(workspace) / 255.0;\n"
-
- // Apply color matrix
- " ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
- "}\n"
-};
+ "#define SAMPLES %d\n"
+ "sampler samp0 : register(s0);\n"
+ "Texture2DMSArray<float4, SAMPLES> 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 float3 uv0 : TEXCOORD0){\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"
+ " int depth = int((1.0 - texcol.x) * 16777216.0);\n"
+
+ // Convert to Z24 format
+ " int4 workspace;\n"
+ " workspace.r = (depth >> 16) & 255;\n"
+ " workspace.g = (depth >> 8) & 255;\n"
+ " workspace.b = depth & 255;\n"
+
+ // Convert to Z4 format
+ " workspace.a = (depth >> 16) & 0xF0;\n"
+
+ // Normalize components to [0.0..1.0]
+ " texcol = float4(workspace) / 255.0;\n"
+
+ // Apply color matrix
+ " 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_resolve_program[] = {
- "#define SAMPLES %d\n"
- "Texture2DMSArray<float4, SAMPLES> 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"
- "}"
-};
+ "#define SAMPLES %d\n"
+ "Texture2DMSArray<float4, SAMPLES> 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<float4, SAMPLES> 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"
-};
+ "#define SAMPLES %d\n"
+ "sampler samp0 : register(s0);\n"
+ "Texture2DMSArray<float4, SAMPLES> 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<float4, SAMPLES> 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"
-};
+ "#define SAMPLES %d\n"
+ "sampler samp0 : register(s0);\n"
+ "Texture2DMSArray<float4, SAMPLES> 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];
+ 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];
+ 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((ID3D11DeviceChild*)s_ColorCopyProgram[1], "color copy MSAA pixel shader");
- return s_ColorCopyProgram[1];
- }
+ 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((ID3D11DeviceChild*)s_ColorCopyProgram[1],
+ "color copy MSAA pixel shader");
+ return s_ColorCopyProgram[1];
+ }
}
ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
{
- if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
- {
- return s_ColorMatrixProgram[0];
- }
- else if (s_ColorMatrixProgram[1])
- {
- return s_ColorMatrixProgram[1];
- }
- else
- {
- // create MSAA shader for current AA mode
- std::string buf = StringFromFormat(color_matrix_program_code_msaa, g_ActiveConfig.iMultisamples);
- s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf);
- CHECK(s_ColorMatrixProgram[1]!=nullptr, "Create color matrix MSAA pixel shader");
- D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], "color matrix MSAA pixel shader");
- return s_ColorMatrixProgram[1];
- }
+ if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
+ {
+ return s_ColorMatrixProgram[0];
+ }
+ else if (s_ColorMatrixProgram[1])
+ {
+ return s_ColorMatrixProgram[1];
+ }
+ else
+ {
+ // create MSAA shader for current AA mode
+ std::string buf =
+ StringFromFormat(color_matrix_program_code_msaa, g_ActiveConfig.iMultisamples);
+ s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf);
+ CHECK(s_ColorMatrixProgram[1] != nullptr, "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 || g_ActiveConfig.iMultisamples <= 1)
- {
- return s_DepthMatrixProgram[0];
- }
- else if (s_DepthMatrixProgram[1])
- {
- return s_DepthMatrixProgram[1];
- }
- else
- {
- // create MSAA shader for current AA mode
- std::string buf = StringFromFormat(depth_matrix_program_msaa, g_ActiveConfig.iMultisamples);
- s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf);
- CHECK(s_DepthMatrixProgram[1]!=nullptr, "Create depth matrix MSAA pixel shader");
- D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
- return s_DepthMatrixProgram[1];
- }
+ if (!multisampled || g_ActiveConfig.iMultisamples <= 1)
+ {
+ return s_DepthMatrixProgram[0];
+ }
+ else if (s_DepthMatrixProgram[1])
+ {
+ return s_DepthMatrixProgram[1];
+ }
+ else
+ {
+ // create MSAA shader for current AA mode
+ std::string buf = StringFromFormat(depth_matrix_program_msaa, g_ActiveConfig.iMultisamples);
+ s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf);
+ CHECK(s_DepthMatrixProgram[1] != nullptr, "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;
+ return s_ClearProgram;
}
ID3D11PixelShader* PixelShaderCache::GetAnaglyphProgram()
{
- return s_AnaglyphProgram;
+ 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((ID3D11DeviceChild*)s_DepthResolveProgram, "depth resolve pixel shader");
- return s_DepthResolveProgram;
+ 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((ID3D11DeviceChild*)s_DepthResolveProgram, "depth resolve pixel shader");
+ return s_DepthResolveProgram;
}
-ID3D11Buffer* &PixelShaderCache::GetConstantBuffer()
+ID3D11Buffer*& PixelShaderCache::GetConstantBuffer()
{
- // TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
- 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));
- }
- return pscbuf;
+ // TODO: divide the global variables of the generated shaders into about 5 constant buffers to
+ // speed this up
+ 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));
+ }
+ return pscbuf;
}
// 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 Read(const PixelShaderUid& key, const u8* value, u32 value_size)
+ {
+ PixelShaderCache::InsertByteCode(key, value, value_size);
+ }
};
void PixelShaderCache::Init()
{
- unsigned int cbsize = ROUND_UP(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((ID3D11DeviceChild*)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((ID3D11DeviceChild*)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((ID3D11DeviceChild*)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((ID3D11DeviceChild*)s_ColorCopyProgram[0], "color copy pixel shader");
-
- // used for color conversion
- s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code);
- CHECK(s_ColorMatrixProgram[0]!=nullptr, "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);
- CHECK(s_DepthMatrixProgram[0]!=nullptr, "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);
-
- std::string cache_filename = StringFromFormat("%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
- SConfig::GetInstance().m_strUniqueID.c_str());
- PixelShaderCacheInserter inserter;
- g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
-
- if (g_Config.bEnableShaderDebugging)
- Clear();
-
- last_entry = nullptr;
+ unsigned int cbsize = ROUND_UP(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((ID3D11DeviceChild*)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((ID3D11DeviceChild*)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((ID3D11DeviceChild*)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((ID3D11DeviceChild*)s_ColorCopyProgram[0], "color copy pixel shader");
+
+ // used for color conversion
+ s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code);
+ CHECK(s_ColorMatrixProgram[0] != nullptr, "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);
+ CHECK(s_DepthMatrixProgram[0] != nullptr, "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);
+
+ std::string cache_filename =
+ StringFromFormat("%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
+ SConfig::GetInstance().m_strUniqueID.c_str());
+ PixelShaderCacheInserter inserter;
+ g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
+
+ if (g_Config.bEnableShaderDebugging)
+ Clear();
+
+ last_entry = nullptr;
}
// ONLY to be used during shutdown.
void PixelShaderCache::Clear()
{
- for (auto& iter : PixelShaders)
- iter.second.Destroy();
- PixelShaders.clear();
- pixel_uid_checker.Invalidate();
+ for (auto& iter : PixelShaders)
+ iter.second.Destroy();
+ PixelShaders.clear();
+ pixel_uid_checker.Invalidate();
- last_entry = nullptr;
+ last_entry = nullptr;
}
// 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]);
- SAFE_RELEASE(s_rgb8_to_rgba6[1]);
- SAFE_RELEASE(s_rgba6_to_rgb8[1]);
- SAFE_RELEASE(s_DepthResolveProgram);
+ SAFE_RELEASE(s_ColorCopyProgram[1]);
+ SAFE_RELEASE(s_ColorMatrixProgram[1]);
+ SAFE_RELEASE(s_DepthMatrixProgram[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_ColorMatrixProgram[i]);
- SAFE_RELEASE(s_DepthMatrixProgram[i]);
- SAFE_RELEASE(s_rgba6_to_rgb8[i]);
- SAFE_RELEASE(s_rgb8_to_rgba6[i]);
- }
-
- Clear();
- g_ps_disk_cache.Sync();
- g_ps_disk_cache.Close();
+ 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_ColorMatrixProgram[i]);
+ SAFE_RELEASE(s_DepthMatrixProgram[i]);
+ SAFE_RELEASE(s_rgba6_to_rgb8[i]);
+ SAFE_RELEASE(s_rgb8_to_rgba6[i]);
+ }
+
+ Clear();
+ g_ps_disk_cache.Sync();
+ g_ps_disk_cache.Close();
}
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
{
- PixelShaderUid uid = GetPixelShaderUid(dstAlphaMode, API_D3D);
- if (g_ActiveConfig.bEnableShaderDebugging)
- {
- ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D);
- pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
- }
-
- // Check if the shader is already set
- if (last_entry)
- {
- if (uid == last_uid)
- {
- GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
- return (last_entry->shader != nullptr);
- }
- }
-
- last_uid = uid;
-
- // Check if the shader is already in the cache
- PSCache::iterator iter;
- iter = PixelShaders.find(uid);
- if (iter != PixelShaders.end())
- {
- const PSCacheEntry &entry = iter->second;
- last_entry = &entry;
-
- GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
- return (entry.shader != nullptr);
- }
-
- // Need to compile a new shader
- ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D);
-
- D3DBlob* pbytecode;
- if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))
- {
- 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());
-
- bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
- pbytecode->Release();
-
- if (g_ActiveConfig.bEnableShaderDebugging && success)
- {
- PixelShaders[uid].code = code.GetBuffer();
- }
-
- GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
- return success;
+ PixelShaderUid uid = GetPixelShaderUid(dstAlphaMode, API_D3D);
+ if (g_ActiveConfig.bEnableShaderDebugging)
+ {
+ ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D);
+ pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
+ }
+
+ // Check if the shader is already set
+ if (last_entry)
+ {
+ if (uid == last_uid)
+ {
+ GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
+ return (last_entry->shader != nullptr);
+ }
+ }
+
+ last_uid = uid;
+
+ // Check if the shader is already in the cache
+ PSCache::iterator iter;
+ iter = PixelShaders.find(uid);
+ if (iter != PixelShaders.end())
+ {
+ const PSCacheEntry& entry = iter->second;
+ last_entry = &entry;
+
+ GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
+ return (entry.shader != nullptr);
+ }
+
+ // Need to compile a new shader
+ ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D);
+
+ D3DBlob* pbytecode;
+ if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))
+ {
+ 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());
+
+ bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
+ pbytecode->Release();
+
+ if (g_ActiveConfig.bEnableShaderDebugging && success)
+ {
+ PixelShaders[uid].code = code.GetBuffer();
+ }
+
+ GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
+ return success;
}
-bool PixelShaderCache::InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen)
+bool PixelShaderCache::InsertByteCode(const PixelShaderUid& uid, const void* bytecode,
+ unsigned int bytecodelen)
{
- ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
- if (shader == nullptr)
- 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;
- PixelShaders[uid] = newentry;
- last_entry = &PixelShaders[uid];
-
- if (!shader)
- {
- // INCSTAT(stats.numPixelShadersFailed);
- return false;
- }
-
- INCSTAT(stats.numPixelShadersCreated);
- SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
- return true;
+ ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
+ if (shader == nullptr)
+ 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;
+ PixelShaders[uid] = newentry;
+ last_entry = &PixelShaders[uid];
+
+ if (!shader)
+ {
+ // INCSTAT(stats.numPixelShadersFailed);
+ return false;
+ }
+
+ INCSTAT(stats.numPixelShadersCreated);
+ SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
+ return true;
}
} // DX11