diff options
| author | Pierre Bourdon <delroth@gmail.com> | 2016-06-24 10:43:46 +0200 |
|---|---|---|
| committer | Pierre Bourdon <delroth@gmail.com> | 2016-06-24 10:43:46 +0200 |
| commit | 3570c7f03a2aa90aa634f96c0af1969af610f14d (patch) | |
| tree | 4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoBackends/D3D/PixelShaderCache.cpp | |
| parent | 2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (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.cpp | 1022 |
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 |
