diff options
| author | Jules Blok <jules.blok@gmail.com> | 2015-06-10 00:00:12 +0200 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2015-06-10 00:00:12 +0200 |
| commit | 7dfced21a2e5aac7195e0e1ad76468e30306766b (patch) | |
| tree | bd671b639d3d911460b767caabad8fc8a759a6bf /Source/Core/VideoBackends/D3D/PixelShaderCache.cpp | |
| parent | c25be031fc1031d795157d8344b87b7841145197 (diff) | |
| parent | 7b0a65e295c784f9d573f2ef52d4e2a7b9bb2889 (diff) | |
Merge branch 'master' into stable
Diffstat (limited to 'Source/Core/VideoBackends/D3D/PixelShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/PixelShaderCache.cpp | 615 |
1 files changed, 615 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp new file mode 100644 index 0000000000..918432bb77 --- /dev/null +++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp @@ -0,0 +1,615 @@ +// Copyright 2010 Dolphin Emulator Project +// Licensed under GPLv2+ +// Refer to the license.txt file included. + +#include <string> + +#include "Common/FileUtil.h" +#include "Common/LinearDiskCache.h" +#include "Common/StringUtil.h" + +#include "Core/ConfigManager.h" + +#include "VideoBackends/D3D/D3DBase.h" +#include "VideoBackends/D3D/D3DShader.h" +#include "VideoBackends/D3D/Globals.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 +{ + +PixelShaderCache::PSCache PixelShaderCache::PixelShaders; +const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry; +PixelShaderUid PixelShaderCache::last_uid; +UidChecker<PixelShaderUid,PixelShaderCode> PixelShaderCache::pixel_uid_checker; + +LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache; + +ID3D11PixelShader* s_ColorMatrixProgram[2] = {nullptr}; +ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr}; +ID3D11PixelShader* s_DepthMatrixProgram[2] = {nullptr}; +ID3D11PixelShader* s_ClearProgram = nullptr; +ID3D11PixelShader* s_AnaglyphProgram = 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<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 = clamp(int((1.0 - texcol.x) * 16777216.0), 0, 0xFFFFFF);\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 = clamp(int((1.0 - texcol.x) * 16777216.0), 0, 0xFFFFFF);\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 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" +}; + +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" +}; + +ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8(bool multisampled) +{ + if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 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, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count); + 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 || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 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, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count); + 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 || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) + { + return s_ColorCopyProgram[0]; + } + else if (s_ColorCopyProgram[1]) + { + return s_ColorCopyProgram[1]; + } + else + { + // create MSAA shader for current AA mode + std::string buf = StringFromFormat(color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count); + 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 || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) + { + return s_ColorMatrixProgram[0]; + } + else if (s_ColorMatrixProgram[1]) + { + return s_ColorMatrixProgram[1]; + } + else + { + // create MSAA shader for current AA mode + std::string buf = StringFromFormat(color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count); + 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 || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) + { + return s_DepthMatrixProgram[0]; + } + else if (s_DepthMatrixProgram[1]) + { + return s_DepthMatrixProgram[1]; + } + else + { + // create MSAA shader for current AA mode + std::string buf = StringFromFormat(depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count); + 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; +} + +ID3D11PixelShader* PixelShaderCache::GetAnaglyphProgram() +{ + return s_AnaglyphProgram; +} + +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; +} + +// this class will load the precompiled shaders into our cache +class PixelShaderCacheInserter : public LinearDiskCacheReader<PixelShaderUid, u8> +{ +public: + void Read(const PixelShaderUid &key, const u8* value, u32 value_size) + { + PixelShaderCache::InsertByteCode(key, value, value_size); + } +}; + +void PixelShaderCache::Init() +{ + 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_LocalCoreStartupParameter.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(); + + 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]); +} + +void PixelShaderCache::Shutdown() +{ + SAFE_RELEASE(pscbuf); + + SAFE_RELEASE(s_ClearProgram); + SAFE_RELEASE(s_AnaglyphProgram); + 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, u32 components) +{ + PixelShaderUid uid; + GetPixelShaderUid(uid, dstAlphaMode, API_D3D, components); + if (g_ActiveConfig.bEnableShaderDebugging) + { + PixelShaderCode code; + GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components); + 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 + PixelShaderCode code; + GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components); + + 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) +{ + 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 |
