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authorJules Blok <jules.blok@gmail.com>2015-06-10 00:00:12 +0200
committerJules Blok <jules.blok@gmail.com>2015-06-10 00:00:12 +0200
commit7dfced21a2e5aac7195e0e1ad76468e30306766b (patch)
treebd671b639d3d911460b767caabad8fc8a759a6bf /Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
parentc25be031fc1031d795157d8344b87b7841145197 (diff)
parent7b0a65e295c784f9d573f2ef52d4e2a7b9bb2889 (diff)
Merge branch 'master' into stable
Diffstat (limited to 'Source/Core/VideoBackends/D3D/PixelShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/PixelShaderCache.cpp615
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