diff options
| author | hdcmeta <hdcmeta@gmail.com> | 2016-01-07 19:40:35 -0800 |
|---|---|---|
| committer | hdcmeta <hdcmeta@gmail.com> | 2016-02-15 09:48:25 -0800 |
| commit | 8cc686b3606deb1a3638281da9c12180a481e899 (patch) | |
| tree | 6adae584fcc27911bf4464deb8a62d468472c98c /Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp | |
| parent | a2e2e36745717135d42df2d17965aa709480e3e3 (diff) | |
D3D12: Initial commit for D3D12 backend implementation.
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp | 699 |
1 files changed, 699 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp b/Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp new file mode 100644 index 0000000000..adbe83346b --- /dev/null +++ b/Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp @@ -0,0 +1,699 @@ +// Copyright 2015 Dolphin Emulator Project +// Licensed under GPLv2+ +// Refer to the license.txt file included. + +#include "Common/StringUtil.h" +#include "VideoBackends/D3D12/D3DBase.h" +#include "VideoBackends/D3D12/D3DShader.h" +#include "VideoBackends/D3D12/StaticShaderCache.h" +#include "VideoCommon/VideoConfig.h" + +namespace DX12 +{ + +// Pixel Shader blobs +static ID3DBlob* s_color_matrix_program_blob[2] = {}; +static ID3DBlob* s_color_copy_program_blob[2] = {}; +static ID3DBlob* s_depth_matrix_program_blob[2] = {}; +static ID3DBlob* s_depth_copy_program_blob[2] = {}; +static ID3DBlob* s_clear_program_blob = {}; +static ID3DBlob* s_anaglyph_program_blob = {}; +static ID3DBlob* s_rgba6_to_rgb8_program_blob[2] = {}; +static ID3DBlob* s_rgb8_to_rgba6_program_blob[2] = {}; + +// Vertex Shader blobs/input layouts +static ID3DBlob* s_simple_vertex_shader_blob = {}; +static ID3DBlob* s_simple_clear_vertex_shader_blob = {}; + +static const D3D12_INPUT_ELEMENT_DESC s_simple_vertex_shader_input_elements[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, +}; + +static const D3D12_INPUT_LAYOUT_DESC s_simple_vertex_shader_input_layout = { + s_simple_vertex_shader_input_elements, + ARRAYSIZE(s_simple_vertex_shader_input_elements) +}; + +static const D3D12_INPUT_ELEMENT_DESC s_clear_vertex_shader_input_elements[] = +{ + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, +}; + +static const D3D12_INPUT_LAYOUT_DESC s_clear_vertex_shader_input_layout = +{ + s_clear_vertex_shader_input_elements, + ARRAYSIZE(s_clear_vertex_shader_input_elements) +}; + +// Geometry Shader blobs +static ID3DBlob* s_clear_geometry_shader_blob = nullptr; +static ID3DBlob* s_copy_geometry_shader_blob = nullptr; + +// Pixel Shader HLSL +static constexpr const char s_clear_program_hlsl[] = { + "void main(\n" + "out float4 ocol0 : SV_Target,\n" + "in float4 pos : SV_Position,\n" + "in float4 incol0 : COLOR0){\n" + "ocol0 = incol0;\n" + "}\n" +}; + +// EXISTINGD3D11TODO: Find some way to avoid having separate shaders for non-MSAA and MSAA... +static constexpr const char s_color_copy_program_hlsl[] = { + "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" +}; + +static constexpr const char s_depth_copy_program_hlsl[] = { + "sampler samp0 : register(s0);\n" + "Texture2DArray Tex0 : register(t0);\n" + "void main(\n" + "out float odepth : SV_Depth,\n" + "in float4 pos : SV_Position,\n" + "in float3 uv0 : TEXCOORD0){\n" + "odepth = 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 +static constexpr const char s_anaglyph_program_hlsl[] = { + "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! +static constexpr const char s_color_copy_program_msaa_hlsl[] = { + "#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" +}; + +static constexpr const char s_depth_copy_program_msaa_hlsl[] = { + "#define SAMPLES %d\n" + "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n" + "void main(\n" + " out float depth : SV_Depth,\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" + " depth = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n" + " for(int i = 1; i < SAMPLES; ++i)\n" + " depth = min(depth, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\n" + "}\n" +}; + +static constexpr const char s_color_matrix_program_hlsl[] = { + "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" +}; + +static constexpr const char s_color_matrix_program_msaa_hlsl[] = { + "#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" +}; + +static constexpr const char s_depth_matrix_program_hlsl[] = { + "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" +}; + +static constexpr const char s_depth_matrix_program_msaa_hlsl[] = { + "#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" +}; + +static constexpr const char s_reint_rgba6_to_rgb8_program_hlsl[] = { + "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" + "}" +}; + +static constexpr const char s_reint_rgba6_to_rgb8_program_msaa_hlsl[] = { + "#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" + "}" +}; + +static constexpr const char s_reint_rgb8_to_rgba6_program_hlsl[] = { + "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" +}; + +static constexpr const char s_reint_rgb8_to_rgba6_program_msaa_hlsl[] = { + "#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" +}; + +// Vertex Shader HLSL +static constexpr const char s_simple_vertex_shader_hlsl[] = { + "struct VSOUTPUT\n" + "{\n" + "float4 vPosition : POSITION;\n" + "float3 vTexCoord : TEXCOORD0;\n" + "float vTexCoord1 : TEXCOORD1;\n" + "};\n" + "VSOUTPUT main(float4 inPosition : POSITION,float4 inTEX0 : TEXCOORD0)\n" + "{\n" + "VSOUTPUT OUT;\n" + "OUT.vPosition = inPosition;\n" + "OUT.vTexCoord = inTEX0.xyz;\n" + "OUT.vTexCoord1 = inTEX0.w;\n" + "return OUT;\n" + "}\n" +}; + +static constexpr const char s_clear_vertex_shader_hlsl[] = { + "struct VSOUTPUT\n" + "{\n" + "float4 vPosition : POSITION;\n" + "float4 vColor0 : COLOR0;\n" + "};\n" + "VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n" + "{\n" + "VSOUTPUT OUT;\n" + "OUT.vPosition = inPosition;\n" + "OUT.vColor0 = inColor0;\n" + "return OUT;\n" + "}\n" +}; + +// Geometry Shader HLSL +static constexpr const char s_clear_geometry_shader_hlsl[] = { + "struct VSOUTPUT\n" + "{\n" + " float4 vPosition : POSITION;\n" + " float4 vColor0 : COLOR0;\n" + "};\n" + "struct GSOUTPUT\n" + "{\n" + " float4 vPosition : POSITION;\n" + " float4 vColor0 : COLOR0;\n" + " uint slice : SV_RenderTargetArrayIndex;\n" + "};\n" + "[maxvertexcount(6)]\n" + "void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n" + "{\n" + "for(int slice = 0; slice < 2; slice++)\n" + "{\n" + " for(int i = 0; i < 3; i++)\n" + " {\n" + " GSOUTPUT OUT;\n" + " OUT.vPosition = o[i].vPosition;\n" + " OUT.vColor0 = o[i].vColor0;\n" + " OUT.slice = slice;\n" + " Output.Append(OUT);\n" + " }\n" + " Output.RestartStrip();\n" + "}\n" + "}\n" +}; + +static constexpr const char s_copy_geometry_shader_hlsl[] = { + "struct VSOUTPUT\n" + "{\n" + " float4 vPosition : POSITION;\n" + " float3 vTexCoord : TEXCOORD0;\n" + " float vTexCoord1 : TEXCOORD1;\n" + "};\n" + "struct GSOUTPUT\n" + "{\n" + " float4 vPosition : POSITION;\n" + " float3 vTexCoord : TEXCOORD0;\n" + " float vTexCoord1 : TEXCOORD1;\n" + " uint slice : SV_RenderTargetArrayIndex;\n" + "};\n" + "[maxvertexcount(6)]\n" + "void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n" + "{\n" + "for(int slice = 0; slice < 2; slice++)\n" + "{\n" + " for(int i = 0; i < 3; i++)\n" + " {\n" + " GSOUTPUT OUT;\n" + " OUT.vPosition = o[i].vPosition;\n" + " OUT.vTexCoord = o[i].vTexCoord;\n" + " OUT.vTexCoord.z = slice;\n" + " OUT.vTexCoord1 = o[i].vTexCoord1;\n" + " OUT.slice = slice;\n" + " Output.Append(OUT);\n" + " }\n" + " Output.RestartStrip();\n" + "}\n" + "}\n" +}; + +D3D12_SHADER_BYTECODE StaticShaderCache::GetReinterpRGBA6ToRGB8PixelShader(bool multisampled) +{ + D3D12_SHADER_BYTECODE bytecode = {}; + + if (!multisampled || g_ActiveConfig.iMultisamples == 1) + { + if (!s_rgba6_to_rgb8_program_blob[0]) + { + D3D::CompilePixelShader(s_reint_rgba6_to_rgb8_program_hlsl, &s_rgba6_to_rgb8_program_blob[0]); + } + + bytecode = { s_rgba6_to_rgb8_program_blob[0]->GetBufferPointer(), s_rgba6_to_rgb8_program_blob[0]->GetBufferSize() }; + return bytecode; + } + else if (!s_rgba6_to_rgb8_program_blob[1]) + { + // create MSAA shader for current AA mode + std::string buf = StringFromFormat(s_reint_rgba6_to_rgb8_program_msaa_hlsl, g_ActiveConfig.iMultisamples); + + D3D::CompilePixelShader(buf, &s_rgba6_to_rgb8_program_blob[1]); + bytecode = { s_rgba6_to_rgb8_program_blob[1]->GetBufferPointer(), s_rgba6_to_rgb8_program_blob[1]->GetBufferSize() }; + } + return bytecode; +} + +D3D12_SHADER_BYTECODE StaticShaderCache::GetReinterpRGB8ToRGBA6PixelShader(bool multisampled) +{ + D3D12_SHADER_BYTECODE bytecode = {}; + + if (!multisampled || g_ActiveConfig.iMultisamples == 1) + { + if (!s_rgb8_to_rgba6_program_blob[0]) + { + D3D::CompilePixelShader(s_reint_rgb8_to_rgba6_program_hlsl, &s_rgb8_to_rgba6_program_blob[0]); + } + + bytecode = { s_rgb8_to_rgba6_program_blob[0]->GetBufferPointer(), s_rgb8_to_rgba6_program_blob[0]->GetBufferSize() }; + return bytecode; + } + else if (!s_rgb8_to_rgba6_program_blob[1]) + { + // create MSAA shader for current AA mode + std::string buf = StringFromFormat(s_reint_rgb8_to_rgba6_program_msaa_hlsl, g_ActiveConfig.iMultisamples); + + D3D::CompilePixelShader(buf, &s_rgb8_to_rgba6_program_blob[1]); + bytecode = { s_rgb8_to_rgba6_program_blob[1]->GetBufferPointer(), s_rgb8_to_rgba6_program_blob[1]->GetBufferSize() }; + } + + return bytecode; +} + +D3D12_SHADER_BYTECODE StaticShaderCache::GetColorCopyPixelShader(bool multisampled) +{ + D3D12_SHADER_BYTECODE bytecode = {}; + + if (!multisampled || g_ActiveConfig.iMultisamples == 1) + { + bytecode = { s_color_copy_program_blob[0]->GetBufferPointer(), s_color_copy_program_blob[0]->GetBufferSize() }; + } + else if (s_color_copy_program_blob[1]) + { + bytecode = { s_color_copy_program_blob[1]->GetBufferPointer(), s_color_copy_program_blob[1]->GetBufferSize() }; + } + else + { + // create MSAA shader for current AA mode + std::string buf = StringFromFormat(s_color_copy_program_msaa_hlsl, g_ActiveConfig.iMultisamples); + + D3D::CompilePixelShader(buf, &s_color_copy_program_blob[1]); + bytecode = { s_color_copy_program_blob[1]->GetBufferPointer(), s_color_copy_program_blob[1]->GetBufferSize() }; + } + + return bytecode; +} + +D3D12_SHADER_BYTECODE StaticShaderCache::GetDepthCopyPixelShader(bool multisampled) +{ + D3D12_SHADER_BYTECODE bytecode = {}; + + if (!multisampled || g_ActiveConfig.iMultisamples == 1) + { + bytecode = { s_depth_copy_program_blob[0]->GetBufferPointer(), s_depth_copy_program_blob[0]->GetBufferSize() }; + } + else if (s_depth_copy_program_blob[1]) + { + bytecode = { s_depth_copy_program_blob[1]->GetBufferPointer(), s_depth_copy_program_blob[1]->GetBufferSize() }; + } + else + { + // create MSAA shader for current AA mode + std::string buf = StringFromFormat(s_depth_copy_program_msaa_hlsl, g_ActiveConfig.iMultisamples); + + D3D::CompilePixelShader(buf, &s_depth_copy_program_blob[1]); + bytecode = { s_depth_copy_program_blob[1]->GetBufferPointer(), s_depth_copy_program_blob[1]->GetBufferSize() }; + } + + return bytecode; +} + +D3D12_SHADER_BYTECODE StaticShaderCache::GetColorMatrixPixelShader(bool multisampled) +{ + D3D12_SHADER_BYTECODE bytecode = {}; + + if (!multisampled || g_ActiveConfig.iMultisamples == 1) + { + bytecode = { s_color_matrix_program_blob[0]->GetBufferPointer(), s_color_matrix_program_blob[0]->GetBufferSize() }; + } + else if (s_color_matrix_program_blob[1]) + { + bytecode = { s_color_matrix_program_blob[1]->GetBufferPointer(), s_color_matrix_program_blob[1]->GetBufferSize() }; + } + else + { + // create MSAA shader for current AA mode + std::string buf = StringFromFormat(s_color_matrix_program_msaa_hlsl, g_ActiveConfig.iMultisamples); + + D3D::CompilePixelShader(buf, &s_color_matrix_program_blob[1]); + bytecode = { s_color_matrix_program_blob[1]->GetBufferPointer(), s_color_matrix_program_blob[1]->GetBufferSize() }; + } + + return bytecode; +} + +D3D12_SHADER_BYTECODE StaticShaderCache::GetDepthMatrixPixelShader(bool multisampled) +{ + D3D12_SHADER_BYTECODE bytecode = {}; + + if (!multisampled || g_ActiveConfig.iMultisamples == 1) + { + bytecode = { s_depth_matrix_program_blob[0]->GetBufferPointer(), s_depth_matrix_program_blob[0]->GetBufferSize() }; + } + else if (s_depth_matrix_program_blob[1]) + { + bytecode = { s_depth_matrix_program_blob[1]->GetBufferPointer(), s_depth_matrix_program_blob[1]->GetBufferSize() }; + } + else + { + // create MSAA shader for current AA mode + std::string buf = StringFromFormat(s_depth_matrix_program_msaa_hlsl, g_ActiveConfig.iMultisamples); + + D3D::CompilePixelShader(buf, &s_depth_matrix_program_blob[1]); + + bytecode = { s_depth_matrix_program_blob[1]->GetBufferPointer(), s_depth_matrix_program_blob[1]->GetBufferSize() }; + } + + return bytecode; +} + +D3D12_SHADER_BYTECODE StaticShaderCache::GetClearPixelShader() +{ + D3D12_SHADER_BYTECODE shader = {}; + shader.BytecodeLength = s_clear_program_blob->GetBufferSize(); + shader.pShaderBytecode = s_clear_program_blob->GetBufferPointer(); + + return shader; +} + +D3D12_SHADER_BYTECODE StaticShaderCache::GetAnaglyphPixelShader() +{ + D3D12_SHADER_BYTECODE shader = {}; + shader.BytecodeLength = s_anaglyph_program_blob->GetBufferSize(); + shader.pShaderBytecode = s_anaglyph_program_blob->GetBufferPointer(); + + return shader; +} + +D3D12_SHADER_BYTECODE StaticShaderCache::GetSimpleVertexShader() +{ + D3D12_SHADER_BYTECODE shader = {}; + shader.BytecodeLength = s_simple_vertex_shader_blob->GetBufferSize(); + shader.pShaderBytecode = s_simple_vertex_shader_blob->GetBufferPointer(); + + return shader; +} + +D3D12_SHADER_BYTECODE StaticShaderCache::GetClearVertexShader() +{ + D3D12_SHADER_BYTECODE shader = {}; + shader.BytecodeLength = s_simple_clear_vertex_shader_blob->GetBufferSize(); + shader.pShaderBytecode = s_simple_clear_vertex_shader_blob->GetBufferPointer(); + + return shader; +} + +D3D12_INPUT_LAYOUT_DESC StaticShaderCache::GetSimpleVertexShaderInputLayout() +{ + return s_simple_vertex_shader_input_layout; +} + +D3D12_INPUT_LAYOUT_DESC StaticShaderCache::GetClearVertexShaderInputLayout() +{ + return s_clear_vertex_shader_input_layout; +} + +D3D12_SHADER_BYTECODE StaticShaderCache::GetClearGeometryShader() +{ + D3D12_SHADER_BYTECODE bytecode = {}; + if (g_ActiveConfig.iStereoMode > 0) + { + bytecode.BytecodeLength = s_clear_geometry_shader_blob->GetBufferSize(); + bytecode.pShaderBytecode = s_clear_geometry_shader_blob->GetBufferPointer(); + } + + return bytecode; +} + +D3D12_SHADER_BYTECODE StaticShaderCache::GetCopyGeometryShader() +{ + D3D12_SHADER_BYTECODE bytecode = {}; + if (g_ActiveConfig.iStereoMode > 0) + { + bytecode.BytecodeLength = s_copy_geometry_shader_blob->GetBufferSize(); + bytecode.pShaderBytecode = s_copy_geometry_shader_blob->GetBufferPointer(); + } + + return bytecode; +} + +void StaticShaderCache::Init() +{ + // Compile static pixel shaders + D3D::CompilePixelShader(s_clear_program_hlsl, &s_clear_program_blob); + D3D::CompilePixelShader(s_anaglyph_program_hlsl, &s_anaglyph_program_blob); + D3D::CompilePixelShader(s_color_copy_program_hlsl, &s_color_copy_program_blob[0]); + D3D::CompilePixelShader(s_depth_copy_program_hlsl, &s_depth_copy_program_blob[0]); + D3D::CompilePixelShader(s_color_matrix_program_hlsl, &s_color_matrix_program_blob[0]); + D3D::CompilePixelShader(s_depth_matrix_program_hlsl, &s_depth_matrix_program_blob[0]); + + // Compile static vertex shaders + D3D::CompileVertexShader(s_simple_vertex_shader_hlsl, &s_simple_vertex_shader_blob); + D3D::CompileVertexShader(s_clear_vertex_shader_hlsl, &s_simple_clear_vertex_shader_blob); + + // Compile static geometry shaders + D3D::CompileGeometryShader(s_clear_geometry_shader_hlsl, &s_clear_geometry_shader_blob); + D3D::CompileGeometryShader(s_copy_geometry_shader_hlsl, &s_copy_geometry_shader_blob); +} + +// Call this when multisampling mode changes, and shaders need to be regenerated. +void StaticShaderCache::InvalidateMSAAShaders() +{ + SAFE_RELEASE(s_color_copy_program_blob[1]); + SAFE_RELEASE(s_color_matrix_program_blob[1]); + SAFE_RELEASE(s_depth_matrix_program_blob[1]); + SAFE_RELEASE(s_rgb8_to_rgba6_program_blob[1]); + SAFE_RELEASE(s_rgba6_to_rgb8_program_blob[1]); +} + +void StaticShaderCache::Shutdown() +{ + // Free pixel shader blobs + + SAFE_RELEASE(s_clear_program_blob); + SAFE_RELEASE(s_anaglyph_program_blob); + + for (unsigned int i = 0; i < 2; ++i) + { + SAFE_RELEASE(s_color_copy_program_blob[i]); + SAFE_RELEASE(s_color_matrix_program_blob[i]); + SAFE_RELEASE(s_depth_matrix_program_blob[i]); + SAFE_RELEASE(s_rgba6_to_rgb8_program_blob[i]); + SAFE_RELEASE(s_rgb8_to_rgba6_program_blob[i]); + } + + // Free vertex shader blobs + + SAFE_RELEASE(s_simple_vertex_shader_blob); + SAFE_RELEASE(s_simple_clear_vertex_shader_blob); + + // Free geometry shader blobs + + SAFE_RELEASE(s_clear_geometry_shader_blob); + SAFE_RELEASE(s_copy_geometry_shader_blob); +} + +}
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