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authorhdcmeta <hdcmeta@gmail.com>2016-01-07 19:40:35 -0800
committerhdcmeta <hdcmeta@gmail.com>2016-02-15 09:48:25 -0800
commit8cc686b3606deb1a3638281da9c12180a481e899 (patch)
tree6adae584fcc27911bf4464deb8a62d468472c98c /Source/Core/VideoBackends/D3D12/StaticShaderCache.cpp
parenta2e2e36745717135d42df2d17965aa709480e3e3 (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.cpp699
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);
+}
+
+} \ No newline at end of file