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authorNeoBrainX <NeoBrainX@googlemail.com>2010-11-27 11:11:05 +0000
committerNeoBrainX <NeoBrainX@googlemail.com>2010-11-27 11:11:05 +0000
commit7698d85a8ef19cf5a6ea830b3909bcd9db4b5b5f (patch)
tree14b33b9dc12d08f8e9ead87144b3bed530b1468f /Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp
parent5340b4cb9524990badefe40c71c7b3e1a8b746bd (diff)
DX11:
- Speed up MSAA by using custom resolve shaders instead of ID3D11DeviceContext::ResolveSubresource(). - Fix EFB access when MSAA is enabled. - Implement the "force linear filtering" option. - Compile shaders using shader model 4.1 or 5.0 if available. - Some minor cleanups. Who cares about DX9 and OGL anyway :P git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6481 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp')
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp138
1 files changed, 117 insertions, 21 deletions
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp
index 4dd0338539..b3ad2e2fb2 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp
@@ -40,9 +40,9 @@ const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
LinearDiskCache<PIXELSHADERUID, u8> g_ps_disk_cache;
-ID3D11PixelShader* s_ColorMatrixProgram = NULL;
-ID3D11PixelShader* s_ColorCopyProgram = NULL;
-ID3D11PixelShader* s_DepthMatrixProgram = NULL;
+ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL};
+ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL};
+ID3D11PixelShader* s_DepthMatrixProgram[2] = {NULL};
ID3D11PixelShader* s_ClearProgram = NULL;
const char clear_program_code[] = {
@@ -65,6 +65,23 @@ const char color_copy_program_code[] = {
"}\n"
};
+// TODO: Improve sampling algorithm!
+const char color_copy_program_code_msaa[] = {
+ "sampler samp0 : register(s0);\n"
+ "Texture2DMS<float4, %d> Tex0 : register(t0);\n"
+ "void main(\n"
+ "out float4 ocol0 : SV_Target,\n"
+ "in float4 pos : SV_Position,\n"
+ "in float2 uv0 : TEXCOORD0){\n"
+ "int width, height, samples;\n"
+ "Tex0.GetDimensions(width, height, samples);\n"
+ "ocol0 = 0;\n"
+ "for(int i = 0; i < samples; ++i)\n"
+ " ocol0 += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
+ "ocol0 /= samples;\n"
+ "}\n"
+};
+
const char color_matrix_program_code[] = {
"sampler samp0 : register(s0);\n"
"Texture2D Tex0 : register(t0);\n"
@@ -78,6 +95,24 @@ const char color_matrix_program_code[] = {
"}\n"
};
+const char color_matrix_program_code_msaa[] = {
+ "sampler samp0 : register(s0);\n"
+ "Texture2DMS<float4, %d> Tex0 : register(t0);\n"
+ "uniform float4 cColMatrix[5] : register(c0);\n"
+ "void main(\n"
+ "out float4 ocol0 : SV_Target,\n"
+ "in float4 pos : SV_Position,\n"
+ " in float2 uv0 : TEXCOORD0){\n"
+ "int width, height, samples;\n"
+ "Tex0.GetDimensions(width, height, samples);\n"
+ "float4 texcol = 0;\n"
+ "for(int i = 0; i < samples; ++i)\n"
+ " texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
+ "texcol /= samples;\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"
"Texture2D Tex0 : register(t0);\n"
@@ -93,19 +128,69 @@ const char depth_matrix_program[] = {
"}\n"
};
-ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram()
+const char depth_matrix_program_msaa[] = {
+ "sampler samp0 : register(s0);\n"
+ "Texture2DMS<float4, %d> Tex0 : register(t0);\n"
+ "uniform float4 cColMatrix[5] : register(c0);\n"
+ "void main(\n"
+ "out float4 ocol0 : SV_Target,\n"
+ " in float4 pos : SV_Position,\n"
+ " in float2 uv0 : TEXCOORD0){\n"
+ "int width, height, samples;\n"
+ "Tex0.GetDimensions(width, height, samples);\n"
+ "float4 texcol = 0;\n"
+ "for(int i = 0; i < samples; ++i)\n"
+ " texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
+ "texcol /= samples;\n"
+ "float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,255.0f,255.0f*255.0f,255.0f*255.0f*255.0f));\n"
+ "texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
+ "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
+ "}\n"
+};
+
+ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
{
- return s_ColorMatrixProgram;
+ if (!multisampled || s_ColorCopyProgram[1]) return s_ColorCopyProgram[multisampled];
+ else
+ {
+ // create MSAA shader for current AA mode
+ char buf[1024];
+ int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
+ s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
+ CHECK(s_ColorCopyProgram[1]!=NULL, "Create color copy MSAA pixel shader");
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1], "color copy MSAA pixel shader");
+ return s_ColorCopyProgram[1];
+ }
}
-ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram()
+ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
{
- return s_DepthMatrixProgram;
+ if (!multisampled || s_ColorMatrixProgram[1]) return s_ColorMatrixProgram[multisampled];
+ else
+ {
+ // create MSAA shader for current AA mode
+ char buf[1024];
+ int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
+ s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
+ CHECK(s_ColorMatrixProgram[1]!=NULL, "Create color matrix MSAA pixel shader");
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], "color matrix MSAA pixel shader");
+ return s_ColorMatrixProgram[1];
+ }
}
-ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram()
+ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
{
- return s_ColorCopyProgram;
+ if (!multisampled || s_DepthMatrixProgram[1]) return s_DepthMatrixProgram[multisampled];
+ else
+ {
+ // create MSAA shader for current AA mode
+ char buf[1024];
+ int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
+ s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
+ CHECK(s_DepthMatrixProgram[1]!=NULL, "Create depth matrix MSAA pixel shader");
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
+ return s_DepthMatrixProgram[1];
+ }
}
ID3D11PixelShader* PixelShaderCache::GetClearProgram()
@@ -175,19 +260,19 @@ void PixelShaderCache::Init()
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader");
// used when copying/resolving the color buffer
- s_ColorCopyProgram = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code));
- CHECK(s_ColorCopyProgram!=NULL, "Create color copy pixel shader");
- D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color copy pixel shader");
+ s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code));
+ CHECK(s_ColorCopyProgram[0]!=NULL, "Create color copy pixel shader");
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[0], "color copy pixel shader");
// used for color conversion
- s_ColorMatrixProgram = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code));
- CHECK(s_ColorMatrixProgram!=NULL, "Create color matrix pixel shader");
- D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "color matrix pixel shader");
+ s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code));
+ CHECK(s_ColorMatrixProgram[0]!=NULL, "Create color matrix pixel shader");
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[0], "color matrix pixel shader");
// used for depth copy
- s_DepthMatrixProgram = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program));
- CHECK(s_DepthMatrixProgram!=NULL, "Create depth matrix pixel shader");
- D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "depth matrix pixel shader");
+ s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program));
+ CHECK(s_DepthMatrixProgram[0]!=NULL, "Create depth matrix pixel shader");
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[0], "depth matrix pixel shader");
Clear();
@@ -211,12 +296,23 @@ void PixelShaderCache::Clear()
PixelShaders.clear();
}
+// 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]);
+}
+
void PixelShaderCache::Shutdown()
{
- SAFE_RELEASE(s_ColorMatrixProgram);
- SAFE_RELEASE(s_ColorCopyProgram);
- SAFE_RELEASE(s_DepthMatrixProgram);
SAFE_RELEASE(s_ClearProgram);
+ for (int i = 0; i < 2; ++i)
+ {
+ SAFE_RELEASE(s_ColorCopyProgram[i]);
+ SAFE_RELEASE(s_ColorMatrixProgram[i]);
+ SAFE_RELEASE(s_DepthMatrixProgram[i]);
+ }
Clear();
g_ps_disk_cache.Sync();