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-rw-r--r--Source/Core/VideoBackends/D3D/PixelShaderCache.cpp315
1 files changed, 0 insertions, 315 deletions
diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
deleted file mode 100644
index c86086614f..0000000000
--- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
+++ /dev/null
@@ -1,315 +0,0 @@
-// Copyright 2010 Dolphin Emulator Project
-// Licensed under GPLv2+
-// Refer to the license.txt file included.
-
-#include <string>
-
-#include "Common/CommonTypes.h"
-#include "Common/FileUtil.h"
-#include "Common/MsgHandler.h"
-#include "Common/StringUtil.h"
-
-#include "Core/ConfigManager.h"
-#include "Core/Host.h"
-
-#include "VideoBackends/D3D/D3DBase.h"
-#include "VideoBackends/D3D/D3DShader.h"
-#include "VideoBackends/D3D/D3DState.h"
-#include "VideoBackends/D3D/PixelShaderCache.h"
-
-#include "VideoCommon/Debugger.h"
-#include "VideoCommon/PixelShaderGen.h"
-#include "VideoCommon/VideoConfig.h"
-
-namespace DX11
-{
-ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr};
-ID3D11PixelShader* s_ClearProgram = nullptr;
-ID3D11PixelShader* s_AnaglyphProgram = nullptr;
-ID3D11PixelShader* s_DepthResolveProgram = nullptr;
-ID3D11PixelShader* s_rgba6_to_rgb8[2] = {nullptr};
-ID3D11PixelShader* s_rgb8_to_rgba6[2] = {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 depth_resolve_program[] = {
- "#define SAMPLES %d\n"
- "Texture2DMSArray<float4, SAMPLES> Tex0 : register(t0);\n"
- "void main(\n"
- " out float 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"
- " ocol0 = Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), 0).x;\n"
- " for(int i = 1; i < SAMPLES; ++i)\n"
- " ocol0 = min(ocol0, Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i).x);\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 || g_ActiveConfig.iMultisamples <= 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, g_ActiveConfig.iMultisamples);
- 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 || g_ActiveConfig.iMultisamples <= 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, g_ActiveConfig.iMultisamples);
- 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 || g_ActiveConfig.iMultisamples <= 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, g_ActiveConfig.iMultisamples);
- s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf);
- CHECK(s_ColorCopyProgram[1] != nullptr, "Create color copy MSAA pixel shader");
- D3D::SetDebugObjectName(s_ColorCopyProgram[1], "color copy MSAA pixel shader");
- return s_ColorCopyProgram[1];
- }
-}
-
-ID3D11PixelShader* PixelShaderCache::GetClearProgram()
-{
- return s_ClearProgram;
-}
-
-ID3D11PixelShader* PixelShaderCache::GetAnaglyphProgram()
-{
- return s_AnaglyphProgram;
-}
-
-ID3D11PixelShader* PixelShaderCache::GetDepthResolveProgram()
-{
- if (s_DepthResolveProgram != nullptr)
- return s_DepthResolveProgram;
-
- // create MSAA shader for current AA mode
- std::string buf = StringFromFormat(depth_resolve_program, g_ActiveConfig.iMultisamples);
- s_DepthResolveProgram = D3D::CompileAndCreatePixelShader(buf);
- CHECK(s_DepthResolveProgram != nullptr, "Create depth matrix MSAA pixel shader");
- D3D::SetDebugObjectName(s_DepthResolveProgram, "depth resolve pixel shader");
- return s_DepthResolveProgram;
-}
-
-void PixelShaderCache::Init()
-{
- // used when drawing clear quads
- s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code);
- CHECK(s_ClearProgram != nullptr, "Create clear pixel shader");
- D3D::SetDebugObjectName(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(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(s_ColorCopyProgram[0], "color copy pixel shader");
-}
-
-// Used in Swap() when AA mode has changed
-void PixelShaderCache::InvalidateMSAAShaders()
-{
- SAFE_RELEASE(s_ColorCopyProgram[1]);
- SAFE_RELEASE(s_rgb8_to_rgba6[1]);
- SAFE_RELEASE(s_rgba6_to_rgb8[1]);
- SAFE_RELEASE(s_DepthResolveProgram);
-}
-
-void PixelShaderCache::Shutdown()
-{
- SAFE_RELEASE(s_ClearProgram);
- SAFE_RELEASE(s_AnaglyphProgram);
- SAFE_RELEASE(s_DepthResolveProgram);
- for (int i = 0; i < 2; ++i)
- {
- SAFE_RELEASE(s_ColorCopyProgram[i]);
- SAFE_RELEASE(s_rgba6_to_rgb8[i]);
- SAFE_RELEASE(s_rgb8_to_rgba6[i]);
- }
-}
-} // DX11