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Diffstat (limited to 'Source/Core/VideoBackends/D3D/PixelShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/PixelShaderCache.cpp | 315 |
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 |
