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-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp585
1 files changed, 0 insertions, 585 deletions
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp
deleted file mode 100644
index 56b61e05cd..0000000000
--- a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp
+++ /dev/null
@@ -1,585 +0,0 @@
-// Copyright 2013 Dolphin Emulator Project
-// Licensed under GPLv2
-// Refer to the license.txt file included.
-
-#include "FileUtil.h"
-#include "LinearDiskCache.h"
-
-#include "Debugger.h"
-#include "Statistics.h"
-#include "VideoConfig.h"
-
-#include "D3DBase.h"
-#include "D3DShader.h"
-#include "Globals.h"
-#include "PixelShaderGen.h"
-#include "PixelShaderCache.h"
-
-#include "ConfigManager.h"
-
-extern int frameCount;
-
-// See comment near the bottom of this file.
-float psconstants[C_PENVCONST_END*4];
-bool pscbufchanged = true;
-
-namespace DX11
-{
-
-PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
-const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
-PixelShaderUid PixelShaderCache::last_uid;
-UidChecker<PixelShaderUid,PixelShaderCode> PixelShaderCache::pixel_uid_checker;
-
-LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
-
-ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL};
-ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL};
-ID3D11PixelShader* s_DepthMatrixProgram[2] = {NULL};
-ID3D11PixelShader* s_ClearProgram = NULL;
-ID3D11PixelShader* s_rgba6_to_rgb8[2] = {NULL};
-ID3D11PixelShader* s_rgb8_to_rgba6[2] = {NULL};
-ID3D11Buffer* pscbuf = NULL;
-
-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"
- "Texture2D Tex0 : register(t0);\n"
- "void main(\n"
- "out float4 ocol0 : SV_Target,\n"
- "in float4 pos : SV_Position,\n"
- "in float2 uv0 : TEXCOORD0){\n"
- "ocol0 = Tex0.Sample(samp0,uv0);\n"
- "}\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"
- "uniform float4 cColMatrix[7] : register(c0);\n"
- "void main(\n"
- "out float4 ocol0 : SV_Target,\n"
- "in float4 pos : SV_Position,\n"
- " in float2 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"
-};
-
-const char color_matrix_program_code_msaa[] = {
- "sampler samp0 : register(s0);\n"
- "Texture2DMS<float4, %d> 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 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"
- "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"
-};
-
-const char depth_matrix_program[] = {
- "sampler samp0 : register(s0);\n"
- "Texture2D 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 float2 uv0 : TEXCOORD0){\n"
- "float4 texcol = Tex0.Sample(samp0,uv0);\n"
- "float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,1.0f));\n"
- "texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * float4(255.0f,255.0f,255.0f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\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_msaa[] = {
- "sampler samp0 : register(s0);\n"
- "Texture2DMS<float4, %d> 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 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,256.0f,256.0f*256.0f,16.0f));\n"
- "texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * float4(255.0f,255.0f,255.0f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\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 reint_rgba6_to_rgb8[] = {
- "sampler samp0 : register(s0);\n"
- "Texture2D Tex0 : register(t0);\n"
- "void main(\n"
- " out float4 ocol0 : SV_Target,\n"
- " in float4 pos : SV_Position,\n"
- " in float2 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[] = {
- "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"
- "{\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"
- " 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"
- "Texture2D Tex0 : register(t0);\n"
- "void main(\n"
- " out float4 ocol0 : SV_Target,\n"
- " in float4 pos : SV_Position,\n"
- " in float2 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[] = {
- "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"
- "{\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"
- " 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 || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
- {
- if (!s_rgba6_to_rgb8[0])
- {
- s_rgba6_to_rgb8[0] = D3D::CompileAndCreatePixelShader(reint_rgba6_to_rgb8, sizeof(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
- char buf[1024];
- const int l = sprintf_s(buf, 1024, reint_rgba6_to_rgb8_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
-
- s_rgba6_to_rgb8[1] = D3D::CompileAndCreatePixelShader(buf, l);
-
- 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 || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
- {
- if (!s_rgb8_to_rgba6[0])
- {
- s_rgb8_to_rgba6[0] = D3D::CompileAndCreatePixelShader(reint_rgb8_to_rgba6, sizeof(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
- char buf[1024];
- const int l = sprintf_s(buf, 1024, reint_rgb8_to_rgba6_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
-
- s_rgb8_to_rgba6[1] = D3D::CompileAndCreatePixelShader(buf, l);
-
- 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 || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_ColorCopyProgram[0];
- else if (s_ColorCopyProgram[1]) return s_ColorCopyProgram[1];
- 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).Count);
- 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::GetColorMatrixProgram(bool multisampled)
-{
- if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_ColorMatrixProgram[0];
- else if (s_ColorMatrixProgram[1]) return s_ColorMatrixProgram[1];
- 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).Count);
- 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::GetDepthMatrixProgram(bool multisampled)
-{
- if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) return s_DepthMatrixProgram[0];
- else if (s_DepthMatrixProgram[1]) return s_DepthMatrixProgram[1];
- 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).Count);
- 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()
-{
- return s_ClearProgram;
-}
-
-ID3D11Buffer* &PixelShaderCache::GetConstantBuffer()
-{
- // TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
- if (pscbufchanged)
- {
- D3D11_MAPPED_SUBRESOURCE map;
- D3D::context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
- memcpy(map.pData, psconstants, sizeof(psconstants));
- D3D::context->Unmap(pscbuf, 0);
- pscbufchanged = false;
-
- ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(psconstants));
- }
- return pscbuf;
-}
-
-// this class will load the precompiled shaders into our cache
-class PixelShaderCacheInserter : public LinearDiskCacheReader<PixelShaderUid, u8>
-{
-public:
- void Read(const PixelShaderUid &key, const u8 *value, u32 value_size)
- {
- PixelShaderCache::InsertByteCode(key, value, value_size);
- }
-};
-
-void PixelShaderCache::Init()
-{
- unsigned int cbsize = ((sizeof(psconstants))&(~0xf))+0x10; // must be a multiple of 16
- D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
- D3D::device->CreateBuffer(&cbdesc, NULL, &pscbuf);
- CHECK(pscbuf!=NULL, "Create pixel shader constant buffer");
- D3D::SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "pixel shader constant buffer used to emulate the GX pipeline");
-
- // used when drawing clear quads
- s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, sizeof(clear_program_code));
- CHECK(s_ClearProgram!=NULL, "Create clear pixel shader");
- D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader");
-
- // used when copying/resolving the color buffer
- 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[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[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();
-
- if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
- File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());
-
- SETSTAT(stats.numPixelShadersCreated, 0);
- SETSTAT(stats.numPixelShadersAlive, 0);
-
- char cache_filename[MAX_PATH];
- sprintf(cache_filename, "%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
- SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
- PixelShaderCacheInserter inserter;
- g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
-
- if (g_Config.bEnableShaderDebugging)
- Clear();
-
- last_entry = NULL;
-}
-
-// ONLY to be used during shutdown.
-void PixelShaderCache::Clear()
-{
- for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++)
- iter->second.Destroy();
- PixelShaders.clear();
- pixel_uid_checker.Invalidate();
-
- last_entry = NULL;
-}
-
-// 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]);
- SAFE_RELEASE(s_rgb8_to_rgba6[1]);
- SAFE_RELEASE(s_rgba6_to_rgb8[1]);
-}
-
-void PixelShaderCache::Shutdown()
-{
- SAFE_RELEASE(pscbuf);
-
- 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]);
- SAFE_RELEASE(s_rgba6_to_rgb8[i]);
- SAFE_RELEASE(s_rgb8_to_rgba6[i]);
- }
-
- Clear();
- g_ps_disk_cache.Sync();
- g_ps_disk_cache.Close();
-}
-
-bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
-{
- PixelShaderUid uid;
- GetPixelShaderUid(uid, dstAlphaMode, API_D3D, components);
- if (g_ActiveConfig.bEnableShaderDebugging)
- {
- PixelShaderCode code;
- GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
- pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
- }
-
- // Check if the shader is already set
- if (last_entry)
- {
- if (uid == last_uid)
- {
- GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
- return (last_entry->shader != NULL);
- }
- }
-
- last_uid = uid;
-
- // Check if the shader is already in the cache
- PSCache::iterator iter;
- iter = PixelShaders.find(uid);
- if (iter != PixelShaders.end())
- {
- const PSCacheEntry &entry = iter->second;
- last_entry = &entry;
-
- GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
- return (entry.shader != NULL);
- }
-
- // Need to compile a new shader
- PixelShaderCode code;
- GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
-
- D3DBlob* pbytecode;
- if (!D3D::CompilePixelShader(code.GetBuffer(), (unsigned int)strlen(code.GetBuffer()), &pbytecode))
- {
- GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
- return false;
- }
-
- // Insert the bytecode into the caches
- g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
-
- bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
- pbytecode->Release();
-
- if (g_ActiveConfig.bEnableShaderDebugging && success)
- {
- PixelShaders[uid].code = code.GetBuffer();
- }
-
- GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
- return success;
-}
-
-bool PixelShaderCache::InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen)
-{
- ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
- if (shader == NULL)
- return false;
-
- // TODO: Somehow make the debug name a bit more specific
- D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of PixelShaderCache");
-
- // Make an entry in the table
- PSCacheEntry newentry;
- newentry.shader = shader;
- PixelShaders[uid] = newentry;
- last_entry = &PixelShaders[uid];
-
- if (!shader) {
- // INCSTAT(stats.numPixelShadersFailed);
- return false;
- }
-
- INCSTAT(stats.numPixelShadersCreated);
- SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
- return true;
-}
-
-// These are "callbacks" from VideoCommon and thus must be outside namespace DX11.
-// This will have to be changed when we merge.
-
-// HACK to avoid some invasive VideoCommon changes
-// these values are hardcoded, they depend on internal D3DCompile behavior; TODO: Solve this with D3DReflect or something
-// offset given in floats, table index is float4
-static const unsigned int ps_constant_offset_table[] = {
- 0, 4, 8, 12, // C_COLORS, 16
- 16, 20, 24, 28, // C_KCOLORS, 16
- 32, // C_ALPHA, 4
- 36, 40, 44, 48, 52, 56, 60, 64, // C_TEXDIMS, 32
- 68, 72, // C_ZBIAS, 8
- 76, 80, // C_INDTEXSCALE, 8
- 84, 88, 92, 96, 100, 104, // C_INDTEXMTX, 24
- 108, 112, 116, // C_FOG, 12
- 120, 124, 128, 132, 136, // C_PLIGHTS0, 20
- 140, 144, 148, 152, 156, // C_PLIGHTS1, 20
- 160, 164, 168, 172, 176, // C_PLIGHTS2, 20
- 180, 184, 188, 192, 196, // C_PLIGHTS3, 20
- 200, 204, 208, 212, 216, // C_PLIGHTS4, 20
- 220, 224, 228, 232, 236, // C_PLIGHTS5, 20
- 240, 244, 248, 252, 256, // C_PLIGHTS6, 20
- 260, 264, 268, 272, 276, // C_PLIGHTS7, 20
- 280, 284, 288, 292 // C_PMATERIALS, 16
-};
-void Renderer::SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
-{
- psconstants[ps_constant_offset_table[const_number] ] = f1;
- psconstants[ps_constant_offset_table[const_number]+1] = f2;
- psconstants[ps_constant_offset_table[const_number]+2] = f3;
- psconstants[ps_constant_offset_table[const_number]+3] = f4;
- pscbufchanged = true;
-}
-
-void Renderer::SetPSConstant4fv(unsigned int const_number, const float* f)
-{
- memcpy(&psconstants[ps_constant_offset_table[const_number]], f, sizeof(float)*4);
- pscbufchanged = true;
-}
-
-void Renderer::SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float* f)
-{
- memcpy(&psconstants[ps_constant_offset_table[const_number]], f, sizeof(float)*4*count);
- pscbufchanged = true;
-}
-
-} // DX11