diff options
Diffstat (limited to 'Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp')
| -rw-r--r-- | Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp | 585 |
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 |
