dolphin/Source/Plugins/Plugin_VideoDX9/Src/PixelShaderCache.cpp
Rodolfo Osvaldo Bogado f869281301 normalize the efb to texture process for color textures to make it work the same in all the plugins and with the same accuracy as real hardware (almost :))
please test for regressions and fixes.
some little changes to make pixel shader more dx9 sm2.0 friendly. the condition is not to use pixel lighting ( sorry no hardware support for the quantity of parameters needed).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6777 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-01-07 19:23:57 +00:00

419 lines
14 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <map>
#include <set>
#include "Common.h"
#include "Hash.h"
#include "FileUtil.h"
#include "LinearDiskCache.h"
#include "Globals.h"
#include "D3DBase.h"
#include "D3DShader.h"
#include "Statistics.h"
#include "VideoConfig.h"
#include "PixelShaderGen.h"
#include "PixelShaderManager.h"
#include "PixelShaderCache.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "XFMemory.h"
#include "ImageWrite.h"
#include "Debugger.h"
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
static LinearDiskCache<PIXELSHADERUID, u8> g_ps_disk_cache;
static std::set<u32> unique_shaders;
#define MAX_SSAA_SHADERS 3
enum
{
COPY_TYPE_DIRECT,
COPY_TYPE_MATRIXCOLOR,
NUM_COPY_TYPES
};
enum
{
DEPTH_CONVERSION_TYPE_NONE,
DEPTH_CONVERSION_TYPE_ON,
NUM_DEPTH_CONVERSION_TYPES
};
static LPDIRECT3DPIXELSHADER9 s_CopyProgram[NUM_COPY_TYPES][NUM_DEPTH_CONVERSION_TYPES][MAX_SSAA_SHADERS];
static LPDIRECT3DPIXELSHADER9 s_ClearProgram = NULL;
static LPDIRECT3DPIXELSHADER9 s_rgba6_to_rgb8 = NULL;
static LPDIRECT3DPIXELSHADER9 s_rgb8_to_rgba6 = NULL;
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorMatrixProgram(int SSAAMode)
{
return s_CopyProgram[COPY_TYPE_MATRIXCOLOR][DEPTH_CONVERSION_TYPE_NONE][SSAAMode % MAX_SSAA_SHADERS];
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetDepthMatrixProgram(int SSAAMode, bool depthConversion)
{
return s_CopyProgram[COPY_TYPE_MATRIXCOLOR][depthConversion ? DEPTH_CONVERSION_TYPE_ON : DEPTH_CONVERSION_TYPE_NONE][SSAAMode % MAX_SSAA_SHADERS];
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetColorCopyProgram(int SSAAMode)
{
return s_CopyProgram[COPY_TYPE_DIRECT][DEPTH_CONVERSION_TYPE_NONE][SSAAMode % MAX_SSAA_SHADERS];
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::GetClearProgram()
{
return s_ClearProgram;
}
static LPDIRECT3DPIXELSHADER9 s_rgb8 = NULL;
static LPDIRECT3DPIXELSHADER9 s_rgba6 = NULL;
LPDIRECT3DPIXELSHADER9 PixelShaderCache::ReinterpRGBA6ToRGB8()
{
const char code[] =
{
"uniform sampler samp0 : register(s0);\n"
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0){\n"
" ocol0 = tex2D(samp0,uv0);\n"
" float4 src6 = trunc(ocol0 * 63.f);\n"
" ocol0.r = src6.r*4.f + trunc(src6.g/16.f);\n" // dst8r = (src6r<<2)|(src6g>>4);
" ocol0.g = frac(src6.g/16.f)*16.f*16.f+trunc(src6.b/4.f);\n" // dst8g = ((src6g&0xF)<<4)|(src6b>>2);
" ocol0.b = frac(src6.b/4.f)*4.f*64.f+src6.a;\n" // dst8b = ((src6b&0x3)<<6)|src6a;
" ocol0.a = 255.f;\n"
" ocol0 /= 255.f;\n"
"}\n"
};
if (!s_rgba6_to_rgb8) s_rgba6_to_rgb8 = D3D::CompileAndCreatePixelShader(code, (int)strlen(code));
return s_rgba6_to_rgb8;
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::ReinterpRGB8ToRGBA6()
{
const char code[] =
{
"uniform sampler samp0 : register(s0);\n"
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0){\n"
" ocol0 = tex2D(samp0,uv0);\n"
" float4 src8 = trunc(ocol0*255.f);\n"
" ocol0.r = (src8.r/4.f);\n" // dst6r = src8r>>2;
" ocol0.g = frac(src8.r/4.f)*4.f*16.f + (src8.g/16.f);\n" // dst6g = ((src8r&0x3)<<4)|(src8g>>4);
" ocol0.b = frac(src8.g/16.f)*16.f*4.f + (src8.b/64.f);\n" // dst6b = ((src8g&0xF)<<2)|(src8b>>6);
" ocol0.a = frac(src8.b/64.f)*64.f;\n" // dst6a = src8b&0x3F;
" ocol0 /= 63.f;\n"
"}\n"
};
if (!s_rgb8_to_rgba6) s_rgb8_to_rgba6 = D3D::CompileAndCreatePixelShader(code, (int)strlen(code));
return s_rgb8_to_rgba6;
}
void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
float f[4] = { f1, f2, f3, f4 };
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
}
void SetPSConstant4fv(unsigned int const_number, const float *f)
{
D3D::dev->SetPixelShaderConstantF(const_number, f, 1);
}
void SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
{
D3D::dev->SetPixelShaderConstantF(const_number, f, count);
}
class PixelShaderCacheInserter : public LinearDiskCacheReader<PIXELSHADERUID, u8>
{
public:
void Read(const PIXELSHADERUID &key, const u8 *value, u32 value_size)
{
PixelShaderCache::InsertByteCode(key, value, value_size, false);
}
};
#define WRITE p+=sprintf
static LPDIRECT3DPIXELSHADER9 CreateCopyShader(int copyMatrixType, int depthConversionType, int SSAAMode)
{
//Used for Copy/resolve the color buffer
//Color conversion Programs
//Depth copy programs
// this should create the same shaders as before (plus some extras added for DF16), just... more manageably than listing the full program for each combination
char text[3072];
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
text[sizeof(text) - 1] = 0x7C; // canary
char* p = text;
WRITE(p, "// Copy/Color Matrix/Depth Matrix shader (matrix=%d, depth=%d, ssaa=%d)\n", copyMatrixType, depthConversionType, SSAAMode);
WRITE(p, "uniform sampler samp0 : register(s0);\n");
if(copyMatrixType == COPY_TYPE_MATRIXCOLOR)
WRITE(p, "uniform float4 cColMatrix[7] : register(c%d);\n", C_COLORMATRIX);
WRITE(p, "void main(\n"
"out float4 ocol0 : COLOR0,\n");
switch(SSAAMode % MAX_SSAA_SHADERS)
{
case 0: // 1 Sample
WRITE(p, "in float2 uv0 : TEXCOORD0,\n"
"in float uv1 : TEXCOORD1){\n"
"float4 texcol = tex2D(samp0,uv0.xy);\n");
break;
case 1: // 1 Samples SSAA
WRITE(p, "in float4 uv0 : TEXCOORD0,\n"
"in float uv1 : TEXCOORD1){\n"
"float4 texcol = tex2D(samp0,uv0.xy);\n");
break;
case 2: // 4 Samples SSAA
WRITE(p, "in float4 uv0 : TEXCOORD0,\n"
"in float uv1 : TEXCOORD1,\n"
"in float4 uv2 : TEXCOORD2,\n"
"in float4 uv3 : TEXCOORD3){\n"
"float4 texcol = (tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz) + tex2D(samp0,uv3.xy) + tex2D(samp0,uv3.wz))*0.25f;\n");
break;
}
if(depthConversionType != DEPTH_CONVERSION_TYPE_NONE)
{
WRITE(p, "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");
}
else
{
//Apply Gamma Correction
WRITE(p, "texcol = pow(texcol,uv1.xxxx);\n");
}
if(copyMatrixType == COPY_TYPE_MATRIXCOLOR)
{
if(depthConversionType == DEPTH_CONVERSION_TYPE_NONE)
WRITE(p, "texcol = round(texcol * cColMatrix[5])*cColMatrix[6];\n");
WRITE(p, "ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n");
}
else
WRITE(p, "ocol0 = texcol;\n");
WRITE(p, "}\n");
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("PixelShaderCache copy shader generator - buffer too small, canary has been eaten!");
setlocale(LC_NUMERIC, ""); // restore locale
return D3D::CompileAndCreatePixelShader(text, (int)strlen(text));
}
void PixelShaderCache::Init()
{
//program used for clear screen
{
char pprog[3072];
sprintf(pprog, "void main(\n"
"out float4 ocol0 : COLOR0,\n"
" in float4 incol0 : COLOR0){\n"
"ocol0 = incol0;\n"
"}\n");
s_ClearProgram = D3D::CompileAndCreatePixelShader(pprog, (int)strlen(pprog));
}
int shaderModel = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF);
int maxConstants = (shaderModel < 3) ? 32 : ((shaderModel < 4) ? 224 : 65536);
// other screen copy/convert programs
for(int copyMatrixType = 0; copyMatrixType < NUM_COPY_TYPES; copyMatrixType++)
{
for(int depthType = 0; depthType < NUM_DEPTH_CONVERSION_TYPES; depthType++)
{
for(int ssaaMode = 0; ssaaMode < MAX_SSAA_SHADERS; ssaaMode++)
{
if(ssaaMode && !s_CopyProgram[copyMatrixType][depthType][ssaaMode-1]
|| depthType && !s_CopyProgram[copyMatrixType][depthType-1][ssaaMode]
|| copyMatrixType && !s_CopyProgram[copyMatrixType-1][depthType][ssaaMode])
{
// if it failed at a lower setting, it's going to fail here for the same reason it did there,
// so skip this attempt to avoid duplicate error messages.
s_CopyProgram[copyMatrixType][depthType][ssaaMode] = NULL;
}
else
{
s_CopyProgram[copyMatrixType][depthType][ssaaMode] = CreateCopyShader(copyMatrixType, depthType, ssaaMode);
}
}
}
}
Clear();
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
SETSTAT(stats.numPixelShadersCreated, 0);
SETSTAT(stats.numPixelShadersAlive, 0);
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sdx9-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
PixelShaderCacheInserter inserter;
g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
}
// ONLY to be used during shutdown.
void PixelShaderCache::Clear()
{
for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++)
iter->second.Destroy();
PixelShaders.clear();
memset(&last_pixel_shader_uid, 0xFF, sizeof(last_pixel_shader_uid));
}
void PixelShaderCache::Shutdown()
{
for(int copyMatrixType = 0; copyMatrixType < NUM_COPY_TYPES; copyMatrixType++)
for(int depthType = 0; depthType < NUM_DEPTH_CONVERSION_TYPES; depthType++)
for(int ssaaMode = 0; ssaaMode < MAX_SSAA_SHADERS; ssaaMode++)
if(s_CopyProgram[copyMatrixType][depthType][ssaaMode]
&& (copyMatrixType == 0 || s_CopyProgram[copyMatrixType][depthType][ssaaMode] != s_CopyProgram[copyMatrixType-1][depthType][ssaaMode]))
s_CopyProgram[copyMatrixType][depthType][ssaaMode]->Release();
for(int copyMatrixType = 0; copyMatrixType < NUM_COPY_TYPES; copyMatrixType++)
for(int depthType = 0; depthType < NUM_DEPTH_CONVERSION_TYPES; depthType++)
for(int ssaaMode = 0; ssaaMode < MAX_SSAA_SHADERS; ssaaMode++)
s_CopyProgram[copyMatrixType][depthType][ssaaMode] = NULL;
if (s_ClearProgram) s_ClearProgram->Release();
s_ClearProgram = NULL;
if (s_rgb8_to_rgba6) s_rgb8_to_rgba6->Release();
s_rgb8_to_rgba6 = NULL;
if (s_rgba6_to_rgb8) s_rgba6_to_rgb8->Release();
s_rgba6_to_rgb8 = NULL;
Clear();
g_ps_disk_cache.Sync();
g_ps_disk_cache.Close();
unique_shaders.clear();
}
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{
PIXELSHADERUID uid;
GetPixelShaderId(&uid, dstAlphaMode);
// Check if the shader is already set
if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
{
PSCache::const_iterator iter = PixelShaders.find(uid);
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return (iter != PixelShaders.end() && iter->second.shader);
}
memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
// Check if the shader is already in the cache
PSCache::iterator iter;
iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
{
iter->second.frameCount = frameCount;
const PSCacheEntry &entry = iter->second;
last_entry = &entry;
if (entry.shader) D3D::SetPixelShader(entry.shader);
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return (entry.shader != NULL);
}
int shaderModel = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF);
int maxConstants = (shaderModel < 3) ? 32 : ((shaderModel < 4) ? 224 : 65536);
// Need to compile a new shader
const char *code = GeneratePixelShaderCode(dstAlphaMode, API_D3D9, maxConstants, components);
u32 code_hash = HashAdler32((const u8 *)code, strlen(code));
unique_shaders.insert(code_hash);
SETSTAT(stats.numUniquePixelShaders, unique_shaders.size());
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);
SaveData(szTemp, code);
}
#endif
u8 *bytecode = 0;
int bytecodelen = 0;
if (!D3D::CompilePixelShader(code, (int)strlen(code), &bytecode, &bytecodelen)) {
if (g_ActiveConfig.bShowShaderErrors)
{
PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%sBADps_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);
SaveData(szTemp, code);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return false;
}
// Insert the bytecode into the caches
g_ps_disk_cache.Append(uid, bytecode, bytecodelen);
g_ps_disk_cache.Sync();
// And insert it into the shader cache.
bool result = InsertByteCode(uid, bytecode, bytecodelen, true);
delete [] bytecode;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return result;
}
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate)
{
LPDIRECT3DPIXELSHADER9 shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
// Make an entry in the table
PSCacheEntry newentry;
newentry.shader = shader;
newentry.frameCount = frameCount;
PixelShaders[uid] = newentry;
last_entry = &PixelShaders[uid];
if (!shader) {
// INCSTAT(stats.numPixelShadersFailed);
return false;
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
if (activate)
{
D3D::SetPixelShader(shader);
}
return true;
}