diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp index d5b1628f11..d1b20cd3a4 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp +++ b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.cpp @@ -48,8 +48,8 @@ SharedPtr s_ColorMatrixProgram[2]; SharedPtr s_ColorCopyProgram[2]; SharedPtr s_DepthMatrixProgram[2]; SharedPtr s_ClearProgram; -SharedPtr s_rgba6_to_rgb8; -SharedPtr s_rgb8_to_rgba6; +SharedPtr s_rgba6_to_rgb8[2]; +SharedPtr s_rgb8_to_rgba6[2]; SharedPtr pscbuf; @@ -62,6 +62,7 @@ const char clear_program_code[] = { "}\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" @@ -158,66 +159,141 @@ const char depth_matrix_program_msaa[] = { "}\n" }; -ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8() -{ - // TODO: MSAA support.. - const char 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" - "{\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[] = { + "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" + "}" +}; - if (!s_rgba6_to_rgb8) +const char reint_rgba6_to_rgb8_msaa[] = { + "sampler samp0 : register(s0);\n" + "Texture2DMS 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 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) { - s_rgba6_to_rgb8 = D3D::CompileAndCreatePixelShader(code, sizeof(code)); - CHECK(s_rgba6_to_rgb8, "Create RGBA6 to RGB8 pixel shader"); - D3D::SetDebugObjectName(s_rgba6_to_rgb8, "RGBA6 to RGB8 pixel shader"); + 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]; } - - return s_rgba6_to_rgb8; + 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)); + + 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() +ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6(bool multisampled) { - // TODO: MSAA support.. - const char 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" - "{\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" - }; - - if (!s_rgb8_to_rgba6) + if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1) { - s_rgb8_to_rgba6 = D3D::CompileAndCreatePixelShader(code, sizeof(code)); - CHECK(s_rgb8_to_rgba6, "Create RGB8 to RGBA6 pixel shader"); - D3D::SetDebugObjectName(s_rgb8_to_rgba6, "RGB8 to RGBA6 pixel shader"); + 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)); - return s_rgb8_to_rgba6; + 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) @@ -228,7 +304,6 @@ ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled) } else if (!s_ColorCopyProgram[1]) { - // TODO: recreate shader on AA mode change! // create MSAA shader for current AA mode char buf[1024]; const int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode)); @@ -250,7 +325,6 @@ ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled) } else if (!s_ColorMatrixProgram[1]) { - // TODO: recreate shader on AA mode change! // create MSAA shader for current AA mode char buf[1024]; const int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode)); @@ -272,7 +346,6 @@ ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled) } else if (!s_DepthMatrixProgram[1]) { - // TODO: recreate shader on AA mode change! // create MSAA shader for current AA mode char buf[1024]; const int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode)); @@ -374,20 +447,22 @@ void PixelShaderCache::InvalidateMSAAShaders() s_ColorCopyProgram[1].reset(); s_ColorMatrixProgram[1].reset(); s_DepthMatrixProgram[1].reset(); + s_rgb8_to_rgba6[1].reset(); + s_rgba6_to_rgb8[1].reset(); } void PixelShaderCache::Shutdown() { pscbuf.reset(); - s_rgba6_to_rgb8.reset(); - s_rgb8_to_rgba6.reset(); s_ClearProgram.reset(); for (int i = 0; i < 2; ++i) { s_ColorCopyProgram[i].reset(); s_ColorMatrixProgram[i].reset(); s_DepthMatrixProgram[i].reset(); + s_rgba6_to_rgb8[i].reset(); + s_rgb8_to_rgba6[i].reset(); } Clear(); diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.h b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.h index 332c307faa..5377ad47a8 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.h +++ b/Source/Plugins/Plugin_VideoDX11/Src/PixelShaderCache.h @@ -44,8 +44,8 @@ public: static ID3D11PixelShader* GetColorCopyProgram(bool multisampled); static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled); static ID3D11PixelShader* GetClearProgram(); - static ID3D11PixelShader* ReinterpRGBA6ToRGB8(); - static ID3D11PixelShader* ReinterpRGB8ToRGBA6(); + static ID3D11PixelShader* ReinterpRGBA6ToRGB8(bool multisampled); + static ID3D11PixelShader* ReinterpRGB8ToRGBA6(bool multisampled); static void InvalidateMSAAShaders(); diff --git a/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp b/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp index e03a7d2ea0..418b03ea40 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp +++ b/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp @@ -781,8 +781,8 @@ void Renderer::ReinterpretPixelData(unsigned int convtype) D3D11_RECT source = CD3D11_RECT(0, 0, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight()); ID3D11PixelShader* pixel_shader; - if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6(); - else if (convtype == 2) pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8(); + if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6(true); + else if (convtype == 2) pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8(true); else { PanicAlert("Trying to reinterpret pixel data with unsupported conversion type %d", convtype);