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			319 lines
		
	
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			319 lines
		
	
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2003 Dolphin Project.
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| 
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| // This program is free software: you can redistribute it and/or modify
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| // it under the terms of the GNU General Public License as published by
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| // the Free Software Foundation, version 2.0.
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| 
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| // This program is distributed in the hope that it will be useful,
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| // but WITHOUT ANY WARRANTY; without even the implied warranty of
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| // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| // GNU General Public License 2.0 for more details.
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| 
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| // A copy of the GPL 2.0 should have been included with the program.
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| // If not, see http://www.gnu.org/licenses/
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| 
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| // Official SVN repository and contact information can be found at
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| // http://code.google.com/p/dolphin-emu/
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| 
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| #include "FileUtil.h"
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| #include "LinearDiskCache.h"
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| 
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| #include "Debugger.h"
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| #include "Statistics.h"
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| #include "VertexShaderGen.h"
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| 
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| #include "D3DShader.h"
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| #include "Globals.h"
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| #include "VertexShaderCache.h"
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| 
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| #include "ConfigManager.h"
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| 
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| // See comment near the bottom of this file
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| static unsigned int vs_constant_offset_table[C_VENVCONST_END];
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| float vsconstants[C_VENVCONST_END*4];
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| bool vscbufchanged = true;
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| 
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| namespace DX11 {
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| 
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| VertexShaderCache::VSCache VertexShaderCache::vshaders;
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| const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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| VERTEXSHADERUID VertexShaderCache::last_uid;
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| 
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| static ID3D11VertexShader* SimpleVertexShader = NULL;
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| static ID3D11VertexShader* ClearVertexShader = NULL;
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| static ID3D11InputLayout* SimpleLayout = NULL;
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| static ID3D11InputLayout* ClearLayout = NULL;
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| 
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| LinearDiskCache<VERTEXSHADERUID, u8> g_vs_disk_cache;
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| 
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| ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader() { return SimpleVertexShader; }
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| ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVertexShader; }
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| ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout() { return SimpleLayout; }
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| ID3D11InputLayout* VertexShaderCache::GetClearInputLayout() { return ClearLayout; }
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| 
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| ID3D11Buffer* vscbuf = NULL;
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| 
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| ID3D11Buffer* &VertexShaderCache::GetConstantBuffer()
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| {
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| 	// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
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| 	if (vscbufchanged)
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| 	{
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| 		D3D11_MAPPED_SUBRESOURCE map;
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| 		D3D::context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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| 		memcpy(map.pData, vsconstants, sizeof(vsconstants));
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| 		D3D::context->Unmap(vscbuf, 0);
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| 		vscbufchanged = false;
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| 	}
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| 	return vscbuf;
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| }
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| 
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| // this class will load the precompiled shaders into our cache
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| class VertexShaderCacheInserter : public LinearDiskCacheReader<VERTEXSHADERUID, u8>
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| {
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| public:
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| 	void Read(const VERTEXSHADERUID &key, const u8 *value, u32 value_size)
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| 	{
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| 		D3DBlob* blob = new D3DBlob(value_size, value);
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| 		VertexShaderCache::InsertByteCode(key, blob);
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| 		blob->Release();
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| 
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| 	}
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| };
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| 
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| const char simple_shader_code[] = {
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| 	"struct VSOUTPUT\n"
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| 	"{\n"
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| 	"float4 vPosition : POSITION;\n"
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| 	"float2 vTexCoord : TEXCOORD0;\n"
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| 	"float  vTexCoord1 : TEXCOORD1;\n"
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| 	"};\n"
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| 	"VSOUTPUT main(float4 inPosition : POSITION,float3 inTEX0 : TEXCOORD0)\n"
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| 	"{\n"
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| 	"VSOUTPUT OUT;\n"
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| 	"OUT.vPosition = inPosition;\n"
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| 	"OUT.vTexCoord = inTEX0.xy;\n"
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| 	"OUT.vTexCoord1 = inTEX0.z;\n"
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| 	"return OUT;\n"
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| 	"}\n"
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| };
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| 
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| const char clear_shader_code[] = {
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| 	"struct VSOUTPUT\n"
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| 	"{\n"
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| 	"float4 vPosition   : POSITION;\n"
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| 	"float4 vColor0   : COLOR0;\n"						   
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| 	"};\n"
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| 	"VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
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| 	"{\n"
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| 	"VSOUTPUT OUT;\n"
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| 	"OUT.vPosition = inPosition;\n"
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| 	"OUT.vColor0 = inColor0;\n"
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| 	"return OUT;\n"
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| 	"}\n"
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| };
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| 
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| void VertexShaderCache::Init()
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| {
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| 	const D3D11_INPUT_ELEMENT_DESC simpleelems[2] =
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| 	{
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| 		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0,  0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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| 		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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| 		
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| 	};
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| 	const D3D11_INPUT_ELEMENT_DESC clearelems[2] =
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| 	{
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| 		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0,  0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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| 		{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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| 	};
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| 
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| 	unsigned int cbsize = ((sizeof(vsconstants))&(~0xf))+0x10; // must be a multiple of 16
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| 	D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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| 	HRESULT hr = D3D::device->CreateBuffer(&cbdesc, NULL, &vscbuf);
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| 	CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
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| 	D3D::SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "vertex shader constant buffer used to emulate the GX pipeline");
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| 
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| 	D3DBlob* blob;
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| 	D3D::CompileVertexShader(simple_shader_code, sizeof(simple_shader_code), &blob);
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| 	D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
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| 	SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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| 	if (SimpleLayout == NULL || SimpleVertexShader == NULL) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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| 	blob->Release();
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| 	D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader");
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| 	D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout");
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| 
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| 	D3D::CompileVertexShader(clear_shader_code, sizeof(clear_shader_code), &blob);
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| 	D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
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| 	ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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| 	if (ClearLayout == NULL || ClearVertexShader == NULL) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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| 	blob->Release();
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| 	D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearVertexShader, "clear vertex shader");
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| 	D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearLayout, "clear input layout");
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| 
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| 	Clear();
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| 
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| 	// these values are hardcoded, they depend on internal D3DCompile behavior
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| 	// TODO: Do this with D3DReflect or something instead
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| 	unsigned int k;
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| 	for (k = 0;k <  6;k++) vs_constant_offset_table[C_POSNORMALMATRIX+k]       =   0+4*k;
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| 	for (k = 0;k <  4;k++) vs_constant_offset_table[C_PROJECTION+k]            =  24+4*k;
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| 	for (k = 0;k <  4;k++) vs_constant_offset_table[C_MATERIALS+k]             =  40+4*k;
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| 	for (k = 0;k < 40;k++) vs_constant_offset_table[C_LIGHTS+k]                =  56+4*k;
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| 	for (k = 0;k < 24;k++) vs_constant_offset_table[C_TEXMATRICES+k]           = 216+4*k;
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| 	for (k = 0;k < 64;k++) vs_constant_offset_table[C_TRANSFORMMATRICES+k]     = 312+4*k;	
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| 	for (k = 0;k < 32;k++) vs_constant_offset_table[C_NORMALMATRICES+k]        = 568+4*k;	
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| 	for (k = 0;k < 64;k++) vs_constant_offset_table[C_POSTTRANSFORMMATRICES+k] = 696+4*k;
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| 	for (k = 0;k <  4;k++) vs_constant_offset_table[C_DEPTHPARAMS+k]		   = 952+4*k;	
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| 
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| 	if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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| 		File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());
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| 
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| 	SETSTAT(stats.numVertexShadersCreated, 0);
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| 	SETSTAT(stats.numVertexShadersAlive, 0);
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| 
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| 	char cache_filename[MAX_PATH];
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| 	sprintf(cache_filename, "%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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| 			SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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| 	VertexShaderCacheInserter inserter;
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| 	g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
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| 
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| 	if (g_Config.bEnableShaderDebugging)
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| 		Clear();
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| 
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| 	last_entry = NULL;
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| }
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| 
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| void VertexShaderCache::Clear()
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| {
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| 	for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
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| 		iter->second.Destroy();
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| 	vshaders.clear();
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| 
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| 	last_entry = NULL;
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| }
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| 
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| void VertexShaderCache::Shutdown()
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| {
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| 	SAFE_RELEASE(vscbuf);
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| 
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| 	SAFE_RELEASE(SimpleVertexShader);
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| 	SAFE_RELEASE(ClearVertexShader);
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| 
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| 	SAFE_RELEASE(SimpleLayout);
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| 	SAFE_RELEASE(ClearLayout);
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| 
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| 	Clear();
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| 	g_vs_disk_cache.Sync();
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| 	g_vs_disk_cache.Close();
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| }
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| 
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| bool VertexShaderCache::SetShader(u32 components)
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| {
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| 	VERTEXSHADERUID uid;
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| 	GetVertexShaderId(&uid, components);
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| 	if (last_entry)
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| 	{
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| 		if (uid == last_uid)
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| 		{
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| 			GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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| 			ValidateVertexShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, components);
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| 			return (last_entry->shader != NULL);
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| 		}
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| 	}
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| 
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| 	last_uid = uid;
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| 
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| 	VSCache::iterator iter = vshaders.find(uid);
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| 	if (iter != vshaders.end())
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| 	{
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| 		const VSCacheEntry &entry = iter->second;
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| 		last_entry = &entry;
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| 
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| 		GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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| 		ValidateVertexShaderIDs(API_D3D11, entry.safe_uid, entry.code, components);
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| 		return (entry.shader != NULL);
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| 	}
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| 
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| 	const char *code = GenerateVertexShaderCode(components, API_D3D11);
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| 
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| 	D3DBlob* pbytecode = NULL;
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| 	D3D::CompileVertexShader(code, (int)strlen(code), &pbytecode);
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| 
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| 	if (pbytecode == NULL)
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| 	{
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| 		GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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| 		return false;
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| 	}
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| 	g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
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| 
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| 	bool success = InsertByteCode(uid, pbytecode);
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| 	pbytecode->Release();
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| 
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| 	if (g_ActiveConfig.bEnableShaderDebugging && success)
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| 	{
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| 		vshaders[uid].code = code;
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| 		GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
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| 	}
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| 
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| 	GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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| 	return success;
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| }
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| 
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| bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob)
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| {
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| 	ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
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| 	if (shader == NULL)
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| 		return false;
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| 
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| 	// TODO: Somehow make the debug name a bit more specific
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| 	D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a vertex shader of VertexShaderCache");
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| 
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| 	// Make an entry in the table
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| 	VSCacheEntry entry;
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| 	entry.shader = shader;
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| 	entry.SetByteCode(bcodeblob);
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| 
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| 	vshaders[uid] = entry;
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| 	last_entry = &vshaders[uid];
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| 
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| 	INCSTAT(stats.numVertexShadersCreated);
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| 	SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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| 
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| 	return true;
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| }
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| 
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| // These are "callbacks" from VideoCommon and thus must be outside namespace DX11.
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| // This will have to be changed when we merge.
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| 
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| // maps the constant numbers to float indices in the constant buffer
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| void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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| {
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| 	vsconstants[vs_constant_offset_table[const_number]  ] = f1;
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| 	vsconstants[vs_constant_offset_table[const_number]+1] = f2;
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| 	vsconstants[vs_constant_offset_table[const_number]+2] = f3;
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| 	vsconstants[vs_constant_offset_table[const_number]+3] = f4;
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| 	vscbufchanged = true;
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| }
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| 
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| void Renderer::SetVSConstant4fv(unsigned int const_number, const float* f)
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| {
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| 	memcpy(&vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4);
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| 	vscbufchanged = true;
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| }
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| 
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| void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float* f)
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| {
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| 	for (unsigned int i = 0; i < count; i++)
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| 	{
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| 		memcpy(&vsconstants[vs_constant_offset_table[const_number+i]], f+3*i, sizeof(float)*3);
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| 		vsconstants[vs_constant_offset_table[const_number+i]+3] = 0.f;		
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| 	}
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| 	vscbufchanged = true;
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| }
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| 
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| void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float* f)
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| {
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| 	memcpy(&vsconstants[vs_constant_offset_table[const_number]], f, sizeof(float)*4*count);
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| 	vscbufchanged = true;
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| }
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| 
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| }  // namespace DX11
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