mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
701 lines
23 KiB
C++
701 lines
23 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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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 or later versions.
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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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// 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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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#ifdef _WIN32
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//#define SHADERLOG
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#endif
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#include <cmath>
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#include <map>
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#include "Common/Data/Convert/SmallDataConvert.h"
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#include "Common/Data/Encoding/Utf8.h"
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#include "Common/Data/Text/I18n.h"
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#include "Common/Math/lin/matrix4x4.h"
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#include "Common/Math/math_util.h"
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#include "Common/GPU/D3D9/D3D9ShaderCompiler.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/System/OSD.h"
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#include "Common/System/Display.h"
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#include "Common/CommonTypes.h"
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#include "Common/Log.h"
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#include "Common/LogReporting.h"
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#include "Common/StringUtils.h"
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#include "Core/Config.h"
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#include "GPU/Math3D.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Common/ShaderUniforms.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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#include "GPU/Directx9/ShaderManagerDX9.h"
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#include "GPU/Directx9/DrawEngineDX9.h"
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#include "GPU/Directx9/FramebufferManagerDX9.h"
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using namespace Lin;
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PSShader::PSShader(LPDIRECT3DDEVICE9 device, FShaderID id, const char *code) : id_(id) {
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source_ = code;
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#ifdef SHADERLOG
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OutputDebugString(ConvertUTF8ToWString(code).c_str());
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#endif
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bool success;
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std::string errorMessage;
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success = CompilePixelShaderD3D9(device, code, &shader, &errorMessage);
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if (!errorMessage.empty()) {
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if (success) {
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ERROR_LOG(Log::G3D, "Warnings in shader compilation!");
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} else {
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ERROR_LOG(Log::G3D, "Error in shader compilation!");
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}
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ERROR_LOG(Log::G3D, "Messages: %s", errorMessage.c_str());
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ERROR_LOG(Log::G3D, "Shader source:\n%s", LineNumberString(code).c_str());
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OutputDebugStringUTF8("Messages:\n");
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OutputDebugStringUTF8(errorMessage.c_str());
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Reporting::ReportMessage("D3D error in shader compilation: info: %s / code: %s", errorMessage.c_str(), code);
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}
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if (!success) {
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failed_ = true;
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shader = nullptr;
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return;
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} else {
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VERBOSE_LOG(Log::G3D, "Compiled pixel shader:\n%s\n", (const char *)code);
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}
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}
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PSShader::~PSShader() {
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}
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std::string PSShader::GetShaderString(DebugShaderStringType type) const {
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switch (type) {
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case SHADER_STRING_SOURCE_CODE:
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return source_;
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case SHADER_STRING_SHORT_DESC:
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return FragmentShaderDesc(id_);
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default:
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return "N/A";
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}
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}
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VSShader::VSShader(LPDIRECT3DDEVICE9 device, VShaderID id, const char *code, bool useHWTransform) : useHWTransform_(useHWTransform), id_(id) {
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source_ = code;
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#ifdef SHADERLOG
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OutputDebugString(ConvertUTF8ToWString(code).c_str());
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#endif
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bool success;
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std::string errorMessage;
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success = CompileVertexShaderD3D9(device, code, &shader, &errorMessage);
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if (!errorMessage.empty()) {
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if (success) {
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ERROR_LOG(Log::G3D, "Warnings in shader compilation!");
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} else {
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ERROR_LOG(Log::G3D, "Error in shader compilation!");
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}
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ERROR_LOG(Log::G3D, "Messages: %s", errorMessage.c_str());
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ERROR_LOG(Log::G3D, "Shader source:\n%s", code);
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OutputDebugStringUTF8("Messages:\n");
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OutputDebugStringUTF8(errorMessage.c_str());
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Reporting::ReportMessage("D3D error in shader compilation: info: %s / code: %s", errorMessage.c_str(), code);
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}
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if (!success) {
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failed_ = true;
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shader = nullptr;
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return;
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} else {
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VERBOSE_LOG(Log::G3D, "Compiled vertex shader:\n%s\n", (const char *)code);
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}
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}
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VSShader::~VSShader() {
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}
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std::string VSShader::GetShaderString(DebugShaderStringType type) const {
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switch (type) {
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case SHADER_STRING_SOURCE_CODE:
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return source_;
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case SHADER_STRING_SHORT_DESC:
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return VertexShaderDesc(id_);
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default:
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return "N/A";
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}
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}
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void ShaderManagerDX9::PSSetColorUniform3(int creg, u32 color) {
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float f[4];
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Uint8x3ToFloat4(f, color);
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device_->SetPixelShaderConstantF(creg, f, 1);
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}
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void ShaderManagerDX9::PSSetColorUniform3Alpha255(int creg, u32 color, u8 alpha) {
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const float col[4] = {
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(float)((color & 0xFF)),
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(float)((color & 0xFF00) >> 8),
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(float)((color & 0xFF0000) >> 16),
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(float)alpha,
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};
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device_->SetPixelShaderConstantF(creg, col, 1);
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}
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void ShaderManagerDX9::PSSetFloat(int creg, float value) {
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const float f[4] = { value, 0.0f, 0.0f, 0.0f };
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device_->SetPixelShaderConstantF(creg, f, 1);
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}
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void ShaderManagerDX9::PSSetFloatArray(int creg, const float *value, int count) {
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float f[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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for (int i = 0; i < count; i++) {
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f[i] = value[i];
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}
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device_->SetPixelShaderConstantF(creg, f, 1);
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}
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void ShaderManagerDX9::VSSetFloat(int creg, float value) {
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const float f[4] = { value, 0.0f, 0.0f, 0.0f };
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device_->SetVertexShaderConstantF(creg, f, 1);
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}
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void ShaderManagerDX9::VSSetFloatArray(int creg, const float *value, int count) {
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float f[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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for (int i = 0; i < count; i++) {
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f[i] = value[i];
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}
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device_->SetVertexShaderConstantF(creg, f, 1);
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}
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// Utility
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void ShaderManagerDX9::VSSetColorUniform3(int creg, u32 color) {
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float f[4];
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Uint8x3ToFloat4(f, color);
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device_->SetVertexShaderConstantF(creg, f, 1);
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}
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void ShaderManagerDX9::VSSetFloatUniform4(int creg, const float data[4]) {
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device_->SetVertexShaderConstantF(creg, data, 1);
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}
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void ShaderManagerDX9::VSSetFloat24Uniform3(int creg, const u32 data[3]) {
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float f[4];
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ExpandFloat24x3ToFloat4(f, data);
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device_->SetVertexShaderConstantF(creg, f, 1);
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}
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void ShaderManagerDX9::VSSetFloat24Uniform3Normalized(int creg, const u32 data[3]) {
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float f[4];
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ExpandFloat24x3ToFloat4AndNormalize(f, data);
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device_->SetVertexShaderConstantF(creg, f, 1);
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}
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void ShaderManagerDX9::VSSetColorUniform3Alpha(int creg, u32 color, u8 alpha) {
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float f[4];
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Uint8x3ToFloat4_AlphaUint8(f, color, alpha);
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device_->SetVertexShaderConstantF(creg, f, 1);
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}
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void ShaderManagerDX9::VSSetColorUniform3ExtraFloat(int creg, u32 color, float extra) {
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const float col[4] = {
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((color & 0xFF)) / 255.0f,
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((color & 0xFF00) >> 8) / 255.0f,
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((color & 0xFF0000) >> 16) / 255.0f,
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extra
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};
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device_->SetVertexShaderConstantF(creg, col, 1);
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}
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void ShaderManagerDX9::VSSetMatrix4x3_3(int creg, const float *m4x3) {
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float m3x4[12];
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ConvertMatrix4x3To3x4Transposed(m3x4, m4x3);
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device_->SetVertexShaderConstantF(creg, m3x4, 3);
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}
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void ShaderManagerDX9::VSSetMatrix(int creg, const float* pMatrix) {
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device_->SetVertexShaderConstantF(creg, pMatrix, 4);
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}
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// Depth in ogl is between -1;1 we need between 0;1 and optionally reverse it
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static void ConvertProjMatrixToD3D(Matrix4x4 &in, bool invertedX, bool invertedY) {
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// Half pixel offset hack
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float xoff = 1.0f / gstate_c.curRTRenderWidth;
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if (invertedX) {
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xoff = -gstate_c.vpXOffset - xoff;
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} else {
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xoff = gstate_c.vpXOffset - xoff;
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}
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float yoff = -1.0f / gstate_c.curRTRenderHeight;
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if (invertedY) {
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yoff = -gstate_c.vpYOffset - yoff;
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} else {
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yoff = gstate_c.vpYOffset - yoff;
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}
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const Vec3 trans(xoff, yoff, gstate_c.vpZOffset * 0.5f + 0.5f);
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const Vec3 scale(gstate_c.vpWidthScale, gstate_c.vpHeightScale, gstate_c.vpDepthScale * 0.5f);
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in.translateAndScale(trans, scale);
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}
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static void ConvertProjMatrixToD3DThrough(Matrix4x4 &in) {
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float xoff = -1.0f / gstate_c.curRTRenderWidth;
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float yoff = 1.0f / gstate_c.curRTRenderHeight;
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in.translateAndScale(Vec3(xoff, yoff, 0.5f), Vec3(1.0f, 1.0f, 0.5f));
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}
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const uint64_t psUniforms = DIRTY_TEXENV | DIRTY_TEX_ALPHA_MUL | DIRTY_ALPHACOLORREF | DIRTY_ALPHACOLORMASK | DIRTY_FOGCOLOR | DIRTY_STENCILREPLACEVALUE | DIRTY_SHADERBLEND | DIRTY_TEXCLAMP | DIRTY_MIPBIAS;
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void ShaderManagerDX9::PSUpdateUniforms(u64 dirtyUniforms) {
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if (dirtyUniforms & DIRTY_TEXENV) {
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PSSetColorUniform3(CONST_PS_TEXENV, gstate.texenvcolor);
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}
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if (dirtyUniforms & DIRTY_ALPHACOLORREF) {
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PSSetColorUniform3Alpha255(CONST_PS_ALPHACOLORREF, gstate.getColorTestRef(), gstate.getAlphaTestRef() & gstate.getAlphaTestMask());
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}
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if (dirtyUniforms & DIRTY_ALPHACOLORMASK) {
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PSSetColorUniform3Alpha255(CONST_PS_ALPHACOLORMASK, gstate.colortestmask, gstate.getAlphaTestMask());
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}
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if (dirtyUniforms & DIRTY_FOGCOLOR) {
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PSSetColorUniform3(CONST_PS_FOGCOLOR, gstate.fogcolor);
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}
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if (dirtyUniforms & DIRTY_STENCILREPLACEVALUE) {
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PSSetFloat(CONST_PS_STENCILREPLACE, (float)gstate.getStencilTestRef() * (1.0f / 255.0f));
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}
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if (dirtyUniforms & DIRTY_TEX_ALPHA_MUL) {
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bool doTextureAlpha = gstate.isTextureAlphaUsed();
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if (gstate_c.textureFullAlpha && gstate.getTextureFunction() != GE_TEXFUNC_REPLACE) {
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doTextureAlpha = false;
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}
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// NOTE: Reversed value, more efficient in shader.
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float noAlphaMul[2] = { doTextureAlpha ? 0.0f : 1.0f, gstate.isColorDoublingEnabled() ? 2.0f : 1.0f };
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PSSetFloatArray(CONST_PS_TEX_NO_ALPHA_MUL, noAlphaMul, 2);
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}
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if (dirtyUniforms & DIRTY_SHADERBLEND) {
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PSSetColorUniform3(CONST_PS_BLENDFIXA, gstate.getFixA());
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PSSetColorUniform3(CONST_PS_BLENDFIXB, gstate.getFixB());
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const float fbotexSize[2] = {
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1.0f / (float)gstate_c.curRTRenderWidth,
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1.0f / (float)gstate_c.curRTRenderHeight,
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};
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PSSetFloatArray(CONST_PS_FBOTEXSIZE, fbotexSize, 2);
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}
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if (dirtyUniforms & DIRTY_TEXCLAMP) {
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const float invW = 1.0f / (float)gstate_c.curTextureWidth;
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const float invH = 1.0f / (float)gstate_c.curTextureHeight;
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const int w = gstate.getTextureWidth(0);
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const int h = gstate.getTextureHeight(0);
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const float widthFactor = (float)w * invW;
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const float heightFactor = (float)h * invH;
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// First wrap xy, then half texel xy (for clamp.)
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const float texclamp[4] = {
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widthFactor,
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heightFactor,
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invW * 0.5f,
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invH * 0.5f,
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};
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const float texclampoff[2] = {
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gstate_c.curTextureXOffset * invW,
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gstate_c.curTextureYOffset * invH,
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};
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PSSetFloatArray(CONST_PS_TEXCLAMP, texclamp, 4);
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PSSetFloatArray(CONST_PS_TEXCLAMPOFF, texclampoff, 2);
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}
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if (dirtyUniforms & DIRTY_MIPBIAS) {
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float mipBias = (float)gstate.getTexLevelOffset16() * (1.0 / 16.0f);
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// NOTE: This equation needs some adjustment in D3D9. Can't get it to look completely smooth :(
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mipBias = (mipBias + 0.25f) / (float)(gstate.getTextureMaxLevel() + 1);
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PSSetFloatArray(CONST_PS_MIPBIAS, &mipBias, 1);
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}
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}
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const uint64_t vsUniforms = DIRTY_PROJMATRIX | DIRTY_PROJTHROUGHMATRIX | DIRTY_WORLDMATRIX | DIRTY_VIEWMATRIX | DIRTY_TEXMATRIX |
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DIRTY_FOGCOEF | DIRTY_BONE_UNIFORMS | DIRTY_UVSCALEOFFSET | DIRTY_DEPTHRANGE | DIRTY_CULLRANGE |
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DIRTY_AMBIENT | DIRTY_MATAMBIENTALPHA | DIRTY_MATSPECULAR | DIRTY_MATDIFFUSE | DIRTY_MATEMISSIVE | DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3;
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void ShaderManagerDX9::VSUpdateUniforms(u64 dirtyUniforms) {
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// Update any dirty uniforms before we draw
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if (dirtyUniforms & DIRTY_PROJMATRIX) {
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Matrix4x4 flippedMatrix;
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memcpy(&flippedMatrix, gstate.projMatrix, 16 * sizeof(float));
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const bool invertedY = gstate_c.vpHeight < 0;
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if (!invertedY) {
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flippedMatrix[1] = -flippedMatrix[1];
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flippedMatrix[5] = -flippedMatrix[5];
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flippedMatrix[9] = -flippedMatrix[9];
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flippedMatrix[13] = -flippedMatrix[13];
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}
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const bool invertedX = gstate_c.vpWidth < 0;
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if (invertedX) {
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flippedMatrix[0] = -flippedMatrix[0];
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flippedMatrix[4] = -flippedMatrix[4];
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flippedMatrix[8] = -flippedMatrix[8];
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flippedMatrix[12] = -flippedMatrix[12];
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}
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ConvertProjMatrixToD3D(flippedMatrix, invertedX, invertedY);
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VSSetMatrix(CONST_VS_PROJ, flippedMatrix.getReadPtr());
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VSSetFloat(CONST_VS_ROTATION, 0); // We don't use this on any platform in D3D9.
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}
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if (dirtyUniforms & DIRTY_PROJTHROUGHMATRIX) {
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Matrix4x4 proj_through;
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proj_through.setOrtho(0.0f, gstate_c.curRTWidth, gstate_c.curRTHeight, 0, 0, 1);
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ConvertProjMatrixToD3DThrough(proj_through);
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VSSetMatrix(CONST_VS_PROJ_THROUGH, proj_through.getReadPtr());
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}
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// Transform
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if (dirtyUniforms & DIRTY_WORLDMATRIX) {
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VSSetMatrix4x3_3(CONST_VS_WORLD, gstate.worldMatrix);
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}
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if (dirtyUniforms & DIRTY_VIEWMATRIX) {
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VSSetMatrix4x3_3(CONST_VS_VIEW, gstate.viewMatrix);
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}
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if (dirtyUniforms & DIRTY_TEXMATRIX) {
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VSSetMatrix4x3_3(CONST_VS_TEXMTX, gstate.tgenMatrix);
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}
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if (dirtyUniforms & DIRTY_FOGCOEF) {
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float fogcoef[2] = {
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getFloat24(gstate.fog1),
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getFloat24(gstate.fog2),
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};
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// The PSP just ignores infnan here (ignoring IEEE), so take it down to a valid float.
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// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
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if (my_isnanorinf(fogcoef[0])) {
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// Not really sure what a sensible value might be, but let's try 64k.
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fogcoef[0] = std::signbit(fogcoef[0]) ? -65535.0f : 65535.0f;
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}
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if (my_isnanorinf(fogcoef[1])) {
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fogcoef[1] = std::signbit(fogcoef[1]) ? -65535.0f : 65535.0f;
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}
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VSSetFloatArray(CONST_VS_FOGCOEF, fogcoef, 2);
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}
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// TODO: Could even set all bones in one go if they're all dirty.
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#ifdef USE_BONE_ARRAY
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if (u_bone != 0) {
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float allBones[8 * 16];
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bool allDirty = true;
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for (int i = 0; i < numBones; i++) {
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if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
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ConvertMatrix4x3To4x4(allBones + 16 * i, gstate.boneMatrix + 12 * i);
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} else {
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allDirty = false;
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}
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}
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if (allDirty) {
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// Set them all with one call
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//glUniformMatrix4fv(u_bone, numBones, GL_FALSE, allBones);
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} else {
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// Set them one by one. Could try to coalesce two in a row etc but too lazy.
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for (int i = 0; i < numBones; i++) {
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if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
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//glUniformMatrix4fv(u_bone + i, 1, GL_FALSE, allBones + 16 * i);
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}
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}
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}
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}
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#else
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for (int i = 0; i < 8; i++) {
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if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
|
|
VSSetMatrix4x3_3(CONST_VS_BONE0 + 3 * i, gstate.boneMatrix + 12 * i);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Texturing
|
|
if (dirtyUniforms & DIRTY_UVSCALEOFFSET) {
|
|
float widthFactor = 1.0f;
|
|
float heightFactor = 1.0f;
|
|
if (gstate_c.textureIsFramebuffer) {
|
|
const float invW = 1.0f / (float)gstate_c.curTextureWidth;
|
|
const float invH = 1.0f / (float)gstate_c.curTextureHeight;
|
|
const int w = gstate.getTextureWidth(0);
|
|
const int h = gstate.getTextureHeight(0);
|
|
widthFactor = (float)w * invW;
|
|
heightFactor = (float)h * invH;
|
|
}
|
|
float uvscaleoff[4];
|
|
uvscaleoff[0] = widthFactor;
|
|
uvscaleoff[1] = heightFactor;
|
|
uvscaleoff[2] = 0.0f;
|
|
uvscaleoff[3] = 0.0f;
|
|
VSSetFloatArray(CONST_VS_UVSCALEOFFSET, uvscaleoff, 4);
|
|
}
|
|
|
|
if (dirtyUniforms & DIRTY_DEPTHRANGE) {
|
|
// Depth is [0, 1] mapping to [minz, maxz], not too hard.
|
|
float vpZScale = gstate.getViewportZScale();
|
|
float vpZCenter = gstate.getViewportZCenter();
|
|
|
|
// These are just the reverse of the formulas in GPUStateUtils.
|
|
float halfActualZRange = InfToZero(gstate_c.vpDepthScale != 0.0f ? vpZScale / gstate_c.vpDepthScale : 0.0f);
|
|
float minz = -((gstate_c.vpZOffset * halfActualZRange) - vpZCenter) - halfActualZRange;
|
|
float viewZScale = halfActualZRange * 2.0f;
|
|
float viewZCenter = minz;
|
|
float reverseScale = InfToZero(gstate_c.vpDepthScale != 0.0f ? 2.0f * (1.0f / gstate_c.vpDepthScale) : 0.0f);
|
|
float reverseTranslate = gstate_c.vpZOffset * 0.5f + 0.5f;
|
|
|
|
float data[4] = { viewZScale, viewZCenter, reverseTranslate, reverseScale };
|
|
VSSetFloatUniform4(CONST_VS_DEPTHRANGE, data);
|
|
|
|
if (draw_->GetDeviceCaps().clipPlanesSupported >= 1) {
|
|
float clip[4] = { 0.0f, 0.0f, reverseScale, 1.0f - reverseTranslate * reverseScale };
|
|
// Well, not a uniform, but we treat it as one like other backends.
|
|
device_->SetClipPlane(0, clip);
|
|
}
|
|
}
|
|
if (dirtyUniforms & DIRTY_CULLRANGE) {
|
|
float minValues[4], maxValues[4];
|
|
CalcCullRange(minValues, maxValues, false, false);
|
|
VSSetFloatUniform4(CONST_VS_CULLRANGEMIN, minValues);
|
|
VSSetFloatUniform4(CONST_VS_CULLRANGEMAX, maxValues);
|
|
}
|
|
|
|
// Lighting
|
|
if (dirtyUniforms & DIRTY_AMBIENT) {
|
|
VSSetColorUniform3Alpha(CONST_VS_AMBIENT, gstate.ambientcolor, gstate.getAmbientA());
|
|
}
|
|
if (dirtyUniforms & DIRTY_MATAMBIENTALPHA) {
|
|
VSSetColorUniform3Alpha(CONST_VS_MATAMBIENTALPHA, gstate.materialambient, gstate.getMaterialAmbientA());
|
|
}
|
|
if (dirtyUniforms & DIRTY_MATDIFFUSE) {
|
|
VSSetColorUniform3(CONST_VS_MATDIFFUSE, gstate.materialdiffuse);
|
|
}
|
|
if (dirtyUniforms & DIRTY_MATEMISSIVE) {
|
|
VSSetColorUniform3(CONST_VS_MATEMISSIVE, gstate.materialemissive);
|
|
}
|
|
if (dirtyUniforms & DIRTY_MATSPECULAR) {
|
|
VSSetColorUniform3ExtraFloat(CONST_VS_MATSPECULAR, gstate.materialspecular, getFloat24(gstate.materialspecularcoef));
|
|
}
|
|
for (int i = 0; i < 4; i++) {
|
|
if (dirtyUniforms & (DIRTY_LIGHT0 << i)) {
|
|
if (gstate.isDirectionalLight(i)) {
|
|
VSSetFloat24Uniform3Normalized(CONST_VS_LIGHTPOS + i, &gstate.lpos[i * 3]);
|
|
} else {
|
|
VSSetFloat24Uniform3(CONST_VS_LIGHTPOS + i, &gstate.lpos[i * 3]);
|
|
}
|
|
VSSetFloat24Uniform3Normalized(CONST_VS_LIGHTDIR + i, &gstate.ldir[i * 3]);
|
|
VSSetFloat24Uniform3(CONST_VS_LIGHTATT + i, &gstate.latt[i * 3]);
|
|
float angle_spotCoef[4] = { getFloat24(gstate.lcutoff[i]), getFloat24(gstate.lconv[i]) };
|
|
VSSetFloatUniform4(CONST_VS_LIGHTANGLE_SPOTCOEF + i, angle_spotCoef);
|
|
VSSetColorUniform3(CONST_VS_LIGHTAMBIENT + i, gstate.lcolor[i * 3]);
|
|
VSSetColorUniform3(CONST_VS_LIGHTDIFFUSE + i, gstate.lcolor[i * 3 + 1]);
|
|
VSSetColorUniform3(CONST_VS_LIGHTSPECULAR + i, gstate.lcolor[i * 3 + 2]);
|
|
}
|
|
}
|
|
}
|
|
|
|
ShaderManagerDX9::ShaderManagerDX9(Draw::DrawContext *draw, LPDIRECT3DDEVICE9 device)
|
|
: ShaderManagerCommon(draw), device_(device) {
|
|
codeBuffer_ = new char[32768];
|
|
}
|
|
|
|
ShaderManagerDX9::~ShaderManagerDX9() {
|
|
delete [] codeBuffer_;
|
|
}
|
|
|
|
void ShaderManagerDX9::Clear() {
|
|
for (auto iter = fsCache_.begin(); iter != fsCache_.end(); ++iter) {
|
|
delete iter->second;
|
|
}
|
|
for (auto iter = vsCache_.begin(); iter != vsCache_.end(); ++iter) {
|
|
delete iter->second;
|
|
}
|
|
fsCache_.clear();
|
|
vsCache_.clear();
|
|
DirtyLastShader();
|
|
}
|
|
|
|
void ShaderManagerDX9::ClearShaders() {
|
|
Clear();
|
|
}
|
|
|
|
void ShaderManagerDX9::DirtyLastShader() {
|
|
// Forget the last shader ID
|
|
lastFSID_.set_invalid();
|
|
lastVSID_.set_invalid();
|
|
lastVShader_ = nullptr;
|
|
lastPShader_ = nullptr;
|
|
// TODO: Probably not necessary to dirty uniforms here on DX9.
|
|
gstate_c.Dirty(DIRTY_ALL_UNIFORMS | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
|
|
}
|
|
|
|
VSShader *ShaderManagerDX9::ApplyShader(bool useHWTransform, bool useHWTessellation, VertexDecoder *decoder, bool weightsAsFloat, bool useSkinInDecode, const ComputedPipelineState &pipelineState) {
|
|
VShaderID VSID;
|
|
if (gstate_c.IsDirty(DIRTY_VERTEXSHADER_STATE)) {
|
|
gstate_c.Clean(DIRTY_VERTEXSHADER_STATE);
|
|
ComputeVertexShaderID(&VSID, decoder, useHWTransform, useHWTessellation, weightsAsFloat, useSkinInDecode);
|
|
} else {
|
|
VSID = lastVSID_;
|
|
}
|
|
|
|
FShaderID FSID;
|
|
if (gstate_c.IsDirty(DIRTY_FRAGMENTSHADER_STATE)) {
|
|
gstate_c.Clean(DIRTY_FRAGMENTSHADER_STATE);
|
|
ComputeFragmentShaderID(&FSID, pipelineState, draw_->GetBugs());
|
|
} else {
|
|
FSID = lastFSID_;
|
|
}
|
|
|
|
// Just update uniforms if this is the same shader as last time.
|
|
if (lastVShader_ != nullptr && lastPShader_ != nullptr && VSID == lastVSID_ && FSID == lastFSID_) {
|
|
uint64_t dirtyUniforms = gstate_c.GetDirtyUniforms();
|
|
if (dirtyUniforms) {
|
|
if (dirtyUniforms & psUniforms)
|
|
PSUpdateUniforms(dirtyUniforms);
|
|
if (dirtyUniforms & vsUniforms)
|
|
VSUpdateUniforms(dirtyUniforms);
|
|
gstate_c.CleanUniforms();
|
|
}
|
|
return lastVShader_; // Already all set.
|
|
}
|
|
|
|
VSCache::iterator vsIter = vsCache_.find(VSID);
|
|
VSShader *vs = nullptr;
|
|
if (vsIter == vsCache_.end()) {
|
|
// Vertex shader not in cache. Let's compile it.
|
|
std::string genErrorString;
|
|
uint32_t attrMask;
|
|
uint64_t uniformMask;
|
|
VertexShaderFlags flags;
|
|
if (GenerateVertexShader(VSID, codeBuffer_, draw_->GetShaderLanguageDesc(), draw_->GetBugs(), &attrMask, &uniformMask, &flags, &genErrorString)) {
|
|
vs = new VSShader(device_, VSID, codeBuffer_, useHWTransform);
|
|
}
|
|
if (!vs || vs->Failed()) {
|
|
if (!vs) {
|
|
// TODO: Report this?
|
|
ERROR_LOG(Log::G3D, "Shader generation failed, falling back to software transform");
|
|
} else {
|
|
ERROR_LOG(Log::G3D, "Shader compilation failed, falling back to software transform");
|
|
}
|
|
if (!g_Config.bHideSlowWarnings) {
|
|
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
|
|
g_OSD.Show(OSDType::MESSAGE_ERROR, gr->T("hardware transform error - falling back to software"), 2.5f);
|
|
}
|
|
delete vs;
|
|
|
|
ComputeVertexShaderID(&VSID, decoder, false, false, weightsAsFloat, useSkinInDecode);
|
|
|
|
// TODO: Look for existing shader with the appropriate ID, use that instead of generating a new one - however, need to make sure
|
|
// that that shader ID is not used when computing the linked shader ID below, because then IDs won't match
|
|
// next time and we'll do this over and over...
|
|
|
|
// Can still work with software transform.
|
|
uint32_t attrMask;
|
|
uint64_t uniformMask;
|
|
bool success = GenerateVertexShader(VSID, codeBuffer_, draw_->GetShaderLanguageDesc(), draw_->GetBugs(), &attrMask, &uniformMask, &flags, &genErrorString);
|
|
_assert_(success);
|
|
vs = new VSShader(device_, VSID, codeBuffer_, false);
|
|
}
|
|
|
|
vsCache_[VSID] = vs;
|
|
} else {
|
|
vs = vsIter->second;
|
|
}
|
|
lastVSID_ = VSID;
|
|
|
|
FSCache::iterator fsIter = fsCache_.find(FSID);
|
|
PSShader *fs;
|
|
if (fsIter == fsCache_.end()) {
|
|
// Fragment shader not in cache. Let's compile it.
|
|
std::string errorString;
|
|
uint64_t uniformMask;
|
|
FragmentShaderFlags flags;
|
|
bool success = GenerateFragmentShader(FSID, codeBuffer_, draw_->GetShaderLanguageDesc(), draw_->GetBugs(), &uniformMask, &flags, &errorString);
|
|
// We're supposed to handle all possible cases.
|
|
_assert_(success);
|
|
fs = new PSShader(device_, FSID, codeBuffer_);
|
|
fsCache_[FSID] = fs;
|
|
} else {
|
|
fs = fsIter->second;
|
|
}
|
|
|
|
lastFSID_ = FSID;
|
|
|
|
uint64_t dirtyUniforms = gstate_c.GetDirtyUniforms();
|
|
if (dirtyUniforms) {
|
|
if (dirtyUniforms & psUniforms)
|
|
PSUpdateUniforms(dirtyUniforms);
|
|
if (dirtyUniforms & vsUniforms)
|
|
VSUpdateUniforms(dirtyUniforms);
|
|
gstate_c.CleanUniforms();
|
|
}
|
|
|
|
device_->SetPixelShader(fs->shader.Get());
|
|
device_->SetVertexShader(vs->shader.Get());
|
|
|
|
lastPShader_ = fs;
|
|
lastVShader_ = vs;
|
|
return vs;
|
|
}
|
|
|
|
std::vector<std::string> ShaderManagerDX9::DebugGetShaderIDs(DebugShaderType type) {
|
|
std::string id;
|
|
std::vector<std::string> ids;
|
|
switch (type) {
|
|
case SHADER_TYPE_VERTEX:
|
|
for (auto iter : vsCache_) {
|
|
iter.first.ToString(&id);
|
|
ids.push_back(id);
|
|
}
|
|
break;
|
|
case SHADER_TYPE_FRAGMENT:
|
|
for (auto iter : fsCache_) {
|
|
iter.first.ToString(&id);
|
|
ids.push_back(id);
|
|
}
|
|
break;
|
|
}
|
|
return ids;
|
|
}
|
|
|
|
std::string ShaderManagerDX9::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
|
|
ShaderID shaderId;
|
|
shaderId.FromString(id);
|
|
switch (type) {
|
|
case SHADER_TYPE_VERTEX:
|
|
{
|
|
auto iter = vsCache_.find(VShaderID(shaderId));
|
|
if (iter == vsCache_.end()) {
|
|
return "";
|
|
}
|
|
return iter->second->GetShaderString(stringType);
|
|
}
|
|
|
|
case SHADER_TYPE_FRAGMENT:
|
|
{
|
|
auto iter = fsCache_.find(FShaderID(shaderId));
|
|
if (iter == fsCache_.end()) {
|
|
return "";
|
|
}
|
|
return iter->second->GetShaderString(stringType);
|
|
}
|
|
default:
|
|
return "N/A";
|
|
}
|
|
}
|