mirror of
https://github.com/hrydgard/ppsspp.git
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163 lines
4.9 KiB
C++
163 lines
4.9 KiB
C++
// Copyright (c) 2014- 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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#include <map>
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#include <d3d11.h>
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#include "base/basictypes.h"
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#include "base/logging.h"
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#include "Common/Log.h"
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#include "Core/Reporting.h"
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#include "GPU/D3D11/TextureCacheD3D11.h"
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#include "GPU/D3D11/DepalettizeShaderD3D11.h"
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#include "GPU/D3D11/D3D11Util.h"
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#include "GPU/Common/DepalettizeShaderCommon.h"
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static const int DEPAL_TEXTURE_OLD_AGE = 120;
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#ifdef _WIN32
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#define SHADERLOG
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#endif
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static const char *depalVShaderHLSL =
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"struct VS_IN {\n"
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" float3 a_position : POSITION;\n"
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" float2 a_texcoord0 : TEXCOORD0;\n"
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"};\n"
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"struct VS_OUT {\n"
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" float2 Texcoord : TEXCOORD0;\n"
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" float4 Position : SV_Position;\n"
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"};\n"
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"VS_OUT main(VS_IN input) {\n"
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" VS_OUT output;\n"
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" output.Texcoord = input.a_texcoord0;\n"
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" output.Position = float4(input.a_position, 1.0);\n"
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" return output;\n"
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"}\n";
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static const D3D11_INPUT_ELEMENT_DESC g_DepalVertexElements[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, },
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};
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DepalShaderCacheD3D11::DepalShaderCacheD3D11(ID3D11Device *device, ID3D11DeviceContext *context)
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: device_(device), context_(context) {
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std::string errorMessage;
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std::vector<uint8_t> vsByteCode;
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vertexShader_ = CreateVertexShaderD3D11(device, depalVShaderHLSL, strlen(depalVShaderHLSL), &vsByteCode);
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ASSERT_SUCCESS(device_->CreateInputLayout(g_DepalVertexElements, ARRAY_SIZE(g_DepalVertexElements), vsByteCode.data(), vsByteCode.size(), &inputLayout_));
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}
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DepalShaderCacheD3D11::~DepalShaderCacheD3D11() {
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Clear();
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vertexShader_->Release();
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inputLayout_->Release();
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}
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u32 DepalShaderCacheD3D11::GenerateShaderID(GEPaletteFormat clutFormat, GEBufferFormat pixelFormat) {
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return (clutFormat & 0xFFFFFF) | (pixelFormat << 24);
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}
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ID3D11ShaderResourceView *DepalShaderCacheD3D11::GetClutTexture(GEPaletteFormat clutFormat, const u32 clutID, u32 *rawClut) {
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const u32 realClutID = clutID ^ clutFormat;
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auto oldtex = texCache_.find(realClutID);
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if (oldtex != texCache_.end()) {
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oldtex->second->lastFrame = gpuStats.numFlips;
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return oldtex->second->view;
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}
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DXGI_FORMAT dstFmt = GetClutDestFormatD3D11(clutFormat);
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int texturePixels = clutFormat == GE_CMODE_32BIT_ABGR8888 ? 256 : 512;
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DepalTextureD3D11 *tex = new DepalTextureD3D11();
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// TODO: Look into 1D textures
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D3D11_TEXTURE2D_DESC desc{};
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desc.Width = texturePixels;
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desc.Height = 1;
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desc.ArraySize = 1;
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desc.MipLevels = 1;
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desc.Format = dstFmt;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_IMMUTABLE;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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D3D11_SUBRESOURCE_DATA data{};
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data.pSysMem = rawClut;
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// Regardless of format, the CLUT should always be 1024 bytes.
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data.SysMemPitch = 1024;
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ASSERT_SUCCESS(device_->CreateTexture2D(&desc, &data, &tex->texture));
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ASSERT_SUCCESS(device_->CreateShaderResourceView(tex->texture, nullptr, &tex->view));
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tex->lastFrame = gpuStats.numFlips;
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texCache_[realClutID] = tex;
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return tex->view;
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}
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void DepalShaderCacheD3D11::Clear() {
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for (auto shader = cache_.begin(); shader != cache_.end(); ++shader) {
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shader->second->pixelShader->Release();
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delete shader->second;
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}
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cache_.clear();
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for (auto tex = texCache_.begin(); tex != texCache_.end(); ++tex) {
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delete tex->second;
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}
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texCache_.clear();
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}
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void DepalShaderCacheD3D11::Decimate() {
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for (auto tex = texCache_.begin(); tex != texCache_.end();) {
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if (tex->second->lastFrame + DEPAL_TEXTURE_OLD_AGE < gpuStats.numFlips) {
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delete tex->second;
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texCache_.erase(tex++);
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} else {
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++tex;
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}
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}
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}
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ID3D11PixelShader *DepalShaderCacheD3D11::GetDepalettizePixelShader(GEPaletteFormat clutFormat, GEBufferFormat pixelFormat) {
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u32 id = GenerateShaderID(clutFormat, pixelFormat);
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auto shader = cache_.find(id);
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if (shader != cache_.end()) {
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return shader->second->pixelShader;
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}
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char *buffer = new char[2048];
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GenerateDepalShader(buffer, pixelFormat, HLSL_D3D11);
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ID3D11PixelShader *pshader = CreatePixelShaderD3D11(device_, buffer, strlen(buffer));
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if (!pshader) {
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ERROR_LOG(G3D, "Failed to compile depal pixel shader");
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delete[] buffer;
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return nullptr;
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}
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DepalShaderD3D11 *depal = new DepalShaderD3D11();
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depal->pixelShader = pshader;
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cache_[id] = depal;
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delete[] buffer;
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return depal->pixelShader;
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} |