mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 07:20:49 +00:00
294 lines
8.7 KiB
C++
294 lines
8.7 KiB
C++
// Copyright (c) 2015- 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 "ppsspp_config.h"
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#include <d3d11.h>
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#include <D3Dcompiler.h>
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#include <map>
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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/Data/Convert/SmallDataConvert.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/Data/Encoding/Utf8.h"
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#include "Common/Log.h"
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#include "Common/Common.h"
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#include "Core/Config.h"
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#include "Core/Reporting.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/VertexShaderGenerator.h"
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#include "GPU/D3D11/ShaderManagerD3D11.h"
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#include "GPU/D3D11/D3D11Util.h"
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D3D11FragmentShader::D3D11FragmentShader(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel, FShaderID id, const char *code, bool useHWTransform)
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: device_(device), useHWTransform_(useHWTransform), id_(id) {
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source_ = code;
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module_ = CreatePixelShaderD3D11(device, code, strlen(code), featureLevel);
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if (!module_)
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failed_ = true;
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}
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D3D11FragmentShader::~D3D11FragmentShader() {
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if (module_)
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module_->Release();
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}
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std::string D3D11FragmentShader::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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D3D11VertexShader::D3D11VertexShader(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel, VShaderID id, const char *code, int vertType, bool useHWTransform)
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: device_(device), useHWTransform_(useHWTransform), id_(id) {
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source_ = code;
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module_ = CreateVertexShaderD3D11(device, code, strlen(code), &bytecode_, featureLevel);
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if (!module_)
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failed_ = true;
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}
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D3D11VertexShader::~D3D11VertexShader() {
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if (module_)
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module_->Release();
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}
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std::string D3D11VertexShader::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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ShaderManagerD3D11::ShaderManagerD3D11(Draw::DrawContext *draw, ID3D11Device *device, ID3D11DeviceContext *context, D3D_FEATURE_LEVEL featureLevel)
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: ShaderManagerCommon(draw), device_(device), context_(context), featureLevel_(featureLevel) {
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codeBuffer_ = new char[16384];
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memset(&ub_base, 0, sizeof(ub_base));
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memset(&ub_lights, 0, sizeof(ub_lights));
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memset(&ub_bones, 0, sizeof(ub_bones));
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static_assert(sizeof(ub_base) <= 512, "ub_base grew too big");
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static_assert(sizeof(ub_lights) <= 512, "ub_lights grew too big");
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static_assert(sizeof(ub_bones) <= 384, "ub_bones grew too big");
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D3D11_BUFFER_DESC desc{sizeof(ub_base), D3D11_USAGE_DYNAMIC, D3D11_BIND_CONSTANT_BUFFER, D3D11_CPU_ACCESS_WRITE };
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ASSERT_SUCCESS(device_->CreateBuffer(&desc, nullptr, &push_base));
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desc.ByteWidth = sizeof(ub_lights);
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ASSERT_SUCCESS(device_->CreateBuffer(&desc, nullptr, &push_lights));
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desc.ByteWidth = sizeof(ub_bones);
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ASSERT_SUCCESS(device_->CreateBuffer(&desc, nullptr, &push_bones));
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}
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ShaderManagerD3D11::~ShaderManagerD3D11() {
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push_base->Release();
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push_lights->Release();
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push_bones->Release();
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ClearShaders();
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delete[] codeBuffer_;
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}
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void ShaderManagerD3D11::Clear() {
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for (auto iter = fsCache_.begin(); iter != fsCache_.end(); ++iter) {
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delete iter->second;
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}
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for (auto iter = vsCache_.begin(); iter != vsCache_.end(); ++iter) {
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delete iter->second;
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}
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fsCache_.clear();
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vsCache_.clear();
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lastFSID_.set_invalid();
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lastVSID_.set_invalid();
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gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
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}
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void ShaderManagerD3D11::ClearShaders() {
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Clear();
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DirtyLastShader();
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gstate_c.Dirty(DIRTY_ALL_UNIFORMS);
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}
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void ShaderManagerD3D11::DirtyLastShader() {
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lastFSID_.set_invalid();
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lastVSID_.set_invalid();
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lastVShader_ = nullptr;
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lastFShader_ = nullptr;
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gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
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}
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uint64_t ShaderManagerD3D11::UpdateUniforms(bool useBufferedRendering) {
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uint64_t dirty = gstate_c.GetDirtyUniforms();
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if (dirty != 0) {
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D3D11_MAPPED_SUBRESOURCE map;
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if (dirty & DIRTY_BASE_UNIFORMS) {
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BaseUpdateUniforms(&ub_base, dirty, true, useBufferedRendering);
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context_->Map(push_base, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, &ub_base, sizeof(ub_base));
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context_->Unmap(push_base, 0);
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}
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if (dirty & DIRTY_LIGHT_UNIFORMS) {
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LightUpdateUniforms(&ub_lights, dirty);
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context_->Map(push_lights, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, &ub_lights, sizeof(ub_lights));
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context_->Unmap(push_lights, 0);
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}
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if (dirty & DIRTY_BONE_UNIFORMS) {
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BoneUpdateUniforms(&ub_bones, dirty);
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context_->Map(push_bones, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, &ub_bones, sizeof(ub_bones));
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context_->Unmap(push_bones, 0);
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}
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}
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gstate_c.CleanUniforms();
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return dirty;
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}
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void ShaderManagerD3D11::BindUniforms() {
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ID3D11Buffer *vs_cbs[3] = { push_base, push_lights, push_bones };
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ID3D11Buffer *ps_cbs[1] = { push_base };
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context_->VSSetConstantBuffers(0, 3, vs_cbs);
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context_->PSSetConstantBuffers(0, 1, ps_cbs);
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}
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void ShaderManagerD3D11::GetShaders(int prim, u32 vertType, D3D11VertexShader **vshader, D3D11FragmentShader **fshader, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat) {
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VShaderID VSID;
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FShaderID FSID;
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if (gstate_c.IsDirty(DIRTY_VERTEXSHADER_STATE)) {
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gstate_c.Clean(DIRTY_VERTEXSHADER_STATE);
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ComputeVertexShaderID(&VSID, vertType, useHWTransform, useHWTessellation, weightsAsFloat);
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} else {
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VSID = lastVSID_;
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}
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if (gstate_c.IsDirty(DIRTY_FRAGMENTSHADER_STATE)) {
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gstate_c.Clean(DIRTY_FRAGMENTSHADER_STATE);
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ComputeFragmentShaderID(&FSID, draw_->GetBugs());
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} else {
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FSID = lastFSID_;
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}
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// Just update uniforms if this is the same shader as last time.
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if (lastVShader_ != nullptr && lastFShader_ != nullptr && VSID == lastVSID_ && FSID == lastFSID_) {
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*vshader = lastVShader_;
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*fshader = lastFShader_;
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// Already all set, no need to look up in shader maps.
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return;
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}
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VSCache::iterator vsIter = vsCache_.find(VSID);
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D3D11VertexShader *vs;
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if (vsIter == vsCache_.end()) {
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// Vertex shader not in cache. Let's compile it.
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std::string genErrorString;
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uint32_t attrMask;
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uint64_t uniformMask;
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GenerateVertexShader(VSID, codeBuffer_, draw_->GetShaderLanguageDesc(), draw_->GetBugs(), &attrMask, &uniformMask, &genErrorString);
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vs = new D3D11VertexShader(device_, featureLevel_, VSID, codeBuffer_, vertType, useHWTransform);
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vsCache_[VSID] = vs;
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} else {
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vs = vsIter->second;
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}
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lastVSID_ = VSID;
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FSCache::iterator fsIter = fsCache_.find(FSID);
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D3D11FragmentShader *fs;
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if (fsIter == fsCache_.end()) {
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// Fragment shader not in cache. Let's compile it.
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std::string genErrorString;
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uint64_t uniformMask;
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GenerateFragmentShader(FSID, codeBuffer_, draw_->GetShaderLanguageDesc(), draw_->GetBugs(), &uniformMask, &genErrorString);
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fs = new D3D11FragmentShader(device_, featureLevel_, FSID, codeBuffer_, useHWTransform);
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fsCache_[FSID] = fs;
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} else {
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fs = fsIter->second;
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}
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lastFSID_ = FSID;
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lastVShader_ = vs;
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lastFShader_ = fs;
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*vshader = vs;
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*fshader = fs;
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}
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std::vector<std::string> ShaderManagerD3D11::DebugGetShaderIDs(DebugShaderType type) {
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std::string id;
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std::vector<std::string> ids;
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switch (type) {
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case SHADER_TYPE_VERTEX:
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{
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for (auto iter : vsCache_) {
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iter.first.ToString(&id);
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ids.push_back(id);
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}
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break;
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}
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case SHADER_TYPE_FRAGMENT:
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{
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for (auto iter : fsCache_) {
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iter.first.ToString(&id);
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ids.push_back(id);
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}
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break;
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}
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default:
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break;
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}
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return ids;
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}
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std::string ShaderManagerD3D11::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
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ShaderID shaderId;
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shaderId.FromString(id);
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switch (type) {
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case SHADER_TYPE_VERTEX:
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{
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auto iter = vsCache_.find(VShaderID(shaderId));
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if (iter == vsCache_.end()) {
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return "";
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}
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return iter->second->GetShaderString(stringType);
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}
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case SHADER_TYPE_FRAGMENT:
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{
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auto iter = fsCache_.find(FShaderID(shaderId));
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if (iter == fsCache_.end()) {
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return "";
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}
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return iter->second->GetShaderString(stringType);
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}
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default:
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return "N/A";
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}
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}
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