ppsspp/GPU/D3D11/ShaderManagerD3D11.cpp
2021-02-15 11:59:45 -08:00

294 lines
8.7 KiB
C++

// Copyright (c) 2015- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "ppsspp_config.h"
#include <d3d11.h>
#include <D3Dcompiler.h>
#include <map>
#include "Common/Math/lin/matrix4x4.h"
#include "Common/Math/math_util.h"
#include "Common/Data/Convert/SmallDataConvert.h"
#include "Common/GPU/thin3d.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/Log.h"
#include "Common/Common.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "GPU/Math3D.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/VertexShaderGenerator.h"
#include "GPU/D3D11/ShaderManagerD3D11.h"
#include "GPU/D3D11/D3D11Util.h"
D3D11FragmentShader::D3D11FragmentShader(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel, FShaderID id, const char *code, bool useHWTransform)
: device_(device), useHWTransform_(useHWTransform), id_(id) {
source_ = code;
module_ = CreatePixelShaderD3D11(device, code, strlen(code), featureLevel);
if (!module_)
failed_ = true;
}
D3D11FragmentShader::~D3D11FragmentShader() {
if (module_)
module_->Release();
}
std::string D3D11FragmentShader::GetShaderString(DebugShaderStringType type) const {
switch (type) {
case SHADER_STRING_SOURCE_CODE:
return source_;
case SHADER_STRING_SHORT_DESC:
return FragmentShaderDesc(id_);
default:
return "N/A";
}
}
D3D11VertexShader::D3D11VertexShader(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel, VShaderID id, const char *code, int vertType, bool useHWTransform)
: device_(device), useHWTransform_(useHWTransform), id_(id) {
source_ = code;
module_ = CreateVertexShaderD3D11(device, code, strlen(code), &bytecode_, featureLevel);
if (!module_)
failed_ = true;
}
D3D11VertexShader::~D3D11VertexShader() {
if (module_)
module_->Release();
}
std::string D3D11VertexShader::GetShaderString(DebugShaderStringType type) const {
switch (type) {
case SHADER_STRING_SOURCE_CODE:
return source_;
case SHADER_STRING_SHORT_DESC:
return VertexShaderDesc(id_);
default:
return "N/A";
}
}
ShaderManagerD3D11::ShaderManagerD3D11(Draw::DrawContext *draw, ID3D11Device *device, ID3D11DeviceContext *context, D3D_FEATURE_LEVEL featureLevel)
: ShaderManagerCommon(draw), device_(device), context_(context), featureLevel_(featureLevel) {
codeBuffer_ = new char[16384];
memset(&ub_base, 0, sizeof(ub_base));
memset(&ub_lights, 0, sizeof(ub_lights));
memset(&ub_bones, 0, sizeof(ub_bones));
static_assert(sizeof(ub_base) <= 512, "ub_base grew too big");
static_assert(sizeof(ub_lights) <= 512, "ub_lights grew too big");
static_assert(sizeof(ub_bones) <= 384, "ub_bones grew too big");
D3D11_BUFFER_DESC desc{sizeof(ub_base), D3D11_USAGE_DYNAMIC, D3D11_BIND_CONSTANT_BUFFER, D3D11_CPU_ACCESS_WRITE };
ASSERT_SUCCESS(device_->CreateBuffer(&desc, nullptr, &push_base));
desc.ByteWidth = sizeof(ub_lights);
ASSERT_SUCCESS(device_->CreateBuffer(&desc, nullptr, &push_lights));
desc.ByteWidth = sizeof(ub_bones);
ASSERT_SUCCESS(device_->CreateBuffer(&desc, nullptr, &push_bones));
}
ShaderManagerD3D11::~ShaderManagerD3D11() {
push_base->Release();
push_lights->Release();
push_bones->Release();
ClearShaders();
delete[] codeBuffer_;
}
void ShaderManagerD3D11::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();
lastFSID_.set_invalid();
lastVSID_.set_invalid();
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
}
void ShaderManagerD3D11::ClearShaders() {
Clear();
DirtyLastShader();
gstate_c.Dirty(DIRTY_ALL_UNIFORMS);
}
void ShaderManagerD3D11::DirtyLastShader() {
lastFSID_.set_invalid();
lastVSID_.set_invalid();
lastVShader_ = nullptr;
lastFShader_ = nullptr;
gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE);
}
uint64_t ShaderManagerD3D11::UpdateUniforms(bool useBufferedRendering) {
uint64_t dirty = gstate_c.GetDirtyUniforms();
if (dirty != 0) {
D3D11_MAPPED_SUBRESOURCE map;
if (dirty & DIRTY_BASE_UNIFORMS) {
BaseUpdateUniforms(&ub_base, dirty, true, useBufferedRendering);
context_->Map(push_base, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, &ub_base, sizeof(ub_base));
context_->Unmap(push_base, 0);
}
if (dirty & DIRTY_LIGHT_UNIFORMS) {
LightUpdateUniforms(&ub_lights, dirty);
context_->Map(push_lights, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, &ub_lights, sizeof(ub_lights));
context_->Unmap(push_lights, 0);
}
if (dirty & DIRTY_BONE_UNIFORMS) {
BoneUpdateUniforms(&ub_bones, dirty);
context_->Map(push_bones, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, &ub_bones, sizeof(ub_bones));
context_->Unmap(push_bones, 0);
}
}
gstate_c.CleanUniforms();
return dirty;
}
void ShaderManagerD3D11::BindUniforms() {
ID3D11Buffer *vs_cbs[3] = { push_base, push_lights, push_bones };
ID3D11Buffer *ps_cbs[1] = { push_base };
context_->VSSetConstantBuffers(0, 3, vs_cbs);
context_->PSSetConstantBuffers(0, 1, ps_cbs);
}
void ShaderManagerD3D11::GetShaders(int prim, u32 vertType, D3D11VertexShader **vshader, D3D11FragmentShader **fshader, bool useHWTransform, bool useHWTessellation, bool weightsAsFloat) {
VShaderID VSID;
FShaderID FSID;
if (gstate_c.IsDirty(DIRTY_VERTEXSHADER_STATE)) {
gstate_c.Clean(DIRTY_VERTEXSHADER_STATE);
ComputeVertexShaderID(&VSID, vertType, useHWTransform, useHWTessellation, weightsAsFloat);
} else {
VSID = lastVSID_;
}
if (gstate_c.IsDirty(DIRTY_FRAGMENTSHADER_STATE)) {
gstate_c.Clean(DIRTY_FRAGMENTSHADER_STATE);
ComputeFragmentShaderID(&FSID, draw_->GetBugs());
} else {
FSID = lastFSID_;
}
// Just update uniforms if this is the same shader as last time.
if (lastVShader_ != nullptr && lastFShader_ != nullptr && VSID == lastVSID_ && FSID == lastFSID_) {
*vshader = lastVShader_;
*fshader = lastFShader_;
// Already all set, no need to look up in shader maps.
return;
}
VSCache::iterator vsIter = vsCache_.find(VSID);
D3D11VertexShader *vs;
if (vsIter == vsCache_.end()) {
// Vertex shader not in cache. Let's compile it.
std::string genErrorString;
uint32_t attrMask;
uint64_t uniformMask;
GenerateVertexShader(VSID, codeBuffer_, draw_->GetShaderLanguageDesc(), draw_->GetBugs(), &attrMask, &uniformMask, &genErrorString);
vs = new D3D11VertexShader(device_, featureLevel_, VSID, codeBuffer_, vertType, useHWTransform);
vsCache_[VSID] = vs;
} else {
vs = vsIter->second;
}
lastVSID_ = VSID;
FSCache::iterator fsIter = fsCache_.find(FSID);
D3D11FragmentShader *fs;
if (fsIter == fsCache_.end()) {
// Fragment shader not in cache. Let's compile it.
std::string genErrorString;
uint64_t uniformMask;
GenerateFragmentShader(FSID, codeBuffer_, draw_->GetShaderLanguageDesc(), draw_->GetBugs(), &uniformMask, &genErrorString);
fs = new D3D11FragmentShader(device_, featureLevel_, FSID, codeBuffer_, useHWTransform);
fsCache_[FSID] = fs;
} else {
fs = fsIter->second;
}
lastFSID_ = FSID;
lastVShader_ = vs;
lastFShader_ = fs;
*vshader = vs;
*fshader = fs;
}
std::vector<std::string> ShaderManagerD3D11::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;
}
default:
break;
}
return ids;
}
std::string ShaderManagerD3D11::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";
}
}