ppsspp/GPU/D3D11/DepalettizeShaderD3D11.cpp
2017-02-10 00:01:56 +01:00

181 lines
5.3 KiB
C++

// Copyright (c) 2014- 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 <map>
#include <d3d11.h>
#include "base/basictypes.h"
#include "base/logging.h"
#include "Common/Log.h"
#include "Core/Reporting.h"
#include "GPU/D3D11/TextureCacheD3D11.h"
#include "GPU/D3D11/DepalettizeShaderD3D11.h"
#include "GPU/D3D11/D3D11Util.h"
#include "GPU/Common/DepalettizeShaderCommon.h"
//#include "gfx/d3d9_shader.h"
static const int DEPAL_TEXTURE_OLD_AGE = 120;
#ifdef _WIN32
#define SHADERLOG
#endif
static const char *depalVShaderHLSL =
"struct VS_IN {\n"
" float3 a_position : POSITION;\n"
" float2 a_texcoord0 : TEXCOORD0;\n"
"};\n"
"struct VS_OUT {\n"
" float2 Texcoord : TEXCOORD0;\n"
" float4 Position : SV_Position;\n"
"};\n"
"VS_OUT main(VS_IN input) {\n"
" VS_OUT output;\n"
" output.Texcoord = input.a_texcoord0;\n"
" output.Position = float4(input.a_position, 1.0);\n"
" return output;\n"
"}\n";
static const D3D11_INPUT_ELEMENT_DESC g_DepalVertexElements[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, },
};
DepalShaderCacheD3D11::DepalShaderCacheD3D11(ID3D11Device *device, ID3D11DeviceContext *context)
: device_(device), context_(context) {
std::string errorMessage;
std::vector<uint8_t> vsByteCode;
vertexShader_ = CreateVertexShaderD3D11(device, depalVShaderHLSL, strlen(depalVShaderHLSL), &vsByteCode);
device_->CreateInputLayout(g_DepalVertexElements, ARRAY_SIZE(g_DepalVertexElements), vsByteCode.data(), vsByteCode.size(), &inputLayout_);
D3D11_SAMPLER_DESC sampDesc{};
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
device_->CreateSamplerState(&sampDesc, &clutSampler);
}
DepalShaderCacheD3D11::~DepalShaderCacheD3D11() {
Clear();
if (vertexShader_) {
vertexShader_->Release();
}
clutSampler->Release();
}
u32 DepalShaderCacheD3D11::GenerateShaderID(GEPaletteFormat clutFormat, GEBufferFormat pixelFormat) {
return (clutFormat & 0xFFFFFF) | (pixelFormat << 24);
}
ID3D11ShaderResourceView *DepalShaderCacheD3D11::GetClutTexture(GEPaletteFormat clutFormat, const u32 clutID, u32 *rawClut) {
const u32 realClutID = clutID ^ clutFormat;
auto oldtex = texCache_.find(realClutID);
if (oldtex != texCache_.end()) {
oldtex->second->lastFrame = gpuStats.numFlips;
return oldtex->second->view;
}
DXGI_FORMAT dstFmt = getClutDestFormatD3D11(clutFormat);
int texturePixels = clutFormat == GE_CMODE_32BIT_ABGR8888 ? 256 : 512;
DepalTextureD3D11 *tex = new DepalTextureD3D11();
// TODO: Look into 1D textures
D3D11_TEXTURE2D_DESC desc{};
desc.Width = texturePixels;
desc.Height = 1;
desc.ArraySize = 1;
desc.MipLevels = 1;
desc.Format = dstFmt;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_IMMUTABLE;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
D3D11_SUBRESOURCE_DATA data{};
data.pSysMem = rawClut;
// Regardless of format, the CLUT should always be 1024 bytes.
data.SysMemPitch = 1024;
HRESULT hr = device_->CreateTexture2D(&desc, &data, &tex->texture);
if (FAILED(hr)) {
ERROR_LOG(G3D, "Failed to create D3D texture for depal");
delete tex;
return nullptr;
}
hr = device_->CreateShaderResourceView(tex->texture, nullptr, &tex->view);
if (FAILED(hr)) {
// ...
}
tex->lastFrame = gpuStats.numFlips;
texCache_[realClutID] = tex;
return tex->view;
}
void DepalShaderCacheD3D11::Clear() {
for (auto shader = cache_.begin(); shader != cache_.end(); ++shader) {
shader->second->pixelShader->Release();
delete shader->second;
}
cache_.clear();
for (auto tex = texCache_.begin(); tex != texCache_.end(); ++tex) {
delete tex->second;
}
texCache_.clear();
}
void DepalShaderCacheD3D11::Decimate() {
for (auto tex = texCache_.begin(); tex != texCache_.end();) {
if (tex->second->lastFrame + DEPAL_TEXTURE_OLD_AGE < gpuStats.numFlips) {
delete tex->second;
texCache_.erase(tex++);
} else {
++tex;
}
}
}
ID3D11PixelShader *DepalShaderCacheD3D11::GetDepalettizePixelShader(GEPaletteFormat clutFormat, GEBufferFormat pixelFormat) {
u32 id = GenerateShaderID(clutFormat, pixelFormat);
auto shader = cache_.find(id);
if (shader != cache_.end()) {
return shader->second->pixelShader;
}
char *buffer = new char[2048];
GenerateDepalShader(buffer, pixelFormat, HLSL_D3D11);
ID3D11PixelShader *pshader = CreatePixelShaderD3D11(device_, buffer, strlen(buffer));
if (!pshader) {
ERROR_LOG(G3D, "Failed to compile depal pixel shader");
delete[] buffer;
return nullptr;
}
DepalShaderD3D11 *depal = new DepalShaderD3D11();
depal->pixelShader = pshader;
cache_[id] = depal;
delete[] buffer;
return depal->pixelShader;
}