ppsspp/GPU/Directx9/ShaderManagerDX9.cpp
Unknown W. Brackets 2038bc5527 Support alpha / color test masks on desktop/gles3.
Won't work on GLES 2, though...
2014-06-16 00:33:48 -07:00

636 lines
19 KiB
C++

// Copyright (c) 2012- 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/.
#ifdef _WIN32
#define SHADERLOG
#endif
#include <map>
#include "helper/global.h"
#include "math/lin/matrix4x4.h"
#include "util/text/utf8.h"
#include "Common/Common.h"
#include "Core/Reporting.h"
#include "GPU/Math3D.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/Directx9/ShaderManagerDX9.h"
#include "GPU/Directx9/TransformPipelineDX9.h"
#include "GPU/Directx9/FramebufferDX9.h"
#include "UI/OnScreenDisplay.h"
// For matrices convertions
#include <xnamath.h>
namespace DX9 {
PSShader::PSShader(const char *code, bool useHWTransform) : failed_(false), useHWTransform_(useHWTransform) {
source_ = code;
#ifdef SHADERLOG
#ifdef _XBOX
OutputDebugString(code);
#else
OutputDebugString(ConvertUTF8ToWString(code).c_str());
#endif
#endif
bool success;
success = CompilePixelShader(code, &shader, &constant);
if (!success) {
failed_ = true;
shader = NULL;
} else {
DEBUG_LOG(G3D, "Compiled shader:\n%s\n", (const char *)code);
}
}
PSShader::~PSShader() {
pD3Ddevice->SetPixelShader(NULL);
if (shader)
shader->Release();
}
VSShader::VSShader(const char *code, bool useHWTransform) : failed_(false), useHWTransform_(useHWTransform) {
source_ = code;
#ifdef SHADERLOG
#ifdef _XBOX
OutputDebugString(code);
#else
OutputDebugString(ConvertUTF8ToWString(code).c_str());
#endif
#endif
bool success;
success = CompileVertexShader(code, &shader, &constant);
if (!success) {
failed_ = true;
shader = NULL;
} else {
DEBUG_LOG(G3D, "Compiled shader:\n%s\n", (const char *)code);
}
}
VSShader::~VSShader() {
pD3Ddevice->SetVertexShader(NULL);
if (shader)
shader->Release();
}
// Helper
D3DXHANDLE LinkedShaderDX9::GetConstantByName(LPCSTR pName) {
D3DXHANDLE ret = NULL;
if ((ret = m_fs->constant->GetConstantByName(NULL, pName)) != NULL) {
} else if ((ret = m_vs->constant->GetConstantByName(NULL, pName)) != NULL) {}
return ret;
}
LinkedShaderDX9::LinkedShaderDX9(VSShader *vs, PSShader *fs, u32 vertType, bool useHWTransform)
:dirtyUniforms(0), useHWTransform_(useHWTransform) {
INFO_LOG(G3D, "Linked shader: vs %i fs %i", (int)vs->shader, (int)fs->shader);
m_vs = vs;
m_fs = fs;
u_tex = GetConstantByName("tex");
u_proj = GetConstantByName("u_proj");
u_proj_through = GetConstantByName("u_proj_through");
u_texenv = GetConstantByName("u_texenv");
u_fogcolor = GetConstantByName("u_fogcolor");
u_fogcoef = GetConstantByName("u_fogcoef");
u_alphacolorref = GetConstantByName("u_alphacolorref");
u_alphacolormask = GetConstantByName("u_alphacolormask");
// Transform
u_view = GetConstantByName("u_view");
u_world = GetConstantByName("u_world");
u_texmtx = GetConstantByName("u_texmtx");
if (vertTypeGetWeightMask(vertType) != 0)
numBones = TranslateNumBonesDX9(vertTypeGetNumBoneWeights(vertType));
else
numBones = 0;
#ifdef USE_BONE_ARRAY
u_bone = glGetUniformLocation(program, "u_bone");
#else
for (int i = 0; i < 8; i++) {
char name[10];
sprintf(name, "u_bone%i", i);
u_bone[i] = GetConstantByName(name);
}
#endif
// Lighting, texturing
u_ambient = GetConstantByName("u_ambient");
u_matambientalpha = GetConstantByName("u_matambientalpha");
u_matdiffuse = GetConstantByName("u_matdiffuse");
u_matspecular = GetConstantByName("u_matspecular");
u_matemissive = GetConstantByName("u_matemissive");
u_uvscaleoffset = GetConstantByName("u_uvscaleoffset");
for (int i = 0; i < 4; i++) {
char temp[64];
sprintf(temp, "u_lightpos%i", i);
u_lightpos[i] = GetConstantByName(temp);
sprintf(temp, "u_lightdir%i", i);
u_lightdir[i] = GetConstantByName(temp);
sprintf(temp, "u_lightatt%i", i);
u_lightatt[i] = GetConstantByName(temp);
sprintf(temp, "u_lightangle%i", i);
u_lightangle[i] = GetConstantByName(temp);
sprintf(temp, "u_lightspotCoef%i", i);
u_lightspotCoef[i] = GetConstantByName(temp);
sprintf(temp, "u_lightambient%i", i);
u_lightambient[i] = GetConstantByName(temp);
sprintf(temp, "u_lightdiffuse%i", i);
u_lightdiffuse[i] = GetConstantByName(temp);
sprintf(temp, "u_lightspecular%i", i);
u_lightspecular[i] = GetConstantByName(temp);
}
/*
a_position = glGetAttribLocation(program, "a_position");
a_color0 = glGetAttribLocation(program, "a_color0");
a_color1 = glGetAttribLocation(program, "a_color1");
a_texcoord = glGetAttribLocation(program, "a_texcoord");
a_normal = glGetAttribLocation(program, "a_normal");
a_weight0123 = glGetAttribLocation(program, "a_w1");
a_weight4567 = glGetAttribLocation(program, "a_w2");
*/
//glUseProgram(program);
pD3Ddevice->SetPixelShader(fs->shader);
pD3Ddevice->SetVertexShader(vs->shader);
// Default uniform values
//glUniform1i(u_tex, 0);
// The rest, use the "dirty" mechanism.
dirtyUniforms = DIRTY_ALL;
use();
}
LinkedShaderDX9::~LinkedShaderDX9() {
// glDeleteProgram(program);
}
void LinkedShaderDX9::SetFloatArray(D3DXHANDLE uniform, const float* pArray, int len) {
if (m_fs->constant->SetFloatArray(pD3Ddevice, uniform, pArray, len) == D3D_OK);
else
m_vs->constant->SetFloatArray(pD3Ddevice, uniform, pArray, len);
}
void LinkedShaderDX9::SetFloat(D3DXHANDLE uniform, float value) {
if (m_fs->constant->SetFloat(pD3Ddevice, uniform, value) == D3D_OK);
else
m_vs->constant->SetFloat(pD3Ddevice, uniform, value);
}
// Utility
void LinkedShaderDX9::SetColorUniform3(D3DXHANDLE uniform, u32 color) {
const float col[4] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
((color & 0xFF0000) >> 16) / 255.0f
};
SetFloatArray(uniform, col, 4);
}
void LinkedShaderDX9::SetFloat24Uniform3(D3DXHANDLE uniform, const u32 data[3]) {
const u32 col[4] = {
data[0] >> 8, data[1] >> 8, data[2] >> 8,
};
SetFloatArray(uniform, (const float *)&col[0], 4);
}
void LinkedShaderDX9::SetColorUniform3Alpha(D3DXHANDLE uniform, u32 color, u8 alpha) {
const float col[4] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
((color & 0xFF0000) >> 16) / 255.0f,
alpha/255.0f
};
SetFloatArray(uniform, col, 4);
}
void LinkedShaderDX9::SetColorUniform3Alpha255(D3DXHANDLE uniform, u32 color, u8 alpha) {
if (1) {
const float col[4] = {
(float)((color & 0xFF)) * (1.0f / 255.0f),
(float)((color & 0xFF00) >> 8) * (1.0f / 255.0f),
(float)((color & 0xFF0000) >> 16) * (1.0f / 255.0f),
(float)alpha * (1.0f / 255.0f)
};
SetFloatArray(uniform, col, 4);
} else {
const float col[4] = {
(float)((color & 0xFF)) ,
(float)((color & 0xFF00) >> 8) ,
(float)((color & 0xFF0000) >> 16) ,
(float)alpha
};
SetFloatArray(uniform, col, 4);
}
}
void LinkedShaderDX9::SetColorUniform3ExtraFloat(D3DXHANDLE uniform, u32 color, float extra) {
const float col[4] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
((color & 0xFF0000) >> 16) / 255.0f,
extra
};
SetFloatArray(uniform, col, 4);
}
// Utility
void LinkedShaderDX9::SetMatrix4x3(D3DXHANDLE uniform, const float *m4x3) {
float m4x4[16];
ConvertMatrix4x3To4x4(m4x4, m4x3);
if (m_vs->constant->SetMatrix(pD3Ddevice, uniform, (D3DXMATRIX*)m4x4) == D3D_OK);
else
m_fs->constant->SetMatrix(pD3Ddevice, uniform, (D3DXMATRIX*)m4x4);
}
void LinkedShaderDX9::SetMatrix(D3DXHANDLE uniform, const float* pMatrix) {
D3DXMATRIX * pDxMat = (D3DXMATRIX*)pMatrix;
if (m_vs->constant->SetMatrix(pD3Ddevice, uniform, pDxMat) == D3D_OK);
else
m_fs->constant->SetMatrix(pD3Ddevice, uniform, pDxMat);
}
// Depth in ogl is between -1;1 we need between 0;1
static void ConvertMatrices(Matrix4x4 & in) {
/*
in.zz *= 0.5f;
in.wz += 1.f;
*/
Matrix4x4 s;
Matrix4x4 t;
s.setScaling(Vec3(1, 1, 0.5f));
t.setTranslation(Vec3(0, 0, 0.5f));
in = in * s;
in = in * t;
}
void LinkedShaderDX9::use() {
updateUniforms();
pD3Ddevice->SetPixelShader(m_fs->shader);
pD3Ddevice->SetVertexShader(m_vs->shader);
}
void LinkedShaderDX9::stop() {
}
void LinkedShaderDX9::updateUniforms() {
if (!dirtyUniforms)
return;
// Update any dirty uniforms before we draw
if (u_proj != 0 && (dirtyUniforms & DIRTY_PROJMATRIX)) {
Matrix4x4 flippedMatrix;
memcpy(&flippedMatrix, gstate.projMatrix, 16 * sizeof(float));
if (gstate_c.vpHeight < 0) {
flippedMatrix[5] = -flippedMatrix[5];
flippedMatrix[13] = -flippedMatrix[13];
}
if (gstate_c.vpWidth < 0) {
flippedMatrix[0] = -flippedMatrix[0];
flippedMatrix[12] = -flippedMatrix[12];
}
// Convert matrices !
ConvertMatrices(flippedMatrix);
SetMatrix(u_proj, flippedMatrix.getReadPtr());
}
if (u_proj_through != 0 && (dirtyUniforms & DIRTY_PROJTHROUGHMATRIX))
{
Matrix4x4 proj_through;
proj_through.setOrtho(0.0f, gstate_c.curRTWidth, gstate_c.curRTHeight, 0, 0, 1);
// Convert matrices !
ConvertMatrices(proj_through);
SetMatrix(u_proj_through, proj_through.getReadPtr());
}
if (u_texenv != 0 && (dirtyUniforms & DIRTY_TEXENV)) {
SetColorUniform3(u_texenv, gstate.texenvcolor);
}
if (u_alphacolorref != 0 && (dirtyUniforms & DIRTY_ALPHACOLORREF)) {
SetColorUniform3Alpha255(u_alphacolorref, gstate.getColorTestRef(), gstate.getAlphaTestRef());
}
if (u_alphacolormask != 0 && (dirtyUniforms & DIRTY_ALPHACOLORMASK)) {
SetColorUniform3(u_alphacolormask, gstate.colortestmask);
}
if (u_fogcolor != 0 && (dirtyUniforms & DIRTY_FOGCOLOR)) {
SetColorUniform3(u_fogcolor, gstate.fogcolor);
}
if (u_fogcoef != 0 && (dirtyUniforms & DIRTY_FOGCOEF)) {
const float fogcoef[2] = {
getFloat24(gstate.fog1),
getFloat24(gstate.fog2),
};
SetFloatArray(u_fogcoef, fogcoef, 2);
}
// Texturing
if (u_uvscaleoffset != 0 && (dirtyUniforms & DIRTY_UVSCALEOFFSET)) {
float uvscaleoff[4];
if (gstate.isModeThrough()) {
// We never get here because we don't use HW transform with through mode.
// Although - why don't we?
uvscaleoff[0] = gstate_c.uv.uScale / gstate_c.curTextureWidth;
uvscaleoff[1] = gstate_c.uv.vScale / gstate_c.curTextureHeight;
uvscaleoff[2] = gstate_c.uv.uOff / gstate_c.curTextureWidth;
uvscaleoff[3] = gstate_c.uv.vOff / gstate_c.curTextureHeight;
} else {
int w = gstate.getTextureWidth(0);
int h = gstate.getTextureHeight(0);
float widthFactor = (float)w / (float)gstate_c.curTextureWidth;
float heightFactor = (float)h / (float)gstate_c.curTextureHeight;
// Not sure what GE_TEXMAP_UNKNOWN is, but seen in Riviera. Treating the same as GE_TEXMAP_TEXTURE_COORDS works.
if (gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_COORDS || gstate.getUVGenMode() == GE_TEXMAP_UNKNOWN) {
static const float rescale[4] = {1.0f, 2*127.5f/128.f, 2*32767.5f/32768.f, 1.0f};
float factor = rescale[(gstate.vertType & GE_VTYPE_TC_MASK) >> GE_VTYPE_TC_SHIFT];
uvscaleoff[0] = gstate_c.uv.uScale * factor * widthFactor;
uvscaleoff[1] = gstate_c.uv.vScale * factor * heightFactor;
uvscaleoff[2] = gstate_c.uv.uOff * widthFactor;
uvscaleoff[3] = gstate_c.uv.vOff * heightFactor;
} else {
uvscaleoff[0] = widthFactor;
uvscaleoff[1] = heightFactor;
uvscaleoff[2] = 0.0f;
uvscaleoff[3] = 0.0f;
}
}
SetFloatArray(u_uvscaleoffset, uvscaleoff, 4);
}
// Transform
if (u_world != 0 && (dirtyUniforms & DIRTY_WORLDMATRIX)) {
SetMatrix4x3(u_world, gstate.worldMatrix);
}
if (u_view != 0 && (dirtyUniforms & DIRTY_VIEWMATRIX)) {
SetMatrix4x3(u_view, gstate.viewMatrix);
}
if (u_texmtx != 0 && (dirtyUniforms & DIRTY_TEXMATRIX)) {
SetMatrix4x3(u_texmtx, gstate.tgenMatrix);
}
// TODO: Could even set all bones in one go if they're all dirty.
#ifdef USE_BONE_ARRAY
if (u_bone != 0) {
float allBones[8 * 16];
bool allDirty = true;
for (int i = 0; i < numBones; i++) {
if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
ConvertMatrix4x3To4x4(allBones + 16 * i, gstate.boneMatrix + 12 * i);
} else {
allDirty = false;
}
}
if (allDirty) {
// Set them all with one call
glUniformMatrix4fv(u_bone, numBones, GL_FALSE, allBones);
} else {
// Set them one by one. Could try to coalesce two in a row etc but too lazy.
for (int i = 0; i < numBones; i++) {
if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
glUniformMatrix4fv(u_bone + i, 1, GL_FALSE, allBones + 16 * i);
}
}
}
}
#else
float bonetemp[16];
for (int i = 0; i < numBones; i++) {
if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
ConvertMatrix4x3To4x4(bonetemp, gstate.boneMatrix + 12 * i);
if (u_bone[i] != 0)
SetMatrix(u_bone[i], bonetemp);
}
}
#endif
// Lighting
if (u_ambient != 0 && (dirtyUniforms & DIRTY_AMBIENT)) {
SetColorUniform3Alpha(u_ambient, gstate.ambientcolor, gstate.getAmbientA());
}
if (u_matambientalpha != 0 && (dirtyUniforms & DIRTY_MATAMBIENTALPHA)) {
SetColorUniform3Alpha(u_matambientalpha, gstate.materialambient, gstate.getMaterialAmbientA());
}
if (u_matdiffuse != 0 && (dirtyUniforms & DIRTY_MATDIFFUSE)) {
SetColorUniform3(u_matdiffuse, gstate.materialdiffuse);
}
if (u_matemissive != 0 && (dirtyUniforms & DIRTY_MATEMISSIVE)) {
SetColorUniform3(u_matemissive, gstate.materialemissive);
}
if (u_matspecular != 0 && (dirtyUniforms & DIRTY_MATSPECULAR)) {
SetColorUniform3ExtraFloat(u_matspecular, gstate.materialspecular, getFloat24(gstate.materialspecularcoef));
}
for (int i = 0; i < 4; i++) {
if (dirtyUniforms & (DIRTY_LIGHT0 << i)) {
if (u_lightpos[i] != 0) {
if (gstate.isDirectionalLight(i)) {
// Prenormalize
float x = getFloat24(gstate.lpos[i * 3 + 0]);
float y = getFloat24(gstate.lpos[i * 3 + 1]);
float z = getFloat24(gstate.lpos[i * 3 + 2]);
float len = sqrtf(x*x + y*y + z*z);
if (len == 0.0f)
len = 1.0f;
else
len = 1.0f / len;
float vec[3] = { x * len, y * len, z * len };
SetFloatArray(u_lightpos[i], vec, 3);
} else {
SetFloat24Uniform3(u_lightpos[i], &gstate.lpos[i * 3]);
}
}
if (u_lightdir[i] != 0) SetFloat24Uniform3(u_lightdir[i], &gstate.ldir[i * 3]);
if (u_lightatt[i] != 0) SetFloat24Uniform3(u_lightatt[i], &gstate.latt[i * 3]);
if (u_lightangle[i] != 0) SetFloat(u_lightangle[i], getFloat24(gstate.lcutoff[i]));
if (u_lightspotCoef[i] != 0) SetFloat(u_lightspotCoef[i], getFloat24(gstate.lconv[i]));
if (u_lightambient[i] != 0) SetColorUniform3(u_lightambient[i], gstate.lcolor[i * 3]);
if (u_lightdiffuse[i] != 0) SetColorUniform3(u_lightdiffuse[i], gstate.lcolor[i * 3 + 1]);
if (u_lightspecular[i] != 0) SetColorUniform3(u_lightspecular[i], gstate.lcolor[i * 3 + 2]);
}
}
dirtyUniforms = 0;
}
ShaderManagerDX9::ShaderManagerDX9() : lastShader_(NULL), globalDirty_(0xFFFFFFFF), shaderSwitchDirty_(0) {
codeBuffer_ = new char[16384];
}
ShaderManagerDX9::~ShaderManagerDX9() {
delete [] codeBuffer_;
}
void ShaderManagerDX9::Clear() {
for (auto iter = linkedShaderCache_.begin(); iter != linkedShaderCache_.end(); ++iter) {
delete iter->ls;
}
for (auto iter = fsCache_.begin(); iter != fsCache_.end(); ++iter) {
delete iter->second;
}
for (auto iter = vsCache_.begin(); iter != vsCache_.end(); ++iter) {
delete iter->second;
}
linkedShaderCache_.clear();
fsCache_.clear();
vsCache_.clear();
globalDirty_ = 0xFFFFFFFF;
lastFSID_.clear();
lastVSID_.clear();
DirtyShader();
}
void ShaderManagerDX9::ClearCache(bool deleteThem) {
Clear();
}
void ShaderManagerDX9::DirtyShader() {
// Forget the last shader ID
lastFSID_.clear();
lastVSID_.clear();
lastShader_ = 0;
globalDirty_ = 0xFFFFFFFF;
shaderSwitchDirty_ = 0;
}
void ShaderManagerDX9::EndFrame() { // disables vertex arrays
if (lastShader_)
lastShader_->stop();
lastShader_ = 0;
}
LinkedShaderDX9 *ShaderManagerDX9::ApplyShader(int prim, u32 vertType) {
if (globalDirty_) {
if (lastShader_)
lastShader_->dirtyUniforms |= globalDirty_;
shaderSwitchDirty_ |= globalDirty_;
globalDirty_ = 0;
}
bool useHWTransform = CanUseHardwareTransformDX9(prim);
VertexShaderIDDX9 VSID;
FragmentShaderIDDX9 FSID;
ComputeVertexShaderIDDX9(&VSID, prim, useHWTransform);
ComputeFragmentShaderIDDX9(&FSID);
// Just update uniforms if this is the same shader as last time.
if (lastShader_ != 0 && VSID == lastVSID_ && FSID == lastFSID_) {
lastShader_->updateUniforms();
return lastShader_; // Already all set.
}
if (lastShader_ != 0) {
// There was a previous shader and we're switching.
lastShader_->stop();
}
lastVSID_ = VSID;
lastFSID_ = FSID;
VSCache::iterator vsIter = vsCache_.find(VSID);
VSShader *vs;
if (vsIter == vsCache_.end()) {
// Vertex shader not in cache. Let's compile it.
GenerateVertexShaderDX9(prim, codeBuffer_, useHWTransform);
vs = new VSShader(codeBuffer_, useHWTransform);
if (vs->Failed()) {
ERROR_LOG(HLE, "Shader compilation failed, falling back to software transform");
osm.Show("hardware transform error - falling back to software", 2.5f, 0xFF3030FF, -1, true);
delete vs;
// 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.
GenerateVertexShaderDX9(prim, codeBuffer_, false);
vs = new VSShader(codeBuffer_, false);
}
vsCache_[VSID] = vs;
} else {
vs = vsIter->second;
}
FSCache::iterator fsIter = fsCache_.find(FSID);
PSShader *fs;
if (fsIter == fsCache_.end()) {
// Fragment shader not in cache. Let's compile it.
GenerateFragmentShaderDX9(codeBuffer_);
fs = new PSShader(codeBuffer_, useHWTransform);
fsCache_[FSID] = fs;
} else {
fs = fsIter->second;
}
// Okay, we have both shaders. Let's see if there's a linked one.
LinkedShaderDX9 *ls = NULL;
for (auto iter = linkedShaderCache_.begin(); iter != linkedShaderCache_.end(); ++iter) {
// Deferred dirtying! Let's see if we can make this even more clever later.
iter->ls->dirtyUniforms |= shaderSwitchDirty_;
if (iter->vs == vs && iter->fs == fs) {
ls = iter->ls;
}
}
shaderSwitchDirty_ = 0;
if (ls == NULL) {
ls = new LinkedShaderDX9(vs, fs, vertType, vs->UseHWTransform()); // This does "use" automatically
const LinkedShaderCacheEntry entry(vs, fs, ls);
linkedShaderCache_.push_back(entry);
} else {
// If shader changed we need to update all uniforms
if (lastShader_ != ls) {
ls->dirtyUniforms = DIRTY_ALL;
}
ls->use();
}
lastShader_ = ls;
return ls;
}
};