ppsspp/GPU/Directx9/DepalettizeShaderDX9.cpp
Henrik Rydgård 0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00

200 lines
5.6 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 <d3d9.h>
#include "Common/GPU/D3D9/D3D9ShaderCompiler.h"
#include "Common/GPU/thin3d.h"
#include "Common/Log.h"
#include "Common/StringUtils.h"
#include "Core/Reporting.h"
#include "GPU/Directx9/TextureCacheDX9.h"
#include "GPU/Directx9/DepalettizeShaderDX9.h"
#include "GPU/Common/DepalettizeShaderCommon.h"
namespace DX9 {
static const int DEPAL_TEXTURE_OLD_AGE = 120;
#ifdef _WIN32
#define SHADERLOG
#endif
static const char *depalVShaderHLSL = R"(
struct VS_IN {
float3 a_position : POSITION;
float2 a_texcoord0 : TEXCOORD0;
};
struct VS_OUT {
float4 Position : POSITION;
float2 Texcoord : TEXCOORD0;
};
VS_OUT main(VS_IN input) {
VS_OUT output;
output.Texcoord = input.a_texcoord0;
output.Position = float4(input.a_position, 1.0);
return output;
}
)";
DepalShaderCacheDX9::DepalShaderCacheDX9(Draw::DrawContext *draw) : vertexShader_(nullptr) {
device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE);
std::string errorMessage;
if (!DX9::CompileVertexShader(device_, depalVShaderHLSL, &vertexShader_, nullptr, errorMessage)) {
ERROR_LOG(G3D, "error compling depal vshader: %s", errorMessage.c_str());
}
}
DepalShaderCacheDX9::~DepalShaderCacheDX9() {
Clear();
if (vertexShader_) {
vertexShader_->Release();
}
}
LPDIRECT3DTEXTURE9 DepalShaderCacheDX9::GetClutTexture(GEPaletteFormat clutFormat, u32 clutHash, u32 *rawClut) {
u32 clutId = GetClutID(clutFormat, clutHash);
auto oldtex = texCache_.find(clutId);
if (oldtex != texCache_.end()) {
oldtex->second->lastFrame = gpuStats.numFlips;
return oldtex->second->texture;
}
D3DFORMAT dstFmt = DX9::getClutDestFormat(clutFormat);
int texturePixels = clutFormat == GE_CMODE_32BIT_ABGR8888 ? 256 : 512;
DepalTextureDX9 *tex = new DepalTextureDX9();
// Create texture
D3DPOOL pool = D3DPOOL_MANAGED;
int usage = 0;
if (device_) {
pool = D3DPOOL_DEFAULT;
usage = D3DUSAGE_DYNAMIC; // TODO: Switch to using a staging texture?
}
HRESULT hr = device_->CreateTexture(texturePixels, 1, 1, usage, dstFmt, pool, &tex->texture, NULL);
if (FAILED(hr)) {
ERROR_LOG(G3D, "Failed to create D3D texture for depal");
delete tex;
return nullptr;
}
D3DLOCKED_RECT rect;
hr = tex->texture->LockRect(0, &rect, NULL, 0);
if (FAILED(hr)) {
ERROR_LOG(G3D, "Failed to lock D3D texture for depal");
delete tex;
return nullptr;
}
// Regardless of format, the CLUT should always be 1024 bytes.
memcpy(rect.pBits, rawClut, 1024);
tex->texture->UnlockRect(0);
device_->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
device_->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
device_->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_POINT);
device_->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
tex->lastFrame = gpuStats.numFlips;
texCache_[clutId] = tex;
return tex->texture;
}
void DepalShaderCacheDX9::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) {
tex->second->texture->Release();
delete tex->second;
}
texCache_.clear();
}
void DepalShaderCacheDX9::Decimate() {
for (auto tex = texCache_.begin(); tex != texCache_.end();) {
if (tex->second->lastFrame + DEPAL_TEXTURE_OLD_AGE < gpuStats.numFlips) {
tex->second->texture->Release();
delete tex->second;
texCache_.erase(tex++);
} else {
++tex;
}
}
}
LPDIRECT3DPIXELSHADER9 DepalShaderCacheDX9::GetDepalettizePixelShader(uint32_t clutMode, GEBufferFormat pixelFormat) {
u32 id = GenerateShaderID(clutMode, pixelFormat);
auto shader = cache_.find(id);
if (shader != cache_.end()) {
return shader->second->pixelShader;
}
char *buffer = new char[2048];
GenerateDepalShader(buffer, pixelFormat, HLSL_DX9);
LPDIRECT3DPIXELSHADER9 pshader;
std::string errorMessage;
if (!CompilePixelShader(device_, buffer, &pshader, NULL, errorMessage)) {
ERROR_LOG(G3D, "Failed to compile depal pixel shader: %s\n\n%s", buffer, errorMessage.c_str());
delete[] buffer;
return nullptr;
}
DepalShaderDX9 *depal = new DepalShaderDX9();
depal->pixelShader = pshader;
depal->code = buffer;
cache_[id] = depal;
delete[] buffer;
return depal->pixelShader;
}
std::vector<std::string> DepalShaderCacheDX9::DebugGetShaderIDs(DebugShaderType type) {
std::vector<std::string> ids;
for (auto &iter : cache_) {
ids.push_back(StringFromFormat("%08x", iter.first));
}
return ids;
}
std::string DepalShaderCacheDX9::DebugGetShaderString(std::string idstr, DebugShaderType type, DebugShaderStringType stringType) {
uint32_t id;
sscanf(idstr.c_str(), "%08x", &id);
auto iter = cache_.find(id);
if (iter == cache_.end())
return "";
switch (stringType) {
case SHADER_STRING_SHORT_DESC:
return idstr;
case SHADER_STRING_SOURCE_CODE:
return iter->second->code;
default:
return "";
}
}
} // namespace