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synced 2025-07-21 05:09:34 -06:00
Polish shader uid checking.
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@ -113,6 +113,9 @@ public:
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template<class T>
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inline T& GetUidData() { return data; }
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const uid_data& GetUidData() const { return data; }
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size_t GetUidDataSize() const { return sizeof(values); }
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private:
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union
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{
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@ -217,42 +220,68 @@ struct LightingUidData
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* Checks if there has been
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*/
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template<class UidT, class CodeT>
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void CheckForUidMismatch(CodeT& new_code, const UidT& new_uid, const char* shader_type, const char* dump_prefix)
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class UidChecker
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{
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// TODO: Might be sensitive to config changes
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static std::map<UidT,std::string> s_shaders;
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static std::vector<UidT> s_uids;
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bool uid_is_indexed = std::find(s_uids.begin(), s_uids.end(), new_uid) != s_uids.end();
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if (!uid_is_indexed)
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public:
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void Invalidate()
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{
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s_uids.push_back(new_uid);
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s_shaders[new_uid] = new_code.GetBuffer();
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m_shaders.clear();
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m_uids.clear();
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}
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else
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void AddToIndexAndCheck(CodeT& new_code, const UidT& new_uid, const char* shader_type, const char* dump_prefix)
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{
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// uid is already in the index => check if there's a shader with the same uid but different code
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auto& old_code = s_shaders[new_uid];
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if (strcmp(old_code.c_str(), new_code.GetBuffer()) != 0)
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bool uid_is_indexed = std::find(m_uids.begin(), m_uids.end(), new_uid) != m_uids.end();
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if (!uid_is_indexed)
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{
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static int num_failures = 0;
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m_uids.push_back(new_uid);
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m_shaders[new_uid] = new_code.GetBuffer();
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}
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else
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{
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// uid is already in the index => check if there's a shader with the same uid but different code
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auto& old_code = m_shaders[new_uid];
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if (strcmp(old_code.c_str(), new_code.GetBuffer()) != 0)
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{
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static int num_failures = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%s%ssuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
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dump_prefix,
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++num_failures);
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%s%ssuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
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dump_prefix,
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++num_failures);
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// TODO: Should also dump uids
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std::ofstream file;
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OpenFStream(file, szTemp, std::ios_base::out);
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file << "Old shader code:\n" << old_code;
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file << "\n\nNew shader code:\n" << new_code.GetBuffer();
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file.close();
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// TODO: Should also dump uids
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std::ofstream file;
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OpenFStream(file, szTemp, std::ios_base::out);
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file << "Old shader code:\n" << old_code;
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file << "\n\nNew shader code:\n" << new_code.GetBuffer();
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file << "\n\nShader uid:\n";
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for (unsigned int i = 0; i < new_uid.GetUidDataSize(); ++i)
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{
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u32 value = ((u32*)&new_uid.GetUidData())[i];
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if ((i % 4) == 0)
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{
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unsigned int last_value = (i+3 < new_uid.GetUidDataSize()-1) ? i+3 : new_uid.GetUidDataSize();
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file << std::setfill(' ') << std::dec;
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file << "Values " << std::setw(2) << i << " - " << last_value << ": ";
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}
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// TODO: Make this more idiot-proof
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ERROR_LOG(VIDEO, "%s shader uid mismatch!", shader_type);
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file << std::setw(8) << std::setfill('0') << std::hex << value << std::setw(1);
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if ((i % 4) < 3)
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file << ' ';
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else
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file << std::endl;
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}
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file.close();
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ERROR_LOG(VIDEO, "%s shader uid mismatch! See %s for details", shader_type, szTemp);
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}
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}
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}
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}
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private:
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std::map<UidT,std::string> m_shaders;
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std::vector<UidT> m_uids;
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};
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#endif // _SHADERGENCOMMON_H
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