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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 14:49:42 -06:00
Multithreadded Shadergen: Second Pass over geometery Shadergen
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@ -196,10 +196,10 @@ void GeometryShaderCache::Shutdown()
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bool GeometryShaderCache::SetShader(u32 primitive_type)
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{
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GeometryShaderUid uid = GetGeometryShaderUid(primitive_type, API_D3D);
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GeometryShaderUid uid = GetGeometryShaderUid(primitive_type);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
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ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D, uid.GetUidData());
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geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
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}
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@ -235,7 +235,7 @@ bool GeometryShaderCache::SetShader(u32 primitive_type)
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}
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// Need to compile a new shader
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ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
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ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D, uid.GetUidData());
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D3DBlob* pbytecode;
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if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))
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@ -162,7 +162,7 @@ void ShaderCache::LoadAndSetActiveShaders(DSTALPHA_MODE ps_dst_alpha_mode, u32 g
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{
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SetCurrentPrimitiveTopology(gs_primitive_type);
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GeometryShaderUid gs_uid = GetGeometryShaderUid(gs_primitive_type, API_D3D);
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GeometryShaderUid gs_uid = GetGeometryShaderUid(gs_primitive_type);
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PixelShaderUid ps_uid = GetPixelShaderUid(ps_dst_alpha_mode, API_D3D);
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VertexShaderUid vs_uid = GetVertexShaderUid(API_D3D);
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@ -219,7 +219,7 @@ void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_t
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D);
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ShaderCode code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D, gs_uid.GetUidData());
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s_geometry_uid_checker.AddToIndexAndCheck(code, gs_uid, "Geometry", "g");
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}
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@ -236,7 +236,8 @@ void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_t
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}
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else
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{
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ShaderCode gs_code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D);
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ShaderCode gs_code =
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GenerateGeometryShaderCode(gs_primitive_type, API_D3D, gs_uid.GetUidData());
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ID3DBlob* gs_bytecode = nullptr;
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if (!D3D::CompileGeometryShader(gs_code.GetBuffer(), &gs_bytecode))
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@ -59,7 +59,7 @@ bool ShaderCache<Uid>::SetShader(DSTALPHA_MODE dst_alpha_mode, u32 primitive_typ
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}
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// Need to compile a new shader
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ShaderCode code = GenerateCode(dst_alpha_mode, primitive_type, API_OPENGL);
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ShaderCode code = GenerateCode(dst_alpha_mode, primitive_type, API_OPENGL, uid);
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m_shaders.emplace(uid, code.GetBuffer());
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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@ -27,7 +27,7 @@ public:
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protected:
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virtual Uid GetUid(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type, API_TYPE api_type) = 0;
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virtual ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type,
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API_TYPE api_type) = 0;
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API_TYPE api_type, Uid uid) = 0;
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private:
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std::map<Uid, std::string> m_shaders;
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@ -47,8 +47,8 @@ protected:
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{
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return GetVertexShaderUid(api_type);
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}
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ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type,
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API_TYPE api_type) override
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ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type, API_TYPE api_type,
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VertexShaderUid uid) override
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{
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return GenerateVertexShaderCode(api_type);
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}
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@ -63,12 +63,12 @@ protected:
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GeometryShaderUid GetUid(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type,
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API_TYPE api_type) override
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{
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return GetGeometryShaderUid(primitive_type, api_type);
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return GetGeometryShaderUid(primitive_type);
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}
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ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type,
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API_TYPE api_type) override
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ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type, API_TYPE api_type,
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GeometryShaderUid uid) override
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{
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return GenerateGeometryShaderCode(primitive_type, api_type);
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return GenerateGeometryShaderCode(primitive_type, api_type, uid.GetUidData());
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}
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};
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@ -83,8 +83,8 @@ protected:
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{
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return GetPixelShaderUid(dst_alpha_mode, api_type);
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}
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ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type,
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API_TYPE api_type) override
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ShaderCode GenerateCode(DSTALPHA_MODE dst_alpha_mode, u32 primitive_type, API_TYPE api_type,
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PixelShaderUid) override
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{
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return GeneratePixelShaderCode(dst_alpha_mode, api_type);
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}
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@ -214,7 +214,7 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_
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ShaderCode gcode;
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
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!uid.guid.GetUidData()->IsPassthrough())
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gcode = GenerateGeometryShaderCode(primitive_type, API_OPENGL);
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gcode = GenerateGeometryShaderCode(primitive_type, API_OPENGL, uid.guid.GetUidData());
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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@ -399,7 +399,7 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
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{
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uid->puid = GetPixelShaderUid(dstAlphaMode, API_OPENGL);
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uid->vuid = GetVertexShaderUid(API_OPENGL);
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uid->guid = GetGeometryShaderUid(primitive_type, API_OPENGL);
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uid->guid = GetGeometryShaderUid(primitive_type);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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@ -409,7 +409,8 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
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ShaderCode vcode = GenerateVertexShaderCode(API_OPENGL);
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vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
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ShaderCode gcode = GenerateGeometryShaderCode(primitive_type, API_OPENGL);
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ShaderCode gcode =
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GenerateGeometryShaderCode(primitive_type, API_OPENGL, uid->guid.GetUidData());
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geometry_uid_checker.AddToIndexAndCheck(gcode, uid->guid, "Geometry", "g");
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}
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}
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