mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 05:40:01 -06:00
Reformat all the things. Have fun with merge conflicts.
This commit is contained in:
@ -23,11 +23,10 @@
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namespace DX11
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{
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GeometryShaderCache::GSCache GeometryShaderCache::GeometryShaders;
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const GeometryShaderCache::GSCacheEntry* GeometryShaderCache::last_entry;
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GeometryShaderUid GeometryShaderCache::last_uid;
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UidChecker<GeometryShaderUid,ShaderCode> GeometryShaderCache::geometry_uid_checker;
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UidChecker<GeometryShaderUid, ShaderCode> GeometryShaderCache::geometry_uid_checker;
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const GeometryShaderCache::GSCacheEntry GeometryShaderCache::pass_entry;
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ID3D11GeometryShader* ClearGeometryShader = nullptr;
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@ -35,241 +34,250 @@ ID3D11GeometryShader* CopyGeometryShader = nullptr;
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LinearDiskCache<GeometryShaderUid, u8> g_gs_disk_cache;
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ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader() { return (g_ActiveConfig.iStereoMode > 0) ? ClearGeometryShader: nullptr; }
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ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader() { return (g_ActiveConfig.iStereoMode > 0) ? CopyGeometryShader : nullptr; }
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ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader()
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{
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return (g_ActiveConfig.iStereoMode > 0) ? ClearGeometryShader : nullptr;
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}
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ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader()
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{
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return (g_ActiveConfig.iStereoMode > 0) ? CopyGeometryShader : nullptr;
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}
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ID3D11Buffer* gscbuf = nullptr;
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ID3D11Buffer* &GeometryShaderCache::GetConstantBuffer()
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ID3D11Buffer*& GeometryShaderCache::GetConstantBuffer()
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{
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// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
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if (GeometryShaderManager::dirty)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(gscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, &GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
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D3D::context->Unmap(gscbuf, 0);
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GeometryShaderManager::dirty = false;
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// TODO: divide the global variables of the generated shaders into about 5 constant buffers to
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// speed this up
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if (GeometryShaderManager::dirty)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(gscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, &GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
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D3D::context->Unmap(gscbuf, 0);
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GeometryShaderManager::dirty = false;
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(GeometryShaderConstants));
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}
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return gscbuf;
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(GeometryShaderConstants));
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}
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return gscbuf;
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}
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// this class will load the precompiled shaders into our cache
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class GeometryShaderCacheInserter : public LinearDiskCacheReader<GeometryShaderUid, u8>
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{
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public:
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void Read(const GeometryShaderUid &key, const u8* value, u32 value_size)
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{
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GeometryShaderCache::InsertByteCode(key, value, value_size);
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}
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void Read(const GeometryShaderUid& key, const u8* value, u32 value_size)
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{
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GeometryShaderCache::InsertByteCode(key, value, value_size);
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}
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};
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const char clear_shader_code[] = {
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"struct VSOUTPUT\n"
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"{\n"
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" float4 vPosition : POSITION;\n"
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" float4 vColor0 : COLOR0;\n"
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"};\n"
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"struct GSOUTPUT\n"
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"{\n"
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" float4 vPosition : POSITION;\n"
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" float4 vColor0 : COLOR0;\n"
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" uint slice : SV_RenderTargetArrayIndex;\n"
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"};\n"
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"[maxvertexcount(6)]\n"
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"void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
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"{\n"
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"for(int slice = 0; slice < 2; slice++)\n"
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"{\n"
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" for(int i = 0; i < 3; i++)\n"
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" {\n"
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" GSOUTPUT OUT;\n"
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" OUT.vPosition = o[i].vPosition;\n"
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" OUT.vColor0 = o[i].vColor0;\n"
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" OUT.slice = slice;\n"
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" Output.Append(OUT);\n"
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" }\n"
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" Output.RestartStrip();\n"
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"}\n"
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"}\n"
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};
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"struct VSOUTPUT\n"
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"{\n"
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" float4 vPosition : POSITION;\n"
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" float4 vColor0 : COLOR0;\n"
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"};\n"
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"struct GSOUTPUT\n"
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"{\n"
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" float4 vPosition : POSITION;\n"
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" float4 vColor0 : COLOR0;\n"
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" uint slice : SV_RenderTargetArrayIndex;\n"
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"};\n"
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"[maxvertexcount(6)]\n"
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"void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
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"{\n"
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"for(int slice = 0; slice < 2; slice++)\n"
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"{\n"
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" for(int i = 0; i < 3; i++)\n"
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" {\n"
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" GSOUTPUT OUT;\n"
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" OUT.vPosition = o[i].vPosition;\n"
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" OUT.vColor0 = o[i].vColor0;\n"
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" OUT.slice = slice;\n"
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" Output.Append(OUT);\n"
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" }\n"
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" Output.RestartStrip();\n"
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"}\n"
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"}\n"};
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const char copy_shader_code[] = {
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"struct VSOUTPUT\n"
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"{\n"
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" float4 vPosition : POSITION;\n"
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" float3 vTexCoord : TEXCOORD0;\n"
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" float vTexCoord1 : TEXCOORD1;\n"
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"};\n"
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"struct GSOUTPUT\n"
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"{\n"
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" float4 vPosition : POSITION;\n"
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" float3 vTexCoord : TEXCOORD0;\n"
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" float vTexCoord1 : TEXCOORD1;\n"
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" uint slice : SV_RenderTargetArrayIndex;\n"
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"};\n"
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"[maxvertexcount(6)]\n"
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"void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
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"{\n"
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"for(int slice = 0; slice < 2; slice++)\n"
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"{\n"
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" for(int i = 0; i < 3; i++)\n"
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" {\n"
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" GSOUTPUT OUT;\n"
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" OUT.vPosition = o[i].vPosition;\n"
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" OUT.vTexCoord = o[i].vTexCoord;\n"
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" OUT.vTexCoord.z = slice;\n"
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" OUT.vTexCoord1 = o[i].vTexCoord1;\n"
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" OUT.slice = slice;\n"
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" Output.Append(OUT);\n"
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" }\n"
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" Output.RestartStrip();\n"
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"}\n"
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"}\n"
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};
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"struct VSOUTPUT\n"
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"{\n"
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" float4 vPosition : POSITION;\n"
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" float3 vTexCoord : TEXCOORD0;\n"
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" float vTexCoord1 : TEXCOORD1;\n"
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"};\n"
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"struct GSOUTPUT\n"
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"{\n"
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" float4 vPosition : POSITION;\n"
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" float3 vTexCoord : TEXCOORD0;\n"
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" float vTexCoord1 : TEXCOORD1;\n"
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" uint slice : SV_RenderTargetArrayIndex;\n"
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"};\n"
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"[maxvertexcount(6)]\n"
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"void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
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"{\n"
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"for(int slice = 0; slice < 2; slice++)\n"
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"{\n"
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" for(int i = 0; i < 3; i++)\n"
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" {\n"
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" GSOUTPUT OUT;\n"
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" OUT.vPosition = o[i].vPosition;\n"
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" OUT.vTexCoord = o[i].vTexCoord;\n"
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" OUT.vTexCoord.z = slice;\n"
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" OUT.vTexCoord1 = o[i].vTexCoord1;\n"
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" OUT.slice = slice;\n"
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" Output.Append(OUT);\n"
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" }\n"
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" Output.RestartStrip();\n"
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"}\n"
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"}\n"};
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void GeometryShaderCache::Init()
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{
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unsigned int gbsize = ROUND_UP(sizeof(GeometryShaderConstants), 16); // must be a multiple of 16
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D3D11_BUFFER_DESC gbdesc = CD3D11_BUFFER_DESC(gbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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HRESULT hr = D3D::device->CreateBuffer(&gbdesc, nullptr, &gscbuf);
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CHECK(hr == S_OK, "Create geometry shader constant buffer (size=%u)", gbsize);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)gscbuf, "geometry shader constant buffer used to emulate the GX pipeline");
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unsigned int gbsize = ROUND_UP(sizeof(GeometryShaderConstants), 16); // must be a multiple of 16
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D3D11_BUFFER_DESC gbdesc = CD3D11_BUFFER_DESC(gbsize, D3D11_BIND_CONSTANT_BUFFER,
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D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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HRESULT hr = D3D::device->CreateBuffer(&gbdesc, nullptr, &gscbuf);
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CHECK(hr == S_OK, "Create geometry shader constant buffer (size=%u)", gbsize);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)gscbuf,
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"geometry shader constant buffer used to emulate the GX pipeline");
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// used when drawing clear quads
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ClearGeometryShader = D3D::CompileAndCreateGeometryShader(clear_shader_code);
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CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearGeometryShader, "clear geometry shader");
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// used when drawing clear quads
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ClearGeometryShader = D3D::CompileAndCreateGeometryShader(clear_shader_code);
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CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearGeometryShader, "clear geometry shader");
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// used for buffer copy
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CopyGeometryShader = D3D::CompileAndCreateGeometryShader(copy_shader_code);
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CHECK(CopyGeometryShader != nullptr, "Create copy geometry shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)CopyGeometryShader, "copy geometry shader");
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// used for buffer copy
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CopyGeometryShader = D3D::CompileAndCreateGeometryShader(copy_shader_code);
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CHECK(CopyGeometryShader != nullptr, "Create copy geometry shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)CopyGeometryShader, "copy geometry shader");
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Clear();
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Clear();
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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std::string cache_filename = StringFromFormat("%sdx11-%s-gs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().m_strUniqueID.c_str());
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GeometryShaderCacheInserter inserter;
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g_gs_disk_cache.OpenAndRead(cache_filename, inserter);
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std::string cache_filename =
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StringFromFormat("%sdx11-%s-gs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().m_strUniqueID.c_str());
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GeometryShaderCacheInserter inserter;
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g_gs_disk_cache.OpenAndRead(cache_filename, inserter);
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if (g_Config.bEnableShaderDebugging)
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Clear();
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if (g_Config.bEnableShaderDebugging)
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Clear();
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last_entry = nullptr;
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last_entry = nullptr;
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}
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// ONLY to be used during shutdown.
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void GeometryShaderCache::Clear()
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{
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for (auto& iter : GeometryShaders)
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iter.second.Destroy();
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GeometryShaders.clear();
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geometry_uid_checker.Invalidate();
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for (auto& iter : GeometryShaders)
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iter.second.Destroy();
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GeometryShaders.clear();
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geometry_uid_checker.Invalidate();
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last_entry = nullptr;
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last_entry = nullptr;
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}
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void GeometryShaderCache::Shutdown()
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{
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SAFE_RELEASE(gscbuf);
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SAFE_RELEASE(gscbuf);
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SAFE_RELEASE(ClearGeometryShader);
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SAFE_RELEASE(CopyGeometryShader);
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SAFE_RELEASE(ClearGeometryShader);
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SAFE_RELEASE(CopyGeometryShader);
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Clear();
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g_gs_disk_cache.Sync();
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g_gs_disk_cache.Close();
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Clear();
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g_gs_disk_cache.Sync();
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g_gs_disk_cache.Close();
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}
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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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if (g_ActiveConfig.bEnableShaderDebugging)
|
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{
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ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
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geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
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}
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GeometryShaderUid uid = GetGeometryShaderUid(primitive_type, API_D3D);
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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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geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
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}
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// Check if the shader is already set
|
||||
if (last_entry)
|
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{
|
||||
if (uid == last_uid)
|
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{
|
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
|
||||
return true;
|
||||
}
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||||
}
|
||||
// Check if the shader is already set
|
||||
if (last_entry)
|
||||
{
|
||||
if (uid == last_uid)
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return true;
|
||||
}
|
||||
}
|
||||
|
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last_uid = uid;
|
||||
last_uid = uid;
|
||||
|
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// Check if the shader is a pass-through shader
|
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if (uid.GetUidData()->IsPassthrough())
|
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{
|
||||
// Return the default pass-through shader
|
||||
last_entry = &pass_entry;
|
||||
return true;
|
||||
}
|
||||
// Check if the shader is a pass-through shader
|
||||
if (uid.GetUidData()->IsPassthrough())
|
||||
{
|
||||
// Return the default pass-through shader
|
||||
last_entry = &pass_entry;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Check if the shader is already in the cache
|
||||
GSCache::iterator iter;
|
||||
iter = GeometryShaders.find(uid);
|
||||
if (iter != GeometryShaders.end())
|
||||
{
|
||||
const GSCacheEntry &entry = iter->second;
|
||||
last_entry = &entry;
|
||||
// Check if the shader is already in the cache
|
||||
GSCache::iterator iter;
|
||||
iter = GeometryShaders.find(uid);
|
||||
if (iter != GeometryShaders.end())
|
||||
{
|
||||
const GSCacheEntry& entry = iter->second;
|
||||
last_entry = &entry;
|
||||
|
||||
return (entry.shader != nullptr);
|
||||
}
|
||||
return (entry.shader != nullptr);
|
||||
}
|
||||
|
||||
// Need to compile a new shader
|
||||
ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
|
||||
// Need to compile a new shader
|
||||
ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
|
||||
|
||||
D3DBlob* pbytecode;
|
||||
if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
||||
return false;
|
||||
}
|
||||
D3DBlob* pbytecode;
|
||||
if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Insert the bytecode into the caches
|
||||
g_gs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
|
||||
// Insert the bytecode into the caches
|
||||
g_gs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
|
||||
|
||||
bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
|
||||
pbytecode->Release();
|
||||
bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
|
||||
pbytecode->Release();
|
||||
|
||||
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
||||
{
|
||||
GeometryShaders[uid].code = code.GetBuffer();
|
||||
}
|
||||
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
||||
{
|
||||
GeometryShaders[uid].code = code.GetBuffer();
|
||||
}
|
||||
|
||||
return success;
|
||||
return success;
|
||||
}
|
||||
|
||||
bool GeometryShaderCache::InsertByteCode(const GeometryShaderUid &uid, const void* bytecode, unsigned int bytecodelen)
|
||||
bool GeometryShaderCache::InsertByteCode(const GeometryShaderUid& uid, const void* bytecode,
|
||||
unsigned int bytecodelen)
|
||||
{
|
||||
ID3D11GeometryShader* shader = D3D::CreateGeometryShaderFromByteCode(bytecode, bytecodelen);
|
||||
if (shader == nullptr)
|
||||
return false;
|
||||
ID3D11GeometryShader* shader = D3D::CreateGeometryShaderFromByteCode(bytecode, bytecodelen);
|
||||
if (shader == nullptr)
|
||||
return false;
|
||||
|
||||
// TODO: Somehow make the debug name a bit more specific
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of GeometryShaderCache");
|
||||
// TODO: Somehow make the debug name a bit more specific
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of GeometryShaderCache");
|
||||
|
||||
// Make an entry in the table
|
||||
GSCacheEntry newentry;
|
||||
newentry.shader = shader;
|
||||
GeometryShaders[uid] = newentry;
|
||||
last_entry = &GeometryShaders[uid];
|
||||
// Make an entry in the table
|
||||
GSCacheEntry newentry;
|
||||
newentry.shader = shader;
|
||||
GeometryShaders[uid] = newentry;
|
||||
last_entry = &GeometryShaders[uid];
|
||||
|
||||
if (!shader)
|
||||
return false;
|
||||
if (!shader)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
|
||||
} // DX11
|
||||
|
Reference in New Issue
Block a user