Reformat all the things. Have fun with merge conflicts.

This commit is contained in:
Pierre Bourdon
2016-06-24 10:43:46 +02:00
parent 2115e8a4a6
commit 3570c7f03a
1116 changed files with 187405 additions and 180344 deletions

View File

@ -19,10 +19,10 @@
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VertexShaderManager.h"
namespace DX11 {
namespace DX11
{
VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
VertexShaderUid VertexShaderCache::last_uid;
UidChecker<VertexShaderUid, ShaderCode> VertexShaderCache::vertex_uid_checker;
@ -33,232 +33,245 @@ static ID3D11InputLayout* ClearLayout = nullptr;
LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader() { return SimpleVertexShader; }
ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVertexShader; }
ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout() { return SimpleLayout; }
ID3D11InputLayout* VertexShaderCache::GetClearInputLayout() { return ClearLayout; }
ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader()
{
return SimpleVertexShader;
}
ID3D11VertexShader* VertexShaderCache::GetClearVertexShader()
{
return ClearVertexShader;
}
ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout()
{
return SimpleLayout;
}
ID3D11InputLayout* VertexShaderCache::GetClearInputLayout()
{
return ClearLayout;
}
ID3D11Buffer* vscbuf = nullptr;
ID3D11Buffer* &VertexShaderCache::GetConstantBuffer()
ID3D11Buffer*& VertexShaderCache::GetConstantBuffer()
{
// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
if (VertexShaderManager::dirty)
{
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, &VertexShaderManager::constants, sizeof(VertexShaderConstants));
D3D::context->Unmap(vscbuf, 0);
VertexShaderManager::dirty = false;
// TODO: divide the global variables of the generated shaders into about 5 constant buffers to
// speed this up
if (VertexShaderManager::dirty)
{
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, &VertexShaderManager::constants, sizeof(VertexShaderConstants));
D3D::context->Unmap(vscbuf, 0);
VertexShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(VertexShaderConstants));
}
return vscbuf;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(VertexShaderConstants));
}
return vscbuf;
}
// this class will load the precompiled shaders into our cache
class VertexShaderCacheInserter : public LinearDiskCacheReader<VertexShaderUid, u8>
{
public:
void Read(const VertexShaderUid &key, const u8* value, u32 value_size)
{
D3DBlob* blob = new D3DBlob(value_size, value);
VertexShaderCache::InsertByteCode(key, blob);
blob->Release();
}
void Read(const VertexShaderUid& key, const u8* value, u32 value_size)
{
D3DBlob* blob = new D3DBlob(value_size, value);
VertexShaderCache::InsertByteCode(key, blob);
blob->Release();
}
};
const char simple_shader_code[] = {
"struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float3 vTexCoord : TEXCOORD0;\n"
"float vTexCoord1 : TEXCOORD1;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float4 inTEX0 : TEXCOORD0)\n"
"{\n"
"VSOUTPUT OUT;\n"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0.xyz;\n"
"OUT.vTexCoord1 = inTEX0.w;\n"
"return OUT;\n"
"}\n"
};
"struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float3 vTexCoord : TEXCOORD0;\n"
"float vTexCoord1 : TEXCOORD1;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float4 inTEX0 : TEXCOORD0)\n"
"{\n"
"VSOUTPUT OUT;\n"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0.xyz;\n"
"OUT.vTexCoord1 = inTEX0.w;\n"
"return OUT;\n"
"}\n"};
const char clear_shader_code[] = {
"struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float4 vColor0 : COLOR0;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
"{\n"
"VSOUTPUT OUT;\n"
"OUT.vPosition = inPosition;\n"
"OUT.vColor0 = inColor0;\n"
"return OUT;\n"
"}\n"
};
"struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float4 vColor0 : COLOR0;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
"{\n"
"VSOUTPUT OUT;\n"
"OUT.vPosition = inPosition;\n"
"OUT.vColor0 = inColor0;\n"
"return OUT;\n"
"}\n"};
void VertexShaderCache::Init()
{
const D3D11_INPUT_ELEMENT_DESC simpleelems[2] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
const D3D11_INPUT_ELEMENT_DESC simpleelems[2] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
const D3D11_INPUT_ELEMENT_DESC clearelems[2] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
};
const D3D11_INPUT_ELEMENT_DESC clearelems[2] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
unsigned int cbsize = ROUND_UP(sizeof(VertexShaderConstants), 16); // must be a multiple of 16
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &vscbuf);
CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
D3D::SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "vertex shader constant buffer used to emulate the GX pipeline");
unsigned int cbsize = ROUND_UP(sizeof(VertexShaderConstants), 16); // must be a multiple of 16
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER,
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &vscbuf);
CHECK(hr == S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
D3D::SetDebugObjectName((ID3D11DeviceChild*)vscbuf,
"vertex shader constant buffer used to emulate the GX pipeline");
D3DBlob* blob;
D3D::CompileVertexShader(simple_shader_code, &blob);
D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
if (SimpleLayout == nullptr || SimpleVertexShader == nullptr)
PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
blob->Release();
D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout");
D3DBlob* blob;
D3D::CompileVertexShader(simple_shader_code, &blob);
D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
if (SimpleLayout == nullptr || SimpleVertexShader == nullptr)
PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__,
__LINE__);
blob->Release();
D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout");
D3D::CompileVertexShader(clear_shader_code, &blob);
D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
if (ClearLayout == nullptr || ClearVertexShader == nullptr)
PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
blob->Release();
D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearVertexShader, "clear vertex shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearLayout, "clear input layout");
D3D::CompileVertexShader(clear_shader_code, &blob);
D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
if (ClearLayout == nullptr || ClearVertexShader == nullptr)
PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__,
__LINE__);
blob->Release();
D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearVertexShader, "clear vertex shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearLayout, "clear input layout");
Clear();
Clear();
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
SETSTAT(stats.numVertexShadersCreated, 0);
SETSTAT(stats.numVertexShadersAlive, 0);
SETSTAT(stats.numVertexShadersCreated, 0);
SETSTAT(stats.numVertexShadersAlive, 0);
std::string cache_filename = StringFromFormat("%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().m_strUniqueID.c_str());
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
std::string cache_filename =
StringFromFormat("%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().m_strUniqueID.c_str());
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
if (g_Config.bEnableShaderDebugging)
Clear();
if (g_Config.bEnableShaderDebugging)
Clear();
last_entry = nullptr;
last_entry = nullptr;
}
void VertexShaderCache::Clear()
{
for (auto& iter : vshaders)
iter.second.Destroy();
vshaders.clear();
vertex_uid_checker.Invalidate();
for (auto& iter : vshaders)
iter.second.Destroy();
vshaders.clear();
vertex_uid_checker.Invalidate();
last_entry = nullptr;
last_entry = nullptr;
}
void VertexShaderCache::Shutdown()
{
SAFE_RELEASE(vscbuf);
SAFE_RELEASE(vscbuf);
SAFE_RELEASE(SimpleVertexShader);
SAFE_RELEASE(ClearVertexShader);
SAFE_RELEASE(SimpleVertexShader);
SAFE_RELEASE(ClearVertexShader);
SAFE_RELEASE(SimpleLayout);
SAFE_RELEASE(ClearLayout);
SAFE_RELEASE(SimpleLayout);
SAFE_RELEASE(ClearLayout);
Clear();
g_vs_disk_cache.Sync();
g_vs_disk_cache.Close();
Clear();
g_vs_disk_cache.Sync();
g_vs_disk_cache.Close();
}
bool VertexShaderCache::SetShader()
{
VertexShaderUid uid = GetVertexShaderUid(API_D3D);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code = GenerateVertexShaderCode(API_D3D);
vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
}
VertexShaderUid uid = GetVertexShaderUid(API_D3D);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code = GenerateVertexShaderCode(API_D3D);
vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
}
if (last_entry)
{
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return (last_entry->shader != nullptr);
}
}
if (last_entry)
{
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return (last_entry->shader != nullptr);
}
}
last_uid = uid;
last_uid = uid;
VSCache::iterator iter = vshaders.find(uid);
if (iter != vshaders.end())
{
const VSCacheEntry &entry = iter->second;
last_entry = &entry;
VSCache::iterator iter = vshaders.find(uid);
if (iter != vshaders.end())
{
const VSCacheEntry& entry = iter->second;
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return (entry.shader != nullptr);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return (entry.shader != nullptr);
}
ShaderCode code = GenerateVertexShaderCode(API_D3D);
ShaderCode code = GenerateVertexShaderCode(API_D3D);
D3DBlob* pbytecode = nullptr;
D3D::CompileVertexShader(code.GetBuffer(), &pbytecode);
D3DBlob* pbytecode = nullptr;
D3D::CompileVertexShader(code.GetBuffer(), &pbytecode);
if (pbytecode == nullptr)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return false;
}
g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
if (pbytecode == nullptr)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return false;
}
g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
bool success = InsertByteCode(uid, pbytecode);
pbytecode->Release();
bool success = InsertByteCode(uid, pbytecode);
pbytecode->Release();
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
vshaders[uid].code = code.GetBuffer();
}
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
vshaders[uid].code = code.GetBuffer();
}
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return success;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return success;
}
bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, D3DBlob* bcodeblob)
bool VertexShaderCache::InsertByteCode(const VertexShaderUid& uid, D3DBlob* bcodeblob)
{
ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
if (shader == nullptr)
return false;
ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
if (shader == nullptr)
return false;
// TODO: Somehow make the debug name a bit more specific
D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a vertex shader of VertexShaderCache");
// TODO: Somehow make the debug name a bit more specific
D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a vertex shader of VertexShaderCache");
// Make an entry in the table
VSCacheEntry entry;
entry.shader = shader;
entry.SetByteCode(bcodeblob);
// Make an entry in the table
VSCacheEntry entry;
entry.shader = shader;
entry.SetByteCode(bcodeblob);
vshaders[uid] = entry;
last_entry = &vshaders[uid];
vshaders[uid] = entry;
last_entry = &vshaders[uid];
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
return true;
return true;
}
} // namespace DX11