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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Shader Disk Cache implementation for D3D. Saves generated shaders on disk. Eliminates "freeze jerks" in D3D plugin the _second_ and later times you play something.... not much to do about the first time. The D3D shader compiler is just slow.
Also assorted cleanup around the shader code. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4869 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -24,12 +24,22 @@
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namespace D3D
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{
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LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len)
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// Bytecode->shader.
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LPDIRECT3DVERTEXSHADER9 CreateVertexShaderFromByteCode(const u8 *bytecode, int len)
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{
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LPDIRECT3DVERTEXSHADER9 v_shader;
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HRESULT hr = D3D::dev->CreateVertexShader((DWORD *)bytecode, &v_shader);
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if (FAILED(hr))
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v_shader = 0;
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return v_shader;
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}
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// Code->bytecode.
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bool CompileVertexShader(const char *code, int len, u8 **bytecode, int *bytecodelen)
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{
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//try to compile
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LPD3DXBUFFER shaderBuffer = 0;
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LPD3DXBUFFER errorBuffer = 0;
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LPDIRECT3DVERTEXSHADER9 vShader = 0;
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HRESULT hr = D3DXCompileShader(code, len, 0, 0, "main", D3D::VertexShaderVersionString(),
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0, &shaderBuffer, &errorBuffer, 0);
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if (FAILED(hr))
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@ -39,20 +49,16 @@ LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len)
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std::string hello = (char*)errorBuffer->GetBufferPointer();
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hello += "\n\n";
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hello += code;
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MessageBoxA(0, hello.c_str(), "Error assembling vertex shader", MB_ICONERROR);
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MessageBoxA(0, hello.c_str(), "Error compiling vertex shader", MB_ICONERROR);
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}
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vShader = 0;
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*bytecode = 0;
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*bytecodelen = 0;
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}
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else if (SUCCEEDED(hr))
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{
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//create it
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HRESULT hr = E_FAIL;
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if (shaderBuffer)
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hr = D3D::dev->CreateVertexShader((DWORD *)shaderBuffer->GetBufferPointer(), &vShader);
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if ((FAILED(hr) || vShader == 0) && g_ActiveConfig.bShowShaderErrors)
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{
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MessageBoxA(0, code, (char*)errorBuffer->GetBufferPointer(), MB_ICONERROR);
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}
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*bytecodelen = shaderBuffer->GetBufferSize();
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*bytecode = new u8[*bytecodelen];
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memcpy(*bytecode, shaderBuffer->GetBufferPointer(), *bytecodelen);
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}
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//cleanup
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@ -60,14 +66,25 @@ LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len)
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shaderBuffer->Release();
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if (errorBuffer)
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errorBuffer->Release();
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return vShader;
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return SUCCEEDED(hr) ? true : false;
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}
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LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len)
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// Bytecode->shader.
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LPDIRECT3DPIXELSHADER9 CreatePixelShaderFromByteCode(const u8 *bytecode, int len)
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{
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LPDIRECT3DPIXELSHADER9 p_shader;
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HRESULT hr = D3D::dev->CreatePixelShader((DWORD *)bytecode, &p_shader);
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if (FAILED(hr))
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p_shader = 0;
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return p_shader;
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}
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bool CompilePixelShader(const char *code, int len, u8 **bytecode, int *bytecodelen)
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{
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LPD3DXBUFFER shaderBuffer = 0;
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LPD3DXBUFFER errorBuffer = 0;
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LPDIRECT3DPIXELSHADER9 pShader = 0;
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// Someone:
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// For some reason, I had this kind of errors : "Shader uses texture addressing operations
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@ -81,18 +98,16 @@ LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len)
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std::string hello = (char*)errorBuffer->GetBufferPointer();
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hello += "\n\n";
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hello += code;
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MessageBoxA(0, hello.c_str(), "Error assembling pixel shader", MB_ICONERROR);
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MessageBoxA(0, hello.c_str(), "Error compiling pixel shader", MB_ICONERROR);
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}
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pShader = 0;
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*bytecode = 0;
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*bytecodelen = 0;
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}
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else
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else if (SUCCEEDED(hr))
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{
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//create it
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HRESULT hr = D3D::dev->CreatePixelShader((DWORD *)shaderBuffer->GetBufferPointer(), &pShader);
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if ((FAILED(hr) || pShader == 0) && g_ActiveConfig.bShowShaderErrors)
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{
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MessageBoxA(0, "damn", "error creating pixelshader", MB_ICONERROR);
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}
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*bytecodelen = shaderBuffer->GetBufferSize();
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*bytecode = new u8[*bytecodelen];
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memcpy(*bytecode, shaderBuffer->GetBufferPointer(), *bytecodelen);
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}
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//cleanup
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@ -100,7 +115,31 @@ LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len)
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shaderBuffer->Release();
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if (errorBuffer)
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errorBuffer->Release();
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return pShader;
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return SUCCEEDED(hr) ? true : false;
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}
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LPDIRECT3DVERTEXSHADER9 CompileAndCreateVertexShader(const char *code, int len) {
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u8 *bytecode;
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int bytecodelen;
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if (CompileVertexShader(code, len, &bytecode, &bytecodelen)) {
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LPDIRECT3DVERTEXSHADER9 v_shader = CreateVertexShaderFromByteCode(bytecode, len);
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delete [] bytecode;
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return v_shader;
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} else {
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return 0;
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}
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}
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LPDIRECT3DPIXELSHADER9 CompileAndCreatePixelShader(const char *code, int len) {
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u8 *bytecode;
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int bytecodelen;
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if (CompilePixelShader(code, len, &bytecode, &bytecodelen)) {
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LPDIRECT3DPIXELSHADER9 p_shader = CreatePixelShaderFromByteCode(bytecode, len);
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delete [] bytecode;
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return p_shader;
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} else {
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return 0;
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}
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}
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} // namespace
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