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D3D: Uber shader support
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@ -13,6 +13,7 @@
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/FramebufferManager.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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@ -159,6 +160,9 @@ void GeometryShaderCache::Init()
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if (g_ActiveConfig.bShaderCache)
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LoadShaderCache();
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if (g_ActiveConfig.CanPrecompileUberShaders())
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PrecompileShaders();
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}
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void GeometryShaderCache::LoadShaderCache()
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@ -175,6 +179,9 @@ void GeometryShaderCache::Reload()
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if (g_ActiveConfig.bShaderCache)
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LoadShaderCache();
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if (g_ActiveConfig.CanPrecompileUberShaders())
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PrecompileShaders();
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}
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// ONLY to be used during shutdown.
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@ -203,78 +210,74 @@ 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);
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// Check if the shader is already set
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if (last_entry)
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if (last_entry && uid == last_uid)
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{
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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);
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return true;
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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D3D::stateman->SetGeometryShader(last_entry->shader);
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return true;
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}
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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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{
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// Return the default pass-through shader
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last_uid = uid;
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last_entry = &pass_entry;
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D3D::stateman->SetGeometryShader(last_entry->shader);
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return true;
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}
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// Check if the shader is already in the cache
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GSCache::iterator iter;
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iter = GeometryShaders.find(uid);
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auto iter = GeometryShaders.find(uid);
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if (iter != GeometryShaders.end())
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{
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const GSCacheEntry& entry = iter->second;
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last_uid = uid;
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last_entry = &entry;
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D3D::stateman->SetGeometryShader(last_entry->shader);
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return (entry.shader != nullptr);
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}
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// Need to compile a new shader
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if (CompileShader(uid))
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return SetShader(primitive_type);
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else
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return false;
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}
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bool GeometryShaderCache::CompileShader(const GeometryShaderUid& uid)
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{
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D3DBlob* bytecode;
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ShaderCode code =
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GenerateGeometryShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
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D3DBlob* pbytecode;
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if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))
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if (!D3D::CompileGeometryShader(code.GetBuffer(), &bytecode) ||
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!InsertByteCode(uid, bytecode->Data(), bytecode->Size()))
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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SAFE_RELEASE(bytecode);
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return false;
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}
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// Insert the bytecode into the caches
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g_gs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
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bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
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pbytecode->Release();
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return success;
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}
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bool GeometryShaderCache::InsertByteCode(const GeometryShaderUid& uid, const void* bytecode,
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unsigned int bytecodelen)
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{
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ID3D11GeometryShader* shader = D3D::CreateGeometryShaderFromByteCode(bytecode, bytecodelen);
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if (shader == nullptr)
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return false;
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// TODO: Somehow make the debug name a bit more specific
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D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of GeometryShaderCache");
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// Make an entry in the table
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GSCacheEntry newentry;
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newentry.shader = shader;
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GeometryShaders[uid] = newentry;
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last_entry = &GeometryShaders[uid];
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if (!shader)
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return false;
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g_gs_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
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return true;
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}
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bool GeometryShaderCache::InsertByteCode(const GeometryShaderUid& uid, const u8* bytecode,
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size_t len)
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{
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GSCacheEntry& newentry = GeometryShaders[uid];
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newentry.shader = bytecode ? D3D::CreateGeometryShaderFromByteCode(bytecode, len) : nullptr;
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return newentry.shader != nullptr;
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}
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void GeometryShaderCache::PrecompileShaders()
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{
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EnumerateGeometryShaderUids([](const GeometryShaderUid& uid) {
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if (GeometryShaders.find(uid) != GeometryShaders.end())
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return;
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CompileShader(uid);
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});
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}
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} // DX11
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