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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 22:29:39 -06:00
D3D: Uber shader support
This commit is contained in:
@ -8,12 +8,15 @@
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#include "Common/CommonTypes.h"
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#include "Common/FileUtil.h"
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#include "Common/LinearDiskCache.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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#include "Core/Host.h"
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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/PixelShaderCache.h"
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#include "VideoCommon/Debugger.h"
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@ -25,10 +28,15 @@
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namespace DX11
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{
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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PixelShaderCache::UberPSCache PixelShaderCache::UberPixelShaders;
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const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
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const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_uber_entry;
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PixelShaderUid PixelShaderCache::last_uid;
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UberShader::PixelShaderUid PixelShaderCache::last_uber_uid;
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LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
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LinearDiskCache<UberShader::PixelShaderUid, u8> g_uber_ps_disk_cache;
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extern std::unique_ptr<VideoCommon::AsyncShaderCompiler> g_async_compiler;
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ID3D11PixelShader* s_ColorMatrixProgram[2] = {nullptr};
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ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr};
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@ -429,10 +437,8 @@ ID3D11PixelShader* PixelShaderCache::GetDepthResolveProgram()
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return s_DepthResolveProgram;
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}
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ID3D11Buffer*& PixelShaderCache::GetConstantBuffer()
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static void UpdateConstantBuffers()
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{
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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 (PixelShaderManager::dirty)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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@ -443,14 +449,20 @@ ID3D11Buffer*& PixelShaderCache::GetConstantBuffer()
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(PixelShaderConstants));
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}
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}
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ID3D11Buffer* PixelShaderCache::GetConstantBuffer()
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{
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UpdateConstantBuffers();
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return pscbuf;
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}
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// this class will load the precompiled shaders into our cache
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class PixelShaderCacheInserter : public LinearDiskCacheReader<PixelShaderUid, u8>
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template <typename UidType>
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class PixelShaderCacheInserter : public LinearDiskCacheReader<UidType, u8>
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{
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public:
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void Read(const PixelShaderUid& key, const u8* value, u32 value_size)
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void Read(const UidType& key, const u8* value, u32 value_size)
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{
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PixelShaderCache::InsertByteCode(key, value, value_size);
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}
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@ -499,22 +511,34 @@ void PixelShaderCache::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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PrecompileUberShaders();
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}
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void PixelShaderCache::LoadShaderCache()
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{
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PixelShaderCacheInserter inserter;
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PixelShaderCacheInserter<PixelShaderUid> inserter;
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g_ps_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "PS", true, true), inserter);
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PixelShaderCacheInserter<UberShader::PixelShaderUid> uber_inserter;
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g_uber_ps_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "UberPS", false, true),
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uber_inserter);
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}
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void PixelShaderCache::Reload()
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{
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g_ps_disk_cache.Sync();
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g_ps_disk_cache.Close();
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g_uber_ps_disk_cache.Sync();
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g_uber_ps_disk_cache.Close();
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Clear();
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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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PrecompileUberShaders();
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}
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// ONLY to be used during shutdown.
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@ -522,10 +546,15 @@ void PixelShaderCache::Clear()
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{
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for (auto& iter : PixelShaders)
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iter.second.Destroy();
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for (auto& iter : UberPixelShaders)
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iter.second.Destroy();
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PixelShaders.clear();
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UberPixelShaders.clear();
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last_entry = nullptr;
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last_uber_entry = nullptr;
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last_uid = {};
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last_uber_uid = {};
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}
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// Used in Swap() when AA mode has changed
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@ -558,82 +587,252 @@ void PixelShaderCache::Shutdown()
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Clear();
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g_ps_disk_cache.Sync();
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g_ps_disk_cache.Close();
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g_uber_ps_disk_cache.Sync();
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g_uber_ps_disk_cache.Close();
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}
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bool PixelShaderCache::SetShader()
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{
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PixelShaderUid uid = GetPixelShaderUid();
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// Check if the shader is already set
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if (last_entry)
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if (g_ActiveConfig.CanUseUberShaders() &&
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(g_ActiveConfig.bDisableSpecializedShaders || g_ActiveConfig.bForcePixelUberShaders))
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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 (last_entry->shader != nullptr);
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}
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return SetUberShader();
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}
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last_uid = uid;
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PixelShaderUid uid = GetPixelShaderUid();
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if (last_entry && uid == last_uid)
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{
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if (last_entry->pending)
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return SetUberShader();
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if (!last_entry->shader)
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return false;
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D3D::stateman->SetPixelShader(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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PSCache::iterator iter;
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iter = PixelShaders.find(uid);
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auto iter = PixelShaders.find(uid);
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if (iter != PixelShaders.end())
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{
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const PSCacheEntry& entry = iter->second;
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if (entry.pending)
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return SetUberShader();
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last_uid = uid;
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return (entry.shader != nullptr);
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if (!last_entry->shader)
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return false;
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D3D::stateman->SetPixelShader(last_entry->shader);
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return true;
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}
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// Background compiling?
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if (g_ActiveConfig.CanBackgroundCompileShaders())
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{
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// Create a pending entry
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PSCacheEntry entry;
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entry.pending = true;
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PixelShaders[uid] = entry;
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// Queue normal shader compiling and use ubershader
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g_async_compiler->QueueWorkItem(
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g_async_compiler->CreateWorkItem<PixelShaderCompilerWorkItem>(uid));
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return SetUberShader();
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}
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// Need to compile a new shader
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D3DBlob* bytecode = nullptr;
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ShaderCode code =
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GeneratePixelShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))
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D3D::CompilePixelShader(code.GetBuffer(), &bytecode);
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if (!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_ps_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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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return success;
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g_ps_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
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return SetShader();
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}
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bool PixelShaderCache::InsertByteCode(const PixelShaderUid& uid, const void* bytecode,
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unsigned int bytecodelen)
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bool PixelShaderCache::SetUberShader()
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{
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ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
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if (shader == nullptr)
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return false;
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UberShader::PixelShaderUid uid = UberShader::GetPixelShaderUid();
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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 PixelShaderCache");
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// Make an entry in the table
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PSCacheEntry newentry;
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newentry.shader = shader;
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PixelShaders[uid] = newentry;
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last_entry = &PixelShaders[uid];
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if (!shader)
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if (last_uber_entry && last_uber_uid == uid)
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{
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// INCSTAT(stats.numPixelShadersFailed);
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if (!last_uber_entry->shader)
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return false;
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D3D::stateman->SetPixelShader(last_uber_entry->shader);
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return true;
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}
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auto iter = UberPixelShaders.find(uid);
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if (iter != UberPixelShaders.end())
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{
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const PSCacheEntry& entry = iter->second;
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last_uber_uid = uid;
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last_uber_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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if (!last_uber_entry->shader)
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return false;
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D3D::stateman->SetPixelShader(last_uber_entry->shader);
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return true;
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}
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D3DBlob* bytecode = nullptr;
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ShaderCode code =
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UberShader::GenPixelShader(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
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D3D::CompilePixelShader(code.GetBuffer(), &bytecode);
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if (!InsertByteCode(uid, bytecode->Data(), bytecode->Size()))
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{
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SAFE_RELEASE(bytecode);
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return false;
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}
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// Lookup map again.
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g_uber_ps_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
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bytecode->Release();
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return SetUberShader();
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}
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bool PixelShaderCache::InsertByteCode(const PixelShaderUid& uid, const u8* data, size_t len)
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{
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ID3D11PixelShader* shader = data ? D3D::CreatePixelShaderFromByteCode(data, len) : nullptr;
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if (!InsertShader(uid, shader))
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{
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SAFE_RELEASE(shader);
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return false;
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}
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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
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return true;
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}
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bool PixelShaderCache::InsertByteCode(const UberShader::PixelShaderUid& uid, const u8* data,
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size_t len)
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{
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ID3D11PixelShader* shader = data ? D3D::CreatePixelShaderFromByteCode(data, len) : nullptr;
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if (!InsertShader(uid, shader))
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{
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SAFE_RELEASE(shader);
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return false;
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}
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return true;
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}
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bool PixelShaderCache::InsertShader(const PixelShaderUid& uid, ID3D11PixelShader* shader)
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{
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auto iter = PixelShaders.find(uid);
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if (iter != PixelShaders.end() && !iter->second.pending)
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return false;
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PSCacheEntry& newentry = PixelShaders[uid];
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newentry.pending = false;
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newentry.shader = shader;
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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
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return (shader != nullptr);
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}
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bool PixelShaderCache::InsertShader(const UberShader::PixelShaderUid& uid,
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ID3D11PixelShader* shader)
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{
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auto iter = UberPixelShaders.find(uid);
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if (iter != UberPixelShaders.end() && !iter->second.pending)
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return false;
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PSCacheEntry& newentry = UberPixelShaders[uid];
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newentry.pending = false;
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newentry.shader = shader;
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return (shader != nullptr);
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}
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void PixelShaderCache::PrecompileUberShaders()
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{
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UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& uid) {
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if (UberPixelShaders.find(uid) != UberPixelShaders.end())
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return;
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g_async_compiler->QueueWorkItem(
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g_async_compiler->CreateWorkItem<UberPixelShaderCompilerWorkItem>(uid));
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});
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g_async_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
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Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
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static_cast<int>(completed), static_cast<int>(total));
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});
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g_async_compiler->RetrieveWorkItems();
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Host_UpdateProgressDialog("", -1, -1);
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}
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PixelShaderCache::PixelShaderCompilerWorkItem::PixelShaderCompilerWorkItem(
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const PixelShaderUid& uid)
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{
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std::memcpy(&m_uid, &uid, sizeof(uid));
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}
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PixelShaderCache::PixelShaderCompilerWorkItem::~PixelShaderCompilerWorkItem()
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{
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SAFE_RELEASE(m_bytecode);
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}
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bool PixelShaderCache::PixelShaderCompilerWorkItem::Compile()
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{
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ShaderCode code =
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GeneratePixelShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
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if (D3D::CompilePixelShader(code.GetBuffer(), &m_bytecode))
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m_shader = D3D::CreatePixelShaderFromByteCode(m_bytecode);
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return true;
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}
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void PixelShaderCache::PixelShaderCompilerWorkItem::Retrieve()
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{
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if (InsertShader(m_uid, m_shader))
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g_ps_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
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else
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SAFE_RELEASE(m_shader);
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}
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PixelShaderCache::UberPixelShaderCompilerWorkItem::UberPixelShaderCompilerWorkItem(
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const UberShader::PixelShaderUid& uid)
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{
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std::memcpy(&m_uid, &uid, sizeof(uid));
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}
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PixelShaderCache::UberPixelShaderCompilerWorkItem::~UberPixelShaderCompilerWorkItem()
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{
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SAFE_RELEASE(m_bytecode);
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}
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bool PixelShaderCache::UberPixelShaderCompilerWorkItem::Compile()
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{
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ShaderCode code =
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UberShader::GenPixelShader(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
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if (D3D::CompilePixelShader(code.GetBuffer(), &m_bytecode))
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m_shader = D3D::CreatePixelShaderFromByteCode(m_bytecode);
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return true;
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}
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void PixelShaderCache::UberPixelShaderCompilerWorkItem::Retrieve()
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{
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if (InsertShader(m_uid, m_shader))
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g_uber_ps_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
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else
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SAFE_RELEASE(m_shader);
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}
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} // DX11
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