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https://github.com/dolphin-emu/dolphin.git
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D3D: Uber shader support
This commit is contained in:
@ -8,23 +8,32 @@
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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/D3DShader.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/VertexManager.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/UberShaderVertex.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/VertexShaderManager.h"
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namespace DX11
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{
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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VertexShaderCache::UberVSCache VertexShaderCache::ubervshaders;
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const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
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const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_uber_entry;
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VertexShaderUid VertexShaderCache::last_uid;
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UberShader::VertexShaderUid VertexShaderCache::last_uber_uid;
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static ID3D11VertexShader* SimpleVertexShader = nullptr;
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static ID3D11VertexShader* ClearVertexShader = nullptr;
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@ -32,6 +41,8 @@ static ID3D11InputLayout* SimpleLayout = nullptr;
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static ID3D11InputLayout* ClearLayout = nullptr;
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LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
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LinearDiskCache<UberShader::VertexShaderUid, u8> g_uber_vs_disk_cache;
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std::unique_ptr<VideoCommon::AsyncShaderCompiler> g_async_compiler;
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ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader()
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{
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@ -70,10 +81,11 @@ ID3D11Buffer*& VertexShaderCache::GetConstantBuffer()
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}
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// this class will load the precompiled shaders into our cache
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class VertexShaderCacheInserter : public LinearDiskCacheReader<VertexShaderUid, u8>
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template <typename UidType>
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class VertexShaderCacheInserter : public LinearDiskCacheReader<UidType, u8>
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{
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public:
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void Read(const VertexShaderUid& 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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D3DBlob* blob = new D3DBlob(value_size, value);
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VertexShaderCache::InsertByteCode(key, blob);
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@ -160,36 +172,65 @@ void VertexShaderCache::Init()
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if (g_ActiveConfig.bShaderCache)
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LoadShaderCache();
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g_async_compiler = std::make_unique<VideoCommon::AsyncShaderCompiler>();
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if (g_ActiveConfig.GetShaderCompilerThreads() > 0)
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g_async_compiler->StartWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
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if (g_ActiveConfig.CanPrecompileUberShaders())
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PrecompileUberShaders();
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}
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void VertexShaderCache::LoadShaderCache()
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{
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VertexShaderCacheInserter inserter;
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VertexShaderCacheInserter<VertexShaderUid> inserter;
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g_vs_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "VS", true, true), inserter);
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VertexShaderCacheInserter<UberShader::VertexShaderUid> uber_inserter;
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g_uber_vs_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "UberVS", false, true),
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uber_inserter);
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}
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void VertexShaderCache::Reload()
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{
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g_async_compiler->WaitUntilCompletion();
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g_async_compiler->RetrieveWorkItems();
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g_vs_disk_cache.Sync();
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g_vs_disk_cache.Close();
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g_uber_vs_disk_cache.Sync();
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g_uber_vs_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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void VertexShaderCache::Clear()
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{
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for (auto& iter : vshaders)
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iter.second.Destroy();
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for (auto& iter : ubervshaders)
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iter.second.Destroy();
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vshaders.clear();
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ubervshaders.clear();
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last_entry = nullptr;
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last_uid = {};
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last_uber_uid = {};
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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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void VertexShaderCache::Shutdown()
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{
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g_async_compiler->StopWorkerThreads();
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g_async_compiler->RetrieveWorkItems();
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SAFE_RELEASE(vscbuf);
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SAFE_RELEASE(SimpleVertexShader);
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@ -201,74 +242,264 @@ void VertexShaderCache::Shutdown()
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Clear();
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g_vs_disk_cache.Sync();
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g_vs_disk_cache.Close();
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g_uber_vs_disk_cache.Sync();
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g_uber_vs_disk_cache.Close();
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}
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bool VertexShaderCache::SetShader()
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bool VertexShaderCache::SetShader(D3DVertexFormat* vertex_format)
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{
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VertexShaderUid uid = GetVertexShaderUid();
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if (last_entry)
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if (g_ActiveConfig.CanUseUberShaders() &&
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(g_ActiveConfig.bDisableSpecializedShaders || g_ActiveConfig.bForceVertexUberShaders))
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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_VERTEX_SHADER_CHANGE, true);
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return (last_entry->shader != nullptr);
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}
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return SetUberShader(vertex_format);
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}
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last_uid = uid;
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VertexShaderUid uid = GetVertexShaderUid();
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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(vertex_format);
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VSCache::iterator iter = vshaders.find(uid);
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if (!last_entry->shader)
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return false;
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vertex_format->SetInputLayout(last_entry->bytecode);
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D3D::stateman->SetVertexShader(last_entry->shader);
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return true;
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}
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auto iter = vshaders.find(uid);
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if (iter != vshaders.end())
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{
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const VSCacheEntry& entry = iter->second;
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if (entry.pending)
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return SetUberShader(vertex_format);
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last_uid = uid;
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_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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vertex_format->SetInputLayout(last_entry->bytecode);
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D3D::stateman->SetVertexShader(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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VSCacheEntry entry;
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entry.pending = true;
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vshaders[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<VertexShaderCompilerWorkItem>(uid));
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return SetUberShader(vertex_format);
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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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GenerateVertexShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
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D3DBlob* pbytecode = nullptr;
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D3D::CompileVertexShader(code.GetBuffer(), &pbytecode);
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if (pbytecode == nullptr)
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D3D::CompileVertexShader(code.GetBuffer(), &bytecode);
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if (!InsertByteCode(uid, bytecode))
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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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g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
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bool success = InsertByteCode(uid, pbytecode);
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pbytecode->Release();
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return success;
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g_vs_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
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bytecode->Release();
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return SetShader(vertex_format);
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}
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bool VertexShaderCache::InsertByteCode(const VertexShaderUid& uid, D3DBlob* bcodeblob)
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bool VertexShaderCache::SetUberShader(D3DVertexFormat* vertex_format)
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{
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ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
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if (shader == nullptr)
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D3DVertexFormat* uber_vertex_format = static_cast<D3DVertexFormat*>(
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VertexLoaderManager::GetUberVertexFormat(vertex_format->GetVertexDeclaration()));
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UberShader::VertexShaderUid uid = UberShader::GetVertexShaderUid();
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if (last_uber_entry && last_uber_uid == uid)
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{
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if (!last_uber_entry->shader)
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return false;
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uber_vertex_format->SetInputLayout(last_uber_entry->bytecode);
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D3D::stateman->SetVertexShader(last_uber_entry->shader);
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return true;
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}
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auto iter = ubervshaders.find(uid);
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if (iter != ubervshaders.end())
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{
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const VSCacheEntry& 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_VERTEX_SHADER_CHANGE, true);
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if (!last_uber_entry->shader)
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return false;
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uber_vertex_format->SetInputLayout(last_uber_entry->bytecode);
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D3D::stateman->SetVertexShader(last_uber_entry->shader);
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return true;
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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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UberShader::GenVertexShader(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
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D3D::CompileVertexShader(code.GetBuffer(), &bytecode);
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if (!InsertByteCode(uid, bytecode))
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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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g_uber_vs_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
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bytecode->Release();
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return SetUberShader(vertex_format);
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}
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bool VertexShaderCache::InsertByteCode(const VertexShaderUid& uid, D3DBlob* blob)
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{
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ID3D11VertexShader* shader =
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blob ? D3D::CreateVertexShaderFromByteCode(blob->Data(), blob->Size()) : nullptr;
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bool result = InsertShader(uid, shader, blob);
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SAFE_RELEASE(shader);
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return result;
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}
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bool VertexShaderCache::InsertByteCode(const UberShader::VertexShaderUid& uid, D3DBlob* blob)
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{
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ID3D11VertexShader* shader =
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blob ? D3D::CreateVertexShaderFromByteCode(blob->Data(), blob->Size()) : nullptr;
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bool result = InsertShader(uid, shader, blob);
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SAFE_RELEASE(shader);
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return result;
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}
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bool VertexShaderCache::InsertShader(const VertexShaderUid& uid, ID3D11VertexShader* shader,
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D3DBlob* blob)
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{
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auto iter = vshaders.find(uid);
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if (iter != vshaders.end() && !iter->second.pending)
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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 vertex shader of VertexShaderCache");
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VSCacheEntry& newentry = vshaders[uid];
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newentry.pending = false;
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if (!shader || !blob)
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return false;
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// Make an entry in the table
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VSCacheEntry entry;
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entry.shader = shader;
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entry.SetByteCode(bcodeblob);
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shader->AddRef();
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newentry.SetByteCode(blob);
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newentry.shader = shader;
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vshaders[uid] = entry;
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last_entry = &vshaders[uid];
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INCSTAT(stats.numPixelShadersCreated);
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SETSTAT(stats.numPixelShadersAlive, static_cast<int>(vshaders.size()));
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return true;
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}
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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bool VertexShaderCache::InsertShader(const UberShader::VertexShaderUid& uid,
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ID3D11VertexShader* shader, D3DBlob* blob)
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{
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auto iter = ubervshaders.find(uid);
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if (iter != ubervshaders.end() && !iter->second.pending)
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return false;
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VSCacheEntry& newentry = ubervshaders[uid];
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newentry.pending = false;
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if (!shader || !blob)
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return false;
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shader->AddRef();
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newentry.SetByteCode(blob);
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newentry.shader = shader;
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return true;
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}
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void VertexShaderCache::RetreiveAsyncShaders()
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{
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g_async_compiler->RetrieveWorkItems();
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}
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void VertexShaderCache::PrecompileUberShaders()
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{
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UberShader::EnumerateVertexShaderUids([&](const UberShader::VertexShaderUid& uid) {
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if (ubervshaders.find(uid) != ubervshaders.end())
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return;
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g_async_compiler->QueueWorkItem(
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g_async_compiler->CreateWorkItem<UberVertexShaderCompilerWorkItem>(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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VertexShaderCache::VertexShaderCompilerWorkItem::VertexShaderCompilerWorkItem(
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const VertexShaderUid& uid)
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{
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std::memcpy(&m_uid, &uid, sizeof(uid));
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}
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VertexShaderCache::VertexShaderCompilerWorkItem::~VertexShaderCompilerWorkItem()
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{
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SAFE_RELEASE(m_bytecode);
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SAFE_RELEASE(m_vs);
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}
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bool VertexShaderCache::VertexShaderCompilerWorkItem::Compile()
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{
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ShaderCode code =
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GenerateVertexShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
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if (D3D::CompileVertexShader(code.GetBuffer(), &m_bytecode))
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m_vs = D3D::CreateVertexShaderFromByteCode(m_bytecode);
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return true;
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}
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void VertexShaderCache::VertexShaderCompilerWorkItem::Retrieve()
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{
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if (InsertShader(m_uid, m_vs, m_bytecode))
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g_vs_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
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}
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VertexShaderCache::UberVertexShaderCompilerWorkItem::UberVertexShaderCompilerWorkItem(
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const UberShader::VertexShaderUid& uid)
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{
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std::memcpy(&m_uid, &uid, sizeof(uid));
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}
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VertexShaderCache::UberVertexShaderCompilerWorkItem::~UberVertexShaderCompilerWorkItem()
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{
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SAFE_RELEASE(m_bytecode);
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SAFE_RELEASE(m_vs);
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}
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bool VertexShaderCache::UberVertexShaderCompilerWorkItem::Compile()
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{
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ShaderCode code =
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UberShader::GenVertexShader(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
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if (D3D::CompileVertexShader(code.GetBuffer(), &m_bytecode))
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m_vs = D3D::CreateVertexShaderFromByteCode(m_bytecode);
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return true;
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}
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void VertexShaderCache::UberVertexShaderCompilerWorkItem::Retrieve()
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{
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if (InsertShader(m_uid, m_vs, m_bytecode))
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g_uber_vs_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
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}
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} // namespace DX11
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