D3D: Uber shader support

This commit is contained in:
Stenzek
2017-07-20 15:25:31 +10:00
parent cd502990fa
commit 4bf5625895
15 changed files with 720 additions and 193 deletions

View File

@ -9,10 +9,14 @@
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DBlob.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexShaderGen.h"
namespace DX11
{
class D3DVertexFormat;
class VertexShaderCache
{
public:
@ -20,10 +24,11 @@ public:
static void Reload();
static void Clear();
static void Shutdown();
static bool SetShader(); // TODO: Should be renamed to LoadShader
static bool SetShader(D3DVertexFormat* vertex_format);
static bool SetUberShader(D3DVertexFormat* vertex_format);
static void RetreiveAsyncShaders();
static void PrecompileUberShaders();
static ID3D11VertexShader* GetActiveShader() { return last_entry->shader; }
static D3DBlob* GetActiveShaderBytecode() { return last_entry->bytecode; }
static ID3D11Buffer*& GetConstantBuffer();
static ID3D11VertexShader* GetSimpleVertexShader();
@ -31,15 +36,20 @@ public:
static ID3D11InputLayout* GetSimpleInputLayout();
static ID3D11InputLayout* GetClearInputLayout();
static bool InsertByteCode(const VertexShaderUid& uid, D3DBlob* bcodeblob);
static bool InsertByteCode(const VertexShaderUid& uid, D3DBlob* blob);
static bool InsertByteCode(const UberShader::VertexShaderUid& uid, D3DBlob* blob);
static bool InsertShader(const VertexShaderUid& uid, ID3D11VertexShader* shader, D3DBlob* blob);
static bool InsertShader(const UberShader::VertexShaderUid& uid, ID3D11VertexShader* shader,
D3DBlob* blob);
private:
struct VSCacheEntry
{
ID3D11VertexShader* shader;
D3DBlob* bytecode; // needed to initialize the input layout
bool pending;
VSCacheEntry() : shader(nullptr), bytecode(nullptr) {}
VSCacheEntry() : shader(nullptr), bytecode(nullptr), pending(false) {}
void SetByteCode(D3DBlob* blob)
{
SAFE_RELEASE(bytecode);
@ -52,13 +62,49 @@ private:
SAFE_RELEASE(bytecode);
}
};
class VertexShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
VertexShaderCompilerWorkItem(const VertexShaderUid& uid);
~VertexShaderCompilerWorkItem() override;
bool Compile() override;
void Retrieve() override;
private:
VertexShaderUid m_uid;
D3DBlob* m_bytecode = nullptr;
ID3D11VertexShader* m_vs = nullptr;
};
class UberVertexShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
UberVertexShaderCompilerWorkItem(const UberShader::VertexShaderUid& uid);
~UberVertexShaderCompilerWorkItem() override;
bool Compile() override;
void Retrieve() override;
private:
UberShader::VertexShaderUid m_uid;
D3DBlob* m_bytecode = nullptr;
ID3D11VertexShader* m_vs = nullptr;
};
typedef std::map<VertexShaderUid, VSCacheEntry> VSCache;
typedef std::map<UberShader::VertexShaderUid, VSCacheEntry> UberVSCache;
static void LoadShaderCache();
static void SetInputLayout();
static VSCache vshaders;
static UberVSCache ubervshaders;
static const VSCacheEntry* last_entry;
static const VSCacheEntry* last_uber_entry;
static VertexShaderUid last_uid;
static UberShader::VertexShaderUid last_uber_uid;
};
} // namespace DX11