Revert r7421 and r7422.

Should fix issue 4413.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7592 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX
2011-06-11 19:37:21 +00:00
parent e5210de9d5
commit 8244efcc02
42 changed files with 1647 additions and 1420 deletions

View File

@ -36,13 +36,12 @@ bool vscbufchanged = true;
namespace DX11 {
VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
static SharedPtr<ID3D11VertexShader> SimpleVertexShader;
static SharedPtr<ID3D11VertexShader> ClearVertexShader;
static SharedPtr<ID3D11InputLayout> SimpleLayout;
static SharedPtr<ID3D11InputLayout> ClearLayout;
static ID3D11VertexShader* SimpleVertexShader = NULL;
static ID3D11VertexShader* ClearVertexShader = NULL;
static ID3D11InputLayout* SimpleLayout = NULL;
static ID3D11InputLayout* ClearLayout = NULL;
LinearDiskCache<VERTEXSHADERUID, u8> g_vs_disk_cache;
@ -51,34 +50,32 @@ ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVert
ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout() { return SimpleLayout; }
ID3D11InputLayout* VertexShaderCache::GetClearInputLayout() { return ClearLayout; }
SharedPtr<ID3D11Buffer> vscbuf;
ID3D11Buffer* vscbuf = NULL;
ID3D11Buffer*const& VertexShaderCache::GetConstantBuffer()
ID3D11Buffer* &VertexShaderCache::GetConstantBuffer()
{
// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
if (vscbufchanged)
{
D3D11_MAPPED_SUBRESOURCE map;
D3D::g_context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
D3D::context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, vsconstants, sizeof(vsconstants));
D3D::g_context->Unmap(vscbuf, 0);
D3D::context->Unmap(vscbuf, 0);
vscbufchanged = false;
}
return vscbuf;
}
// this class will load the precompiled shaders into our cache
class VertexShaderCacheInserter
class VertexShaderCacheInserter : public LinearDiskCacheReader<VERTEXSHADERUID, u8>
{
public:
template <typename F>
void operator()(const VERTEXSHADERUID& key, u32 value_size, F get_data) const
void Read(const VERTEXSHADERUID &key, const u8 *value, u32 value_size)
{
ID3D10Blob* blob = nullptr;
PD3D10CreateBlob(value_size, &blob);
get_data((u8*)blob->GetBufferPointer()); // read data from file into blob
D3DBlob* blob = new D3DBlob(value_size, value);
VertexShaderCache::InsertByteCode(key, blob);
blob->Release();
VertexShaderCache::InsertByteCode(key, SharedPtr<ID3D10Blob>::FromPtr(blob));
}
};
@ -130,29 +127,26 @@ void VertexShaderCache::Init()
unsigned int cbsize = ((sizeof(vsconstants))&(~0xf))+0x10; // must be a multiple of 16
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
vscbuf = CreateBufferShared(&cbdesc, NULL);
CHECK(vscbuf, "Create vertex shader constant buffer (size=%u)", cbsize);
D3D::SetDebugObjectName(vscbuf, "vertex shader constant buffer used to emulate the GX pipeline");
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, NULL, &vscbuf);
CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
D3D::SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "vertex shader constant buffer used to emulate the GX pipeline");
{
auto const blob = D3D::CompileVertexShader(simple_shader_code, sizeof(simple_shader_code));
SimpleLayout = CreateInputLayoutShared(simpleelems, 2, blob->GetBufferPointer(), blob->GetBufferSize());
D3DBlob* blob;
D3D::CompileVertexShader(simple_shader_code, sizeof(simple_shader_code), &blob);
D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
if (SimpleLayout == NULL || !SimpleVertexShader)
PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName(SimpleVertexShader, "simple vertex shader");
D3D::SetDebugObjectName(SimpleLayout, "simple input layout");
}
if (SimpleLayout == NULL || SimpleVertexShader == NULL) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
blob->Release();
D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout");
{
auto const blob = D3D::CompileVertexShader(clear_shader_code, sizeof(clear_shader_code));
ClearLayout = CreateInputLayoutShared(clearelems, 2, blob->GetBufferPointer(), blob->GetBufferSize());
D3D::CompileVertexShader(clear_shader_code, sizeof(clear_shader_code), &blob);
D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
if (ClearLayout == NULL || !ClearVertexShader)
PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName(ClearVertexShader, "clear vertex shader");
D3D::SetDebugObjectName(ClearLayout, "clear input layout");
}
if (ClearLayout == NULL || ClearVertexShader == NULL) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
blob->Release();
D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearVertexShader, "clear vertex shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearLayout, "clear input layout");
Clear();
@ -177,39 +171,41 @@ void VertexShaderCache::Init()
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
g_vs_disk_cache.OpenAndRead(cache_filename, VertexShaderCacheInserter());
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
}
void VertexShaderCache::Clear()
{
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
iter->second.Destroy();
vshaders.clear();
}
void VertexShaderCache::Shutdown()
{
vscbuf.reset();
SAFE_RELEASE(vscbuf);
SimpleVertexShader.reset();
ClearVertexShader.reset();
SAFE_RELEASE(SimpleVertexShader);
SAFE_RELEASE(ClearVertexShader);
SimpleLayout.reset();
ClearLayout.reset();
SAFE_RELEASE(SimpleLayout);
SAFE_RELEASE(ClearLayout);
Clear();
g_vs_disk_cache.Sync();
g_vs_disk_cache.Close();
}
bool VertexShaderCache::LoadShader(u32 components)
bool VertexShaderCache::SetShader(u32 components)
{
VERTEXSHADERUID uid;
GetVertexShaderId(&uid, components);
if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return (!!vshaders[uid].shader);
return (vshaders[uid].shader != NULL);
}
memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
@ -222,37 +218,39 @@ bool VertexShaderCache::LoadShader(u32 components)
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return (!!entry.shader);
return (entry.shader != NULL);
}
const char *code = GenerateVertexShaderCode(components, API_D3D11);
auto const pbytecode = D3D::CompileVertexShader(code, (int)strlen(code));
if (!pbytecode)
D3DBlob* pbytecode = NULL;
D3D::CompileVertexShader(code, (int)strlen(code), &pbytecode);
if (pbytecode == NULL)
{
PanicAlert("Failed to compile Vertex Shader %s %d:\n\n%s", __FILE__, __LINE__, code);
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return false;
}
g_vs_disk_cache.Append(uid, (u8*)pbytecode->GetBufferPointer(), (u32)pbytecode->GetBufferSize());
g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
g_vs_disk_cache.Sync();
bool result = InsertByteCode(uid, pbytecode);
pbytecode->Release();
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return result;
}
bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, SharedPtr<ID3D10Blob> bcodeblob)
bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob)
{
auto const shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
if (!shader)
ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
if (shader == NULL)
{
PanicAlert("Failed to create vertex shader from %p size %d at %s %d\n",
bcodeblob->GetBufferPointer(), bcodeblob->GetBufferSize(), __FILE__, __LINE__);
PanicAlert("Failed to create vertex shader from %p size %d at %s %d\n", bcodeblob->Data(), bcodeblob->Size(), __FILE__, __LINE__);
return false;
}
// TODO: Somehow make the debug name a bit more specific
D3D::SetDebugObjectName(shader, "a vertex shader of VertexShaderCache");
D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a vertex shader of VertexShaderCache");
// Make an entry in the table
VSCacheEntry entry;