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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
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:
@ -36,13 +36,12 @@ bool vscbufchanged = true;
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namespace DX11 {
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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static SharedPtr<ID3D11VertexShader> SimpleVertexShader;
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static SharedPtr<ID3D11VertexShader> ClearVertexShader;
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static SharedPtr<ID3D11InputLayout> SimpleLayout;
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static SharedPtr<ID3D11InputLayout> ClearLayout;
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static ID3D11VertexShader* SimpleVertexShader = NULL;
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static ID3D11VertexShader* ClearVertexShader = NULL;
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static ID3D11InputLayout* SimpleLayout = NULL;
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static ID3D11InputLayout* ClearLayout = NULL;
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LinearDiskCache<VERTEXSHADERUID, u8> g_vs_disk_cache;
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@ -51,34 +50,32 @@ ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVert
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ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout() { return SimpleLayout; }
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ID3D11InputLayout* VertexShaderCache::GetClearInputLayout() { return ClearLayout; }
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SharedPtr<ID3D11Buffer> vscbuf;
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ID3D11Buffer* vscbuf = NULL;
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ID3D11Buffer*const& VertexShaderCache::GetConstantBuffer()
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ID3D11Buffer* &VertexShaderCache::GetConstantBuffer()
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{
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// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
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if (vscbufchanged)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::g_context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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D3D::context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, vsconstants, sizeof(vsconstants));
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D3D::g_context->Unmap(vscbuf, 0);
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D3D::context->Unmap(vscbuf, 0);
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vscbufchanged = false;
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}
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return vscbuf;
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}
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// this class will load the precompiled shaders into our cache
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class VertexShaderCacheInserter
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class VertexShaderCacheInserter : public LinearDiskCacheReader<VERTEXSHADERUID, u8>
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{
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public:
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template <typename F>
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void operator()(const VERTEXSHADERUID& key, u32 value_size, F get_data) const
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void Read(const VERTEXSHADERUID &key, const u8 *value, u32 value_size)
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{
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ID3D10Blob* blob = nullptr;
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PD3D10CreateBlob(value_size, &blob);
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get_data((u8*)blob->GetBufferPointer()); // read data from file into blob
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D3DBlob* blob = new D3DBlob(value_size, value);
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VertexShaderCache::InsertByteCode(key, blob);
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blob->Release();
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VertexShaderCache::InsertByteCode(key, SharedPtr<ID3D10Blob>::FromPtr(blob));
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}
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};
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@ -130,29 +127,26 @@ void VertexShaderCache::Init()
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unsigned int cbsize = ((sizeof(vsconstants))&(~0xf))+0x10; // must be a multiple of 16
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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vscbuf = CreateBufferShared(&cbdesc, NULL);
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CHECK(vscbuf, "Create vertex shader constant buffer (size=%u)", cbsize);
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D3D::SetDebugObjectName(vscbuf, "vertex shader constant buffer used to emulate the GX pipeline");
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HRESULT hr = D3D::device->CreateBuffer(&cbdesc, NULL, &vscbuf);
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CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "vertex shader constant buffer used to emulate the GX pipeline");
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{
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auto const blob = D3D::CompileVertexShader(simple_shader_code, sizeof(simple_shader_code));
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SimpleLayout = CreateInputLayoutShared(simpleelems, 2, blob->GetBufferPointer(), blob->GetBufferSize());
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D3DBlob* blob;
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D3D::CompileVertexShader(simple_shader_code, sizeof(simple_shader_code), &blob);
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D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
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SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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if (SimpleLayout == NULL || !SimpleVertexShader)
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PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName(SimpleVertexShader, "simple vertex shader");
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D3D::SetDebugObjectName(SimpleLayout, "simple input layout");
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}
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if (SimpleLayout == NULL || SimpleVertexShader == NULL) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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blob->Release();
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D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout");
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{
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auto const blob = D3D::CompileVertexShader(clear_shader_code, sizeof(clear_shader_code));
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ClearLayout = CreateInputLayoutShared(clearelems, 2, blob->GetBufferPointer(), blob->GetBufferSize());
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D3D::CompileVertexShader(clear_shader_code, sizeof(clear_shader_code), &blob);
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D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
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ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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if (ClearLayout == NULL || !ClearVertexShader)
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PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName(ClearVertexShader, "clear vertex shader");
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D3D::SetDebugObjectName(ClearLayout, "clear input layout");
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}
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if (ClearLayout == NULL || ClearVertexShader == NULL) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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blob->Release();
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D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearVertexShader, "clear vertex shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearLayout, "clear input layout");
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Clear();
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@ -177,39 +171,41 @@ void VertexShaderCache::Init()
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char cache_filename[MAX_PATH];
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sprintf(cache_filename, "%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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g_vs_disk_cache.OpenAndRead(cache_filename, VertexShaderCacheInserter());
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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VertexShaderCacheInserter inserter;
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g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
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}
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void VertexShaderCache::Clear()
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{
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for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
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iter->second.Destroy();
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vshaders.clear();
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}
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void VertexShaderCache::Shutdown()
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{
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vscbuf.reset();
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SAFE_RELEASE(vscbuf);
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SimpleVertexShader.reset();
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ClearVertexShader.reset();
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SAFE_RELEASE(SimpleVertexShader);
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SAFE_RELEASE(ClearVertexShader);
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SimpleLayout.reset();
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ClearLayout.reset();
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SAFE_RELEASE(SimpleLayout);
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SAFE_RELEASE(ClearLayout);
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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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}
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bool VertexShaderCache::LoadShader(u32 components)
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bool VertexShaderCache::SetShader(u32 components)
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{
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VERTEXSHADERUID uid;
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GetVertexShaderId(&uid, components);
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if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return (!!vshaders[uid].shader);
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return (vshaders[uid].shader != NULL);
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}
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memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
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@ -222,37 +218,39 @@ bool VertexShaderCache::LoadShader(u32 components)
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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);
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return (entry.shader != NULL);
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}
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const char *code = GenerateVertexShaderCode(components, API_D3D11);
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auto const pbytecode = D3D::CompileVertexShader(code, (int)strlen(code));
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if (!pbytecode)
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D3DBlob* pbytecode = NULL;
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D3D::CompileVertexShader(code, (int)strlen(code), &pbytecode);
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if (pbytecode == NULL)
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{
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PanicAlert("Failed to compile Vertex Shader %s %d:\n\n%s", __FILE__, __LINE__, code);
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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return false;
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}
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g_vs_disk_cache.Append(uid, (u8*)pbytecode->GetBufferPointer(), (u32)pbytecode->GetBufferSize());
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g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
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g_vs_disk_cache.Sync();
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bool result = 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 result;
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}
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bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, SharedPtr<ID3D10Blob> bcodeblob)
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bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob)
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{
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auto const shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
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if (!shader)
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ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
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if (shader == NULL)
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{
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PanicAlert("Failed to create vertex shader from %p size %d at %s %d\n",
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bcodeblob->GetBufferPointer(), bcodeblob->GetBufferSize(), __FILE__, __LINE__);
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PanicAlert("Failed to create vertex shader from %p size %d at %s %d\n", bcodeblob->Data(), bcodeblob->Size(), __FILE__, __LINE__);
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return false;
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}
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// TODO: Somehow make the debug name a bit more specific
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D3D::SetDebugObjectName(shader, "a vertex shader of VertexShaderCache");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a vertex shader of VertexShaderCache");
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// Make an entry in the table
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VSCacheEntry entry;
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