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VideoCommon: Add names for textures and shaders
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@ -3,6 +3,8 @@
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#include "VideoCommon/ShaderCache.h"
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#include <fmt/format.h>
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#include "Common/Assert.h"
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#include "Common/FileUtil.h"
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#include "Common/MsgHandler.h"
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@ -539,7 +541,8 @@ const AbstractShader* ShaderCache::CreateGeometryShader(const GeometryShaderUid&
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const ShaderCode source_code =
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GenerateGeometryShaderCode(m_api_type, m_host_config, uid.GetUidData());
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std::unique_ptr<AbstractShader> shader =
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g_renderer->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer());
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g_renderer->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer(),
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fmt::format("Geometry shader: {}", *uid.GetUidData()));
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auto& entry = m_gs_cache.shader_map[uid];
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entry.pending = false;
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@ -1158,7 +1161,9 @@ ShaderCache::GetEFBCopyToVRAMPipeline(const TextureConversionShaderGen::TCShader
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return iter->second.get();
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auto shader_code = TextureConversionShaderGen::GeneratePixelShader(m_api_type, uid.GetUidData());
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auto shader = g_renderer->CreateShaderFromSource(ShaderStage::Pixel, shader_code.GetBuffer());
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auto shader = g_renderer->CreateShaderFromSource(
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ShaderStage::Pixel, shader_code.GetBuffer(),
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fmt::format("EFB copy to VRAM pixel shader: {}", *uid.GetUidData()));
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if (!shader)
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{
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m_efb_copy_to_vram_pipelines.emplace(uid, nullptr);
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@ -1188,7 +1193,8 @@ const AbstractPipeline* ShaderCache::GetEFBCopyToRAMPipeline(const EFBCopyParams
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const std::string shader_code =
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TextureConversionShaderTiled::GenerateEncodingShader(uid, m_api_type);
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const auto shader = g_renderer->CreateShaderFromSource(ShaderStage::Pixel, shader_code);
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const auto shader = g_renderer->CreateShaderFromSource(
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ShaderStage::Pixel, shader_code, fmt::format("EFB copy to RAM pixel shader: {}", uid));
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if (!shader)
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{
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m_efb_copy_to_ram_pipelines.emplace(uid, nullptr);
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@ -1210,29 +1216,34 @@ const AbstractPipeline* ShaderCache::GetEFBCopyToRAMPipeline(const EFBCopyParams
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bool ShaderCache::CompileSharedPipelines()
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{
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m_screen_quad_vertex_shader = g_renderer->CreateShaderFromSource(
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ShaderStage::Vertex, FramebufferShaderGen::GenerateScreenQuadVertexShader());
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ShaderStage::Vertex, FramebufferShaderGen::GenerateScreenQuadVertexShader(),
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"Screen quad vertex shader");
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m_texture_copy_vertex_shader = g_renderer->CreateShaderFromSource(
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ShaderStage::Vertex, FramebufferShaderGen::GenerateTextureCopyVertexShader());
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ShaderStage::Vertex, FramebufferShaderGen::GenerateTextureCopyVertexShader(),
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"Texture copy vertex shader");
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m_efb_copy_vertex_shader = g_renderer->CreateShaderFromSource(
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ShaderStage::Vertex,
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TextureConversionShaderGen::GenerateVertexShader(m_api_type).GetBuffer());
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ShaderStage::Vertex, TextureConversionShaderGen::GenerateVertexShader(m_api_type).GetBuffer(),
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"EFB copy vertex shader");
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if (!m_screen_quad_vertex_shader || !m_texture_copy_vertex_shader || !m_efb_copy_vertex_shader)
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return false;
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if (UseGeometryShaderForEFBCopies())
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{
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m_texcoord_geometry_shader = g_renderer->CreateShaderFromSource(
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ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 0));
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ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 0),
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"Texcoord passthrough geometry shader");
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m_color_geometry_shader = g_renderer->CreateShaderFromSource(
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ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(0, 1));
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ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(0, 1),
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"Color passthrough geometry shader");
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if (!m_texcoord_geometry_shader || !m_color_geometry_shader)
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return false;
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}
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m_texture_copy_pixel_shader = g_renderer->CreateShaderFromSource(
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ShaderStage::Pixel, FramebufferShaderGen::GenerateTextureCopyPixelShader());
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ShaderStage::Pixel, FramebufferShaderGen::GenerateTextureCopyPixelShader(),
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"Texture copy pixel shader");
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m_color_pixel_shader = g_renderer->CreateShaderFromSource(
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ShaderStage::Pixel, FramebufferShaderGen::GenerateColorPixelShader());
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ShaderStage::Pixel, FramebufferShaderGen::GenerateColorPixelShader(), "Color pixel shader");
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if (!m_texture_copy_pixel_shader || !m_color_pixel_shader)
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return false;
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@ -1265,9 +1276,11 @@ bool ShaderCache::CompileSharedPipelines()
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for (size_t i = 0; i < NUM_PALETTE_CONVERSION_SHADERS; i++)
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{
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TLUTFormat format = static_cast<TLUTFormat>(i);
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auto shader = g_renderer->CreateShaderFromSource(
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ShaderStage::Pixel, TextureConversionShaderTiled::GeneratePaletteConversionShader(
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static_cast<TLUTFormat>(i), m_api_type));
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ShaderStage::Pixel,
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TextureConversionShaderTiled::GeneratePaletteConversionShader(format, m_api_type),
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fmt::format("Palette conversion pixel shader: {}", format));
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if (!shader)
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return false;
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@ -1303,8 +1316,9 @@ const AbstractPipeline* ShaderCache::GetTextureReinterpretPipeline(TextureFormat
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return nullptr;
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}
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std::unique_ptr<AbstractShader> shader =
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g_renderer->CreateShaderFromSource(ShaderStage::Pixel, shader_source);
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std::unique_ptr<AbstractShader> shader = g_renderer->CreateShaderFromSource(
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ShaderStage::Pixel, shader_source,
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fmt::format("Texture reinterpret pixel shader: {} to {}", from_format, to_format));
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if (!shader)
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{
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m_texture_reinterpret_pipelines.emplace(key, nullptr);
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@ -1341,8 +1355,9 @@ const AbstractShader* ShaderCache::GetTextureDecodingShader(TextureFormat format
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return nullptr;
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}
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std::unique_ptr<AbstractShader> shader =
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g_renderer->CreateShaderFromSource(ShaderStage::Compute, shader_source);
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std::unique_ptr<AbstractShader> shader = g_renderer->CreateShaderFromSource(
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ShaderStage::Compute, shader_source,
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fmt::format("Texture decoding compute shader: {}, {}", format, palette_format));
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if (!shader)
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{
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m_texture_decoding_shaders.emplace(key, nullptr);
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