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D3D: Add GeometryShaderCache.
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commit
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@ -43,6 +43,7 @@
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<ClCompile Include="D3DTexture.cpp" />
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<ClCompile Include="D3DUtil.cpp" />
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<ClCompile Include="FramebufferManager.cpp" />
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<ClCompile Include="GeometryShaderCache.cpp" />
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<ClCompile Include="LineGeometryShader.cpp" />
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<ClCompile Include="main.cpp" />
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<ClCompile Include="NativeVertexFormat.cpp" />
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@ -66,6 +67,7 @@
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<ClInclude Include="D3DTexture.h" />
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<ClInclude Include="D3DUtil.h" />
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<ClInclude Include="FramebufferManager.h" />
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<ClInclude Include="GeometryShaderCache.h" />
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<ClInclude Include="Globals.h" />
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<ClInclude Include="LineGeometryShader.h" />
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<ClInclude Include="main.h" />
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@ -30,6 +30,9 @@
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<ClCompile Include="FramebufferManager.cpp">
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<Filter>Render</Filter>
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</ClCompile>
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<ClCompile Include="GeometryShaderCache.cpp">
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<Filter>Render</Filter>
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</ClCompile>
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<ClCompile Include="LineGeometryShader.cpp">
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<Filter>Render</Filter>
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</ClCompile>
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@ -93,6 +96,9 @@
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<ClInclude Include="FramebufferManager.h">
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<Filter>Render</Filter>
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</ClInclude>
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<ClInclude Include="GeometryShaderCache.h">
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<Filter>Render</Filter>
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</ClInclude>
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<ClInclude Include="LineGeometryShader.h">
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<Filter>Render</Filter>
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</ClInclude>
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160
Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
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160
Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
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@ -0,0 +1,160 @@
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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <string>
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#include "Common/FileUtil.h"
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#include "Common/LinearDiskCache.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoBackends/D3D/Globals.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/GeometryShaderGen.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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GeometryShaderCache::GSCache GeometryShaderCache::GeometryShaders;
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const GeometryShaderCache::GSCacheEntry* GeometryShaderCache::last_entry;
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GeometryShaderUid GeometryShaderCache::last_uid;
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UidChecker<GeometryShaderUid,ShaderCode> GeometryShaderCache::geometry_uid_checker;
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LinearDiskCache<GeometryShaderUid, u8> g_gs_disk_cache;
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ID3D11Buffer* gscbuf = nullptr;
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// this class will load the precompiled shaders into our cache
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class GeometryShaderCacheInserter : public LinearDiskCacheReader<GeometryShaderUid, u8>
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{
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public:
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void Read(const GeometryShaderUid &key, const u8 *value, u32 value_size)
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{
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GeometryShaderCache::InsertByteCode(key, value, value_size);
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}
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};
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void GeometryShaderCache::Init()
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{
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Clear();
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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std::string cache_filename = StringFromFormat("%sdx11-%s-gs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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GeometryShaderCacheInserter inserter;
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g_gs_disk_cache.OpenAndRead(cache_filename, inserter);
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if (g_Config.bEnableShaderDebugging)
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Clear();
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last_entry = nullptr;
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}
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// ONLY to be used during shutdown.
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void GeometryShaderCache::Clear()
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{
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for (auto& iter : GeometryShaders)
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iter.second.Destroy();
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GeometryShaders.clear();
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geometry_uid_checker.Invalidate();
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last_entry = nullptr;
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}
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void GeometryShaderCache::Shutdown()
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{
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Clear();
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g_gs_disk_cache.Sync();
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g_gs_disk_cache.Close();
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}
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bool GeometryShaderCache::SetShader(u32 components)
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{
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GeometryShaderUid uid;
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GetGeometryShaderUid(uid, components, API_D3D);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code;
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GenerateGeometryShaderCode(code, components, API_D3D);
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geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
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}
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// Check if the shader is already set
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if (last_entry)
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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_PIXEL_SHADER_CHANGE,true);
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return (last_entry->shader != nullptr);
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}
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}
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last_uid = uid;
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// Check if the shader is already in the cache
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GSCache::iterator iter;
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iter = GeometryShaders.find(uid);
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if (iter != GeometryShaders.end())
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{
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const GSCacheEntry &entry = iter->second;
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last_entry = &entry;
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return (entry.shader != nullptr);
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}
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// Need to compile a new shader
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ShaderCode code;
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GenerateGeometryShaderCode(code, components, API_D3D);
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D3DBlob* pbytecode;
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if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))
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{
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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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// Insert the bytecode into the caches
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g_gs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
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bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
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pbytecode->Release();
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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GeometryShaders[uid].code = code.GetBuffer();
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}
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return success;
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}
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bool GeometryShaderCache::InsertByteCode(const GeometryShaderUid &uid, const void* bytecode, unsigned int bytecodelen)
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{
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ID3D11GeometryShader* shader = D3D::CreateGeometryShaderFromByteCode(bytecode, bytecodelen);
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if (shader == nullptr)
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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 pixel shader of GeometryShaderCache");
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// Make an entry in the table
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GSCacheEntry newentry;
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newentry.shader = shader;
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GeometryShaders[uid] = newentry;
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last_entry = &GeometryShaders[uid];
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if (!shader)
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return false;
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return true;
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}
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} // DX11
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46
Source/Core/VideoBackends/D3D/GeometryShaderCache.h
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46
Source/Core/VideoBackends/D3D/GeometryShaderCache.h
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@ -0,0 +1,46 @@
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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include <d3d11.h>
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#include <map>
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#include "VideoCommon/GeometryShaderGen.h"
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namespace DX11
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{
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class GeometryShaderCache
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{
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public:
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static void Init();
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static void Clear();
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static void Shutdown();
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static bool SetShader(u32 components); // TODO: Should be renamed to LoadShader
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static bool InsertByteCode(const GeometryShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
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static ID3D11GeometryShader* GetActiveShader() { return last_entry->shader; }
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private:
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struct GSCacheEntry
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{
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ID3D11GeometryShader* shader;
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std::string code;
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GSCacheEntry() : shader(nullptr) {}
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void Destroy() { SAFE_RELEASE(shader); }
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};
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typedef std::map<GeometryShaderUid, GSCacheEntry> GSCache;
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static GSCache GeometryShaders;
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static const GSCacheEntry* last_entry;
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static GeometryShaderUid last_uid;
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static UidChecker<GeometryShaderUid, ShaderCode> geometry_uid_checker;
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};
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} // namespace DX11
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@ -5,6 +5,7 @@
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#include "VideoBackends/D3D/BoundingBox.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoBackends/D3D/PixelShaderCache.h"
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#include "VideoBackends/D3D/Render.h"
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#include "VideoBackends/D3D/VertexManager.h"
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#include "VideoBackends/D3D/BoundingBox.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DUtil.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoBackends/D3D/Globals.h"
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#include "VideoBackends/D3D/PerfQuery.h"
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#include "VideoBackends/D3D/PixelShaderCache.h"
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@ -168,6 +169,7 @@ void VideoBackend::Video_Prepare()
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g_perf_query = new PerfQuery;
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VertexShaderCache::Init();
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PixelShaderCache::Init();
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GeometryShaderCache::Init();
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D3D::InitUtils();
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// VideoCommon
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@ -205,6 +207,7 @@ void VideoBackend::Shutdown()
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D3D::ShutdownUtils();
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PixelShaderCache::Shutdown();
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VertexShaderCache::Shutdown();
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GeometryShaderCache::Shutdown();
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BBox::Shutdown();
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delete g_perf_query;
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@ -69,7 +69,7 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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out.Write("\tfor (int l = 0; l < %d; ++l) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
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out.Write("\tfor (int i = 0; i < 3; ++i) {\n");
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out.Write("\t\tlayer = l;\n");
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out.Write("\t\tgs.layer = l;\n");
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out.Write("\t\tgl_Layer = l;\n");
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out.Write("\t\tf = o[i];\n");
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out.Write("\t\tfloat4 pos = o[i].pos;\n");
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