Move shader caches to VideoCommon

This commit is contained in:
Stenzek
2018-02-25 01:15:35 +10:00
parent 24df896eb8
commit dec0c3bce8
48 changed files with 1448 additions and 3346 deletions

View File

@ -6,7 +6,6 @@
#include "Common/Align.h"
#include "Common/FileUtil.h"
#include "Common/LinearDiskCache.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
@ -25,16 +24,9 @@
namespace DX11
{
GeometryShaderCache::GSCache GeometryShaderCache::GeometryShaders;
const GeometryShaderCache::GSCacheEntry* GeometryShaderCache::last_entry;
GeometryShaderUid GeometryShaderCache::last_uid;
const GeometryShaderCache::GSCacheEntry GeometryShaderCache::pass_entry;
ID3D11GeometryShader* ClearGeometryShader = nullptr;
ID3D11GeometryShader* CopyGeometryShader = nullptr;
LinearDiskCache<GeometryShaderUid, u8> g_gs_disk_cache;
ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader()
{
return (g_ActiveConfig.stereo_mode != StereoMode::Off) ? ClearGeometryShader : nullptr;
@ -63,16 +55,6 @@ ID3D11Buffer*& GeometryShaderCache::GetConstantBuffer()
return gscbuf;
}
// this class will load the precompiled shaders into our cache
class GeometryShaderCacheInserter : public LinearDiskCacheReader<GeometryShaderUid, u8>
{
public:
void Read(const GeometryShaderUid& key, const u8* value, u32 value_size)
{
GeometryShaderCache::InsertByteCode(key, value, value_size);
}
};
const char clear_shader_code[] = {
"struct VSOUTPUT\n"
"{\n"
@ -155,44 +137,6 @@ void GeometryShaderCache::Init()
CopyGeometryShader = D3D::CompileAndCreateGeometryShader(copy_shader_code);
CHECK(CopyGeometryShader != nullptr, "Create copy geometry shader");
D3D::SetDebugObjectName(CopyGeometryShader, "copy geometry shader");
Clear();
if (g_ActiveConfig.bShaderCache)
LoadShaderCache();
if (g_ActiveConfig.CanPrecompileUberShaders())
PrecompileShaders();
}
void GeometryShaderCache::LoadShaderCache()
{
GeometryShaderCacheInserter inserter;
g_gs_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "GS", true, true), inserter);
}
void GeometryShaderCache::Reload()
{
g_gs_disk_cache.Sync();
g_gs_disk_cache.Close();
Clear();
if (g_ActiveConfig.bShaderCache)
LoadShaderCache();
if (g_ActiveConfig.CanPrecompileUberShaders())
PrecompileShaders();
}
// ONLY to be used during shutdown.
void GeometryShaderCache::Clear()
{
for (auto& iter : GeometryShaders)
iter.second.Destroy();
GeometryShaders.clear();
last_entry = nullptr;
last_uid = {};
}
void GeometryShaderCache::Shutdown()
@ -201,83 +145,5 @@ void GeometryShaderCache::Shutdown()
SAFE_RELEASE(ClearGeometryShader);
SAFE_RELEASE(CopyGeometryShader);
Clear();
g_gs_disk_cache.Sync();
g_gs_disk_cache.Close();
}
bool GeometryShaderCache::SetShader(PrimitiveType primitive_type)
{
GeometryShaderUid uid = GetGeometryShaderUid(primitive_type);
if (last_entry && uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
D3D::stateman->SetGeometryShader(last_entry->shader);
return true;
}
// Check if the shader is a pass-through shader
if (uid.GetUidData()->IsPassthrough())
{
// Return the default pass-through shader
last_uid = uid;
last_entry = &pass_entry;
D3D::stateman->SetGeometryShader(last_entry->shader);
return true;
}
// Check if the shader is already in the cache
auto iter = GeometryShaders.find(uid);
if (iter != GeometryShaders.end())
{
const GSCacheEntry& entry = iter->second;
last_uid = uid;
last_entry = &entry;
D3D::stateman->SetGeometryShader(last_entry->shader);
return (entry.shader != nullptr);
}
// Need to compile a new shader
if (CompileShader(uid))
return SetShader(primitive_type);
else
return false;
}
bool GeometryShaderCache::CompileShader(const GeometryShaderUid& uid)
{
D3DBlob* bytecode;
ShaderCode code =
GenerateGeometryShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
if (!D3D::CompileGeometryShader(code.GetBuffer(), &bytecode) ||
!InsertByteCode(uid, bytecode ? bytecode->Data() : nullptr, bytecode ? bytecode->Size() : 0))
{
SAFE_RELEASE(bytecode);
return false;
}
// Insert the bytecode into the caches
g_gs_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
return true;
}
bool GeometryShaderCache::InsertByteCode(const GeometryShaderUid& uid, const u8* bytecode,
size_t len)
{
GSCacheEntry& newentry = GeometryShaders[uid];
newentry.shader = bytecode ? D3D::CreateGeometryShaderFromByteCode(bytecode, len) : nullptr;
return newentry.shader != nullptr;
}
void GeometryShaderCache::PrecompileShaders()
{
EnumerateGeometryShaderUids([](const GeometryShaderUid& uid) {
if (GeometryShaders.find(uid) != GeometryShaders.end())
return;
CompileShader(uid);
});
}
} // DX11

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@ -15,36 +15,12 @@ class GeometryShaderCache
{
public:
static void Init();
static void Reload();
static void Clear();
static void Shutdown();
static bool SetShader(PrimitiveType primitive_type);
static bool CompileShader(const GeometryShaderUid& uid);
static bool InsertByteCode(const GeometryShaderUid& uid, const u8* bytecode, size_t len);
static void PrecompileShaders();
static ID3D11GeometryShader* GetClearGeometryShader();
static ID3D11GeometryShader* GetCopyGeometryShader();
static ID3D11Buffer*& GetConstantBuffer();
private:
struct GSCacheEntry
{
ID3D11GeometryShader* shader;
GSCacheEntry() : shader(nullptr) {}
void Destroy() { SAFE_RELEASE(shader); }
};
typedef std::map<GeometryShaderUid, GSCacheEntry> GSCache;
static void LoadShaderCache();
static GSCache GeometryShaders;
static const GSCacheEntry* last_entry;
static GeometryShaderUid last_uid;
static const GSCacheEntry pass_entry;
};
} // namespace DX11

View File

@ -7,7 +7,6 @@
#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/LinearDiskCache.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
@ -27,17 +26,6 @@
namespace DX11
{
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
PixelShaderCache::UberPSCache PixelShaderCache::UberPixelShaders;
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_uber_entry;
PixelShaderUid PixelShaderCache::last_uid;
UberShader::PixelShaderUid PixelShaderCache::last_uber_uid;
LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
LinearDiskCache<UberShader::PixelShaderUid, u8> g_uber_ps_disk_cache;
extern std::unique_ptr<VideoCommon::AsyncShaderCompiler> g_async_compiler;
ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr};
ID3D11PixelShader* s_ClearProgram = nullptr;
ID3D11PixelShader* s_AnaglyphProgram = nullptr;
@ -309,17 +297,6 @@ ID3D11Buffer* PixelShaderCache::GetConstantBuffer()
return pscbuf;
}
// this class will load the precompiled shaders into our cache
template <typename UidType>
class PixelShaderCacheInserter : public LinearDiskCacheReader<UidType, u8>
{
public:
void Read(const UidType& key, const u8* value, u32 value_size)
{
PixelShaderCache::InsertByteCode(key, value, value_size);
}
};
void PixelShaderCache::Init()
{
unsigned int cbsize = Common::AlignUp(static_cast<unsigned int>(sizeof(PixelShaderConstants)),
@ -344,58 +321,6 @@ void PixelShaderCache::Init()
s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code);
CHECK(s_ColorCopyProgram[0] != nullptr, "Create color copy pixel shader");
D3D::SetDebugObjectName(s_ColorCopyProgram[0], "color copy pixel shader");
Clear();
SETSTAT(stats.numPixelShadersCreated, 0);
SETSTAT(stats.numPixelShadersAlive, 0);
if (g_ActiveConfig.bShaderCache)
LoadShaderCache();
if (g_ActiveConfig.CanPrecompileUberShaders())
QueueUberShaderCompiles();
}
void PixelShaderCache::LoadShaderCache()
{
PixelShaderCacheInserter<PixelShaderUid> inserter;
g_ps_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "PS", true, true), inserter);
PixelShaderCacheInserter<UberShader::PixelShaderUid> uber_inserter;
g_uber_ps_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "UberPS", false, true),
uber_inserter);
}
void PixelShaderCache::Reload()
{
g_ps_disk_cache.Sync();
g_ps_disk_cache.Close();
g_uber_ps_disk_cache.Sync();
g_uber_ps_disk_cache.Close();
Clear();
if (g_ActiveConfig.bShaderCache)
LoadShaderCache();
if (g_ActiveConfig.CanPrecompileUberShaders())
QueueUberShaderCompiles();
}
// ONLY to be used during shutdown.
void PixelShaderCache::Clear()
{
for (auto& iter : PixelShaders)
iter.second.Destroy();
for (auto& iter : UberPixelShaders)
iter.second.Destroy();
PixelShaders.clear();
UberPixelShaders.clear();
last_entry = nullptr;
last_uber_entry = nullptr;
last_uid = {};
last_uber_uid = {};
}
// Used in Swap() when AA mode has changed
@ -420,255 +345,5 @@ void PixelShaderCache::Shutdown()
SAFE_RELEASE(s_rgba6_to_rgb8[i]);
SAFE_RELEASE(s_rgb8_to_rgba6[i]);
}
Clear();
g_ps_disk_cache.Sync();
g_ps_disk_cache.Close();
g_uber_ps_disk_cache.Sync();
g_uber_ps_disk_cache.Close();
}
bool PixelShaderCache::SetShader()
{
if (g_ActiveConfig.bDisableSpecializedShaders)
return SetUberShader();
PixelShaderUid uid = GetPixelShaderUid();
ClearUnusedPixelShaderUidBits(APIType::D3D, &uid);
if (last_entry && uid == last_uid)
{
if (last_entry->pending)
return SetUberShader();
if (!last_entry->shader)
return false;
D3D::stateman->SetPixelShader(last_entry->shader);
return true;
}
// Check if the shader is already in the cache
auto iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
{
const PSCacheEntry& entry = iter->second;
if (entry.pending)
return SetUberShader();
last_uid = uid;
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
if (!last_entry->shader)
return false;
D3D::stateman->SetPixelShader(last_entry->shader);
return true;
}
// Background compiling?
if (g_ActiveConfig.CanBackgroundCompileShaders())
{
// Create a pending entry
PSCacheEntry entry;
entry.pending = true;
PixelShaders[uid] = entry;
// Queue normal shader compiling and use ubershader
g_async_compiler->QueueWorkItem(
g_async_compiler->CreateWorkItem<PixelShaderCompilerWorkItem>(uid));
return SetUberShader();
}
// Need to compile a new shader
D3DBlob* bytecode = nullptr;
ShaderCode code =
GeneratePixelShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
D3D::CompilePixelShader(code.GetBuffer(), &bytecode);
if (!InsertByteCode(uid, bytecode ? bytecode->Data() : nullptr, bytecode ? bytecode->Size() : 0))
{
SAFE_RELEASE(bytecode);
return false;
}
g_ps_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
return SetShader();
}
bool PixelShaderCache::SetUberShader()
{
UberShader::PixelShaderUid uid = UberShader::GetPixelShaderUid();
UberShader::ClearUnusedPixelShaderUidBits(APIType::D3D, &uid);
if (last_uber_entry && last_uber_uid == uid)
{
if (!last_uber_entry->shader)
return false;
D3D::stateman->SetPixelShader(last_uber_entry->shader);
return true;
}
auto iter = UberPixelShaders.find(uid);
if (iter != UberPixelShaders.end())
{
const PSCacheEntry& entry = iter->second;
last_uber_uid = uid;
last_uber_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
if (!last_uber_entry->shader)
return false;
D3D::stateman->SetPixelShader(last_uber_entry->shader);
return true;
}
D3DBlob* bytecode = nullptr;
ShaderCode code =
UberShader::GenPixelShader(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
D3D::CompilePixelShader(code.GetBuffer(), &bytecode);
if (!InsertByteCode(uid, bytecode ? bytecode->Data() : nullptr, bytecode ? bytecode->Size() : 0))
{
SAFE_RELEASE(bytecode);
return false;
}
// Lookup map again.
g_uber_ps_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
bytecode->Release();
return SetUberShader();
}
bool PixelShaderCache::InsertByteCode(const PixelShaderUid& uid, const u8* data, size_t len)
{
ID3D11PixelShader* shader = data ? D3D::CreatePixelShaderFromByteCode(data, len) : nullptr;
if (!InsertShader(uid, shader))
{
SAFE_RELEASE(shader);
return false;
}
return true;
}
bool PixelShaderCache::InsertByteCode(const UberShader::PixelShaderUid& uid, const u8* data,
size_t len)
{
ID3D11PixelShader* shader = data ? D3D::CreatePixelShaderFromByteCode(data, len) : nullptr;
if (!InsertShader(uid, shader))
{
SAFE_RELEASE(shader);
return false;
}
return true;
}
bool PixelShaderCache::InsertShader(const PixelShaderUid& uid, ID3D11PixelShader* shader)
{
auto iter = PixelShaders.find(uid);
if (iter != PixelShaders.end() && !iter->second.pending)
return false;
PSCacheEntry& newentry = PixelShaders[uid];
newentry.pending = false;
newentry.shader = shader;
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
return (shader != nullptr);
}
bool PixelShaderCache::InsertShader(const UberShader::PixelShaderUid& uid,
ID3D11PixelShader* shader)
{
auto iter = UberPixelShaders.find(uid);
if (iter != UberPixelShaders.end() && !iter->second.pending)
return false;
PSCacheEntry& newentry = UberPixelShaders[uid];
newentry.pending = false;
newentry.shader = shader;
return (shader != nullptr);
}
void PixelShaderCache::QueueUberShaderCompiles()
{
UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& uid) {
if (UberPixelShaders.find(uid) != UberPixelShaders.end())
return;
g_async_compiler->QueueWorkItem(
g_async_compiler->CreateWorkItem<UberPixelShaderCompilerWorkItem>(uid));
});
g_async_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
static_cast<int>(completed), static_cast<int>(total));
});
g_async_compiler->RetrieveWorkItems();
Host_UpdateProgressDialog("", -1, -1);
}
PixelShaderCache::PixelShaderCompilerWorkItem::PixelShaderCompilerWorkItem(
const PixelShaderUid& uid)
{
std::memcpy(&m_uid, &uid, sizeof(uid));
}
PixelShaderCache::PixelShaderCompilerWorkItem::~PixelShaderCompilerWorkItem()
{
SAFE_RELEASE(m_bytecode);
}
bool PixelShaderCache::PixelShaderCompilerWorkItem::Compile()
{
ShaderCode code =
GeneratePixelShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
if (D3D::CompilePixelShader(code.GetBuffer(), &m_bytecode))
m_shader = D3D::CreatePixelShaderFromByteCode(m_bytecode);
return true;
}
void PixelShaderCache::PixelShaderCompilerWorkItem::Retrieve()
{
if (InsertShader(m_uid, m_shader))
g_ps_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
else
SAFE_RELEASE(m_shader);
}
PixelShaderCache::UberPixelShaderCompilerWorkItem::UberPixelShaderCompilerWorkItem(
const UberShader::PixelShaderUid& uid)
{
std::memcpy(&m_uid, &uid, sizeof(uid));
}
PixelShaderCache::UberPixelShaderCompilerWorkItem::~UberPixelShaderCompilerWorkItem()
{
SAFE_RELEASE(m_bytecode);
}
bool PixelShaderCache::UberPixelShaderCompilerWorkItem::Compile()
{
ShaderCode code =
UberShader::GenPixelShader(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
if (D3D::CompilePixelShader(code.GetBuffer(), &m_bytecode))
m_shader = D3D::CreatePixelShaderFromByteCode(m_bytecode);
return true;
}
void PixelShaderCache::UberPixelShaderCompilerWorkItem::Retrieve()
{
if (InsertShader(m_uid, m_shader))
g_uber_ps_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
else
SAFE_RELEASE(m_shader);
}
} // DX11

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@ -19,16 +19,7 @@ class PixelShaderCache
{
public:
static void Init();
static void Reload();
static void Clear();
static void Shutdown();
static bool SetShader();
static bool SetUberShader();
static bool InsertByteCode(const PixelShaderUid& uid, const u8* data, size_t len);
static bool InsertByteCode(const UberShader::PixelShaderUid& uid, const u8* data, size_t len);
static bool InsertShader(const PixelShaderUid& uid, ID3D11PixelShader* shader);
static bool InsertShader(const UberShader::PixelShaderUid& uid, ID3D11PixelShader* shader);
static void QueueUberShaderCompiles();
static ID3D11Buffer* GetConstantBuffer();
@ -40,58 +31,6 @@ public:
static ID3D11PixelShader* ReinterpRGB8ToRGBA6(bool multisampled);
static void InvalidateMSAAShaders();
private:
struct PSCacheEntry
{
ID3D11PixelShader* shader;
bool pending;
PSCacheEntry() : shader(nullptr), pending(false) {}
void Destroy() { SAFE_RELEASE(shader); }
};
class PixelShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
explicit PixelShaderCompilerWorkItem(const PixelShaderUid& uid);
~PixelShaderCompilerWorkItem() override;
bool Compile() override;
void Retrieve() override;
private:
PixelShaderUid m_uid;
ID3D11PixelShader* m_shader = nullptr;
D3DBlob* m_bytecode = nullptr;
};
class UberPixelShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
explicit UberPixelShaderCompilerWorkItem(const UberShader::PixelShaderUid& uid);
~UberPixelShaderCompilerWorkItem() override;
bool Compile() override;
void Retrieve() override;
private:
UberShader::PixelShaderUid m_uid;
ID3D11PixelShader* m_shader = nullptr;
D3DBlob* m_bytecode = nullptr;
};
typedef std::map<PixelShaderUid, PSCacheEntry> PSCache;
typedef std::map<UberShader::PixelShaderUid, PSCacheEntry> UberPSCache;
static void LoadShaderCache();
static PSCache PixelShaders;
static UberPSCache UberPixelShaders;
static const PSCacheEntry* last_entry;
static const PSCacheEntry* last_uber_entry;
static PixelShaderUid last_uid;
static UberShader::PixelShaderUid last_uber_uid;
};
} // namespace DX11

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@ -71,15 +71,6 @@ Renderer::Renderer(int backbuffer_width, int backbuffer_height)
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
SetupDeviceObjects();
// Setup GX pipeline state
for (auto& sampler : m_gx_state.samplers)
sampler.hex = RenderState::GetPointSamplerState().hex;
m_gx_state.zmode.testenable = false;
m_gx_state.zmode.updateenable = false;
m_gx_state.zmode.func = ZMode::NEVER;
m_gx_state.raster.cullmode = GenMode::CULL_NONE;
// Clear EFB textures
constexpr std::array<float, 4> clear_color{{0.f, 0.f, 0.f, 1.f}};
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
@ -315,11 +306,6 @@ void Renderer::SetPipeline(const AbstractPipeline* pipeline)
void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, const void* vertices,
u32 vertex_stride, u32 num_vertices)
{
// Textures are fine, they're set directly via SetTexture.
// Since samplers are set via gx_state, we need to fix this up here.
for (size_t stage = 0; stage < m_gx_state.samplers.size(); stage++)
D3D::stateman->SetSampler(stage, m_state_cache.Get(m_gx_state.samplers[stage]));
// Copy in uniforms.
if (uniforms_size > 0)
{
@ -640,11 +626,6 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
RestoreAPIState();
}
void Renderer::SetBlendingState(const BlendingState& state)
{
m_gx_state.blend.hex = state.hex;
}
// This function has the final picture. We adjust the aspect ratio here.
void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks,
float Gamma)
@ -685,7 +666,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
// Enable configuration changes
UpdateActiveConfig();
g_texture_cache->OnConfigChanged(g_ActiveConfig);
VertexShaderCache::RetreiveAsyncShaders();
// Flip/present backbuffer to frontbuffer here
if (D3D::swapchain)
@ -708,12 +688,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
D3D11_CLEAR_DEPTH, 0.f, 0);
}
if (CheckForHostConfigChanges())
{
VertexShaderCache::Reload();
GeometryShaderCache::Reload();
PixelShaderCache::Reload();
}
CheckForHostConfigChanges();
// begin next frame
RestoreAPIState();
@ -786,30 +761,6 @@ void Renderer::RestoreAPIState()
BPFunctions::SetScissor();
}
void Renderer::ApplyState()
{
D3D::stateman->SetBlendState(m_state_cache.Get(m_gx_state.blend));
D3D::stateman->SetDepthState(m_state_cache.Get(m_gx_state.zmode));
D3D::stateman->SetRasterizerState(m_state_cache.Get(m_gx_state.raster));
D3D::stateman->SetPrimitiveTopology(
StateCache::GetPrimitiveTopology(m_gx_state.raster.primitive));
FramebufferManager::SetIntegerEFBRenderTarget(m_gx_state.blend.logicopenable);
for (u32 stage = 0; stage < static_cast<u32>(m_gx_state.samplers.size()); stage++)
D3D::stateman->SetSampler(stage, m_state_cache.Get(m_gx_state.samplers[stage]));
ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(),
g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
D3D::stateman->SetVertexConstants(vertexConstants);
D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
}
void Renderer::RestoreState()
{
}
void Renderer::SetFramebuffer(const AbstractFramebuffer* framebuffer)
{
const DXFramebuffer* fb = static_cast<const DXFramebuffer*>(framebuffer);
@ -840,16 +791,6 @@ void Renderer::SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
}
}
void Renderer::SetRasterizationState(const RasterizationState& state)
{
m_gx_state.raster.hex = state.hex;
}
void Renderer::SetDepthState(const DepthState& state)
{
m_gx_state.zmode.hex = state.hex;
}
void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
{
D3D::stateman->SetTexture(
@ -859,7 +800,7 @@ void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
{
m_gx_state.samplers[index].hex = state.hex;
D3D::stateman->SetSampler(index, m_state_cache.Get(state));
}
void Renderer::UnbindTexture(const AbstractTexture* texture)

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@ -4,7 +4,6 @@
#pragma once
#include <array>
#include <d3d11.h>
#include <string>
#include "VideoBackends/D3D/D3DState.h"
@ -41,10 +40,7 @@ public:
void SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
const ClearColor& color_value = {},
float depth_value = 0.0f) override;
void SetBlendingState(const BlendingState& state) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
void SetRasterizationState(const RasterizationState& state) override;
void SetDepthState(const DepthState& state) override;
void SetTexture(u32 index, const AbstractTexture* texture) override;
void SetSamplerState(u32 index, const SamplerState& state) override;
void UnbindTexture(const AbstractTexture* texture) override;
@ -54,10 +50,6 @@ public:
void SetFullscreen(bool enable_fullscreen) override;
bool IsFullscreen() const override;
// TODO: Fix confusing names (see ResetAPIState and RestoreAPIState)
void ApplyState() override;
void RestoreState() override;
void RenderText(const std::string& text, int left, int top, u32 color) override;
u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
@ -84,14 +76,6 @@ public:
u32 groups_x, u32 groups_y, u32 groups_z) override;
private:
struct GXPipelineState
{
std::array<SamplerState, 8> samplers;
BlendingState blend;
DepthState zmode;
RasterizationState raster;
};
void SetupDeviceObjects();
void TeardownDeviceObjects();
void Create3DVisionTexture(int width, int height);
@ -106,7 +90,6 @@ private:
void UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices);
StateCache m_state_cache;
GXPipelineState m_gx_state;
std::array<ID3D11BlendState*, 4> m_clear_blend_states{};
std::array<ID3D11DepthStencilState*, 3> m_clear_depth_states{};

View File

@ -11,6 +11,7 @@
#include "VideoBackends/D3D/BoundingBox.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/Render.h"
@ -135,42 +136,23 @@ void VertexManager::Draw(u32 stride)
void VertexManager::vFlush()
{
if (!PixelShaderCache::SetShader())
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
return;
}
D3DVertexFormat* vertex_format =
static_cast<D3DVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat());
if (!VertexShaderCache::SetShader(vertex_format))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
return;
}
if (!GeometryShaderCache::SetShader(m_current_primitive_type))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
return;
}
if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
{
D3D::context->OMSetRenderTargetsAndUnorderedAccessViews(
D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, 2, 1, &BBox::GetUAV(),
nullptr);
}
u32 stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride();
PrepareDrawBuffers(stride);
g_renderer->ApplyState();
if (!m_current_pipeline_object)
return;
FramebufferManager::SetIntegerEFBRenderTarget(
m_current_pipeline_config.blending_state.logicopenable);
g_renderer->SetPipeline(m_current_pipeline_object);
ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(),
g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
D3D::stateman->SetVertexConstants(vertexConstants);
D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
Draw(stride);
g_renderer->RestoreState();
}
void VertexManager::ResetBuffer(u32 stride)

View File

@ -7,7 +7,6 @@
#include "Common/Align.h"
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/LinearDiskCache.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
@ -28,22 +27,11 @@
namespace DX11
{
VertexShaderCache::VSCache VertexShaderCache::vshaders;
VertexShaderCache::UberVSCache VertexShaderCache::ubervshaders;
const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_uber_entry;
VertexShaderUid VertexShaderCache::last_uid;
UberShader::VertexShaderUid VertexShaderCache::last_uber_uid;
static ID3D11VertexShader* SimpleVertexShader = nullptr;
static ID3D11VertexShader* ClearVertexShader = nullptr;
static ID3D11InputLayout* SimpleLayout = nullptr;
static ID3D11InputLayout* ClearLayout = nullptr;
LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
LinearDiskCache<UberShader::VertexShaderUid, u8> g_uber_vs_disk_cache;
std::unique_ptr<VideoCommon::AsyncShaderCompiler> g_async_compiler;
ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader()
{
return SimpleVertexShader;
@ -164,73 +152,12 @@ void VertexShaderCache::Init()
D3D::SetDebugObjectName(ClearVertexShader, "clear vertex shader");
D3D::SetDebugObjectName(ClearLayout, "clear input layout");
Clear();
SETSTAT(stats.numVertexShadersCreated, 0);
SETSTAT(stats.numVertexShadersAlive, 0);
if (g_ActiveConfig.bShaderCache)
LoadShaderCache();
g_async_compiler = std::make_unique<VideoCommon::AsyncShaderCompiler>();
g_async_compiler->ResizeWorkerThreads(g_ActiveConfig.CanPrecompileUberShaders() ?
g_ActiveConfig.GetShaderPrecompilerThreads() :
g_ActiveConfig.GetShaderCompilerThreads());
if (g_ActiveConfig.CanPrecompileUberShaders())
QueueUberShaderCompiles();
}
void VertexShaderCache::LoadShaderCache()
{
VertexShaderCacheInserter<VertexShaderUid> inserter;
g_vs_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "VS", true, true), inserter);
VertexShaderCacheInserter<UberShader::VertexShaderUid> uber_inserter;
g_uber_vs_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "UberVS", false, true),
uber_inserter);
}
void VertexShaderCache::Reload()
{
g_async_compiler->WaitUntilCompletion();
g_async_compiler->RetrieveWorkItems();
g_vs_disk_cache.Sync();
g_vs_disk_cache.Close();
g_uber_vs_disk_cache.Sync();
g_uber_vs_disk_cache.Close();
Clear();
if (g_ActiveConfig.bShaderCache)
LoadShaderCache();
if (g_ActiveConfig.CanPrecompileUberShaders())
QueueUberShaderCompiles();
}
void VertexShaderCache::Clear()
{
for (auto& iter : vshaders)
iter.second.Destroy();
for (auto& iter : ubervshaders)
iter.second.Destroy();
vshaders.clear();
ubervshaders.clear();
last_uid = {};
last_uber_uid = {};
last_entry = nullptr;
last_uber_entry = nullptr;
last_uid = {};
last_uber_uid = {};
}
void VertexShaderCache::Shutdown()
{
g_async_compiler->StopWorkerThreads();
g_async_compiler->RetrieveWorkItems();
SAFE_RELEASE(vscbuf);
SAFE_RELEASE(SimpleVertexShader);
@ -238,271 +165,5 @@ void VertexShaderCache::Shutdown()
SAFE_RELEASE(SimpleLayout);
SAFE_RELEASE(ClearLayout);
Clear();
g_vs_disk_cache.Sync();
g_vs_disk_cache.Close();
g_uber_vs_disk_cache.Sync();
g_uber_vs_disk_cache.Close();
}
bool VertexShaderCache::SetShader(D3DVertexFormat* vertex_format)
{
if (g_ActiveConfig.bDisableSpecializedShaders)
return SetUberShader(vertex_format);
VertexShaderUid uid = GetVertexShaderUid();
if (last_entry && uid == last_uid)
{
if (last_entry->pending)
return SetUberShader(vertex_format);
if (!last_entry->shader)
return false;
D3D::stateman->SetInputLayout(vertex_format->GetInputLayout(last_entry->bytecode));
D3D::stateman->SetVertexShader(last_entry->shader);
return true;
}
auto iter = vshaders.find(uid);
if (iter != vshaders.end())
{
const VSCacheEntry& entry = iter->second;
if (entry.pending)
return SetUberShader(vertex_format);
last_uid = uid;
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
if (!last_entry->shader)
return false;
D3D::stateman->SetInputLayout(vertex_format->GetInputLayout(last_entry->bytecode));
D3D::stateman->SetVertexShader(last_entry->shader);
return true;
}
// Background compiling?
if (g_ActiveConfig.CanBackgroundCompileShaders())
{
// Create a pending entry
VSCacheEntry entry;
entry.pending = true;
vshaders[uid] = entry;
// Queue normal shader compiling and use ubershader
g_async_compiler->QueueWorkItem(
g_async_compiler->CreateWorkItem<VertexShaderCompilerWorkItem>(uid));
return SetUberShader(vertex_format);
}
// Need to compile a new shader
D3DBlob* bytecode = nullptr;
ShaderCode code =
GenerateVertexShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
D3D::CompileVertexShader(code.GetBuffer(), &bytecode);
if (!InsertByteCode(uid, bytecode))
{
SAFE_RELEASE(bytecode);
return false;
}
g_vs_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
bytecode->Release();
return SetShader(vertex_format);
}
bool VertexShaderCache::SetUberShader(D3DVertexFormat* vertex_format)
{
D3DVertexFormat* uber_vertex_format = static_cast<D3DVertexFormat*>(
VertexLoaderManager::GetUberVertexFormat(vertex_format->GetVertexDeclaration()));
UberShader::VertexShaderUid uid = UberShader::GetVertexShaderUid();
if (last_uber_entry && last_uber_uid == uid)
{
if (!last_uber_entry->shader)
return false;
D3D::stateman->SetInputLayout(uber_vertex_format->GetInputLayout(last_uber_entry->bytecode));
D3D::stateman->SetVertexShader(last_uber_entry->shader);
return true;
}
auto iter = ubervshaders.find(uid);
if (iter != ubervshaders.end())
{
const VSCacheEntry& entry = iter->second;
last_uber_uid = uid;
last_uber_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
if (!last_uber_entry->shader)
return false;
D3D::stateman->SetInputLayout(uber_vertex_format->GetInputLayout(last_uber_entry->bytecode));
D3D::stateman->SetVertexShader(last_uber_entry->shader);
return true;
}
// Need to compile a new shader
D3DBlob* bytecode = nullptr;
ShaderCode code =
UberShader::GenVertexShader(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
D3D::CompileVertexShader(code.GetBuffer(), &bytecode);
if (!InsertByteCode(uid, bytecode))
{
SAFE_RELEASE(bytecode);
return false;
}
g_uber_vs_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
bytecode->Release();
return SetUberShader(vertex_format);
}
bool VertexShaderCache::InsertByteCode(const VertexShaderUid& uid, D3DBlob* blob)
{
ID3D11VertexShader* shader =
blob ? D3D::CreateVertexShaderFromByteCode(blob->Data(), blob->Size()) : nullptr;
bool result = InsertShader(uid, shader, blob);
SAFE_RELEASE(shader);
return result;
}
bool VertexShaderCache::InsertByteCode(const UberShader::VertexShaderUid& uid, D3DBlob* blob)
{
ID3D11VertexShader* shader =
blob ? D3D::CreateVertexShaderFromByteCode(blob->Data(), blob->Size()) : nullptr;
bool result = InsertShader(uid, shader, blob);
SAFE_RELEASE(shader);
return result;
}
bool VertexShaderCache::InsertShader(const VertexShaderUid& uid, ID3D11VertexShader* shader,
D3DBlob* blob)
{
auto iter = vshaders.find(uid);
if (iter != vshaders.end() && !iter->second.pending)
return false;
VSCacheEntry& newentry = vshaders[uid];
newentry.pending = false;
if (!shader || !blob)
return false;
shader->AddRef();
newentry.SetByteCode(blob);
newentry.shader = shader;
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, static_cast<int>(vshaders.size()));
return true;
}
bool VertexShaderCache::InsertShader(const UberShader::VertexShaderUid& uid,
ID3D11VertexShader* shader, D3DBlob* blob)
{
auto iter = ubervshaders.find(uid);
if (iter != ubervshaders.end() && !iter->second.pending)
return false;
VSCacheEntry& newentry = ubervshaders[uid];
newentry.pending = false;
if (!shader || !blob)
return false;
shader->AddRef();
newentry.SetByteCode(blob);
newentry.shader = shader;
return true;
}
void VertexShaderCache::RetreiveAsyncShaders()
{
g_async_compiler->RetrieveWorkItems();
}
void VertexShaderCache::QueueUberShaderCompiles()
{
UberShader::EnumerateVertexShaderUids([&](const UberShader::VertexShaderUid& uid) {
if (ubervshaders.find(uid) != ubervshaders.end())
return;
g_async_compiler->QueueWorkItem(
g_async_compiler->CreateWorkItem<UberVertexShaderCompilerWorkItem>(uid));
});
}
void VertexShaderCache::WaitForBackgroundCompilesToComplete()
{
g_async_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
static_cast<int>(completed), static_cast<int>(total));
});
g_async_compiler->RetrieveWorkItems();
Host_UpdateProgressDialog("", -1, -1);
// Switch from precompile -> runtime compiler threads.
g_async_compiler->ResizeWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
}
VertexShaderCache::VertexShaderCompilerWorkItem::VertexShaderCompilerWorkItem(
const VertexShaderUid& uid)
{
std::memcpy(&m_uid, &uid, sizeof(uid));
}
VertexShaderCache::VertexShaderCompilerWorkItem::~VertexShaderCompilerWorkItem()
{
SAFE_RELEASE(m_bytecode);
SAFE_RELEASE(m_vs);
}
bool VertexShaderCache::VertexShaderCompilerWorkItem::Compile()
{
ShaderCode code =
GenerateVertexShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
if (D3D::CompileVertexShader(code.GetBuffer(), &m_bytecode))
m_vs = D3D::CreateVertexShaderFromByteCode(m_bytecode);
return true;
}
void VertexShaderCache::VertexShaderCompilerWorkItem::Retrieve()
{
if (InsertShader(m_uid, m_vs, m_bytecode))
g_vs_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
}
VertexShaderCache::UberVertexShaderCompilerWorkItem::UberVertexShaderCompilerWorkItem(
const UberShader::VertexShaderUid& uid)
{
std::memcpy(&m_uid, &uid, sizeof(uid));
}
VertexShaderCache::UberVertexShaderCompilerWorkItem::~UberVertexShaderCompilerWorkItem()
{
SAFE_RELEASE(m_bytecode);
SAFE_RELEASE(m_vs);
}
bool VertexShaderCache::UberVertexShaderCompilerWorkItem::Compile()
{
ShaderCode code =
UberShader::GenVertexShader(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
if (D3D::CompileVertexShader(code.GetBuffer(), &m_bytecode))
m_vs = D3D::CreateVertexShaderFromByteCode(m_bytecode);
return true;
}
void VertexShaderCache::UberVertexShaderCompilerWorkItem::Retrieve()
{
if (InsertShader(m_uid, m_vs, m_bytecode))
g_uber_vs_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
}
} // namespace DX11

View File

@ -21,14 +21,7 @@ class VertexShaderCache
{
public:
static void Init();
static void Reload();
static void Clear();
static void Shutdown();
static bool SetShader(D3DVertexFormat* vertex_format);
static bool SetUberShader(D3DVertexFormat* vertex_format);
static void RetreiveAsyncShaders();
static void QueueUberShaderCompiles();
static void WaitForBackgroundCompilesToComplete();
static ID3D11Buffer*& GetConstantBuffer();
@ -36,76 +29,6 @@ public:
static ID3D11VertexShader* GetClearVertexShader();
static ID3D11InputLayout* GetSimpleInputLayout();
static ID3D11InputLayout* GetClearInputLayout();
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), pending(false) {}
void SetByteCode(D3DBlob* blob)
{
SAFE_RELEASE(bytecode);
bytecode = blob;
blob->AddRef();
}
void Destroy()
{
SAFE_RELEASE(shader);
SAFE_RELEASE(bytecode);
}
};
class VertexShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
explicit 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:
explicit 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

View File

@ -21,6 +21,7 @@
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoBackends/D3D/VideoBackend.h"
#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
@ -148,6 +149,7 @@ bool VideoBackend::Initialize(void* window_handle)
// internal interfaces
g_renderer = std::make_unique<Renderer>(backbuffer_width, backbuffer_height);
g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
g_texture_cache = std::make_unique<TextureCache>();
g_vertex_manager = std::make_unique<VertexManager>();
g_perf_query = std::make_unique<PerfQuery>();
@ -155,7 +157,9 @@ bool VideoBackend::Initialize(void* window_handle)
VertexShaderCache::Init();
PixelShaderCache::Init();
GeometryShaderCache::Init();
VertexShaderCache::WaitForBackgroundCompilesToComplete();
if (!g_shader_cache->Initialize())
return false;
D3D::InitUtils();
BBox::Init();
return true;
@ -163,6 +167,7 @@ bool VideoBackend::Initialize(void* window_handle)
void VideoBackend::Shutdown()
{
g_shader_cache->Shutdown();
g_renderer->Shutdown();
D3D::ShutdownUtils();
@ -174,6 +179,7 @@ void VideoBackend::Shutdown()
g_perf_query.reset();
g_vertex_manager.reset();
g_texture_cache.reset();
g_shader_cache.reset();
g_renderer.reset();
ShutdownShared();