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

@ -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)