mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
268 lines
8.0 KiB
C++
268 lines
8.0 KiB
C++
// Copyright 2013 Dolphin Emulator Project
|
|
// Licensed under GPLv2
|
|
// Refer to the license.txt file included.
|
|
|
|
#include <string>
|
|
|
|
#include "Common/FileUtil.h"
|
|
#include "Common/LinearDiskCache.h"
|
|
#include "Common/StringUtil.h"
|
|
|
|
#include "Core/ConfigManager.h"
|
|
|
|
#include "VideoBackends/D3D/D3DShader.h"
|
|
#include "VideoBackends/D3D/Globals.h"
|
|
#include "VideoBackends/D3D/VertexShaderCache.h"
|
|
|
|
#include "VideoCommon/Debugger.h"
|
|
#include "VideoCommon/Statistics.h"
|
|
#include "VideoCommon/VertexShaderGen.h"
|
|
#include "VideoCommon/VertexShaderManager.h"
|
|
|
|
namespace DX11 {
|
|
|
|
VertexShaderCache::VSCache VertexShaderCache::vshaders;
|
|
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
|
|
VertexShaderUid VertexShaderCache::last_uid;
|
|
UidChecker<VertexShaderUid,VertexShaderCode> VertexShaderCache::vertex_uid_checker;
|
|
|
|
static ID3D11VertexShader* SimpleVertexShader = nullptr;
|
|
static ID3D11VertexShader* ClearVertexShader = nullptr;
|
|
static ID3D11InputLayout* SimpleLayout = nullptr;
|
|
static ID3D11InputLayout* ClearLayout = nullptr;
|
|
|
|
LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
|
|
|
|
ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader() { return SimpleVertexShader; }
|
|
ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVertexShader; }
|
|
ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout() { return SimpleLayout; }
|
|
ID3D11InputLayout* VertexShaderCache::GetClearInputLayout() { return ClearLayout; }
|
|
|
|
ID3D11Buffer* vscbuf = nullptr;
|
|
|
|
ID3D11Buffer* &VertexShaderCache::GetConstantBuffer()
|
|
{
|
|
// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
|
|
if (VertexShaderManager::dirty)
|
|
{
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
D3D::context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
|
memcpy(map.pData, &VertexShaderManager::constants, sizeof(VertexShaderConstants));
|
|
D3D::context->Unmap(vscbuf, 0);
|
|
VertexShaderManager::dirty = false;
|
|
|
|
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(VertexShaderConstants));
|
|
}
|
|
return vscbuf;
|
|
}
|
|
|
|
// this class will load the precompiled shaders into our cache
|
|
class VertexShaderCacheInserter : public LinearDiskCacheReader<VertexShaderUid, u8>
|
|
{
|
|
public:
|
|
void Read(const VertexShaderUid &key, const u8 *value, u32 value_size)
|
|
{
|
|
D3DBlob* blob = new D3DBlob(value_size, value);
|
|
VertexShaderCache::InsertByteCode(key, blob);
|
|
blob->Release();
|
|
|
|
}
|
|
};
|
|
|
|
const char simple_shader_code[] = {
|
|
"struct VSOUTPUT\n"
|
|
"{\n"
|
|
"float4 vPosition : POSITION;\n"
|
|
"float2 vTexCoord : TEXCOORD0;\n"
|
|
"float vTexCoord1 : TEXCOORD1;\n"
|
|
"};\n"
|
|
"VSOUTPUT main(float4 inPosition : POSITION,float3 inTEX0 : TEXCOORD0)\n"
|
|
"{\n"
|
|
"VSOUTPUT OUT;\n"
|
|
"OUT.vPosition = inPosition;\n"
|
|
"OUT.vTexCoord = inTEX0.xy;\n"
|
|
"OUT.vTexCoord1 = inTEX0.z;\n"
|
|
"return OUT;\n"
|
|
"}\n"
|
|
};
|
|
|
|
const char clear_shader_code[] = {
|
|
"struct VSOUTPUT\n"
|
|
"{\n"
|
|
"float4 vPosition : POSITION;\n"
|
|
"float4 vColor0 : COLOR0;\n"
|
|
"};\n"
|
|
"VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
|
|
"{\n"
|
|
"VSOUTPUT OUT;\n"
|
|
"OUT.vPosition = inPosition;\n"
|
|
"OUT.vColor0 = inColor0;\n"
|
|
"return OUT;\n"
|
|
"}\n"
|
|
};
|
|
|
|
void VertexShaderCache::Init()
|
|
{
|
|
const D3D11_INPUT_ELEMENT_DESC simpleelems[2] =
|
|
{
|
|
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
|
|
};
|
|
const D3D11_INPUT_ELEMENT_DESC clearelems[2] =
|
|
{
|
|
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
};
|
|
|
|
unsigned int cbsize = ((sizeof(VertexShaderConstants))&(~0xf))+0x10; // must be a multiple of 16
|
|
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
|
|
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &vscbuf);
|
|
CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "vertex shader constant buffer used to emulate the GX pipeline");
|
|
|
|
D3DBlob* blob;
|
|
D3D::CompileVertexShader(simple_shader_code, &blob);
|
|
D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
|
|
SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
|
|
if (SimpleLayout == nullptr || SimpleVertexShader == nullptr)
|
|
PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
|
|
blob->Release();
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader");
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout");
|
|
|
|
D3D::CompileVertexShader(clear_shader_code, &blob);
|
|
D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
|
|
ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
|
|
if (ClearLayout == nullptr || ClearVertexShader == nullptr)
|
|
PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
|
|
blob->Release();
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearVertexShader, "clear vertex shader");
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearLayout, "clear input layout");
|
|
|
|
Clear();
|
|
|
|
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
|
|
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
|
|
|
|
SETSTAT(stats.numVertexShadersCreated, 0);
|
|
SETSTAT(stats.numVertexShadersAlive, 0);
|
|
|
|
std::string cache_filename = StringFromFormat("%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
|
|
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
|
|
VertexShaderCacheInserter inserter;
|
|
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
|
|
|
|
if (g_Config.bEnableShaderDebugging)
|
|
Clear();
|
|
|
|
last_entry = nullptr;
|
|
}
|
|
|
|
void VertexShaderCache::Clear()
|
|
{
|
|
for (auto& iter : vshaders)
|
|
iter.second.Destroy();
|
|
vshaders.clear();
|
|
vertex_uid_checker.Invalidate();
|
|
|
|
last_entry = nullptr;
|
|
}
|
|
|
|
void VertexShaderCache::Shutdown()
|
|
{
|
|
SAFE_RELEASE(vscbuf);
|
|
|
|
SAFE_RELEASE(SimpleVertexShader);
|
|
SAFE_RELEASE(ClearVertexShader);
|
|
|
|
SAFE_RELEASE(SimpleLayout);
|
|
SAFE_RELEASE(ClearLayout);
|
|
|
|
Clear();
|
|
g_vs_disk_cache.Sync();
|
|
g_vs_disk_cache.Close();
|
|
}
|
|
|
|
bool VertexShaderCache::SetShader(u32 components)
|
|
{
|
|
VertexShaderUid uid;
|
|
GetVertexShaderUid(uid, components, API_D3D);
|
|
if (g_ActiveConfig.bEnableShaderDebugging)
|
|
{
|
|
VertexShaderCode code;
|
|
GenerateVertexShaderCode(code, components, API_D3D);
|
|
vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
|
|
}
|
|
|
|
if (last_entry)
|
|
{
|
|
if (uid == last_uid)
|
|
{
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
|
return (last_entry->shader != nullptr);
|
|
}
|
|
}
|
|
|
|
last_uid = uid;
|
|
|
|
VSCache::iterator iter = vshaders.find(uid);
|
|
if (iter != vshaders.end())
|
|
{
|
|
const VSCacheEntry &entry = iter->second;
|
|
last_entry = &entry;
|
|
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
|
return (entry.shader != nullptr);
|
|
}
|
|
|
|
VertexShaderCode code;
|
|
GenerateVertexShaderCode(code, components, API_D3D);
|
|
|
|
D3DBlob* pbytecode = nullptr;
|
|
D3D::CompileVertexShader(code.GetBuffer(), &pbytecode);
|
|
|
|
if (pbytecode == nullptr)
|
|
{
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
|
return false;
|
|
}
|
|
g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
|
|
|
|
bool success = InsertByteCode(uid, pbytecode);
|
|
pbytecode->Release();
|
|
|
|
if (g_ActiveConfig.bEnableShaderDebugging && success)
|
|
{
|
|
vshaders[uid].code = code.GetBuffer();
|
|
}
|
|
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
|
return success;
|
|
}
|
|
|
|
bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, D3DBlob* bcodeblob)
|
|
{
|
|
ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
|
|
if (shader == nullptr)
|
|
return false;
|
|
|
|
// TODO: Somehow make the debug name a bit more specific
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a vertex shader of VertexShaderCache");
|
|
|
|
// Make an entry in the table
|
|
VSCacheEntry entry;
|
|
entry.shader = shader;
|
|
entry.SetByteCode(bcodeblob);
|
|
|
|
vshaders[uid] = entry;
|
|
last_entry = &vshaders[uid];
|
|
|
|
INCSTAT(stats.numVertexShadersCreated);
|
|
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
|
|
|
|
return true;
|
|
}
|
|
|
|
} // namespace DX11
|