dolphin/Source/Core/VideoBackends/D3D/VertexShaderCache.h
Stenzek c8f31656cb VideoBackends: Support a different number of threads for precompiling
At runtime, we only really want a single shader compiler thread.
However, for initial boots, we can use a higher number to speed things
up.
2017-07-30 17:43:59 +10:00

112 lines
3.1 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <map>
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DBlob.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexShaderGen.h"
namespace DX11
{
class D3DVertexFormat;
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();
static ID3D11VertexShader* GetSimpleVertexShader();
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:
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:
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