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14e0b48ae4
Allows for forward declarations in most places, which prevents dumping unrelated VideoCommon.h contents directly into headers.
263 lines
7.9 KiB
C++
263 lines
7.9 KiB
C++
// Copyright 2010 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/CommonTypes.h"
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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/D3DShader.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/VertexShaderManager.h"
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namespace DX11
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{
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
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VertexShaderUid VertexShaderCache::last_uid;
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static ID3D11VertexShader* SimpleVertexShader = nullptr;
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static ID3D11VertexShader* ClearVertexShader = nullptr;
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static ID3D11InputLayout* SimpleLayout = nullptr;
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static ID3D11InputLayout* ClearLayout = nullptr;
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LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
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ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader()
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{
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return SimpleVertexShader;
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}
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ID3D11VertexShader* VertexShaderCache::GetClearVertexShader()
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{
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return ClearVertexShader;
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}
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ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout()
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{
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return SimpleLayout;
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}
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ID3D11InputLayout* VertexShaderCache::GetClearInputLayout()
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{
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return ClearLayout;
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}
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ID3D11Buffer* vscbuf = nullptr;
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ID3D11Buffer*& VertexShaderCache::GetConstantBuffer()
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{
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// TODO: divide the global variables of the generated shaders into about 5 constant buffers to
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// speed this up
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if (VertexShaderManager::dirty)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, &VertexShaderManager::constants, sizeof(VertexShaderConstants));
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D3D::context->Unmap(vscbuf, 0);
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VertexShaderManager::dirty = false;
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(VertexShaderConstants));
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}
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return vscbuf;
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}
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// this class will load the precompiled shaders into our cache
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class VertexShaderCacheInserter : public LinearDiskCacheReader<VertexShaderUid, u8>
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{
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public:
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void Read(const VertexShaderUid& key, const u8* value, u32 value_size)
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{
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D3DBlob* blob = new D3DBlob(value_size, value);
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VertexShaderCache::InsertByteCode(key, blob);
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blob->Release();
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}
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};
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const char simple_shader_code[] = {
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"struct VSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float3 vTexCoord : TEXCOORD0;\n"
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"float vTexCoord1 : TEXCOORD1;\n"
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"};\n"
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"VSOUTPUT main(float4 inPosition : POSITION,float4 inTEX0 : TEXCOORD0)\n"
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"{\n"
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"VSOUTPUT OUT;\n"
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"OUT.vPosition = inPosition;\n"
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"OUT.vTexCoord = inTEX0.xyz;\n"
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"OUT.vTexCoord1 = inTEX0.w;\n"
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"return OUT;\n"
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"}\n"};
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const char clear_shader_code[] = {
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"struct VSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float4 vColor0 : COLOR0;\n"
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"};\n"
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"VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
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"{\n"
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"VSOUTPUT OUT;\n"
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"OUT.vPosition = inPosition;\n"
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"OUT.vColor0 = inColor0;\n"
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"return OUT;\n"
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"}\n"};
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void VertexShaderCache::Init()
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{
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const D3D11_INPUT_ELEMENT_DESC simpleelems[2] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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const D3D11_INPUT_ELEMENT_DESC clearelems[2] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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unsigned int cbsize = ROUND_UP(sizeof(VertexShaderConstants), 16); // must be a multiple of 16
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER,
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D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &vscbuf);
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CHECK(hr == S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)vscbuf,
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"vertex shader constant buffer used to emulate the GX pipeline");
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D3DBlob* blob;
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D3D::CompileVertexShader(simple_shader_code, &blob);
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D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
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SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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if (SimpleLayout == nullptr || SimpleVertexShader == nullptr)
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PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__,
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__LINE__);
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blob->Release();
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D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout");
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D3D::CompileVertexShader(clear_shader_code, &blob);
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D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
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ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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if (ClearLayout == nullptr || ClearVertexShader == nullptr)
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PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__,
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__LINE__);
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blob->Release();
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D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearVertexShader, "clear vertex shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearLayout, "clear input layout");
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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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SETSTAT(stats.numVertexShadersCreated, 0);
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SETSTAT(stats.numVertexShadersAlive, 0);
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std::string cache_filename =
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StringFromFormat("%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().m_strUniqueID.c_str());
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VertexShaderCacheInserter inserter;
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g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
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last_entry = nullptr;
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}
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void VertexShaderCache::Clear()
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{
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for (auto& iter : vshaders)
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iter.second.Destroy();
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vshaders.clear();
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last_entry = nullptr;
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}
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void VertexShaderCache::Shutdown()
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{
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SAFE_RELEASE(vscbuf);
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SAFE_RELEASE(SimpleVertexShader);
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SAFE_RELEASE(ClearVertexShader);
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SAFE_RELEASE(SimpleLayout);
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SAFE_RELEASE(ClearLayout);
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Clear();
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g_vs_disk_cache.Sync();
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g_vs_disk_cache.Close();
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}
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bool VertexShaderCache::SetShader()
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{
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VertexShaderUid uid = GetVertexShaderUid();
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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_VERTEX_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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VSCache::iterator iter = vshaders.find(uid);
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if (iter != vshaders.end())
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{
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const VSCacheEntry& entry = iter->second;
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return (entry.shader != nullptr);
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}
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ShaderCode code = GenerateVertexShaderCode(APIType::D3D, uid.GetUidData());
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D3DBlob* pbytecode = nullptr;
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D3D::CompileVertexShader(code.GetBuffer(), &pbytecode);
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if (pbytecode == nullptr)
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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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g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
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bool success = InsertByteCode(uid, pbytecode);
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pbytecode->Release();
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return success;
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}
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bool VertexShaderCache::InsertByteCode(const VertexShaderUid& uid, D3DBlob* bcodeblob)
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{
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ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
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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 vertex shader of VertexShaderCache");
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// Make an entry in the table
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VSCacheEntry entry;
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entry.shader = shader;
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entry.SetByteCode(bcodeblob);
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vshaders[uid] = entry;
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last_entry = &vshaders[uid];
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INCSTAT(stats.numVertexShadersCreated);
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SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
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return true;
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}
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} // namespace DX11
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