mirror of
https://github.com/dolphin-emu/dolphin.git
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170 lines
5.5 KiB
C++
170 lines
5.5 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/Align.h"
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#include "Common/CommonTypes.h"
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#include "Common/FileUtil.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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#include "Core/Host.h"
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#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/VertexManager.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/UberShaderVertex.h"
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#include "VideoCommon/VertexLoaderManager.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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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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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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template <typename UidType>
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class VertexShaderCacheInserter : public LinearDiskCacheReader<UidType, u8>
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{
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public:
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void Read(const UidType& 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 = Common::AlignUp(static_cast<unsigned int>(sizeof(VertexShaderConstants)),
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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(vscbuf, "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(SimpleVertexShader, "simple vertex shader");
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D3D::SetDebugObjectName(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(ClearVertexShader, "clear vertex shader");
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D3D::SetDebugObjectName(ClearLayout, "clear input layout");
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SETSTAT(stats.numVertexShadersCreated, 0);
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SETSTAT(stats.numVertexShadersAlive, 0);
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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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}
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} // namespace DX11
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