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495 lines
15 KiB
C++
495 lines
15 KiB
C++
// Copyright 2014 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 "Common/BitSet.h"
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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/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "Common/Logging/Log.h"
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#include "Core/ConfigManager.h"
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#include "VideoBackends/D3D12/D3DBase.h"
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#include "VideoBackends/D3D12/D3DState.h"
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#include "VideoBackends/D3D12/D3DUtil.h"
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#include "VideoBackends/D3D12/NativeVertexFormat.h"
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#include "VideoBackends/D3D12/ShaderCache.h"
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#include "VideoBackends/D3D12/StaticShaderCache.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX12
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{
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static bool s_cache_is_corrupted = false;
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static LinearDiskCache<SmallPsoDiskDesc, u8> s_pso_disk_cache;
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class PipelineStateCacheInserter : public LinearDiskCacheReader<SmallPsoDiskDesc, u8>
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{
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public:
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void Read(const SmallPsoDiskDesc& key, const u8* value, u32 value_size)
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{
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if (s_cache_is_corrupted)
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return;
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D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = {};
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desc.pRootSignature = D3D::default_root_signature;
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desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; // This state changes in PSTextureEncoder::Encode.
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desc.DSVFormat = DXGI_FORMAT_D32_FLOAT; // This state changes in PSTextureEncoder::Encode.
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desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF;
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desc.NumRenderTargets = 1;
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desc.SampleMask = UINT_MAX;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.GS = ShaderCache::GetGeometryShaderFromUid(&key.gs_uid);
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desc.PS = ShaderCache::GetPixelShaderFromUid(&key.ps_uid);
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desc.VS = ShaderCache::GetVertexShaderFromUid(&key.vs_uid);
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if (!desc.PS.pShaderBytecode || !desc.VS.pShaderBytecode)
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{
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s_cache_is_corrupted = true;
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return;
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}
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BlendState blend_state = {};
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blend_state.hex = key.blend_state_hex;
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desc.BlendState = StateCache::GetDesc12(blend_state);
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ZMode depth_stencil_state = {};
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depth_stencil_state.hex = key.depth_stencil_state_hex;
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desc.DepthStencilState = StateCache::GetDesc12(depth_stencil_state);
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RasterizerState rasterizer_state = {};
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rasterizer_state.hex = key.rasterizer_state_hex;
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desc.RasterizerState = StateCache::GetDesc12(rasterizer_state);
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desc.PrimitiveTopologyType = key.topology;
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// search for a cached native vertex format
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const PortableVertexDeclaration& native_vtx_decl = key.vertex_declaration;
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std::unique_ptr<NativeVertexFormat>& native = (*VertexLoaderManager::GetNativeVertexFormatMap())[native_vtx_decl];
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if (!native)
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{
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native.reset(g_vertex_manager->CreateNativeVertexFormat(native_vtx_decl));
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}
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desc.InputLayout = reinterpret_cast<D3DVertexFormat*>(native.get())->GetActiveInputLayout12();
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desc.CachedPSO.CachedBlobSizeInBytes = value_size;
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desc.CachedPSO.pCachedBlob = value;
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ID3D12PipelineState* pso = nullptr;
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HRESULT hr = D3D::device12->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&pso));
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if (FAILED(hr))
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{
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// Failure can occur if disk cache is corrupted, or a driver upgrade invalidates the existing blobs.
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// In this case, we need to clear the disk cache.
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s_cache_is_corrupted = true;
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return;
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}
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SmallPsoDesc small_desc = {};
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small_desc.blend_state.hex = key.blend_state_hex;
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small_desc.depth_stencil_state.hex = key.depth_stencil_state_hex;
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small_desc.rasterizer_state.hex = key.rasterizer_state_hex;
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small_desc.gs_bytecode = desc.GS;
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small_desc.ps_bytecode = desc.PS;
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small_desc.vs_bytecode = desc.VS;
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small_desc.input_layout = reinterpret_cast<D3DVertexFormat*>(native.get());
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gx_state_cache.m_small_pso_map[small_desc] = pso;
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}
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};
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StateCache::StateCache()
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{
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m_current_pso_desc = {};
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m_current_pso_desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; // This state changes in PSTextureEncoder::Encode.
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m_current_pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT; // This state changes in PSTextureEncoder::Encode.
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m_current_pso_desc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF;
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m_current_pso_desc.NumRenderTargets = 1;
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m_current_pso_desc.SampleMask = UINT_MAX;
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}
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void StateCache::Init()
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{
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// Root signature isn't available at time of StateCache construction, so fill it in now.
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gx_state_cache.m_current_pso_desc.pRootSignature = D3D::default_root_signature;
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// Multi-sample configuration isn't available at time of StateCache construction, so fille it in now.
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gx_state_cache.m_current_pso_desc.SampleDesc.Count = g_ActiveConfig.iMultisamples;
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gx_state_cache.m_current_pso_desc.SampleDesc.Quality = 0;
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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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std::string cache_filename = StringFromFormat("%sdx12-%s-pso.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().m_strUniqueID.c_str());
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PipelineStateCacheInserter inserter;
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s_pso_disk_cache.OpenAndRead(cache_filename, inserter);
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if (s_cache_is_corrupted)
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{
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// If a PSO fails to create, that means either:
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// - The file itself is corrupt.
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// - A driver/HW change has occured, causing the existing cache blobs to be invalid.
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//
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// In either case, we want to re-create the disk cache. This should not be a frequent occurence.
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s_pso_disk_cache.Close();
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for (auto it : gx_state_cache.m_small_pso_map)
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{
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SAFE_RELEASE(it.second);
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}
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gx_state_cache.m_small_pso_map.clear();
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File::Delete(cache_filename);
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s_pso_disk_cache.OpenAndRead(cache_filename, inserter);
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s_cache_is_corrupted = false;
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}
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}
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D3D12_SAMPLER_DESC StateCache::GetDesc12(SamplerState state)
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{
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const unsigned int d3d_mip_filters[4] =
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{
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TexMode0::TEXF_NONE,
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TexMode0::TEXF_POINT,
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TexMode0::TEXF_LINEAR,
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TexMode0::TEXF_NONE, //reserved
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};
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const D3D12_TEXTURE_ADDRESS_MODE d3d_clamps[4] =
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{
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D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
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D3D12_TEXTURE_ADDRESS_MODE_WRAP,
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D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
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D3D12_TEXTURE_ADDRESS_MODE_WRAP //reserved
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};
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D3D12_SAMPLER_DESC sampdc;
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unsigned int mip = d3d_mip_filters[state.min_filter & 3];
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sampdc.MaxAnisotropy = 1;
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if (g_ActiveConfig.iMaxAnisotropy > 1)
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{
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sampdc.Filter = D3D12_FILTER_ANISOTROPIC;
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sampdc.MaxAnisotropy = 1 << g_ActiveConfig.iMaxAnisotropy;
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}
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else if (state.min_filter & 4) // linear min filter
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{
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if (state.mag_filter) // linear mag filter
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{
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if (mip == TexMode0::TEXF_NONE)
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sampdc.Filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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else if (mip == TexMode0::TEXF_POINT)
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sampdc.Filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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else if (mip == TexMode0::TEXF_LINEAR)
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sampdc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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}
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else // point mag filter
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{
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if (mip == TexMode0::TEXF_NONE)
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sampdc.Filter = D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT;
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else if (mip == TexMode0::TEXF_POINT)
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sampdc.Filter = D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT;
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else if (mip == TexMode0::TEXF_LINEAR)
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sampdc.Filter = D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
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}
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}
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else // point min filter
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{
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if (state.mag_filter) // linear mag filter
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{
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if (mip == TexMode0::TEXF_NONE)
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sampdc.Filter = D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
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else if (mip == TexMode0::TEXF_POINT)
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sampdc.Filter = D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
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else if (mip == TexMode0::TEXF_LINEAR)
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sampdc.Filter = D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR;
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}
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else // point mag filter
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{
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if (mip == TexMode0::TEXF_NONE)
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sampdc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
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else if (mip == TexMode0::TEXF_POINT)
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sampdc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
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else if (mip == TexMode0::TEXF_LINEAR)
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sampdc.Filter = D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR;
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}
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}
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sampdc.AddressU = d3d_clamps[state.wrap_s];
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sampdc.AddressV = d3d_clamps[state.wrap_t];
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sampdc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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sampdc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
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sampdc.BorderColor[0] = sampdc.BorderColor[1] = sampdc.BorderColor[2] = sampdc.BorderColor[3] = 1.0f;
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sampdc.MaxLOD = (mip == TexMode0::TEXF_NONE) ? 0.0f : static_cast<float>(state.max_lod) / 16.f;
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sampdc.MinLOD = static_cast<float>(state.min_lod) / 16.f;
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sampdc.MipLODBias = static_cast<s32>(state.lod_bias) / 32.0f;
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return sampdc;
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}
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D3D12_BLEND GetBlendingAlpha(D3D12_BLEND blend)
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{
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switch (blend)
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{
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case D3D12_BLEND_SRC_COLOR:
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return D3D12_BLEND_SRC_ALPHA;
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case D3D12_BLEND_INV_SRC_COLOR:
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return D3D12_BLEND_INV_SRC_ALPHA;
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case D3D12_BLEND_DEST_COLOR:
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return D3D12_BLEND_DEST_ALPHA;
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case D3D12_BLEND_INV_DEST_COLOR:
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return D3D12_BLEND_INV_DEST_ALPHA;
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default:
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return blend;
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}
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}
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D3D12_BLEND_DESC StateCache::GetDesc12(BlendState state)
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{
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if (!state.blend_enable)
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{
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state.src_blend = D3D12_BLEND_ONE;
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state.dst_blend = D3D12_BLEND_ZERO;
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state.blend_op = D3D12_BLEND_OP_ADD;
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state.use_dst_alpha = false;
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}
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D3D12_BLEND_DESC blenddc = {
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FALSE, // BOOL AlphaToCoverageEnable;
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FALSE, // BOOL IndependentBlendEnable;
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{
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state.blend_enable, // BOOL BlendEnable;
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FALSE, // BOOL LogicOpEnable;
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state.src_blend, // D3D12_BLEND SrcBlend;
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state.dst_blend, // D3D12_BLEND DestBlend;
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state.blend_op, // D3D12_BLEND_OP BlendOp;
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state.src_blend, // D3D12_BLEND SrcBlendAlpha;
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state.dst_blend, // D3D12_BLEND DestBlendAlpha;
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state.blend_op, // D3D12_BLEND_OP BlendOpAlpha;
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D3D12_LOGIC_OP_NOOP, // D3D12_LOGIC_OP LogicOp
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state.write_mask // UINT8 RenderTargetWriteMask;
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}
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};
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blenddc.RenderTarget[0].SrcBlendAlpha = GetBlendingAlpha(blenddc.RenderTarget[0].SrcBlend);
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blenddc.RenderTarget[0].DestBlendAlpha = GetBlendingAlpha(blenddc.RenderTarget[0].DestBlend);
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if (state.use_dst_alpha)
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{
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// Colors should blend against SRC1_ALPHA
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if (blenddc.RenderTarget[0].SrcBlend == D3D12_BLEND_SRC_ALPHA)
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blenddc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC1_ALPHA;
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else if (blenddc.RenderTarget[0].SrcBlend == D3D12_BLEND_INV_SRC_ALPHA)
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blenddc.RenderTarget[0].SrcBlend = D3D12_BLEND_INV_SRC1_ALPHA;
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// Colors should blend against SRC1_ALPHA
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if (blenddc.RenderTarget[0].DestBlend == D3D12_BLEND_SRC_ALPHA)
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blenddc.RenderTarget[0].DestBlend = D3D12_BLEND_SRC1_ALPHA;
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else if (blenddc.RenderTarget[0].DestBlend == D3D12_BLEND_INV_SRC_ALPHA)
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blenddc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC1_ALPHA;
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
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blenddc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
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blenddc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
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}
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return blenddc;
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}
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D3D12_RASTERIZER_DESC StateCache::GetDesc12(RasterizerState state)
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{
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return {
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D3D12_FILL_MODE_SOLID,
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state.cull_mode,
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false,
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0,
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0.f,
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0,
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true,
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true,
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false,
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0,
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D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
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};
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}
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inline D3D12_DEPTH_STENCIL_DESC StateCache::GetDesc12(ZMode state)
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{
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D3D12_DEPTH_STENCIL_DESC depthdc;
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depthdc.StencilEnable = FALSE;
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depthdc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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depthdc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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D3D12_DEPTH_STENCILOP_DESC defaultStencilOp = { D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_COMPARISON_FUNC_ALWAYS };
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depthdc.FrontFace = defaultStencilOp;
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depthdc.BackFace = defaultStencilOp;
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const D3D12_COMPARISON_FUNC d3dCmpFuncs[8] =
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{
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D3D12_COMPARISON_FUNC_NEVER,
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D3D12_COMPARISON_FUNC_GREATER,
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D3D12_COMPARISON_FUNC_EQUAL,
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D3D12_COMPARISON_FUNC_GREATER_EQUAL,
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D3D12_COMPARISON_FUNC_LESS,
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D3D12_COMPARISON_FUNC_NOT_EQUAL,
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D3D12_COMPARISON_FUNC_LESS_EQUAL,
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D3D12_COMPARISON_FUNC_ALWAYS
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};
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if (state.testenable)
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{
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depthdc.DepthEnable = TRUE;
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depthdc.DepthWriteMask = state.updateenable ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
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depthdc.DepthFunc = d3dCmpFuncs[state.func];
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}
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else
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{
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// if the test is disabled write is disabled too
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depthdc.DepthEnable = FALSE;
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depthdc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
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}
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return depthdc;
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}
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HRESULT StateCache::GetPipelineStateObjectFromCache(D3D12_GRAPHICS_PIPELINE_STATE_DESC* pso_desc, ID3D12PipelineState** pso)
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{
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auto it = m_pso_map.find(*pso_desc);
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if (it == m_pso_map.end())
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{
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// Not found, create new PSO.
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ID3D12PipelineState* new_pso = nullptr;
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HRESULT hr = D3D::device12->CreateGraphicsPipelineState(pso_desc, IID_PPV_ARGS(&new_pso));
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if (FAILED(hr))
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{
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return hr;
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}
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m_pso_map[*pso_desc] = new_pso;
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*pso = new_pso;
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}
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else
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{
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*pso = it->second;
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}
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return S_OK;
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}
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HRESULT StateCache::GetPipelineStateObjectFromCache(SmallPsoDesc* pso_desc, ID3D12PipelineState** pso, D3D12_PRIMITIVE_TOPOLOGY_TYPE topology, const GeometryShaderUid* gs_uid, const PixelShaderUid* ps_uid, const VertexShaderUid* vs_uid)
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{
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auto it = m_small_pso_map.find(*pso_desc);
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if (it == m_small_pso_map.end())
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{
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// Not found, create new PSO.
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// RootSignature, SampleMask, SampleDesc, NumRenderTargets, RTVFormats, DSVFormat
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// never change so they are set in constructor and forgotten.
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m_current_pso_desc.GS = pso_desc->gs_bytecode;
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m_current_pso_desc.PS = pso_desc->ps_bytecode;
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m_current_pso_desc.VS = pso_desc->vs_bytecode;
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m_current_pso_desc.BlendState = GetDesc12(pso_desc->blend_state);
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m_current_pso_desc.DepthStencilState = GetDesc12(pso_desc->depth_stencil_state);
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m_current_pso_desc.RasterizerState = GetDesc12(pso_desc->rasterizer_state);
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m_current_pso_desc.PrimitiveTopologyType = topology;
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m_current_pso_desc.InputLayout = pso_desc->input_layout->GetActiveInputLayout12();
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ID3D12PipelineState* new_pso = nullptr;
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HRESULT hr = D3D::device12->CreateGraphicsPipelineState(&m_current_pso_desc, IID_PPV_ARGS(&new_pso));
|
|
|
|
if (FAILED(hr))
|
|
{
|
|
return hr;
|
|
}
|
|
|
|
m_small_pso_map[*pso_desc] = new_pso;
|
|
*pso = new_pso;
|
|
|
|
// This contains all of the information needed to reconstruct a PSO at startup.
|
|
SmallPsoDiskDesc disk_desc = {};
|
|
disk_desc.blend_state_hex = pso_desc->blend_state.hex;
|
|
disk_desc.depth_stencil_state_hex = pso_desc->depth_stencil_state.hex;
|
|
disk_desc.rasterizer_state_hex = pso_desc->rasterizer_state.hex;
|
|
disk_desc.ps_uid = *ps_uid;
|
|
disk_desc.vs_uid = *vs_uid;
|
|
disk_desc.gs_uid = *gs_uid;
|
|
disk_desc.vertex_declaration = pso_desc->input_layout->GetVertexDeclaration();
|
|
disk_desc.topology = topology;
|
|
|
|
// This shouldn't fail.. but if it does, don't cache to disk.
|
|
ID3DBlob* psoBlob = nullptr;
|
|
hr = new_pso->GetCachedBlob(&psoBlob);
|
|
|
|
if (SUCCEEDED(hr))
|
|
{
|
|
s_pso_disk_cache.Append(disk_desc, reinterpret_cast<const u8*>(psoBlob->GetBufferPointer()), static_cast<u32>(psoBlob->GetBufferSize()));
|
|
psoBlob->Release();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
*pso = it->second;
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
void StateCache::OnMSAASettingsChanged()
|
|
{
|
|
for (auto& it : m_small_pso_map)
|
|
{
|
|
SAFE_RELEASE(it.second);
|
|
}
|
|
m_small_pso_map.clear();
|
|
|
|
// Update sample count for new PSOs being created
|
|
gx_state_cache.m_current_pso_desc.SampleDesc.Count = g_ActiveConfig.iMultisamples;
|
|
}
|
|
|
|
void StateCache::Clear()
|
|
{
|
|
for (auto& it : m_pso_map)
|
|
{
|
|
SAFE_RELEASE(it.second);
|
|
}
|
|
m_pso_map.clear();
|
|
|
|
for (auto& it : m_small_pso_map)
|
|
{
|
|
SAFE_RELEASE(it.second);
|
|
}
|
|
m_small_pso_map.clear();
|
|
|
|
s_pso_disk_cache.Sync();
|
|
s_pso_disk_cache.Close();
|
|
}
|
|
|
|
} // namespace DX12
|