diff options
| author | Pierre Bourdon <delroth@gmail.com> | 2016-06-24 10:43:46 +0200 |
|---|---|---|
| committer | Pierre Bourdon <delroth@gmail.com> | 2016-06-24 10:43:46 +0200 |
| commit | 3570c7f03a2aa90aa634f96c0af1969af610f14d (patch) | |
| tree | 4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoBackends/D3D/VertexShaderCache.cpp | |
| parent | 2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (diff) | |
Reformat all the things. Have fun with merge conflicts.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/VertexShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/VertexShaderCache.cpp | 387 |
1 files changed, 200 insertions, 187 deletions
diff --git a/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp b/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp index 6c7f074e97..7b3f71da26 100644 --- a/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp +++ b/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp @@ -19,10 +19,10 @@ #include "VideoCommon/VertexShaderGen.h" #include "VideoCommon/VertexShaderManager.h" -namespace DX11 { - +namespace DX11 +{ VertexShaderCache::VSCache VertexShaderCache::vshaders; -const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry; +const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry; VertexShaderUid VertexShaderCache::last_uid; UidChecker<VertexShaderUid, ShaderCode> VertexShaderCache::vertex_uid_checker; @@ -33,232 +33,245 @@ 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; } +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() +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; + // 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(); - - } + 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" - "float3 vTexCoord : TEXCOORD0;\n" - "float vTexCoord1 : TEXCOORD1;\n" - "};\n" - "VSOUTPUT main(float4 inPosition : POSITION,float4 inTEX0 : TEXCOORD0)\n" - "{\n" - "VSOUTPUT OUT;\n" - "OUT.vPosition = inPosition;\n" - "OUT.vTexCoord = inTEX0.xyz;\n" - "OUT.vTexCoord1 = inTEX0.w;\n" - "return OUT;\n" - "}\n" -}; + "struct VSOUTPUT\n" + "{\n" + "float4 vPosition : POSITION;\n" + "float3 vTexCoord : TEXCOORD0;\n" + "float vTexCoord1 : TEXCOORD1;\n" + "};\n" + "VSOUTPUT main(float4 inPosition : POSITION,float4 inTEX0 : TEXCOORD0)\n" + "{\n" + "VSOUTPUT OUT;\n" + "OUT.vPosition = inPosition;\n" + "OUT.vTexCoord = inTEX0.xyz;\n" + "OUT.vTexCoord1 = inTEX0.w;\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" -}; + "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 = ROUND_UP(sizeof(VertexShaderConstants), 16); // 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_strUniqueID.c_str()); - VertexShaderCacheInserter inserter; - g_vs_disk_cache.OpenAndRead(cache_filename, inserter); - - if (g_Config.bEnableShaderDebugging) - Clear(); - - last_entry = nullptr; + 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 = ROUND_UP(sizeof(VertexShaderConstants), 16); // 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_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(); + for (auto& iter : vshaders) + iter.second.Destroy(); + vshaders.clear(); + vertex_uid_checker.Invalidate(); - last_entry = nullptr; + last_entry = nullptr; } void VertexShaderCache::Shutdown() { - SAFE_RELEASE(vscbuf); + SAFE_RELEASE(vscbuf); - SAFE_RELEASE(SimpleVertexShader); - SAFE_RELEASE(ClearVertexShader); + SAFE_RELEASE(SimpleVertexShader); + SAFE_RELEASE(ClearVertexShader); - SAFE_RELEASE(SimpleLayout); - SAFE_RELEASE(ClearLayout); + SAFE_RELEASE(SimpleLayout); + SAFE_RELEASE(ClearLayout); - Clear(); - g_vs_disk_cache.Sync(); - g_vs_disk_cache.Close(); + Clear(); + g_vs_disk_cache.Sync(); + g_vs_disk_cache.Close(); } bool VertexShaderCache::SetShader() { - VertexShaderUid uid = GetVertexShaderUid(API_D3D); - if (g_ActiveConfig.bEnableShaderDebugging) - { - ShaderCode code = GenerateVertexShaderCode(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); - } - - ShaderCode code = GenerateVertexShaderCode(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; + VertexShaderUid uid = GetVertexShaderUid(API_D3D); + if (g_ActiveConfig.bEnableShaderDebugging) + { + ShaderCode code = GenerateVertexShaderCode(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); + } + + ShaderCode code = GenerateVertexShaderCode(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) +bool VertexShaderCache::InsertByteCode(const VertexShaderUid& uid, D3DBlob* bcodeblob) { - ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob); - if (shader == nullptr) - return false; + 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"); + // 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); + // Make an entry in the table + VSCacheEntry entry; + entry.shader = shader; + entry.SetByteCode(bcodeblob); - vshaders[uid] = entry; - last_entry = &vshaders[uid]; + vshaders[uid] = entry; + last_entry = &vshaders[uid]; - INCSTAT(stats.numVertexShadersCreated); - SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size()); + INCSTAT(stats.numVertexShadersCreated); + SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size()); - return true; + return true; } } // namespace DX11 |
