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authorPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
committerPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
commit3570c7f03a2aa90aa634f96c0af1969af610f14d (patch)
tree4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoBackends/D3D/VertexShaderCache.cpp
parent2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (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.cpp387
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