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-rw-r--r--Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp279
1 files changed, 279 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp b/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
new file mode 100644
index 0000000000..6e2ab7462b
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+++ b/Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp
@@ -0,0 +1,279 @@
+// Copyright 2014 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include <string>
+
+#include "Common/FileUtil.h"
+#include "Common/LinearDiskCache.h"
+#include "Common/StringUtil.h"
+
+#include "Core/ConfigManager.h"
+
+#include "VideoBackends/D3D/D3DBase.h"
+#include "VideoBackends/D3D/D3DShader.h"
+#include "VideoBackends/D3D/FramebufferManager.h"
+#include "VideoBackends/D3D/GeometryShaderCache.h"
+#include "VideoBackends/D3D/Globals.h"
+
+#include "VideoCommon/Debugger.h"
+#include "VideoCommon/GeometryShaderGen.h"
+#include "VideoCommon/GeometryShaderManager.h"
+#include "VideoCommon/Statistics.h"
+#include "VideoCommon/VideoConfig.h"
+
+namespace DX11
+{
+
+GeometryShaderCache::GSCache GeometryShaderCache::GeometryShaders;
+const GeometryShaderCache::GSCacheEntry* GeometryShaderCache::last_entry;
+GeometryShaderUid GeometryShaderCache::last_uid;
+UidChecker<GeometryShaderUid,ShaderCode> GeometryShaderCache::geometry_uid_checker;
+const GeometryShaderCache::GSCacheEntry GeometryShaderCache::pass_entry;
+
+ID3D11GeometryShader* ClearGeometryShader = nullptr;
+ID3D11GeometryShader* CopyGeometryShader = nullptr;
+
+LinearDiskCache<GeometryShaderUid, u8> g_gs_disk_cache;
+
+ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader() { return (g_ActiveConfig.iStereoMode > 0) ? ClearGeometryShader: nullptr; }
+ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader() { return (g_ActiveConfig.iStereoMode > 0) ? CopyGeometryShader : nullptr; }
+
+ID3D11Buffer* gscbuf = nullptr;
+
+ID3D11Buffer* &GeometryShaderCache::GetConstantBuffer()
+{
+ // TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
+ if (GeometryShaderManager::dirty)
+ {
+ D3D11_MAPPED_SUBRESOURCE map;
+ D3D::context->Map(gscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
+ memcpy(map.pData, &GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
+ D3D::context->Unmap(gscbuf, 0);
+ GeometryShaderManager::dirty = false;
+
+ ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(GeometryShaderConstants));
+ }
+ return gscbuf;
+}
+
+// this class will load the precompiled shaders into our cache
+class GeometryShaderCacheInserter : public LinearDiskCacheReader<GeometryShaderUid, u8>
+{
+public:
+ void Read(const GeometryShaderUid &key, const u8* value, u32 value_size)
+ {
+ GeometryShaderCache::InsertByteCode(key, value, value_size);
+ }
+};
+
+const char clear_shader_code[] = {
+ "struct VSOUTPUT\n"
+ "{\n"
+ " float4 vPosition : POSITION;\n"
+ " float4 vColor0 : COLOR0;\n"
+ "};\n"
+ "struct GSOUTPUT\n"
+ "{\n"
+ " float4 vPosition : POSITION;\n"
+ " float4 vColor0 : COLOR0;\n"
+ " uint slice : SV_RenderTargetArrayIndex;\n"
+ "};\n"
+ "[maxvertexcount(6)]\n"
+ "void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
+ "{\n"
+ "for(int slice = 0; slice < 2; slice++)\n"
+ "{\n"
+ " for(int i = 0; i < 3; i++)\n"
+ " {\n"
+ " GSOUTPUT OUT;\n"
+ " OUT.vPosition = o[i].vPosition;\n"
+ " OUT.vColor0 = o[i].vColor0;\n"
+ " OUT.slice = slice;\n"
+ " Output.Append(OUT);\n"
+ " }\n"
+ " Output.RestartStrip();\n"
+ "}\n"
+ "}\n"
+};
+
+const char copy_shader_code[] = {
+ "struct VSOUTPUT\n"
+ "{\n"
+ " float4 vPosition : POSITION;\n"
+ " float3 vTexCoord : TEXCOORD0;\n"
+ " float vTexCoord1 : TEXCOORD1;\n"
+ "};\n"
+ "struct GSOUTPUT\n"
+ "{\n"
+ " float4 vPosition : POSITION;\n"
+ " float3 vTexCoord : TEXCOORD0;\n"
+ " float vTexCoord1 : TEXCOORD1;\n"
+ " uint slice : SV_RenderTargetArrayIndex;\n"
+ "};\n"
+ "[maxvertexcount(6)]\n"
+ "void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
+ "{\n"
+ "for(int slice = 0; slice < 2; slice++)\n"
+ "{\n"
+ " for(int i = 0; i < 3; i++)\n"
+ " {\n"
+ " GSOUTPUT OUT;\n"
+ " OUT.vPosition = o[i].vPosition;\n"
+ " OUT.vTexCoord = o[i].vTexCoord;\n"
+ " OUT.vTexCoord.z = slice;\n"
+ " OUT.vTexCoord1 = o[i].vTexCoord1;\n"
+ " OUT.slice = slice;\n"
+ " Output.Append(OUT);\n"
+ " }\n"
+ " Output.RestartStrip();\n"
+ "}\n"
+ "}\n"
+};
+
+void GeometryShaderCache::Init()
+{
+ unsigned int gbsize = ROUND_UP(sizeof(GeometryShaderConstants), 16); // must be a multiple of 16
+ D3D11_BUFFER_DESC gbdesc = CD3D11_BUFFER_DESC(gbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
+ HRESULT hr = D3D::device->CreateBuffer(&gbdesc, nullptr, &gscbuf);
+ CHECK(hr == S_OK, "Create geometry shader constant buffer (size=%u)", gbsize);
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)gscbuf, "geometry shader constant buffer used to emulate the GX pipeline");
+
+ // used when drawing clear quads
+ ClearGeometryShader = D3D::CompileAndCreateGeometryShader(clear_shader_code);
+ CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader");
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearGeometryShader, "clear geometry shader");
+
+ // used for buffer copy
+ CopyGeometryShader = D3D::CompileAndCreateGeometryShader(copy_shader_code);
+ CHECK(CopyGeometryShader != nullptr, "Create copy geometry shader");
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)CopyGeometryShader, "copy geometry shader");
+
+ Clear();
+
+ if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
+ File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
+
+ std::string cache_filename = StringFromFormat("%sdx11-%s-gs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
+ SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
+ GeometryShaderCacheInserter inserter;
+ g_gs_disk_cache.OpenAndRead(cache_filename, inserter);
+
+ if (g_Config.bEnableShaderDebugging)
+ Clear();
+
+ last_entry = nullptr;
+}
+
+// ONLY to be used during shutdown.
+void GeometryShaderCache::Clear()
+{
+ for (auto& iter : GeometryShaders)
+ iter.second.Destroy();
+ GeometryShaders.clear();
+ geometry_uid_checker.Invalidate();
+
+ last_entry = nullptr;
+}
+
+void GeometryShaderCache::Shutdown()
+{
+ SAFE_RELEASE(gscbuf);
+
+ SAFE_RELEASE(ClearGeometryShader);
+ SAFE_RELEASE(CopyGeometryShader);
+
+ Clear();
+ g_gs_disk_cache.Sync();
+ g_gs_disk_cache.Close();
+}
+
+bool GeometryShaderCache::SetShader(u32 primitive_type)
+{
+ GeometryShaderUid uid;
+ GetGeometryShaderUid(uid, primitive_type, API_D3D);
+ if (g_ActiveConfig.bEnableShaderDebugging)
+ {
+ ShaderCode code;
+ GenerateGeometryShaderCode(code, primitive_type, API_D3D);
+ geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
+ }
+
+ // Check if the shader is already set
+ if (last_entry)
+ {
+ if (uid == last_uid)
+ {
+ GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
+ return true;
+ }
+ }
+
+ last_uid = uid;
+
+ // Check if the shader is a pass-through shader
+ if (uid.GetUidData()->IsPassthrough())
+ {
+ // Return the default pass-through shader
+ last_entry = &pass_entry;
+ return true;
+ }
+
+ // Check if the shader is already in the cache
+ GSCache::iterator iter;
+ iter = GeometryShaders.find(uid);
+ if (iter != GeometryShaders.end())
+ {
+ const GSCacheEntry &entry = iter->second;
+ last_entry = &entry;
+
+ return (entry.shader != nullptr);
+ }
+
+ // Need to compile a new shader
+ ShaderCode code;
+ GenerateGeometryShaderCode(code, primitive_type, API_D3D);
+
+ D3DBlob* pbytecode;
+ if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))
+ {
+ GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
+ return false;
+ }
+
+ // Insert the bytecode into the caches
+ g_gs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
+
+ bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
+ pbytecode->Release();
+
+ if (g_ActiveConfig.bEnableShaderDebugging && success)
+ {
+ GeometryShaders[uid].code = code.GetBuffer();
+ }
+
+ return success;
+}
+
+bool GeometryShaderCache::InsertByteCode(const GeometryShaderUid &uid, const void* bytecode, unsigned int bytecodelen)
+{
+ ID3D11GeometryShader* shader = D3D::CreateGeometryShaderFromByteCode(bytecode, bytecodelen);
+ if (shader == nullptr)
+ return false;
+
+ // TODO: Somehow make the debug name a bit more specific
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of GeometryShaderCache");
+
+ // Make an entry in the table
+ GSCacheEntry newentry;
+ newentry.shader = shader;
+ GeometryShaders[uid] = newentry;
+ last_entry = &GeometryShaders[uid];
+
+ if (!shader)
+ return false;
+
+ return true;
+}
+
+} // DX11