diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/GeometryShaderCache.cpp | 279 |
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 --- /dev/null +++ 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 |
