dolphin/Source/Core/VideoBackends/D3D/VertexShaderCache.cpp

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "FileUtil.h"
#include "LinearDiskCache.h"
#include "Debugger.h"
#include "Statistics.h"
#include "VertexShaderGen.h"
#include "D3DShader.h"
#include "Globals.h"
#include "VertexShaderCache.h"
#include "VertexShaderManager.h"
#include "ConfigManager.h"
namespace DX11 {
VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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VertexShaderUid VertexShaderCache::last_uid;
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UidChecker<VertexShaderUid,VertexShaderCode> VertexShaderCache::vertex_uid_checker;
static ID3D11VertexShader* SimpleVertexShader = NULL;
static ID3D11VertexShader* ClearVertexShader = NULL;
static ID3D11InputLayout* SimpleLayout = NULL;
static ID3D11InputLayout* ClearLayout = NULL;
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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; }
ID3D11Buffer* vscbuf = NULL;
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;
}
// this class will load the precompiled shaders into our cache
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class VertexShaderCacheInserter : public LinearDiskCacheReader<VertexShaderUid, u8>
{
public:
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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"
"float2 vTexCoord : TEXCOORD0;\n"
"float vTexCoord1 : TEXCOORD1;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float3 inTEX0 : TEXCOORD0)\n"
"{\n"
"VSOUTPUT OUT;\n"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0.xy;\n"
"OUT.vTexCoord1 = inTEX0.z;\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"
};
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 = ((sizeof(VertexShaderConstants))&(~0xf))+0x10; // 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, NULL, &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, sizeof(simple_shader_code), &blob);
D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
if (SimpleLayout == NULL || SimpleVertexShader == NULL) 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, sizeof(clear_shader_code), &blob);
D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
if (ClearLayout == NULL || ClearVertexShader == NULL) 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).c_str());
SETSTAT(stats.numVertexShadersCreated, 0);
SETSTAT(stats.numVertexShadersAlive, 0);
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
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if (g_Config.bEnableShaderDebugging)
Clear();
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last_entry = NULL;
}
void VertexShaderCache::Clear()
{
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
iter->second.Destroy();
vshaders.clear();
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vertex_uid_checker.Invalidate();
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last_entry = NULL;
}
void VertexShaderCache::Shutdown()
{
SAFE_RELEASE(vscbuf);
SAFE_RELEASE(SimpleVertexShader);
SAFE_RELEASE(ClearVertexShader);
SAFE_RELEASE(SimpleLayout);
SAFE_RELEASE(ClearLayout);
Clear();
g_vs_disk_cache.Sync();
g_vs_disk_cache.Close();
}
bool VertexShaderCache::SetShader(u32 components)
{
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VertexShaderUid uid;
GetVertexShaderUid(uid, components, API_D3D);
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if (g_ActiveConfig.bEnableShaderDebugging)
{
VertexShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D);
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vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
}
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if (last_entry)
{
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if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return (last_entry->shader != NULL);
}
}
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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 != NULL);
}
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VertexShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D);
D3DBlob* pbytecode = NULL;
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D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &pbytecode);
if (pbytecode == NULL)
{
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)
{
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vshaders[uid].code = code.GetBuffer();
}
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return success;
}
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bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, D3DBlob* bcodeblob)
{
ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
if (shader == NULL)
return false;
// 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);
vshaders[uid] = entry;
last_entry = &vshaders[uid];
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
return true;
}
} // namespace DX11