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

137 lines
4.2 KiB
C++
Raw Normal View History

// Copyright 2010 Dolphin Emulator Project
2015-05-17 23:08:10 +00:00
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <string>
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
2017-07-20 05:25:31 +00:00
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
2017-07-20 05:25:31 +00:00
#include "Core/Host.h"
#include "VideoBackends/D3D/D3DShader.h"
2017-07-20 05:25:31 +00:00
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/VertexManager.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/Statistics.h"
2017-07-20 05:25:31 +00:00
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderGen.h"
namespace DX11
{
static ID3D11VertexShader* SimpleVertexShader = nullptr;
static ID3D11VertexShader* ClearVertexShader = nullptr;
static ID3D11InputLayout* SimpleLayout = nullptr;
static ID3D11InputLayout* ClearLayout = nullptr;
ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader()
{
return SimpleVertexShader;
}
ID3D11VertexShader* VertexShaderCache::GetClearVertexShader()
{
return ClearVertexShader;
}
ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout()
{
return SimpleLayout;
}
ID3D11InputLayout* VertexShaderCache::GetClearInputLayout()
{
return ClearLayout;
}
// this class will load the precompiled shaders into our cache
2017-07-20 05:25:31 +00:00
template <typename UidType>
class VertexShaderCacheInserter : public LinearDiskCacheReader<UidType, u8>
{
public:
2017-07-20 05:25:31 +00:00
void Read(const UidType& 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"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float3 inTEX0 : TEXCOORD0)\n"
"{\n"
"VSOUTPUT OUT;\n"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0;\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},
};
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(SimpleVertexShader, "simple vertex shader");
D3D::SetDebugObjectName(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(ClearVertexShader, "clear vertex shader");
D3D::SetDebugObjectName(ClearLayout, "clear input layout");
SETSTAT(stats.numVertexShadersCreated, 0);
SETSTAT(stats.numVertexShadersAlive, 0);
}
void VertexShaderCache::Shutdown()
{
SAFE_RELEASE(SimpleVertexShader);
SAFE_RELEASE(ClearVertexShader);
SAFE_RELEASE(SimpleLayout);
SAFE_RELEASE(ClearLayout);
2017-07-20 05:25:31 +00:00
}
} // namespace DX11