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

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// Copyright 2014 Dolphin Emulator Project
2015-05-17 23:08:10 +00:00
// Licensed under GPLv2+
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// 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"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VideoConfig.h"
namespace DX11
{
GeometryShaderCache::GSCache GeometryShaderCache::GeometryShaders;
const GeometryShaderCache::GSCacheEntry* GeometryShaderCache::last_entry;
GeometryShaderUid GeometryShaderCache::last_uid;
const GeometryShaderCache::GSCacheEntry GeometryShaderCache::pass_entry;
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ID3D11GeometryShader* ClearGeometryShader = nullptr;
ID3D11GeometryShader* CopyGeometryShader = nullptr;
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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;
}
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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;
}
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// 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);
}
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};
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"};
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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_strGameID.c_str());
GeometryShaderCacheInserter inserter;
g_gs_disk_cache.OpenAndRead(cache_filename, inserter);
last_entry = nullptr;
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}
// ONLY to be used during shutdown.
void GeometryShaderCache::Clear()
{
for (auto& iter : GeometryShaders)
iter.second.Destroy();
GeometryShaders.clear();
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last_entry = nullptr;
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}
void GeometryShaderCache::Shutdown()
{
SAFE_RELEASE(gscbuf);
SAFE_RELEASE(ClearGeometryShader);
SAFE_RELEASE(CopyGeometryShader);
Clear();
g_gs_disk_cache.Sync();
g_gs_disk_cache.Close();
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}
bool GeometryShaderCache::SetShader(u32 primitive_type)
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{
GeometryShaderUid uid = GetGeometryShaderUid(primitive_type);
// 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(APIType::D3D, uid.GetUidData());
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();
return success;
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}
bool GeometryShaderCache::InsertByteCode(const GeometryShaderUid& uid, const void* bytecode,
unsigned int bytecodelen)
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{
ID3D11GeometryShader* shader = D3D::CreateGeometryShaderFromByteCode(bytecode, bytecodelen);
if (shader == nullptr)
return false;
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// TODO: Somehow make the debug name a bit more specific
D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of GeometryShaderCache");
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// Make an entry in the table
GSCacheEntry newentry;
newentry.shader = shader;
GeometryShaders[uid] = newentry;
last_entry = &GeometryShaders[uid];
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if (!shader)
return false;
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return true;
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}
} // DX11