Vulkan: Move clear shader from Renderer to ShaderCache
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e2cf238ec4
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3b033bf3f0
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@ -76,12 +76,6 @@ bool Renderer::Initialize()
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BindEFBToStateTracker();
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if (!CompileShaders())
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{
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PanicAlert("Failed to compile shaders.");
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return false;
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}
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m_bounding_box = std::make_unique<BoundingBox>();
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if (!m_bounding_box->Initialize())
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{
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@ -117,8 +111,6 @@ bool Renderer::Initialize()
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void Renderer::Shutdown()
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{
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::Renderer::Shutdown();
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DestroyShaders();
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}
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std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
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@ -447,7 +439,8 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
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FramebufferManager::GetInstance()->GetEFBLoadRenderPass(),
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g_shader_cache->GetPassthroughVertexShader(),
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g_shader_cache->GetPassthroughGeometryShader(), m_clear_fragment_shader);
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g_shader_cache->GetPassthroughGeometryShader(),
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g_shader_cache->GetClearFragmentShader());
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draw.SetMultisamplingState(FramebufferManager::GetInstance()->GetEFBMultisamplingState());
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draw.SetDepthState(depth_state);
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@ -658,7 +651,6 @@ void Renderer::OnConfigChanged(u32 bits)
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if (bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
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{
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RecreateEFBFramebuffer();
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RecompileShaders();
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FramebufferManager::GetInstance()->RecompileShaders();
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g_shader_cache->ReloadPipelineCache();
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g_shader_cache->RecompileSharedShaders();
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@ -892,45 +884,4 @@ void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
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vkCmdDrawIndexed(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_indices, 1, base_index,
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base_vertex, 0);
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}
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void Renderer::RecompileShaders()
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{
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DestroyShaders();
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if (!CompileShaders())
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PanicAlert("Failed to recompile shaders.");
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}
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bool Renderer::CompileShaders()
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{
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static const char CLEAR_FRAGMENT_SHADER_SOURCE[] = R"(
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layout(location = 0) in float3 uv0;
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layout(location = 1) in float4 col0;
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layout(location = 0) out float4 ocol0;
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void main()
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{
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ocol0 = col0;
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}
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)";
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std::string source = g_shader_cache->GetUtilityShaderHeader() + CLEAR_FRAGMENT_SHADER_SOURCE;
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m_clear_fragment_shader = Util::CompileAndCreateFragmentShader(source);
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return m_clear_fragment_shader != VK_NULL_HANDLE;
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}
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void Renderer::DestroyShaders()
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{
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auto DestroyShader = [this](VkShaderModule& shader) {
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if (shader != VK_NULL_HANDLE)
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{
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vkDestroyShaderModule(g_vulkan_context->GetDevice(), shader, nullptr);
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shader = VK_NULL_HANDLE;
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}
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};
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DestroyShader(m_clear_fragment_shader);
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}
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} // namespace Vulkan
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@ -104,17 +104,10 @@ private:
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void RecreateEFBFramebuffer();
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void BindFramebuffer(const VKFramebuffer* fb);
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void RecompileShaders();
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bool CompileShaders();
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void DestroyShaders();
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std::unique_ptr<SwapChain> m_swap_chain;
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std::unique_ptr<BoundingBox> m_bounding_box;
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// Keep a copy of sampler states to avoid cache lookups every draw
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std::array<SamplerState, NUM_PIXEL_SHADER_SAMPLERS> m_sampler_states = {};
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// Shaders used for clear/blit.
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VkShaderModule m_clear_fragment_shader = VK_NULL_HANDLE;
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};
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}
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@ -795,7 +795,19 @@ bool ShaderCache::CompileSharedShaders()
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}
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)";
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std::string header = GetUtilityShaderHeader();
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static const char CLEAR_FRAGMENT_SHADER_SOURCE[] = R"(
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layout(location = 0) in float3 uv0;
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layout(location = 1) in float4 col0;
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layout(location = 0) out float4 ocol0;
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void main()
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{
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ocol0 = col0;
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}
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)";
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const std::string header = GetUtilityShaderHeader();
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m_screen_quad_vertex_shader =
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Util::CompileAndCreateVertexShader(header + SCREEN_QUAD_VERTEX_SHADER_SOURCE);
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@ -820,6 +832,11 @@ bool ShaderCache::CompileSharedShaders()
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}
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}
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m_clear_fragment_shader =
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Util::CompileAndCreateFragmentShader(header + CLEAR_FRAGMENT_SHADER_SOURCE);
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if (m_clear_fragment_shader == VK_NULL_HANDLE)
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return false;
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return true;
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}
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@ -837,5 +854,6 @@ void ShaderCache::DestroySharedShaders()
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DestroyShader(m_passthrough_vertex_shader);
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DestroyShader(m_screen_quad_geometry_shader);
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DestroyShader(m_passthrough_geometry_shader);
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DestroyShader(m_clear_fragment_shader);
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}
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}
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} // namespace Vulkan
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@ -116,6 +116,7 @@ public:
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VkShaderModule GetPassthroughVertexShader() const { return m_passthrough_vertex_shader; }
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VkShaderModule GetScreenQuadGeometryShader() const { return m_screen_quad_geometry_shader; }
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VkShaderModule GetPassthroughGeometryShader() const { return m_passthrough_geometry_shader; }
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VkShaderModule GetClearFragmentShader() const { return m_clear_fragment_shader; }
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private:
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bool CreatePipelineCache();
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@ -136,6 +137,7 @@ private:
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VkShaderModule m_passthrough_vertex_shader = VK_NULL_HANDLE;
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VkShaderModule m_screen_quad_geometry_shader = VK_NULL_HANDLE;
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VkShaderModule m_passthrough_geometry_shader = VK_NULL_HANDLE;
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VkShaderModule m_clear_fragment_shader = VK_NULL_HANDLE;
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};
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extern std::unique_ptr<ShaderCache> g_shader_cache;
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