D3D: Uber shader support

This commit is contained in:
Stenzek 2017-07-20 15:25:31 +10:00
parent cd502990fa
commit 4bf5625895
15 changed files with 720 additions and 193 deletions

View File

@ -185,10 +185,9 @@ std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter)
ID3D11Device* _device;
ID3D11DeviceContext* _context;
D3D_FEATURE_LEVEL feat_level;
HRESULT hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels,
NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &_device,
&feat_level, &_context);
HRESULT hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0,
supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
D3D11_SDK_VERSION, &_device, &feat_level, &_context);
if (FAILED(hr) || feat_level == D3D_FEATURE_LEVEL_10_0)
{
DXGI_SAMPLE_DESC desc;
@ -221,9 +220,9 @@ std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter)
D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter)
{
D3D_FEATURE_LEVEL feat_level = D3D_FEATURE_LEVEL_9_1;
PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_SINGLETHREADED,
supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION,
nullptr, &feat_level, nullptr);
PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0, supported_feature_levels,
NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, nullptr, &feat_level,
nullptr);
return feat_level;
}
@ -311,8 +310,7 @@ HRESULT Create(HWND wnd)
// Creating debug devices can sometimes fail if the user doesn't have the correct
// version of the DirectX SDK. If it does, simply fallback to a non-debug device.
{
hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_DEBUG,
hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_DEBUG,
supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
D3D11_SDK_VERSION, &device, &featlevel, &context);
@ -339,8 +337,7 @@ HRESULT Create(HWND wnd)
if (FAILED(hr))
#endif
{
hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels,
hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0, supported_feature_levels,
NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &device, &featlevel,
&context);
}

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@ -18,7 +18,7 @@ namespace DX11
namespace D3D
{
// bytecode->shader
ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, unsigned int len)
ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, size_t len)
{
ID3D11VertexShader* v_shader;
HRESULT hr = D3D::device->CreateVertexShader(bytecode, len, nullptr, &v_shader);
@ -73,7 +73,7 @@ bool CompileVertexShader(const std::string& code, D3DBlob** blob)
}
// bytecode->shader
ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, unsigned int len)
ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, size_t len)
{
ID3D11GeometryShader* g_shader;
HRESULT hr = D3D::device->CreateGeometryShader(bytecode, len, nullptr, &g_shader);
@ -131,7 +131,7 @@ bool CompileGeometryShader(const std::string& code, D3DBlob** blob,
}
// bytecode->shader
ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len)
ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, size_t len)
{
ID3D11PixelShader* p_shader;
HRESULT hr = D3D::device->CreatePixelShader(bytecode, len, nullptr, &p_shader);

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@ -16,9 +16,9 @@ namespace DX11
{
namespace D3D
{
ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, unsigned int len);
ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, unsigned int len);
ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len);
ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, size_t len);
ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, size_t len);
ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, size_t len);
// The returned bytecode buffers should be Release()d.
bool CompileVertexShader(const std::string& code, D3DBlob** blob);

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@ -136,7 +136,7 @@ void StateManager::Apply()
m_current.pixelConstants[1] != m_pending.pixelConstants[1])
{
D3D::context->PSSetConstantBuffers(0, m_pending.pixelConstants[1] ? 2 : 1,
m_pending.pixelConstants);
m_pending.pixelConstants.data());
m_current.pixelConstants[0] = m_pending.pixelConstants[0];
m_current.pixelConstants[1] = m_pending.pixelConstants[1];
}

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@ -4,6 +4,7 @@
#pragma once
#include <array>
#include <cstddef>
#include <stack>
#include <unordered_map>
@ -269,9 +270,9 @@ private:
struct Resources
{
ID3D11ShaderResourceView* textures[8];
ID3D11SamplerState* samplers[8];
ID3D11Buffer* pixelConstants[2];
std::array<ID3D11ShaderResourceView*, 8> textures;
std::array<ID3D11SamplerState*, 8> samplers;
std::array<ID3D11Buffer*, 2> pixelConstants;
ID3D11Buffer* vertexConstants;
ID3D11Buffer* geometryConstants;
ID3D11Buffer* vertexBuffer;

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@ -13,6 +13,7 @@
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
@ -159,6 +160,9 @@ void GeometryShaderCache::Init()
if (g_ActiveConfig.bShaderCache)
LoadShaderCache();
if (g_ActiveConfig.CanPrecompileUberShaders())
PrecompileShaders();
}
void GeometryShaderCache::LoadShaderCache()
@ -175,6 +179,9 @@ void GeometryShaderCache::Reload()
if (g_ActiveConfig.bShaderCache)
LoadShaderCache();
if (g_ActiveConfig.CanPrecompileUberShaders())
PrecompileShaders();
}
// ONLY to be used during shutdown.
@ -203,78 +210,74 @@ void GeometryShaderCache::Shutdown()
bool GeometryShaderCache::SetShader(u32 primitive_type)
{
GeometryShaderUid uid = GetGeometryShaderUid(primitive_type);
// Check if the shader is already set
if (last_entry)
{
if (uid == last_uid)
if (last_entry && uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
D3D::stateman->SetGeometryShader(last_entry->shader);
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_uid = uid;
last_entry = &pass_entry;
D3D::stateman->SetGeometryShader(last_entry->shader);
return true;
}
// Check if the shader is already in the cache
GSCache::iterator iter;
iter = GeometryShaders.find(uid);
auto iter = GeometryShaders.find(uid);
if (iter != GeometryShaders.end())
{
const GSCacheEntry& entry = iter->second;
last_uid = uid;
last_entry = &entry;
D3D::stateman->SetGeometryShader(last_entry->shader);
return (entry.shader != nullptr);
}
// Need to compile a new shader
if (CompileShader(uid))
return SetShader(primitive_type);
else
return false;
}
bool GeometryShaderCache::CompileShader(const GeometryShaderUid& uid)
{
D3DBlob* bytecode;
ShaderCode code =
GenerateGeometryShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
D3DBlob* pbytecode;
if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))
if (!D3D::CompileGeometryShader(code.GetBuffer(), &bytecode) ||
!InsertByteCode(uid, bytecode->Data(), bytecode->Size()))
{
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
SAFE_RELEASE(bytecode);
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;
}
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;
g_gs_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
return true;
}
bool GeometryShaderCache::InsertByteCode(const GeometryShaderUid& uid, const u8* bytecode,
size_t len)
{
GSCacheEntry& newentry = GeometryShaders[uid];
newentry.shader = bytecode ? D3D::CreateGeometryShaderFromByteCode(bytecode, len) : nullptr;
return newentry.shader != nullptr;
}
void GeometryShaderCache::PrecompileShaders()
{
EnumerateGeometryShaderUids([](const GeometryShaderUid& uid) {
if (GeometryShaders.find(uid) != GeometryShaders.end())
return;
CompileShader(uid);
});
}
} // DX11

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@ -18,14 +18,14 @@ public:
static void Reload();
static void Clear();
static void Shutdown();
static bool SetShader(u32 primitive_type); // TODO: Should be renamed to LoadShader
static bool InsertByteCode(const GeometryShaderUid& uid, const void* bytecode,
unsigned int bytecodelen);
static bool SetShader(u32 primitive_type);
static bool CompileShader(const GeometryShaderUid& uid);
static bool InsertByteCode(const GeometryShaderUid& uid, const u8* bytecode, size_t len);
static void PrecompileShaders();
static ID3D11GeometryShader* GetClearGeometryShader();
static ID3D11GeometryShader* GetCopyGeometryShader();
static ID3D11GeometryShader* GetActiveShader() { return last_entry->shader; }
static ID3D11Buffer*& GetConstantBuffer();
private:

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@ -13,20 +13,6 @@
namespace DX11
{
class D3DVertexFormat : public NativeVertexFormat
{
public:
D3DVertexFormat(const PortableVertexDeclaration& vtx_decl);
~D3DVertexFormat() { SAFE_RELEASE(m_layout); }
void SetupVertexPointers() override;
private:
std::array<D3D11_INPUT_ELEMENT_DESC, 32> m_elems{};
UINT m_num_elems = 0;
ID3D11InputLayout* m_layout = nullptr;
};
std::unique_ptr<NativeVertexFormat>
VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
@ -66,7 +52,6 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& _vtx_decl)
this->vtx_decl = _vtx_decl;
const AttributeFormat* format = &_vtx_decl.position;
if (format->enable)
{
m_elems[m_num_elems].SemanticName = "POSITION";
@ -129,15 +114,22 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& _vtx_decl)
}
}
D3DVertexFormat::~D3DVertexFormat()
{
SAFE_RELEASE(m_layout);
}
void D3DVertexFormat::SetupVertexPointers()
{
}
void D3DVertexFormat::SetInputLayout(D3DBlob* vs_bytecode)
{
if (!m_layout)
{
// CreateInputLayout requires a shader input, but it only looks at the
// signature of the shader, so we don't need to recompute it if the shader
// changes.
D3DBlob* vs_bytecode = DX11::VertexShaderCache::GetActiveShaderBytecode();
HRESULT hr = DX11::D3D::device->CreateInputLayout(
m_elems.data(), m_num_elems, vs_bytecode->Data(), vs_bytecode->Size(), &m_layout);
if (FAILED(hr))

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@ -8,12 +8,15 @@
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/LinearDiskCache.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "Core/Host.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoCommon/Debugger.h"
@ -25,10 +28,15 @@
namespace DX11
{
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
PixelShaderCache::UberPSCache PixelShaderCache::UberPixelShaders;
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_uber_entry;
PixelShaderUid PixelShaderCache::last_uid;
UberShader::PixelShaderUid PixelShaderCache::last_uber_uid;
LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
LinearDiskCache<UberShader::PixelShaderUid, u8> g_uber_ps_disk_cache;
extern std::unique_ptr<VideoCommon::AsyncShaderCompiler> g_async_compiler;
ID3D11PixelShader* s_ColorMatrixProgram[2] = {nullptr};
ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr};
@ -429,10 +437,8 @@ ID3D11PixelShader* PixelShaderCache::GetDepthResolveProgram()
return s_DepthResolveProgram;
}
ID3D11Buffer*& PixelShaderCache::GetConstantBuffer()
static void UpdateConstantBuffers()
{
// TODO: divide the global variables of the generated shaders into about 5 constant buffers to
// speed this up
if (PixelShaderManager::dirty)
{
D3D11_MAPPED_SUBRESOURCE map;
@ -443,14 +449,20 @@ ID3D11Buffer*& PixelShaderCache::GetConstantBuffer()
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(PixelShaderConstants));
}
}
ID3D11Buffer* PixelShaderCache::GetConstantBuffer()
{
UpdateConstantBuffers();
return pscbuf;
}
// this class will load the precompiled shaders into our cache
class PixelShaderCacheInserter : public LinearDiskCacheReader<PixelShaderUid, u8>
template <typename UidType>
class PixelShaderCacheInserter : public LinearDiskCacheReader<UidType, u8>
{
public:
void Read(const PixelShaderUid& key, const u8* value, u32 value_size)
void Read(const UidType& key, const u8* value, u32 value_size)
{
PixelShaderCache::InsertByteCode(key, value, value_size);
}
@ -499,22 +511,34 @@ void PixelShaderCache::Init()
if (g_ActiveConfig.bShaderCache)
LoadShaderCache();
if (g_ActiveConfig.CanPrecompileUberShaders())
PrecompileUberShaders();
}
void PixelShaderCache::LoadShaderCache()
{
PixelShaderCacheInserter inserter;
PixelShaderCacheInserter<PixelShaderUid> inserter;
g_ps_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "PS", true, true), inserter);
PixelShaderCacheInserter<UberShader::PixelShaderUid> uber_inserter;
g_uber_ps_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "UberPS", false, true),
uber_inserter);
}
void PixelShaderCache::Reload()
{
g_ps_disk_cache.Sync();
g_ps_disk_cache.Close();
g_uber_ps_disk_cache.Sync();
g_uber_ps_disk_cache.Close();
Clear();
if (g_ActiveConfig.bShaderCache)
LoadShaderCache();
if (g_ActiveConfig.CanPrecompileUberShaders())
PrecompileUberShaders();
}
// ONLY to be used during shutdown.
@ -522,10 +546,15 @@ void PixelShaderCache::Clear()
{
for (auto& iter : PixelShaders)
iter.second.Destroy();
for (auto& iter : UberPixelShaders)
iter.second.Destroy();
PixelShaders.clear();
UberPixelShaders.clear();
last_entry = nullptr;
last_uber_entry = nullptr;
last_uid = {};
last_uber_uid = {};
}
// Used in Swap() when AA mode has changed
@ -558,82 +587,252 @@ void PixelShaderCache::Shutdown()
Clear();
g_ps_disk_cache.Sync();
g_ps_disk_cache.Close();
g_uber_ps_disk_cache.Sync();
g_uber_ps_disk_cache.Close();
}
bool PixelShaderCache::SetShader()
{
if (g_ActiveConfig.CanUseUberShaders() &&
(g_ActiveConfig.bDisableSpecializedShaders || g_ActiveConfig.bForcePixelUberShaders))
{
return SetUberShader();
}
PixelShaderUid uid = GetPixelShaderUid();
// Check if the shader is already set
if (last_entry)
if (last_entry && uid == last_uid)
{
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return (last_entry->shader != nullptr);
}
}
if (last_entry->pending)
return SetUberShader();
last_uid = uid;
if (!last_entry->shader)
return false;
D3D::stateman->SetPixelShader(last_entry->shader);
return true;
}
// Check if the shader is already in the cache
PSCache::iterator iter;
iter = PixelShaders.find(uid);
auto iter = PixelShaders.find(uid);
if (iter != PixelShaders.end())
{
const PSCacheEntry& entry = iter->second;
if (entry.pending)
return SetUberShader();
last_uid = uid;
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return (entry.shader != nullptr);
if (!last_entry->shader)
return false;
D3D::stateman->SetPixelShader(last_entry->shader);
return true;
}
// Background compiling?
if (g_ActiveConfig.CanBackgroundCompileShaders())
{
// Create a pending entry
PSCacheEntry entry;
entry.pending = true;
PixelShaders[uid] = entry;
// Queue normal shader compiling and use ubershader
g_async_compiler->QueueWorkItem(
g_async_compiler->CreateWorkItem<PixelShaderCompilerWorkItem>(uid));
return SetUberShader();
}
// Need to compile a new shader
D3DBlob* bytecode = nullptr;
ShaderCode code =
GeneratePixelShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
D3DBlob* pbytecode;
if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))
D3D::CompilePixelShader(code.GetBuffer(), &bytecode);
if (!InsertByteCode(uid, bytecode->Data(), bytecode->Size()))
{
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
SAFE_RELEASE(bytecode);
return false;
}
// Insert the bytecode into the caches
g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
pbytecode->Release();
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return success;
g_ps_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
return SetShader();
}
bool PixelShaderCache::InsertByteCode(const PixelShaderUid& uid, const void* bytecode,
unsigned int bytecodelen)
bool PixelShaderCache::SetUberShader()
{
ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
if (shader == nullptr)
UberShader::PixelShaderUid uid = UberShader::GetPixelShaderUid();
if (last_uber_entry && last_uber_uid == uid)
{
if (!last_uber_entry->shader)
return false;
// TODO: Somehow make the debug name a bit more specific
D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of PixelShaderCache");
D3D::stateman->SetPixelShader(last_uber_entry->shader);
return true;
}
// Make an entry in the table
PSCacheEntry newentry;
newentry.shader = shader;
PixelShaders[uid] = newentry;
last_entry = &PixelShaders[uid];
if (!shader)
auto iter = UberPixelShaders.find(uid);
if (iter != UberPixelShaders.end())
{
// INCSTAT(stats.numPixelShadersFailed);
const PSCacheEntry& entry = iter->second;
last_uber_uid = uid;
last_uber_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
if (!last_uber_entry->shader)
return false;
D3D::stateman->SetPixelShader(last_uber_entry->shader);
return true;
}
D3DBlob* bytecode = nullptr;
ShaderCode code =
UberShader::GenPixelShader(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
D3D::CompilePixelShader(code.GetBuffer(), &bytecode);
if (!InsertByteCode(uid, bytecode->Data(), bytecode->Size()))
{
SAFE_RELEASE(bytecode);
return false;
}
// Lookup map again.
g_uber_ps_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
bytecode->Release();
return SetUberShader();
}
bool PixelShaderCache::InsertByteCode(const PixelShaderUid& uid, const u8* data, size_t len)
{
ID3D11PixelShader* shader = data ? D3D::CreatePixelShaderFromByteCode(data, len) : nullptr;
if (!InsertShader(uid, shader))
{
SAFE_RELEASE(shader);
return false;
}
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
return true;
}
bool PixelShaderCache::InsertByteCode(const UberShader::PixelShaderUid& uid, const u8* data,
size_t len)
{
ID3D11PixelShader* shader = data ? D3D::CreatePixelShaderFromByteCode(data, len) : nullptr;
if (!InsertShader(uid, shader))
{
SAFE_RELEASE(shader);
return false;
}
return true;
}
bool PixelShaderCache::InsertShader(const PixelShaderUid& uid, ID3D11PixelShader* shader)
{
auto iter = PixelShaders.find(uid);
if (iter != PixelShaders.end() && !iter->second.pending)
return false;
PSCacheEntry& newentry = PixelShaders[uid];
newentry.pending = false;
newentry.shader = shader;
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
return (shader != nullptr);
}
bool PixelShaderCache::InsertShader(const UberShader::PixelShaderUid& uid,
ID3D11PixelShader* shader)
{
auto iter = UberPixelShaders.find(uid);
if (iter != UberPixelShaders.end() && !iter->second.pending)
return false;
PSCacheEntry& newentry = UberPixelShaders[uid];
newentry.pending = false;
newentry.shader = shader;
return (shader != nullptr);
}
void PixelShaderCache::PrecompileUberShaders()
{
UberShader::EnumeratePixelShaderUids([&](const UberShader::PixelShaderUid& uid) {
if (UberPixelShaders.find(uid) != UberPixelShaders.end())
return;
g_async_compiler->QueueWorkItem(
g_async_compiler->CreateWorkItem<UberPixelShaderCompilerWorkItem>(uid));
});
g_async_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
static_cast<int>(completed), static_cast<int>(total));
});
g_async_compiler->RetrieveWorkItems();
Host_UpdateProgressDialog("", -1, -1);
}
PixelShaderCache::PixelShaderCompilerWorkItem::PixelShaderCompilerWorkItem(
const PixelShaderUid& uid)
{
std::memcpy(&m_uid, &uid, sizeof(uid));
}
PixelShaderCache::PixelShaderCompilerWorkItem::~PixelShaderCompilerWorkItem()
{
SAFE_RELEASE(m_bytecode);
}
bool PixelShaderCache::PixelShaderCompilerWorkItem::Compile()
{
ShaderCode code =
GeneratePixelShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
if (D3D::CompilePixelShader(code.GetBuffer(), &m_bytecode))
m_shader = D3D::CreatePixelShaderFromByteCode(m_bytecode);
return true;
}
void PixelShaderCache::PixelShaderCompilerWorkItem::Retrieve()
{
if (InsertShader(m_uid, m_shader))
g_ps_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
else
SAFE_RELEASE(m_shader);
}
PixelShaderCache::UberPixelShaderCompilerWorkItem::UberPixelShaderCompilerWorkItem(
const UberShader::PixelShaderUid& uid)
{
std::memcpy(&m_uid, &uid, sizeof(uid));
}
PixelShaderCache::UberPixelShaderCompilerWorkItem::~UberPixelShaderCompilerWorkItem()
{
SAFE_RELEASE(m_bytecode);
}
bool PixelShaderCache::UberPixelShaderCompilerWorkItem::Compile()
{
ShaderCode code =
UberShader::GenPixelShader(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
if (D3D::CompilePixelShader(code.GetBuffer(), &m_bytecode))
m_shader = D3D::CreatePixelShaderFromByteCode(m_bytecode);
return true;
}
void PixelShaderCache::UberPixelShaderCompilerWorkItem::Retrieve()
{
if (InsertShader(m_uid, m_shader))
g_uber_ps_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
else
SAFE_RELEASE(m_shader);
}
} // DX11

View File

@ -7,10 +7,14 @@
#include <d3d11.h>
#include <map>
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/UberShaderPixel.h"
namespace DX11
{
class D3DBlob;
class PixelShaderCache
{
public:
@ -18,12 +22,15 @@ public:
static void Reload();
static void Clear();
static void Shutdown();
static bool SetShader(); // TODO: Should be renamed to LoadShader
static bool InsertByteCode(const PixelShaderUid& uid, const void* bytecode,
unsigned int bytecodelen);
static bool SetShader();
static bool SetUberShader();
static bool InsertByteCode(const PixelShaderUid& uid, const u8* data, size_t len);
static bool InsertByteCode(const UberShader::PixelShaderUid& uid, const u8* data, size_t len);
static bool InsertShader(const PixelShaderUid& uid, ID3D11PixelShader* shader);
static bool InsertShader(const UberShader::PixelShaderUid& uid, ID3D11PixelShader* shader);
static void PrecompileUberShaders();
static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }
static ID3D11Buffer*& GetConstantBuffer();
static ID3D11Buffer* GetConstantBuffer();
static ID3D11PixelShader* GetColorMatrixProgram(bool multisampled);
static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
@ -40,18 +47,53 @@ private:
struct PSCacheEntry
{
ID3D11PixelShader* shader;
bool pending;
PSCacheEntry() : shader(nullptr) {}
PSCacheEntry() : shader(nullptr), pending(false) {}
void Destroy() { SAFE_RELEASE(shader); }
};
class PixelShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PixelShaderCompilerWorkItem(const PixelShaderUid& uid);
~PixelShaderCompilerWorkItem() override;
bool Compile() override;
void Retrieve() override;
private:
PixelShaderUid m_uid;
ID3D11PixelShader* m_shader = nullptr;
D3DBlob* m_bytecode = nullptr;
};
class UberPixelShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
UberPixelShaderCompilerWorkItem(const UberShader::PixelShaderUid& uid);
~UberPixelShaderCompilerWorkItem() override;
bool Compile() override;
void Retrieve() override;
private:
UberShader::PixelShaderUid m_uid;
ID3D11PixelShader* m_shader = nullptr;
D3DBlob* m_bytecode = nullptr;
};
typedef std::map<PixelShaderUid, PSCacheEntry> PSCache;
typedef std::map<UberShader::PixelShaderUid, PSCacheEntry> UberPSCache;
static void LoadShaderCache();
static PSCache PixelShaders;
static UberPSCache UberPixelShaders;
static const PSCacheEntry* last_entry;
static const PSCacheEntry* last_uber_entry;
static PixelShaderUid last_uid;
static UberShader::PixelShaderUid last_uber_uid;
};
} // namespace DX11

View File

@ -837,6 +837,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
// Enable configuration changes
UpdateActiveConfig();
g_texture_cache->OnConfigChanged(g_ActiveConfig);
VertexShaderCache::RetreiveAsyncShaders();
SetWindowSize(fbStride, fbHeight);
@ -958,10 +959,6 @@ void Renderer::ApplyState()
g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
D3D::stateman->SetVertexConstants(vertexConstants);
D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
D3D::stateman->SetPixelShader(PixelShaderCache::GetActiveShader());
D3D::stateman->SetVertexShader(VertexShaderCache::GetActiveShader());
D3D::stateman->SetGeometryShader(GeometryShaderCache::GetActiveShader());
}
void Renderer::RestoreState()

View File

@ -159,7 +159,9 @@ void VertexManager::vFlush()
return;
}
if (!VertexShaderCache::SetShader())
D3DVertexFormat* vertex_format =
static_cast<D3DVertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat());
if (!VertexShaderCache::SetShader(vertex_format))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
return;
@ -182,7 +184,6 @@ void VertexManager::vFlush()
PrepareDrawBuffers(stride);
VertexLoaderManager::GetCurrentVertexFormat()->SetupVertexPointers();
g_renderer->ApplyState();
Draw(stride);

View File

@ -4,13 +4,31 @@
#pragma once
#include <d3d11.h>
#include <memory>
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VertexManagerBase.h"
struct ID3D11Buffer;
namespace DX11
{
class D3DBlob;
class D3DVertexFormat : public NativeVertexFormat
{
public:
D3DVertexFormat(const PortableVertexDeclaration& vtx_decl);
~D3DVertexFormat();
void SetupVertexPointers() override;
void SetInputLayout(D3DBlob* vs_bytecode);
private:
std::array<D3D11_INPUT_ELEMENT_DESC, 32> m_elems{};
UINT m_num_elems = 0;
ID3D11InputLayout* m_layout = nullptr;
};
class VertexManager : public VertexManagerBase
{
public:

View File

@ -8,23 +8,32 @@
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/LinearDiskCache.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "Core/Host.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/VertexManager.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VertexShaderManager.h"
namespace DX11
{
VertexShaderCache::VSCache VertexShaderCache::vshaders;
VertexShaderCache::UberVSCache VertexShaderCache::ubervshaders;
const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_uber_entry;
VertexShaderUid VertexShaderCache::last_uid;
UberShader::VertexShaderUid VertexShaderCache::last_uber_uid;
static ID3D11VertexShader* SimpleVertexShader = nullptr;
static ID3D11VertexShader* ClearVertexShader = nullptr;
@ -32,6 +41,8 @@ static ID3D11InputLayout* SimpleLayout = nullptr;
static ID3D11InputLayout* ClearLayout = nullptr;
LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
LinearDiskCache<UberShader::VertexShaderUid, u8> g_uber_vs_disk_cache;
std::unique_ptr<VideoCommon::AsyncShaderCompiler> g_async_compiler;
ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader()
{
@ -70,10 +81,11 @@ ID3D11Buffer*& VertexShaderCache::GetConstantBuffer()
}
// this class will load the precompiled shaders into our cache
class VertexShaderCacheInserter : public LinearDiskCacheReader<VertexShaderUid, u8>
template <typename UidType>
class VertexShaderCacheInserter : public LinearDiskCacheReader<UidType, u8>
{
public:
void Read(const VertexShaderUid& key, const u8* value, u32 value_size)
void Read(const UidType& key, const u8* value, u32 value_size)
{
D3DBlob* blob = new D3DBlob(value_size, value);
VertexShaderCache::InsertByteCode(key, blob);
@ -160,36 +172,65 @@ void VertexShaderCache::Init()
if (g_ActiveConfig.bShaderCache)
LoadShaderCache();
g_async_compiler = std::make_unique<VideoCommon::AsyncShaderCompiler>();
if (g_ActiveConfig.GetShaderCompilerThreads() > 0)
g_async_compiler->StartWorkerThreads(g_ActiveConfig.GetShaderCompilerThreads());
if (g_ActiveConfig.CanPrecompileUberShaders())
PrecompileUberShaders();
}
void VertexShaderCache::LoadShaderCache()
{
VertexShaderCacheInserter inserter;
VertexShaderCacheInserter<VertexShaderUid> inserter;
g_vs_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "VS", true, true), inserter);
VertexShaderCacheInserter<UberShader::VertexShaderUid> uber_inserter;
g_uber_vs_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "UberVS", false, true),
uber_inserter);
}
void VertexShaderCache::Reload()
{
g_async_compiler->WaitUntilCompletion();
g_async_compiler->RetrieveWorkItems();
g_vs_disk_cache.Sync();
g_vs_disk_cache.Close();
g_uber_vs_disk_cache.Sync();
g_uber_vs_disk_cache.Close();
Clear();
if (g_ActiveConfig.bShaderCache)
LoadShaderCache();
if (g_ActiveConfig.CanPrecompileUberShaders())
PrecompileUberShaders();
}
void VertexShaderCache::Clear()
{
for (auto& iter : vshaders)
iter.second.Destroy();
for (auto& iter : ubervshaders)
iter.second.Destroy();
vshaders.clear();
ubervshaders.clear();
last_entry = nullptr;
last_uid = {};
last_uber_uid = {};
last_entry = nullptr;
last_uber_entry = nullptr;
last_uid = {};
last_uber_uid = {};
}
void VertexShaderCache::Shutdown()
{
g_async_compiler->StopWorkerThreads();
g_async_compiler->RetrieveWorkItems();
SAFE_RELEASE(vscbuf);
SAFE_RELEASE(SimpleVertexShader);
@ -201,74 +242,264 @@ void VertexShaderCache::Shutdown()
Clear();
g_vs_disk_cache.Sync();
g_vs_disk_cache.Close();
g_uber_vs_disk_cache.Sync();
g_uber_vs_disk_cache.Close();
}
bool VertexShaderCache::SetShader()
bool VertexShaderCache::SetShader(D3DVertexFormat* vertex_format)
{
if (g_ActiveConfig.CanUseUberShaders() &&
(g_ActiveConfig.bDisableSpecializedShaders || g_ActiveConfig.bForceVertexUberShaders))
{
return SetUberShader(vertex_format);
}
VertexShaderUid uid = GetVertexShaderUid();
if (last_entry && uid == last_uid)
{
if (last_entry->pending)
return SetUberShader(vertex_format);
if (last_entry)
{
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return (last_entry->shader != nullptr);
}
if (!last_entry->shader)
return false;
vertex_format->SetInputLayout(last_entry->bytecode);
D3D::stateman->SetVertexShader(last_entry->shader);
return true;
}
last_uid = uid;
VSCache::iterator iter = vshaders.find(uid);
auto iter = vshaders.find(uid);
if (iter != vshaders.end())
{
const VSCacheEntry& entry = iter->second;
if (entry.pending)
return SetUberShader(vertex_format);
last_uid = uid;
last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return (entry.shader != nullptr);
if (!last_entry->shader)
return false;
vertex_format->SetInputLayout(last_entry->bytecode);
D3D::stateman->SetVertexShader(last_entry->shader);
return true;
}
// Background compiling?
if (g_ActiveConfig.CanBackgroundCompileShaders())
{
// Create a pending entry
VSCacheEntry entry;
entry.pending = true;
vshaders[uid] = entry;
// Queue normal shader compiling and use ubershader
g_async_compiler->QueueWorkItem(
g_async_compiler->CreateWorkItem<VertexShaderCompilerWorkItem>(uid));
return SetUberShader(vertex_format);
}
// Need to compile a new shader
D3DBlob* bytecode = nullptr;
ShaderCode code =
GenerateVertexShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
D3DBlob* pbytecode = nullptr;
D3D::CompileVertexShader(code.GetBuffer(), &pbytecode);
if (pbytecode == nullptr)
D3D::CompileVertexShader(code.GetBuffer(), &bytecode);
if (!InsertByteCode(uid, bytecode))
{
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
SAFE_RELEASE(bytecode);
return false;
}
g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
bool success = InsertByteCode(uid, pbytecode);
pbytecode->Release();
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return success;
g_vs_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
bytecode->Release();
return SetShader(vertex_format);
}
bool VertexShaderCache::InsertByteCode(const VertexShaderUid& uid, D3DBlob* bcodeblob)
bool VertexShaderCache::SetUberShader(D3DVertexFormat* vertex_format)
{
ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
if (shader == nullptr)
D3DVertexFormat* uber_vertex_format = static_cast<D3DVertexFormat*>(
VertexLoaderManager::GetUberVertexFormat(vertex_format->GetVertexDeclaration()));
UberShader::VertexShaderUid uid = UberShader::GetVertexShaderUid();
if (last_uber_entry && last_uber_uid == uid)
{
if (!last_uber_entry->shader)
return false;
// TODO: Somehow make the debug name a bit more specific
D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a vertex shader of VertexShaderCache");
uber_vertex_format->SetInputLayout(last_uber_entry->bytecode);
D3D::stateman->SetVertexShader(last_uber_entry->shader);
return true;
}
// Make an entry in the table
VSCacheEntry entry;
entry.shader = shader;
entry.SetByteCode(bcodeblob);
auto iter = ubervshaders.find(uid);
if (iter != ubervshaders.end())
{
const VSCacheEntry& entry = iter->second;
last_uber_uid = uid;
last_uber_entry = &entry;
vshaders[uid] = entry;
last_entry = &vshaders[uid];
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
if (!last_uber_entry->shader)
return false;
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
uber_vertex_format->SetInputLayout(last_uber_entry->bytecode);
D3D::stateman->SetVertexShader(last_uber_entry->shader);
return true;
}
// Need to compile a new shader
D3DBlob* bytecode = nullptr;
ShaderCode code =
UberShader::GenVertexShader(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
D3D::CompileVertexShader(code.GetBuffer(), &bytecode);
if (!InsertByteCode(uid, bytecode))
{
SAFE_RELEASE(bytecode);
return false;
}
g_uber_vs_disk_cache.Append(uid, bytecode->Data(), bytecode->Size());
bytecode->Release();
return SetUberShader(vertex_format);
}
bool VertexShaderCache::InsertByteCode(const VertexShaderUid& uid, D3DBlob* blob)
{
ID3D11VertexShader* shader =
blob ? D3D::CreateVertexShaderFromByteCode(blob->Data(), blob->Size()) : nullptr;
bool result = InsertShader(uid, shader, blob);
SAFE_RELEASE(shader);
return result;
}
bool VertexShaderCache::InsertByteCode(const UberShader::VertexShaderUid& uid, D3DBlob* blob)
{
ID3D11VertexShader* shader =
blob ? D3D::CreateVertexShaderFromByteCode(blob->Data(), blob->Size()) : nullptr;
bool result = InsertShader(uid, shader, blob);
SAFE_RELEASE(shader);
return result;
}
bool VertexShaderCache::InsertShader(const VertexShaderUid& uid, ID3D11VertexShader* shader,
D3DBlob* blob)
{
auto iter = vshaders.find(uid);
if (iter != vshaders.end() && !iter->second.pending)
return false;
VSCacheEntry& newentry = vshaders[uid];
newentry.pending = false;
if (!shader || !blob)
return false;
shader->AddRef();
newentry.SetByteCode(blob);
newentry.shader = shader;
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, static_cast<int>(vshaders.size()));
return true;
}
bool VertexShaderCache::InsertShader(const UberShader::VertexShaderUid& uid,
ID3D11VertexShader* shader, D3DBlob* blob)
{
auto iter = ubervshaders.find(uid);
if (iter != ubervshaders.end() && !iter->second.pending)
return false;
VSCacheEntry& newentry = ubervshaders[uid];
newentry.pending = false;
if (!shader || !blob)
return false;
shader->AddRef();
newentry.SetByteCode(blob);
newentry.shader = shader;
return true;
}
void VertexShaderCache::RetreiveAsyncShaders()
{
g_async_compiler->RetrieveWorkItems();
}
void VertexShaderCache::PrecompileUberShaders()
{
UberShader::EnumerateVertexShaderUids([&](const UberShader::VertexShaderUid& uid) {
if (ubervshaders.find(uid) != ubervshaders.end())
return;
g_async_compiler->QueueWorkItem(
g_async_compiler->CreateWorkItem<UberVertexShaderCompilerWorkItem>(uid));
});
g_async_compiler->WaitUntilCompletion([](size_t completed, size_t total) {
Host_UpdateProgressDialog(GetStringT("Compiling shaders...").c_str(),
static_cast<int>(completed), static_cast<int>(total));
});
g_async_compiler->RetrieveWorkItems();
Host_UpdateProgressDialog("", -1, -1);
}
VertexShaderCache::VertexShaderCompilerWorkItem::VertexShaderCompilerWorkItem(
const VertexShaderUid& uid)
{
std::memcpy(&m_uid, &uid, sizeof(uid));
}
VertexShaderCache::VertexShaderCompilerWorkItem::~VertexShaderCompilerWorkItem()
{
SAFE_RELEASE(m_bytecode);
SAFE_RELEASE(m_vs);
}
bool VertexShaderCache::VertexShaderCompilerWorkItem::Compile()
{
ShaderCode code =
GenerateVertexShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
if (D3D::CompileVertexShader(code.GetBuffer(), &m_bytecode))
m_vs = D3D::CreateVertexShaderFromByteCode(m_bytecode);
return true;
}
void VertexShaderCache::VertexShaderCompilerWorkItem::Retrieve()
{
if (InsertShader(m_uid, m_vs, m_bytecode))
g_vs_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
}
VertexShaderCache::UberVertexShaderCompilerWorkItem::UberVertexShaderCompilerWorkItem(
const UberShader::VertexShaderUid& uid)
{
std::memcpy(&m_uid, &uid, sizeof(uid));
}
VertexShaderCache::UberVertexShaderCompilerWorkItem::~UberVertexShaderCompilerWorkItem()
{
SAFE_RELEASE(m_bytecode);
SAFE_RELEASE(m_vs);
}
bool VertexShaderCache::UberVertexShaderCompilerWorkItem::Compile()
{
ShaderCode code =
UberShader::GenVertexShader(APIType::D3D, ShaderHostConfig::GetCurrent(), m_uid.GetUidData());
if (D3D::CompileVertexShader(code.GetBuffer(), &m_bytecode))
m_vs = D3D::CreateVertexShaderFromByteCode(m_bytecode);
return true;
}
void VertexShaderCache::UberVertexShaderCompilerWorkItem::Retrieve()
{
if (InsertShader(m_uid, m_vs, m_bytecode))
g_uber_vs_disk_cache.Append(m_uid, m_bytecode->Data(), m_bytecode->Size());
}
} // namespace DX11

View File

@ -9,10 +9,14 @@
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DBlob.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/VertexShaderGen.h"
namespace DX11
{
class D3DVertexFormat;
class VertexShaderCache
{
public:
@ -20,10 +24,11 @@ public:
static void Reload();
static void Clear();
static void Shutdown();
static bool SetShader(); // TODO: Should be renamed to LoadShader
static bool SetShader(D3DVertexFormat* vertex_format);
static bool SetUberShader(D3DVertexFormat* vertex_format);
static void RetreiveAsyncShaders();
static void PrecompileUberShaders();
static ID3D11VertexShader* GetActiveShader() { return last_entry->shader; }
static D3DBlob* GetActiveShaderBytecode() { return last_entry->bytecode; }
static ID3D11Buffer*& GetConstantBuffer();
static ID3D11VertexShader* GetSimpleVertexShader();
@ -31,15 +36,20 @@ public:
static ID3D11InputLayout* GetSimpleInputLayout();
static ID3D11InputLayout* GetClearInputLayout();
static bool InsertByteCode(const VertexShaderUid& uid, D3DBlob* bcodeblob);
static bool InsertByteCode(const VertexShaderUid& uid, D3DBlob* blob);
static bool InsertByteCode(const UberShader::VertexShaderUid& uid, D3DBlob* blob);
static bool InsertShader(const VertexShaderUid& uid, ID3D11VertexShader* shader, D3DBlob* blob);
static bool InsertShader(const UberShader::VertexShaderUid& uid, ID3D11VertexShader* shader,
D3DBlob* blob);
private:
struct VSCacheEntry
{
ID3D11VertexShader* shader;
D3DBlob* bytecode; // needed to initialize the input layout
bool pending;
VSCacheEntry() : shader(nullptr), bytecode(nullptr) {}
VSCacheEntry() : shader(nullptr), bytecode(nullptr), pending(false) {}
void SetByteCode(D3DBlob* blob)
{
SAFE_RELEASE(bytecode);
@ -52,13 +62,49 @@ private:
SAFE_RELEASE(bytecode);
}
};
class VertexShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
VertexShaderCompilerWorkItem(const VertexShaderUid& uid);
~VertexShaderCompilerWorkItem() override;
bool Compile() override;
void Retrieve() override;
private:
VertexShaderUid m_uid;
D3DBlob* m_bytecode = nullptr;
ID3D11VertexShader* m_vs = nullptr;
};
class UberVertexShaderCompilerWorkItem : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
UberVertexShaderCompilerWorkItem(const UberShader::VertexShaderUid& uid);
~UberVertexShaderCompilerWorkItem() override;
bool Compile() override;
void Retrieve() override;
private:
UberShader::VertexShaderUid m_uid;
D3DBlob* m_bytecode = nullptr;
ID3D11VertexShader* m_vs = nullptr;
};
typedef std::map<VertexShaderUid, VSCacheEntry> VSCache;
typedef std::map<UberShader::VertexShaderUid, VSCacheEntry> UberVSCache;
static void LoadShaderCache();
static void SetInputLayout();
static VSCache vshaders;
static UberVSCache ubervshaders;
static const VSCacheEntry* last_entry;
static const VSCacheEntry* last_uber_entry;
static VertexShaderUid last_uid;
static UberShader::VertexShaderUid last_uber_uid;
};
} // namespace DX11