Make shader ID validation optional by adding a gfx setting called "EnableShaderDebugging".
Setting this to True will enable additional checks if the shader cache misses any relevant register changes.
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@ -96,6 +96,8 @@ void VideoConfig::Load(const char *ini_file)
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iniFile.Get("Settings", "EnableOpenCL", &bEnableOpenCL, false);
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iniFile.Get("Settings", "OMPDecoder", &bOMPDecoder, false);
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iniFile.Get("Settings", "EnableShaderDebugging", &bEnableShaderDebugging, false);
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iniFile.Get("Enhancements", "ForceFiltering", &bForceFiltering, 0);
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iniFile.Get("Enhancements", "MaxAnisotropy", &iMaxAnisotropy, 0); // NOTE - this is x in (1 << x)
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iniFile.Get("Enhancements", "PostProcessingShader", &sPostProcessingShader, "");
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@ -231,6 +233,8 @@ void VideoConfig::Save(const char *ini_file)
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iniFile.Set("Settings", "EnableOpenCL", bEnableOpenCL);
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iniFile.Set("Settings", "OMPDecoder", bOMPDecoder);
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iniFile.Set("Settings", "EnableShaderDebugging", bEnableShaderDebugging);
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iniFile.Set("Enhancements", "ForceFiltering", bForceFiltering);
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iniFile.Set("Enhancements", "MaxAnisotropy", iMaxAnisotropy);
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iniFile.Set("Enhancements", "PostProcessingShader", sPostProcessingShader);
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@ -147,6 +147,9 @@ struct VideoConfig
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// D3D only config, mostly to be merged into the above
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int iAdapter;
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// Debugging
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bool bEnableShaderDebugging;
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// Static config per API
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// TODO: Move this out of VideoConfig
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struct
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@ -499,7 +499,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
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pbytecode->Release();
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if (success)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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PixelShaders[uid].code = code;
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode);
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@ -240,7 +240,7 @@ bool VertexShaderCache::SetShader(u32 components)
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bool success = InsertByteCode(uid, pbytecode);
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pbytecode->Release();
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if (success)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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vshaders[uid].code = code;
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GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
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@ -359,9 +359,12 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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// Need to compile a new shader
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const char *code = GeneratePixelShaderCode(dstAlphaMode, ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30, components);
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u32 code_hash = HashAdler32((const u8 *)code, strlen(code));
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unique_shaders.insert(code_hash);
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SETSTAT(stats.numUniquePixelShaders, unique_shaders.size());
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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u32 code_hash = HashAdler32((const u8 *)code, strlen(code));
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unique_shaders.insert(code_hash);
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SETSTAT(stats.numUniquePixelShaders, unique_shaders.size());
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
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@ -388,7 +391,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
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delete [] bytecode;
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if (success)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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PixelShaders[uid].code = code;
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode);
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@ -218,7 +218,7 @@ bool VertexShaderCache::SetShader(u32 components)
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g_vs_disk_cache.Sync();
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bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
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if (success)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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vshaders[uid].code = code;
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GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
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@ -190,7 +190,7 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
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if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(API_OPENGL, PixelShaders[uid].safe_uid, PixelShaders[uid].code, dstAlphaMode, components);
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ValidatePixelShaderIDs(API_OPENGL, PixelShaders[uid].safe_uid, PixelShaders[uid].shader.strprog, dstAlphaMode, components);
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return pShaderLast;
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}
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@ -206,7 +206,7 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
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pShaderLast = &entry.shader;
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.code, dstAlphaMode, components);
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ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, dstAlphaMode, components);
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return pShaderLast;
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}
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@ -215,8 +215,12 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
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newentry.frameCount = frameCount;
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pShaderLast = &newentry.shader;
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const char *code = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
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GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode);
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newentry.code = code;
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if (g_ActiveConfig.bEnableShaderDebugging && code)
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{
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GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode);
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newentry.shader.strprog = code;
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
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@ -320,9 +324,6 @@ bool PixelShaderCache::CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrpr
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cgDestroyProgram(tempprog);
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#endif
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#if defined(_DEBUG) || defined(DEBUGFAST)
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ps.strprog = pstrprogram;
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#endif
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return true;
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}
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@ -39,9 +39,7 @@ struct FRAGMENTSHADER
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}
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}
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GLuint glprogid; // opengl program id
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#if defined(_DEBUG) || defined(DEBUGFAST)
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std::string strprog;
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#endif
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};
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class PixelShaderCache
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@ -57,7 +55,6 @@ class PixelShaderCache
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shader.Destroy();
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}
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PIXELSHADERUIDSAFE safe_uid;
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std::string code;
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};
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typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;
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@ -100,6 +100,7 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
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entry.frameCount = frameCount;
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pShaderLast = &entry.shader;
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const char *code = GenerateVertexShaderCode(components, API_OPENGL);
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GetSafeVertexShaderId(&entry.safe_uid, components);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
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@ -183,9 +184,8 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
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cgDestroyProgram(tempprog);
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#endif
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//#if defined(_DEBUG) || defined(DEBUGFAST)
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vs.strprog = pstrprogram;
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//#endif
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if (g_ActiveConfig.bEnableShaderDebugging)
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vs.strprog = pstrprogram;
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return true;
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}
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