Remove UID Checker.

Kind of pointless now that multiple shaders with the same UID are
now fundementally impossible.
This commit is contained in:
Scott Mansell 2016-01-17 01:57:59 +13:00
parent 24e5d21780
commit 95469ec225
11 changed files with 0 additions and 145 deletions

View File

@ -26,7 +26,6 @@ namespace DX11
GeometryShaderCache::GSCache GeometryShaderCache::GeometryShaders;
const GeometryShaderCache::GSCacheEntry* GeometryShaderCache::last_entry;
GeometryShaderUid GeometryShaderCache::last_uid;
UidChecker<GeometryShaderUid, ShaderCode> GeometryShaderCache::geometry_uid_checker;
const GeometryShaderCache::GSCacheEntry GeometryShaderCache::pass_entry;
ID3D11GeometryShader* ClearGeometryShader = nullptr;
@ -177,7 +176,6 @@ void GeometryShaderCache::Clear()
for (auto& iter : GeometryShaders)
iter.second.Destroy();
GeometryShaders.clear();
geometry_uid_checker.Invalidate();
last_entry = nullptr;
}
@ -197,11 +195,6 @@ void GeometryShaderCache::Shutdown()
bool GeometryShaderCache::SetShader(u32 primitive_type)
{
GeometryShaderUid uid = GetGeometryShaderUid(primitive_type);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D, uid.GetUidData());
geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
}
// Check if the shader is already set
if (last_entry)

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@ -44,8 +44,6 @@ private:
static const GSCacheEntry* last_entry;
static GeometryShaderUid last_uid;
static const GSCacheEntry pass_entry;
static UidChecker<GeometryShaderUid, ShaderCode> geometry_uid_checker;
};
} // namespace DX11

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@ -26,7 +26,6 @@ namespace DX11
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
PixelShaderUid PixelShaderCache::last_uid;
UidChecker<PixelShaderUid, ShaderCode> PixelShaderCache::pixel_uid_checker;
LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
@ -517,7 +516,6 @@ void PixelShaderCache::Clear()
for (auto& iter : PixelShaders)
iter.second.Destroy();
PixelShaders.clear();
pixel_uid_checker.Invalidate();
last_entry = nullptr;
}
@ -557,11 +555,6 @@ void PixelShaderCache::Shutdown()
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
{
PixelShaderUid uid = GetPixelShaderUid(dstAlphaMode);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D, uid.GetUidData());
pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
}
// Check if the shader is already set
if (last_entry)

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@ -53,8 +53,6 @@ private:
static PSCache PixelShaders;
static const PSCacheEntry* last_entry;
static PixelShaderUid last_uid;
static UidChecker<PixelShaderUid, ShaderCode> pixel_uid_checker;
};
} // namespace DX11

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@ -24,7 +24,6 @@ namespace DX11
VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
VertexShaderUid VertexShaderCache::last_uid;
UidChecker<VertexShaderUid, ShaderCode> VertexShaderCache::vertex_uid_checker;
static ID3D11VertexShader* SimpleVertexShader = nullptr;
static ID3D11VertexShader* ClearVertexShader = nullptr;
@ -177,7 +176,6 @@ void VertexShaderCache::Clear()
for (auto& iter : vshaders)
iter.second.Destroy();
vshaders.clear();
vertex_uid_checker.Invalidate();
last_entry = nullptr;
}
@ -200,11 +198,6 @@ void VertexShaderCache::Shutdown()
bool VertexShaderCache::SetShader()
{
VertexShaderUid uid = GetVertexShaderUid();
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code = GenerateVertexShaderCode(API_D3D, uid.GetUidData());
vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
}
if (last_entry)
{

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@ -58,8 +58,6 @@ private:
static VSCache vshaders;
static const VSCacheEntry* last_entry;
static VertexShaderUid last_uid;
static UidChecker<VertexShaderUid, ShaderCode> vertex_uid_checker;
};
} // namespace DX11

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@ -42,10 +42,6 @@ static LinearDiskCache<GeometryShaderUid, u8> s_gs_disk_cache;
static LinearDiskCache<PixelShaderUid, u8> s_ps_disk_cache;
static LinearDiskCache<VertexShaderUid, u8> s_vs_disk_cache;
static UidChecker<GeometryShaderUid, ShaderCode> s_geometry_uid_checker;
static UidChecker<PixelShaderUid, ShaderCode> s_pixel_uid_checker;
static UidChecker<VertexShaderUid, ShaderCode> s_vertex_uid_checker;
static D3D12_SHADER_BYTECODE s_last_geometry_shader_bytecode;
static D3D12_SHADER_BYTECODE s_last_pixel_shader_bytecode;
static D3D12_SHADER_BYTECODE s_last_vertex_shader_bytecode;
@ -152,10 +148,6 @@ void ShaderCache::Shutdown()
s_ps_hlsl_cache.clear();
s_vs_hlsl_cache.clear();
}
s_geometry_uid_checker.Invalidate();
s_pixel_uid_checker.Invalidate();
s_vertex_uid_checker.Invalidate();
}
void ShaderCache::LoadAndSetActiveShaders(DSTALPHA_MODE ps_dst_alpha_mode, u32 gs_primitive_type)
@ -217,12 +209,6 @@ void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_t
{
s_last_geometry_shader_uid = gs_uid;
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D, gs_uid.GetUidData());
s_geometry_uid_checker.AddToIndexAndCheck(code, gs_uid, "Geometry", "g");
}
if (gs_uid.GetUidData()->IsPassthrough())
{
s_last_geometry_shader_bytecode = {};
@ -261,12 +247,6 @@ void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_
{
s_last_pixel_shader_uid = ps_uid;
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code = GeneratePixelShaderCode(ps_dst_alpha_mode, API_D3D, ps_uid.GetUidData());
s_pixel_uid_checker.AddToIndexAndCheck(code, ps_uid, "Pixel", "p");
}
auto ps_iterator = s_ps_bytecode_cache.find(ps_uid);
if (ps_iterator != s_ps_bytecode_cache.end())
{
@ -302,12 +282,6 @@ void ShaderCache::HandleVSUIDChange(VertexShaderUid vs_uid)
{
s_last_vertex_shader_uid = vs_uid;
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code = GenerateVertexShaderCode(API_D3D, vs_uid.GetUidData());
s_vertex_uid_checker.AddToIndexAndCheck(code, vs_uid, "Vertex", "v");
}
auto vs_iterator = s_vs_bytecode_cache.find(vs_uid);
if (vs_iterator != s_vs_bytecode_cache.end())
{

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@ -33,7 +33,6 @@ private:
std::map<Uid, std::string> m_shaders;
const std::string* m_last_entry = nullptr;
Uid m_last_uid;
UidChecker<Uid, ShaderCode> m_uid_checker;
};
class VertexShaderCache : public ShaderCache<VertexShaderUid>

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@ -36,9 +36,6 @@ static GLuint CurrentProgram = 0;
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
SHADERUID ProgramShaderCache::last_uid;
UidChecker<PixelShaderUid, ShaderCode> ProgramShaderCache::pixel_uid_checker;
UidChecker<VertexShaderUid, ShaderCode> ProgramShaderCache::vertex_uid_checker;
UidChecker<GeometryShaderUid, ShaderCode> ProgramShaderCache::geometry_uid_checker;
static std::string s_glsl_header = "";
@ -400,19 +397,6 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
uid->puid = GetPixelShaderUid(dstAlphaMode);
uid->vuid = GetVertexShaderUid();
uid->guid = GetGeometryShaderUid(primitive_type);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, uid->puid.GetUidData());
pixel_uid_checker.AddToIndexAndCheck(pcode, uid->puid, "Pixel", "p");
ShaderCode vcode = GenerateVertexShaderCode(API_OPENGL, uid->vuid.GetUidData());
vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
ShaderCode gcode =
GenerateGeometryShaderCode(primitive_type, API_OPENGL, uid->guid.GetUidData());
geometry_uid_checker.AddToIndexAndCheck(gcode, uid->guid, "Geometry", "g");
}
}
ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram()
@ -517,9 +501,6 @@ void ProgramShaderCache::Shutdown()
}
pshaders.clear();
pixel_uid_checker.Invalidate();
vertex_uid_checker.Invalidate();
s_buffer.reset();
}

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@ -88,10 +88,6 @@ private:
static PCacheEntry* last_entry;
static SHADERUID last_uid;
static UidChecker<PixelShaderUid, ShaderCode> pixel_uid_checker;
static UidChecker<VertexShaderUid, ShaderCode> vertex_uid_checker;
static UidChecker<GeometryShaderUid, ShaderCode> geometry_uid_checker;
static u32 s_ubo_buffer_size;
static s32 s_ubo_align;
};

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@ -154,74 +154,6 @@ public:
private:
std::vector<bool> constant_usage; // TODO: Is vector<bool> appropriate here?
};
/**
* Checks if there has been
*/
template <class UidT, class CodeT>
class UidChecker
{
public:
void Invalidate()
{
m_shaders.clear();
m_uids.clear();
}
void AddToIndexAndCheck(CodeT& new_code, const UidT& new_uid, const char* shader_type,
const char* dump_prefix)
{
bool uid_is_indexed = std::find(m_uids.begin(), m_uids.end(), new_uid) != m_uids.end();
if (!uid_is_indexed)
{
m_uids.push_back(new_uid);
m_shaders[new_uid] = new_code.GetBuffer();
}
else
{
// uid is already in the index => check if there's a shader with the same uid but different
// code
auto& old_code = m_shaders[new_uid];
if (old_code != new_code.GetBuffer())
{
static int num_failures = 0;
std::string temp =
StringFromFormat("%s%ssuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
dump_prefix, ++num_failures);
// TODO: Should also dump uids
std::ofstream file;
OpenFStream(file, temp, std::ios_base::out);
file << "Old shader code:\n" << old_code;
file << "\n\nNew shader code:\n" << new_code.GetBuffer();
file << "\n\nShader uid:\n";
for (unsigned int i = 0; i < new_uid.GetUidDataSize(); ++i)
{
u8 value = new_uid.GetUidDataRaw()[i];
if ((i % 4) == 0)
{
auto last_value =
(i + 3 < new_uid.GetUidDataSize() - 1) ? i + 3 : new_uid.GetUidDataSize();
file << std::setfill(' ') << std::dec;
file << "Values " << std::setw(2) << i << " - " << last_value << ": ";
}
file << std::setw(2) << std::setfill('0') << std::hex << value << std::setw(1);
if ((i % 4) < 3)
file << ' ';
else
file << std::endl;
}
ERROR_LOG(VIDEO, "%s shader uid mismatch! See %s for details", shader_type, temp.c_str());
}
}
}
private:
std::map<UidT, std::string> m_shaders;
std::vector<UidT> m_uids;
};
template <class T>
inline void DefineOutputMember(T& object, API_TYPE api_type, const char* qualifier,