// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include "Common/Align.h" #include "Common/CommonTypes.h" #include "Common/FileUtil.h" #include "Common/LinearDiskCache.h" #include "Common/StringUtil.h" #include "Core/ConfigManager.h" #include "VideoBackends/D3D/D3DShader.h" #include "VideoBackends/D3D/VertexShaderCache.h" #include "VideoCommon/Debugger.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/VertexShaderGen.h" #include "VideoCommon/VertexShaderManager.h" namespace DX11 { VertexShaderCache::VSCache VertexShaderCache::vshaders; const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry; VertexShaderUid VertexShaderCache::last_uid; static ID3D11VertexShader* SimpleVertexShader = nullptr; static ID3D11VertexShader* ClearVertexShader = nullptr; static ID3D11InputLayout* SimpleLayout = nullptr; static ID3D11InputLayout* ClearLayout = nullptr; LinearDiskCache g_vs_disk_cache; ID3D11VertexShader* VertexShaderCache::GetSimpleVertexShader() { return SimpleVertexShader; } ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVertexShader; } ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout() { return SimpleLayout; } ID3D11InputLayout* VertexShaderCache::GetClearInputLayout() { return ClearLayout; } ID3D11Buffer* vscbuf = nullptr; ID3D11Buffer*& VertexShaderCache::GetConstantBuffer() { // TODO: divide the global variables of the generated shaders into about 5 constant buffers to // speed this up if (VertexShaderManager::dirty) { D3D11_MAPPED_SUBRESOURCE map; D3D::context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, &VertexShaderManager::constants, sizeof(VertexShaderConstants)); D3D::context->Unmap(vscbuf, 0); VertexShaderManager::dirty = false; ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(VertexShaderConstants)); } return vscbuf; } // this class will load the precompiled shaders into our cache class VertexShaderCacheInserter : public LinearDiskCacheReader { public: void Read(const VertexShaderUid& key, const u8* value, u32 value_size) { D3DBlob* blob = new D3DBlob(value_size, value); VertexShaderCache::InsertByteCode(key, blob); blob->Release(); } }; const char simple_shader_code[] = { "struct VSOUTPUT\n" "{\n" "float4 vPosition : POSITION;\n" "float3 vTexCoord : TEXCOORD0;\n" "float vTexCoord1 : TEXCOORD1;\n" "};\n" "VSOUTPUT main(float4 inPosition : POSITION,float4 inTEX0 : TEXCOORD0)\n" "{\n" "VSOUTPUT OUT;\n" "OUT.vPosition = inPosition;\n" "OUT.vTexCoord = inTEX0.xyz;\n" "OUT.vTexCoord1 = inTEX0.w;\n" "return OUT;\n" "}\n"}; const char clear_shader_code[] = { "struct VSOUTPUT\n" "{\n" "float4 vPosition : POSITION;\n" "float4 vColor0 : COLOR0;\n" "};\n" "VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n" "{\n" "VSOUTPUT OUT;\n" "OUT.vPosition = inPosition;\n" "OUT.vColor0 = inColor0;\n" "return OUT;\n" "}\n"}; void VertexShaderCache::Init() { const D3D11_INPUT_ELEMENT_DESC simpleelems[2] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, }; const D3D11_INPUT_ELEMENT_DESC clearelems[2] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, }; unsigned int cbsize = Common::AlignUp(static_cast(sizeof(VertexShaderConstants)), 16); // must be a multiple of 16 D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &vscbuf); CHECK(hr == S_OK, "Create vertex shader constant buffer (size=%u)", cbsize); D3D::SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "vertex shader constant buffer used to emulate the GX pipeline"); D3DBlob* blob; D3D::CompileVertexShader(simple_shader_code, &blob); D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout); SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob); if (SimpleLayout == nullptr || SimpleVertexShader == nullptr) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__); blob->Release(); D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout"); D3D::CompileVertexShader(clear_shader_code, &blob); D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout); ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob); if (ClearLayout == nullptr || ClearVertexShader == nullptr) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__); blob->Release(); D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearVertexShader, "clear vertex shader"); D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearLayout, "clear input layout"); Clear(); SETSTAT(stats.numVertexShadersCreated, 0); SETSTAT(stats.numVertexShadersAlive, 0); if (g_ActiveConfig.bShaderCache) LoadShaderCache(); } void VertexShaderCache::LoadShaderCache() { VertexShaderCacheInserter inserter; g_vs_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "VS", true, true), inserter); } void VertexShaderCache::Reload() { g_vs_disk_cache.Sync(); g_vs_disk_cache.Close(); Clear(); if (g_ActiveConfig.bShaderCache) LoadShaderCache(); } void VertexShaderCache::Clear() { for (auto& iter : vshaders) iter.second.Destroy(); vshaders.clear(); last_entry = nullptr; last_uid = {}; } void VertexShaderCache::Shutdown() { SAFE_RELEASE(vscbuf); SAFE_RELEASE(SimpleVertexShader); SAFE_RELEASE(ClearVertexShader); SAFE_RELEASE(SimpleLayout); SAFE_RELEASE(ClearLayout); Clear(); g_vs_disk_cache.Sync(); g_vs_disk_cache.Close(); } bool VertexShaderCache::SetShader() { VertexShaderUid uid = GetVertexShaderUid(); if (last_entry) { if (uid == last_uid) { GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); return (last_entry->shader != nullptr); } } last_uid = uid; VSCache::iterator iter = vshaders.find(uid); if (iter != vshaders.end()) { const VSCacheEntry& entry = iter->second; last_entry = &entry; GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); return (entry.shader != nullptr); } ShaderCode code = GenerateVertexShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData()); D3DBlob* pbytecode = nullptr; D3D::CompileVertexShader(code.GetBuffer(), &pbytecode); if (pbytecode == nullptr) { GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); 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; } bool VertexShaderCache::InsertByteCode(const VertexShaderUid& uid, D3DBlob* bcodeblob) { ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob); if (shader == nullptr) return false; // TODO: Somehow make the debug name a bit more specific D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a vertex shader of VertexShaderCache"); // Make an entry in the table VSCacheEntry entry; entry.shader = shader; entry.SetByteCode(bcodeblob); vshaders[uid] = entry; last_entry = &vshaders[uid]; INCSTAT(stats.numVertexShadersCreated); SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size()); return true; } } // namespace DX11